#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. // // Image11.h: Implements the rx::Image11 class, which acts as the interface to // the actual underlying resources of a Texture #include "libGLESv2/renderer/d3d/d3d11/Renderer11.h" #include "libGLESv2/renderer/d3d/d3d11/Image11.h" #include "libGLESv2/renderer/d3d/d3d11/TextureStorage11.h" #include "libGLESv2/Framebuffer.h" #include "libGLESv2/FramebufferAttachment.h" #include "libGLESv2/main.h" #include "common/utilities.h" #include "libGLESv2/renderer/d3d/d3d11/formatutils11.h" #include "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h" namespace rx { Image11::Image11() { mStagingTexture = NULL; mRenderer = NULL; mDXGIFormat = DXGI_FORMAT_UNKNOWN; } Image11::~Image11() { SafeRelease(mStagingTexture); } Image11 *Image11::makeImage11(Image *img) { ASSERT(HAS_DYNAMIC_TYPE(rx::Image11*, img)); return static_cast(img); } void Image11::generateMipmap(Image11 *dest, Image11 *src) { ASSERT(src->getDXGIFormat() == dest->getDXGIFormat()); ASSERT(src->getWidth() == 1 || src->getWidth() / 2 == dest->getWidth()); ASSERT(src->getHeight() == 1 || src->getHeight() / 2 == dest->getHeight()); MipGenerationFunction mipFunction = d3d11::GetMipGenerationFunction(src->getDXGIFormat()); ASSERT(mipFunction != NULL); D3D11_MAPPED_SUBRESOURCE destMapped; HRESULT destMapResult = dest->map(D3D11_MAP_WRITE, &destMapped); if (FAILED(destMapResult)) { ERR("Failed to map destination image for mip map generation. HRESULT:0x%X", destMapResult); return; } D3D11_MAPPED_SUBRESOURCE srcMapped; HRESULT srcMapResult = src->map(D3D11_MAP_READ, &srcMapped); if (FAILED(srcMapResult)) { ERR("Failed to map source image for mip map generation. HRESULT:0x%X", srcMapResult); dest->unmap(); return; } const uint8_t *sourceData = reinterpret_cast(srcMapped.pData); uint8_t *destData = reinterpret_cast(destMapped.pData); mipFunction(src->getWidth(), src->getHeight(), src->getDepth(), sourceData, srcMapped.RowPitch, srcMapped.DepthPitch, destData, destMapped.RowPitch, destMapped.DepthPitch); dest->unmap(); src->unmap(); dest->markDirty(); } bool Image11::isDirty() const { // Make sure that this image is marked as dirty even if the staging texture hasn't been created yet // if initialization is required before use. return (mDirty && (mStagingTexture || gl_d3d11::RequiresTextureDataInitialization(mInternalFormat))); } bool Image11::copyToStorage(TextureStorageInterface2D *storage, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height) { TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance()); return storage11->updateSubresourceLevel(getStagingTexture(), getStagingSubresource(), level, 0, xoffset, yoffset, 0, width, height, 1); } bool Image11::copyToStorage(TextureStorageInterfaceCube *storage, int face, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height) { TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance()); return storage11->updateSubresourceLevel(getStagingTexture(), getStagingSubresource(), level, face, xoffset, yoffset, 0, width, height, 1); } bool Image11::copyToStorage(TextureStorageInterface3D *storage, int level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth) { TextureStorage11_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(storage->getStorageInstance()); return storage11->updateSubresourceLevel(getStagingTexture(), getStagingSubresource(), level, 0, xoffset, yoffset, zoffset, width, height, depth); } bool Image11::copyToStorage(TextureStorageInterface2DArray *storage, int level, GLint xoffset, GLint yoffset, GLint