#include "precompiled.h" // // 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 "libGLESv2/renderer/RenderTarget11.h" #include "libGLESv2/renderer/Renderer11.h" #include "libGLESv2/renderer/renderer11_utils.h" #include "libGLESv2/main.h" namespace rx { static unsigned int getRTVSubresourceIndex(ID3D11Texture2D *texture, ID3D11RenderTargetView *view) { D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; view->GetDesc(&rtvDesc); D3D11_TEXTURE2D_DESC texDesc; texture->GetDesc(&texDesc); unsigned int mipSlice = 0; unsigned int arraySlice = 0; unsigned int mipLevels = texDesc.MipLevels; 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; } return D3D11CalcSubresource(mipSlice, arraySlice, mipLevels); } static unsigned int getDSVSubresourceIndex(ID3D11Texture2D *texture, ID3D11DepthStencilView *view) { D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc; view->GetDesc(&dsvDesc); D3D11_TEXTURE2D_DESC texDesc; texture->GetDesc(&texDesc); unsigned int mipSlice = 0; unsigned int arraySlice = 0; unsigned int mipLevels = texDesc.MipLevels; 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_RTV_DIMENSION_UNKNOWN: UNIMPLEMENTED(); break; default: UNREACHABLE(); break; } return D3D11CalcSubresource(mipSlice, arraySlice, mipLevels); } RenderTarget11::RenderTarget11(Renderer *renderer, ID3D11RenderTargetView *rtv, ID3D11Texture2D *tex, ID3D11ShaderResourceView *srv, GLsizei width, GLsizei height) { mRenderer = Renderer11::makeRenderer11(renderer); mTexture = tex; mRenderTarget = rtv; mDepthStencil = NULL; mShaderResource = srv; mSubresourceIndex = 0; if (mRenderTarget && mTexture) { D3D11_RENDER_TARGET_VIEW_DESC desc; mRenderTarget->GetDesc(&desc); D3D11_TEXTURE2D_DESC texDesc; mTexture->GetDesc(&texDesc); mSubresourceIndex = getRTVSubresourceIndex(mTexture, mRenderTarget); mWidth = width; mHeight = height; mSamples = (texDesc.SampleDesc.Count > 1) ? texDesc.SampleDesc.Count : 0; mInternalFormat = d3d11_gl::ConvertTextureInternalFormat(desc.Format); mActualFormat = d3d11_gl::ConvertTextureInternalFormat(desc.Format); } } RenderTarget11::RenderTarget11(Renderer *renderer, ID3D11DepthStencilView *dsv, ID3D11Texture2D *tex, ID3D11ShaderResourceView *srv, GLsizei width, GLsizei height) { mRenderer = Renderer11::makeRenderer11(renderer); mTexture = tex; mRenderTarget = NULL; mDepthStencil = dsv; mShaderResource = srv; mSubresourceIndex = 0; if (mDepthStencil && mTexture) { D3D11_DEPTH_STENCIL_VIEW_DESC desc; mDepthStencil->GetDesc(&desc); D3D11_TEXTURE2D_DESC texDesc; mTexture->GetDesc(&texDesc); mSubresourceIndex = getDSVSubresourceIndex(mTexture, mDepthStencil); mWidth = width; mHeight = height; mSamples = (texDesc.SampleDesc.Count > 1) ? texDesc.SampleDesc.Count : 0; mInternalFormat = d3d11_gl::ConvertTextureInternalFormat(desc.Format); mActualFormat = d3d11_gl::ConvertTextureInternalFormat(desc.Format); } } RenderTarget11::RenderTarget11(Renderer *renderer, GLsizei width, GLsizei height, GLenum format, GLsizei samples, bool depth) { mRenderer = Renderer11::makeRenderer11(renderer); mTexture = NULL; mRenderTarget = NULL; mDepthStencil = NULL; mShaderResource = NULL; DXGI_FORMAT requestedFormat = gl_d3d11::ConvertRenderbufferFormat(format); int supportedSamples = mRenderer->getNearestSupportedSamples(requestedFormat, samples); if (supportedSamples < 0) { gl::error(GL_OUT_OF_MEMORY); return; } if (width > 0 && height > 0) { // Create texture resource D3D11_TEXTURE2D_DESC desc; desc.Width = width; desc.Height = height; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = requestedFormat; desc.SampleDesc.Count = (supportedSamples == 0) ? 