#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. // // TextureStorage11.cpp: Implements the abstract rx::TextureStorage11 class and its concrete derived // classes TextureStorage11_2D and TextureStorage11_Cube, which act as the interface to the D3D11 texture. #include "libGLESv2/renderer/TextureStorage11.h" #include "libGLESv2/renderer/Renderer11.h" #include "libGLESv2/renderer/RenderTarget11.h" #include "libGLESv2/renderer/SwapChain11.h" #include "libGLESv2/renderer/renderer11_utils.h" #include "libGLESv2/utilities.h" #include "libGLESv2/main.h" namespace rx { TextureStorage11::TextureStorage11(Renderer *renderer, UINT bindFlags) : mBindFlags(bindFlags), mLodOffset(0), mMipLevels(0), mTexture(NULL), mTextureFormat(DXGI_FORMAT_UNKNOWN), mShaderResourceFormat(DXGI_FORMAT_UNKNOWN), mRenderTargetFormat(DXGI_FORMAT_UNKNOWN), mDepthStencilFormat(DXGI_FORMAT_UNKNOWN), mSRV(NULL), mTextureWidth(0), mTextureHeight(0) { mRenderer = Renderer11::makeRenderer11(renderer); } TextureStorage11::~TextureStorage11() { } TextureStorage11 *TextureStorage11::makeTextureStorage11(TextureStorage *storage) { ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11*, storage)); return static_cast(storage); } DWORD TextureStorage11::GetTextureBindFlags(DXGI_FORMAT format, GLenum glusage, bool forceRenderable) { UINT bindFlags = D3D11_BIND_SHADER_RESOURCE; if (d3d11::IsDepthStencilFormat(format)) { bindFlags |= D3D11_BIND_DEPTH_STENCIL; } else if(forceRenderable || (TextureStorage11::IsTextureFormatRenderable(format) && (glusage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE))) { bindFlags |= D3D11_BIND_RENDER_TARGET; } return bindFlags; } bool TextureStorage11::IsTextureFormatRenderable(DXGI_FORMAT format) { switch(format) { case DXGI_FORMAT_R8G8B8A8_UNORM: case DXGI_FORMAT_A8_UNORM: case DXGI_FORMAT_R32G32B32A32_FLOAT: case DXGI_FORMAT_R16G16B16A16_FLOAT: case DXGI_FORMAT_B8G8R8A8_UNORM: case DXGI_FORMAT_R8_UNORM: case DXGI_FORMAT_R8G8_UNORM: case DXGI_FORMAT_R16_FLOAT: case DXGI_FORMAT_R16G16_FLOAT: return true; case DXGI_FORMAT_BC1_UNORM: case DXGI_FORMAT_BC2_UNORM: case DXGI_FORMAT_BC3_UNORM: case DXGI_FORMAT_R32G32B32_FLOAT: // not renderable on all devices return false; default: UNREACHABLE(); return false; } } UINT TextureStorage11::getBindFlags() const { return mBindFlags; } ID3D11Texture2D *TextureStorage11::getBaseTexture() const { return mTexture; } int TextureStorage11::getLodOffset() const { return mLodOffset; } bool TextureStorage11::isRenderTarget() const { return (mBindFlags & (D3D11_BIND_RENDER_TARGET | D3D11_BIND_DEPTH_STENCIL)) != 0; } bool TextureStorage11::isManaged() const { return false; } int TextureStorage11::levelCount() { int levels = 0; if (getBaseTexture()) { levels = mMipLevels - getLodOffset(); } return levels; } UINT TextureStorage11::getSubresourceIndex(int level, int faceIndex) { UINT index = 0; if (getBaseTexture()) { index = D3D11CalcSubresource(level, faceIndex, mMipLevels); } return index; } bool TextureStorage11::updateSubresourceLevel(ID3D11Texture2D *srcTexture, unsigned int sourceSubresource, int level, int face, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height) { if (srcTexture) { // Round up the width and height to the nearest multiple of dimension alignment unsigned int dimensionAlignment = d3d11::GetTextureFormatDimensionAlignment(mTextureFormat); width = width + dimensionAlignment - 1 - (width - 1) % dimensionAlignment; height = height + dimensionAlignment - 1 - (height - 1) % dimensionAlignment; D3D11_BOX srcBox; srcBox.left = xoffset; srcBox.top = yoffset; srcBox.right = xoffset + width; srcBox.bottom = yoffset + height; srcBox.front = 0; srcBox.back = 1; ID3D11DeviceContext *context = mRenderer->getDeviceContext(); ASSERT(getBaseTexture()); context->CopySubresourceRegion(getBaseTexture(), getSubresourceIndex(level + mLodOffset, face), xoffset, yoffset, 0, srcTexture, sourceSubresource, &srcBox); return true; } return false; } void TextureStorage11::generateMipmapLayer(RenderTarget11 *source, RenderTarget11 *dest) { if (source && dest) { ID3D11ShaderResourceView *sourceSRV = source->getShaderResourceView(); ID3D11RenderTargetView *destRTV = dest->getRenderTargetView(); if (sourceSRV && destRTV) { gl::Rectangle sourceArea; sourceArea.x = 