// // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // RenderTarget11.cpp: Implements a DX11-specific wrapper for ID3D11View pointers // retained by Renderbuffers. #include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h" #include "libANGLE/renderer/d3d/d3d11/Renderer11.h" #include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h" #include "libANGLE/renderer/d3d/d3d11/SwapChain11.h" #include "libANGLE/renderer/d3d/d3d11/formatutils11.h" namespace rx { static bool getTextureProperties(ID3D11Resource *resource, unsigned int *mipLevels, unsigned int *samples) { ID3D11Texture1D *texture1D = d3d11::DynamicCastComObject(resource); if (texture1D) { D3D11_TEXTURE1D_DESC texDesc; texture1D->GetDesc(&texDesc); SafeRelease(texture1D); *mipLevels = texDesc.MipLevels; *samples = 0; return true; } ID3D11Texture2D *texture2D = d3d11::DynamicCastComObject(resource); if (texture2D) { D3D11_TEXTURE2D_DESC texDesc; texture2D->GetDesc(&texDesc); SafeRelease(texture2D); *mipLevels = texDesc.MipLevels; *samples = texDesc.SampleDesc.Count > 1 ? texDesc.SampleDesc.Count : 0; return true; } ID3D11Texture3D *texture3D = d3d11::DynamicCastComObject(resource); if (texture3D) { D3D11_TEXTURE3D_DESC texDesc; texture3D->GetDesc(&texDesc); SafeRelease(texture3D); *mipLevels = texDesc.MipLevels; *samples = 0; return true; } return false; } static unsigned int getRTVSubresourceIndex(ID3D11Resource *resource, ID3D11RenderTargetView *view) { D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; view->GetDesc(&rtvDesc); unsigned int mipSlice = 0; unsigned int arraySlice = 0; switch (rtvDesc.ViewDimension) { case D3D11_RTV_DIMENSION_TEXTURE1D: mipSlice = rtvDesc.Texture1D.MipSlice; arraySlice = 0; break; case D3D11_RTV_DIMENSION_TEXTURE1DARRAY: mipSlice = rtvDesc.Texture1DArray.MipSlice; arraySlice = rtvDesc.Texture1DArray.FirstArraySlice; break; case D3D11_RTV_DIMENSION_TEXTURE2D: mipSlice = rtvDesc.Texture2D.MipSlice; arraySlice = 0; break; case D3D11_RTV_DIMENSION_TEXTURE2DARRAY: mipSlice = rtvDesc.Texture2DArray.MipSlice; arraySlice = rtvDesc.Texture2DArray.FirstArraySlice; break; case D3D11_RTV_DIMENSION_TEXTURE2DMS: mipSlice = 0; arraySlice = 0; break; case D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY: mipSlice = 0; arraySlice = rtvDesc.Texture2DMSArray.FirstArraySlice; break; case D3D11_RTV_DIMENSION_TEXTURE3D: mipSlice = rtvDesc.Texture3D.MipSlice; arraySlice = 0; break; case D3D11_RTV_DIMENSION_UNKNOWN: case D3D11_RTV_DIMENSION_BUFFER: UNIMPLEMENTED(); break; default: UNREACHABLE(); break; } unsigned int mipLevels, samples; getTextureProperties(resource, &mipLevels, &samples); return D3D11CalcSubresource(mipSlice, arraySlice, mipLevels); } static unsigned int getDSVSubresourceIndex(ID3D11Resource *resource, ID3D11DepthStencilView *view) { D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc; view->GetDesc(&dsvDesc); unsigned int mipSlice = 0; unsigned int arraySlice = 0; switch (dsvDesc.ViewDimension) { case D3D11_DSV_DIMENSION_TEXTURE1D: mipSlice = dsvDesc.Texture1D.MipSlice; arraySlice = 0; break; case D3D11_DSV_DIMENSION_TEXTURE1DARRAY: mipSlice = dsvDesc.Texture1DArray.MipSlice; arraySlice = dsvDesc.Texture1DArray.FirstArraySlice; break; case D3D11_DSV_DIMENSION_TEXTURE2D: mipSlice = dsvDesc.Texture2D.MipSlice; arraySlice = 0; break; case D3D11_DSV_DIMENSION_TEXTURE2DARRAY: mipSlice = dsvDesc.Texture2DArray.MipSlice; arraySlice = dsvDesc.Texture2DArray.FirstArraySlice; break; case D3D11_DSV_DIMENSION_TEXTURE2DMS: mipSlice = 0; arraySlice = 0; break; case D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY: mipSlice = 0; arraySlice = dsvDesc.Texture2DMSArray.FirstArraySlice; break; case D3D11_DSV_DIMENSION_UNKNOWN: UNIMPLEMENTED(); break; default: UNREACHABLE(); break; } unsigned int mipLevels, samples; getTextureProperties(resource, &mipLevels, &samples); return D3D11CalcSubresource(mipSlice, arraySlice, mipLevels); } RenderTarget11 *RenderTarget11::makeRenderTarget11(RenderTargetD3D *target) { ASSERT(HAS_DYNAMIC_TYPE(RenderTarget11*, target)); return static_cast(target); } TextureRenderTarget11::TextureRenderTarget11(ID3D11RenderTargetView *rtv, ID3D11Resource *resource, ID3D11ShaderResourceView *srv, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei samples) : mWidth(width), mHeight(height), mDepth(depth), mInternalFormat(internalFormat), mDXGIFormat(DXGI_FORMAT_UNKNOWN), mSamples(samples), mSubresourceIndex(0), mTexture(resource), mRenderTarget(rtv), mDepthStencil(NULL), mShaderResource(srv) { if (mTexture) { mTexture->AddRef(); } if (mRenderTarget) { mRenderTarget->AddRef(); } if (mShaderResource) { mShaderResource->AddRef(); } if (mRenderTarget && mTexture) { mSubresourceIndex = getRTVSubresourceIndex(mTexture, mRenderTarget); D3D11_RENDER_TARGET_VIEW_DESC desc; mRenderTarget->GetDesc(&desc); mDXGIFormat = desc.Format; } } TextureRenderTarget11::TextureRenderTarget11(ID3D11DepthStencilView *dsv, ID3D11Resource *resource, ID3D11ShaderResourceView *srv, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei samples) : mWidth(width), mHeight(height), mDepth(depth), mInternalFormat(internalFormat), mDXGIFormat(DXGI_FORMAT_UNKNOWN), mSamples(samples), mSubresourceIndex(0), mTexture(resource), mRenderTarget(NULL), mDepthStencil(dsv), mShaderResource(srv) { if (mTexture) { mTexture->AddRef(); } if (mDepthStencil) { mDepthStencil->AddRef(); } if (mShaderResource) { mShaderResource->AddRef(); } if (mDepthStencil && mTexture) { mSubresourceIndex = getDSVSubresourceIndex(mTexture, mDepthStencil); D3D11_DEPTH_STENCIL_VIEW_DESC desc; mDepthStencil->GetDesc(&desc); mDXGIFormat = desc.Format; } } TextureRenderTarget11::~TextureRenderTarget11() { SafeRelease(mTexture); SafeRelease(mRenderTarget); SafeRelease(mDepthStencil); SafeRelease(mShaderResource); } ID3D11Resource *TextureRenderTarget11::getTexture() const { return mTexture; } ID3D11RenderTargetView *TextureRenderTarget11::getRenderTargetView() const { return mRenderTarget; } ID3D11DepthStencilView *TextureRenderTarget11::getDepthStencilView() const { return mDepthStencil; } ID3D11ShaderResourceView *TextureRenderTarget11::getShaderResourceView() const { return mShaderResource; } GLsizei TextureRenderTarget11::getWidth() const { return mWidth; } GLsizei TextureRenderTarget11::getHeight() const { return mHeight; } GLsizei TextureRenderTarget11::getDepth() const { return mDepth; } GLenum TextureRenderTarget11::getInternalFormat() const { return mInternalFormat; } GLsizei TextureRenderTarget11::getSamples() const { return mSamples; } unsigned int TextureRenderTarget11::getSubresourceIndex() const { return mSubresourceIndex; } DXGI_FORMAT TextureRenderTarget11::getDXGIFormat() const { return mDXGIFormat; } SurfaceRenderTarget11::SurfaceRenderTarget11(SwapChain11 *swapChain, Renderer11 *renderer, bool depth) : mSwapChain(swapChain), mRenderer(renderer), mDepth(depth) { ASSERT(mSwapChain); } SurfaceRenderTarget11::~SurfaceRenderTarget11() { } GLsizei SurfaceRenderTarget11::getWidth() const { return mSwapChain->getWidth(); } GLsizei SurfaceRenderTarget11::getHeight() const { return mSwapChain->getHeight(); } GLsizei SurfaceRenderTarget11::getDepth() const { return 1; } GLenum SurfaceRenderTarget11::getInternalFormat() const { return (mDepth ? mSwapChain->GetDepthBufferInternalFormat() : mSwapChain->GetBackBufferInternalFormat()); } GLsizei SurfaceRenderTarget11::getSamples() const { // Our EGL surfaces do not support multisampling. return 0; } ID3D11Resource *SurfaceRenderTarget11::getTexture() const { return (mDepth ? mSwapChain->getDepthStencilTexture() : mSwapChain->getOffscreenTexture()); } ID3D11RenderTargetView *SurfaceRenderTarget11::getRenderTargetView() const { return (mDepth ? NULL : mSwapChain->getRenderTarget()); } ID3D11DepthStencilView *SurfaceRenderTarget11::getDepthStencilView() const { return (mDepth ? mSwapChain->getDepthStencil() : NULL); } ID3D11ShaderResourceView *SurfaceRenderTarget11::getShaderResourceView() const { return (mDepth ? mSwapChain->getDepthStencilShaderResource() : mSwapChain->getRenderTargetShaderResource()); } unsigned int SurfaceRenderTarget11::getSubresourceIndex() const { return 0; } DXGI_FORMAT SurfaceRenderTarget11::getDXGIFormat() const { return d3d11::GetTextureFormatInfo(getInternalFormat(), mRenderer->getFeatureLevel()).texFormat; } }