1 : supportedSamples; desc.SampleDesc.Quality = 0; desc.Usage = D3D11_USAGE_DEFAULT; desc.CPUAccessFlags = 0; desc.MiscFlags = 0; desc.BindFlags = (depth ? D3D11_BIND_DEPTH_STENCIL : (D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE)); ID3D11Device *device = mRenderer->getDevice(); HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture); if (result == E_OUTOFMEMORY) { gl::error(GL_OUT_OF_MEMORY); return; } ASSERT(SUCCEEDED(result)); if (depth) { D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc; dsvDesc.Format = requestedFormat; dsvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_DSV_DIMENSION_TEXTURE2D : D3D11_DSV_DIMENSION_TEXTURE2DMS; dsvDesc.Texture2D.MipSlice = 0; dsvDesc.Flags = 0; result = device->CreateDepthStencilView(mTexture, &dsvDesc, &mDepthStencil); if (result == E_OUTOFMEMORY) { mTexture->Release(); mTexture = NULL; gl::error(GL_OUT_OF_MEMORY); } ASSERT(SUCCEEDED(result)); } else { D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; rtvDesc.Format = requestedFormat; rtvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_RTV_DIMENSION_TEXTURE2D : D3D11_RTV_DIMENSION_TEXTURE2DMS; rtvDesc.Texture2D.MipSlice = 0; result = device->CreateRenderTargetView(mTexture, &rtvDesc, &mRenderTarget); if (result == E_OUTOFMEMORY) { mTexture->Release(); mTexture = NULL; gl::error(GL_OUT_OF_MEMORY); return; } ASSERT(SUCCEEDED(result)); D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; srvDesc.Format = requestedFormat; srvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_SRV_DIMENSION_TEXTURE2D : D3D11_SRV_DIMENSION_TEXTURE2DMS; srvDesc.Texture2D.MostDetailedMip = 0; srvDesc.Texture2D.MipLevels = 1; result = device->CreateShaderResourceView(mTexture, &srvDesc, &mShaderResource); if (result == E_OUTOFMEMORY) { mTexture->Release(); mTexture = NULL; mRenderTarget->Release(); mRenderTarget = NULL; gl::error(GL_OUT_OF_MEMORY); return; } ASSERT(SUCCEEDED(result)); } } mWidth = width; mHeight = height; mInternalFormat = format; mSamples = supportedSamples; mActualFormat = d3d11_gl::ConvertTextureInternalFormat(requestedFormat); mSubresourceIndex = D3D11CalcSubresource(0, 0, 1); } RenderTarget11::~RenderTarget11() { if (mTexture) { mTexture->Release(); mTexture = NULL; } if (mRenderTarget) { mRenderTarget->Release(); mRenderTarget = NULL; } if (mDepthStencil) { mDepthStencil->Release(); mDepthStencil = NULL; } if (mShaderResource) { mShaderResource->Release(); mShaderResource = NULL; } } RenderTarget11 *RenderTarget11::makeRenderTarget11(RenderTarget *target) { ASSERT(HAS_DYNAMIC_TYPE(rx::RenderTarget11*, target)); return static_cast(target); } ID3D11Texture2D *RenderTarget11::getTexture() const { return mTexture; } ID3D11RenderTargetView *RenderTarget11::getRenderTargetView() const { return mRenderTarget; } ID3D11DepthStencilView *RenderTarget11::getDepthStencilView() const { return mDepthStencil; } ID3D11ShaderResourceView *RenderTarget11::getShaderResourceView() const { return mShaderResource; } unsigned int RenderTarget11::getSubresourceIndex() const { return mSubresourceIndex; } }