0; sourceArea.y = 0; sourceArea.width = source->getWidth(); sourceArea.height = source->getHeight(); gl::Rectangle destArea; destArea.x = 0; destArea.y = 0; destArea.width = dest->getWidth(); destArea.height = dest->getHeight(); mRenderer->copyTexture(sourceSRV, sourceArea, source->getWidth(), source->getHeight(), destRTV, destArea, dest->getWidth(), dest->getHeight(), GL_RGBA); } } } TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, SwapChain11 *swapchain) : TextureStorage11(renderer, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE) { mTexture = swapchain->getOffscreenTexture(); mSRV = swapchain->getRenderTargetShaderResource(); for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) { mRenderTarget[i] = NULL; } D3D11_TEXTURE2D_DESC texDesc; mTexture->GetDesc(&texDesc); mMipLevels = texDesc.MipLevels; mTextureFormat = texDesc.Format; mTextureWidth = texDesc.Width; mTextureHeight = texDesc.Height; D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; mSRV->GetDesc(&srvDesc); mShaderResourceFormat = srvDesc.Format; ID3D11RenderTargetView* offscreenRTV = swapchain->getRenderTarget(); D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; offscreenRTV->GetDesc(&rtvDesc); mRenderTargetFormat = rtvDesc.Format; offscreenRTV->Release(); mDepthStencilFormat = DXGI_FORMAT_UNKNOWN; } TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height) : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat, Renderer11::makeRenderer11(renderer)->getFeatureLevel()), usage, forceRenderable)) { for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) { mRenderTarget[i] = NULL; } DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat, Renderer11::makeRenderer11(renderer)->getFeatureLevel()); if (d3d11::IsDepthStencilFormat(convertedFormat)) { mTextureFormat = d3d11::GetDepthTextureFormat(convertedFormat); mShaderResourceFormat = d3d11::GetDepthShaderResourceFormat(convertedFormat); mDepthStencilFormat = convertedFormat; mRenderTargetFormat = DXGI_FORMAT_UNKNOWN; } else { mTextureFormat = convertedFormat; mShaderResourceFormat = convertedFormat; mDepthStencilFormat = DXGI_FORMAT_UNKNOWN; mRenderTargetFormat = convertedFormat; } // if the width or height is not positive this should be treated as an incomplete texture // we handle that here by skipping the d3d texture creation if (width > 0 && height > 0) { // adjust size if needed for compressed textures gl::MakeValidSize(false, gl::IsCompressed(internalformat), &width, &height, &mLodOffset); ID3D11Device *device = mRenderer->getDevice(); D3D11_TEXTURE2D_DESC desc; desc.Width = width; // Compressed texture size constraints? desc.Height = height; desc.MipLevels = (levels > 0) ? levels + mLodOffset : 0; desc.ArraySize = 1; desc.Format = mTextureFormat; desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = getBindFlags(); desc.CPUAccessFlags = 0; desc.MiscFlags = 0; HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture); // this can happen from windows TDR if (d3d11::isDeviceLostError(result)) { mRenderer->notifyDeviceLost(); gl::error(GL_OUT_OF_MEMORY); } else if (FAILED(result)) { ASSERT(result == E_OUTOFMEMORY); ERR("Creating image failed."); gl::error(GL_OUT_OF_MEMORY); } else { mTexture->GetDesc(&desc); mMipLevels = desc.MipLevels; mTextureWidth = desc.Width; mTextureHeight = desc.Height; } } } TextureStorage11_2D::~TextureStorage11_2D() { if (mTexture) { mTexture->Release(); mTexture = NULL; } if (mSRV) { mSRV->Release(); mSRV = NULL; } for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) { delete mRenderTarget[i]; mRenderTarget[i] = NULL; } } TextureStorage11_2D *TextureStorage11_2D::makeTextureStorage11_2D(TextureStorage *storage) { ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_2D*, storage)); return static_cast(storage); } RenderTarget *TextureStorage11_2D::getRenderTarget(int level) { if (level >= 0 && level < static_cast(mMipLevels)) { if (!mRenderTarget[level]) { ID3D11Device *device = mRenderer->getDevice(); HRESULT result; D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; srvDesc.Format = mShaderResourceFormat; srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srvDesc.Texture2D.MostDetailedMip = level; srvDesc.Texture2D.MipLevels = 1; ID3D11ShaderResourceView *srv; result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv); if (result == E_OUTOFMEMORY) { return gl::error(GL_OUT_OF_MEMORY, static_cast(NULL)); } ASSERT(SUCCEEDED(result)); if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN) { D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; rtvDesc.Format = mRenderTargetFormat; rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; rtvDesc.Texture2D.MipSlice = level; ID3D11RenderTargetView *rtv; result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv); if (result == E_OUTOFMEMORY) { srv->Release(); return gl::error(GL_OUT_OF_MEMORY, static_cast(NULL)); } ASSERT(SUCCEEDED(result)); // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11 // also needs to keep a reference to the texture. mTexture->AddRef(); mRenderTarget[level] = new RenderTarget11(mRenderer, rtv, mTexture, srv, std::max(mTextureWidth >> level, 1U), std::max(mTextureHeight >> level, 1U)); } else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN) { D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc; dsvDesc.Format = mDepthStencilFormat; dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; dsvDesc.Texture2D.MipSlice = level; dsvDesc.Flags = 0; ID3D11DepthStencilView *dsv; result = device->CreateDepthStencilView(mTexture, &dsvDesc, &dsv); if (result == E_OUTOFMEMORY) { srv->Release(); return gl::error(GL_OUT_OF_MEMORY, static_cast(NULL)); } ASSERT(SUCCEEDED(result)); // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11 // also needs to keep a reference to the texture. mTexture->AddRef(); mRenderTarget[level] = new RenderTarget11(mRenderer, dsv, mTexture, srv, std::max(mTextureWidth >> level, 1U), std::max(mTextureHeight >> level, 1U)); } else { UNREACHABLE(); } } return mRenderTarget[level]; } else { return NULL; } } ID3D11ShaderResourceView *TextureStorage11_2D::getSRV() { if (!mSRV) { ID3D11Device *device = mRenderer->getDevice(); D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; srvDesc.Format = mShaderResourceFormat; srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srvDesc.Texture2D.MipLevels = (mMipLevels == 0 ? -1 : mMipLevels); srvDesc.Texture2D.MostDetailedMip = 0; HRESULT result = device->CreateShaderResourceView(mTexture, &srvDesc, &mSRV); if (result == E_OUTOFMEMORY) { return gl::error(GL_OUT_OF_MEMORY, static_cast(NULL)); } ASSERT(SUCCEEDED(result)); } return mSRV; } void TextureStorage11_2D::generateMipmap(int level) { RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(level - 1)); RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(level)); generateMipmapLayer(source, dest); } TextureStorage11_Cube::TextureStorage11_Cube(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size) : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat, Renderer11::makeRenderer11(renderer)->getFeatureLevel()), usage, forceRenderable)) { for (unsigned int i = 0; i < 6; i++) { for (unsigned int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; j++) { mRenderTarget[i][j] = NULL; } } DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat, Renderer11::makeRenderer11(renderer)->getFeatureLevel()); if (d3d11::IsDepthStencilFormat(convertedFormat)) { mTextureFormat = d3d11::GetDepthTextureFormat(convertedFormat); mShaderResourceFormat = d3d11::GetDepthShaderResourceFormat(convertedFormat); mDepthStencilFormat = convertedFormat; mRenderTargetFormat = DXGI_FORMAT_UNKNOWN; } else { mTextureFormat = convertedFormat; mShaderResourceFormat = convertedFormat; mDepthStencilFormat = DXGI_FORMAT_UNKNOWN; mRenderTargetFormat = convertedFormat; } // if the size is not positive this should be treated as an incomplete texture // we handle that here by skipping the d3d texture creation if (size > 0) { // adjust size if needed for compressed textures int height = size; gl::MakeValidSize(false, gl::IsCompressed(internalformat), &size, &height, &mLodOffset); ID3D11Device *device = mRenderer->getDevice(); D3D11_TEXTURE2D_DESC desc; desc.Width = size; desc.Height = size; desc.MipLevels = (levels > 0) ? levels + mLodOffset : 0; desc.ArraySize = 6; desc.Format = mTextureFormat; desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = getBindFlags(); desc.CPUAccessFlags = 0; desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE; HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture); if (FAILED(result)) { ASSERT(result == E_OUTOFMEMORY); ERR("Creating image failed."); gl::error(GL_OUT_OF_MEMORY); } else { mTexture->GetDesc(&desc); mMipLevels = desc.MipLevels; mTextureWidth = desc.Width; mTextureHeight = desc.Height; } } } TextureStorage11_Cube::~TextureStorage11_Cube() { if (mTexture) { mTexture->Release(); mTexture = NULL; } if (mSRV) { mSRV->Release(); mSRV = NULL; } for (unsigned int i = 0; i < 6; i++) { for (unsigned int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; j++) { delete mRenderTarget[i][j]; mRenderTarget[i][j] = NULL; } } } TextureStorage11_Cube *TextureStorage11_Cube::makeTextureStorage11_Cube(TextureStorage *storage) { ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_Cube*, storage)); return static_cast(storage); } RenderTarget *TextureStorage11_Cube::getRenderTarget(GLenum faceTarget, int level) { unsigned int faceIdx = gl::TextureCubeMap::faceIndex(faceTarget); if (level >= 0 && level < static_cast(mMipLevels)) { if (!mRenderTarget[faceIdx][level]) { ID3D11Device *device = mRenderer->getDevice(); HRESULT result; D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; srvDesc.Format = mShaderResourceFormat; srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE; srvDesc.Texture2DArray.MostDetailedMip = level; srvDesc.Texture2DArray.MipLevels = 1; srvDesc.Texture2DArray.FirstArraySlice = faceIdx; srvDesc.Texture2DArray.ArraySize = 1; ID3D11ShaderResourceView *srv; result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv); if (result == E_OUTOFMEMORY) { return gl::error(GL_OUT_OF_MEMORY, static_cast(NULL)); } ASSERT(SUCCEEDED(result)); if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN) { D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; rtvDesc.Format = mRenderTargetFormat; rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY; rtvDesc.Texture2DArray.MipSlice = level; rtvDesc.Texture2DArray.FirstArraySlice = faceIdx; rtvDesc.Texture2DArray.ArraySize = 1; ID3D11RenderTargetView *rtv; result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv); if (result == E_OUTOFMEMORY) { srv->Release(); return gl::error(GL_OUT_OF_MEMORY, static_cast(NULL)); } ASSERT(SUCCEEDED(result)); // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11 // also needs to keep a reference to the texture. mTexture->AddRef(); mRenderTarget[faceIdx][level] = new RenderTarget11(mRenderer, rtv, mTexture, srv, std::max(mTextureWidth >> level, 1U), std::max(mTextureHeight >> level, 1U)); } else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN) { D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc; dsvDesc.Format = mRenderTargetFormat; dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY; dsvDesc.Texture2DArray.MipSlice = level; dsvDesc.Texture2DArray.FirstArraySlice = faceIdx; dsvDesc.Texture2DArray.ArraySize = 1; ID3D11DepthStencilView *dsv; result = device->CreateDepthStencilView(mTexture, &dsvDesc, &dsv); if (result == E_OUTOFMEMORY) { srv->Release(); return gl::error(GL_OUT_OF_MEMORY, static_cast(NULL)); } ASSERT(SUCCEEDED(result)); // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11 // also needs to keep a reference to the texture. mTexture->AddRef(); mRenderTarget[faceIdx][level] = new RenderTarget11(mRenderer, dsv, mTexture, srv, std::max(mTextureWidth >> level, 1U), std::max(mTextureHeight >> level, 1U)); } else { UNREACHABLE(); } } return mRenderTarget[faceIdx][level]; } else { return NULL; } } ID3D11ShaderResourceView *TextureStorage11_Cube::getSRV() { if (!mSRV) { ID3D11Device *device = mRenderer->getDevice(); D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; srvDesc.Format = mShaderResourceFormat; srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE; srvDesc.TextureCube.MipLevels = (mMipLevels == 0 ? -1 : mMipLevels); srvDesc.TextureCube.MostDetailedMip = 0; HRESULT result = device->CreateShaderResourceView(mTexture, &srvDesc, &mSRV); if (result == E_OUTOFMEMORY) { return gl::error(GL_OUT_OF_MEMORY, static_cast(NULL)); } ASSERT(SUCCEEDED(result)); } return mSRV; } void TextureStorage11_Cube::generateMipmap(int face, int level) { RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level - 1)); RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level)); generateMipmapLayer(source, dest); } }