arrayLayer, GLsizei width, GLsizei height) { TextureStorage11_2DArray *storage11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(storage->getStorageInstance()); return storage11->updateSubresourceLevel(getStagingTexture(), getStagingSubresource(), level, arrayLayer, xoffset, yoffset, 0, width, height, 1); } bool Image11::redefine(Renderer *renderer, GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, bool forceRelease) { if (mWidth != width || mHeight != height || mInternalFormat != internalformat || forceRelease) { mRenderer = Renderer11::makeRenderer11(renderer); mWidth = width; mHeight = height; mDepth = depth; mInternalFormat = internalformat; mTarget = target; // compute the d3d format that will be used mDXGIFormat = gl_d3d11::GetTexFormat(internalformat); mActualFormat = d3d11_gl::GetInternalFormat(mDXGIFormat); mRenderable = gl_d3d11::GetRTVFormat(internalformat) != DXGI_FORMAT_UNKNOWN; SafeRelease(mStagingTexture); mDirty = gl_d3d11::RequiresTextureDataInitialization(mInternalFormat); return true; } return false; } DXGI_FORMAT Image11::getDXGIFormat() const { // this should only happen if the image hasn't been redefined first // which would be a bug by the caller ASSERT(mDXGIFormat != DXGI_FORMAT_UNKNOWN); return mDXGIFormat; } // Store the pixel rectangle designated by xoffset,yoffset,width,height with pixels stored as format/type at input // into the target pixel rectangle. void Image11::loadData(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLint unpackAlignment, GLenum type, const void *input) { GLsizei inputRowPitch = gl::GetRowPitch(mInternalFormat, type, width, unpackAlignment); GLsizei inputDepthPitch = gl::GetDepthPitch(mInternalFormat, type, width, height, unpackAlignment); GLuint outputPixelSize = d3d11::GetFormatPixelBytes(mDXGIFormat); LoadImageFunction loadFunction = d3d11::GetImageLoadFunction(mInternalFormat, type); ASSERT(loadFunction != NULL); D3D11_MAPPED_SUBRESOURCE mappedImage; HRESULT result = map(D3D11_MAP_WRITE, &mappedImage); if (FAILED(result)) { ERR("Could not map image for loading."); return; } uint8_t* offsetMappedData = (reinterpret_cast(mappedImage.pData) + (yoffset * mappedImage.RowPitch + xoffset * outputPixelSize + zoffset * mappedImage.DepthPitch)); loadFunction(width, height, depth, reinterpret_cast(input), inputRowPitch, inputDepthPitch, offsetMappedData, mappedImage.RowPitch, mappedImage.DepthPitch); unmap(); } void Image11::loadCompressedData(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, const void *input) { GLsizei inputRowPitch = gl::GetRowPitch(mInternalFormat, GL_UNSIGNED_BYTE, width, 1); GLsizei inputDepthPitch = gl::GetDepthPitch(mInternalFormat, GL_UNSIGNED_BYTE, width, height, 1); GLuint outputPixelSize = d3d11::GetFormatPixelBytes(mDXGIFormat); GLuint outputBlockWidth = d3d11::GetBlockWidth(mDXGIFormat); GLuint outputBlockHeight = d3d11::GetBlockHeight(mDXGIFormat); ASSERT(xoffset % outputBlockWidth == 0); ASSERT(yoffset % outputBlockHeight == 0); LoadImageFunction loadFunction = d3d11::GetImageLoadFunction(mInternalFormat, GL_UNSIGNED_BYTE); ASSERT(loadFunction != NULL); D3D11_MAPPED_SUBRESOURCE mappedImage; HRESULT result = map(D3D11_MAP_WRITE, &mappedImage); if (FAILED(result)) { ERR("Could not map image for loading."); return; } uint8_t* offsetMappedData = reinterpret_cast(mappedImage.pData) + ((yoffset / outputBlockHeight) * mappedImage.RowPitch + (xoffset / outputBlockWidth) * outputPixelSize + zoffset * mappedImage.DepthPitch); loadFunction(width, height, depth, reinterpret_cast(input), inputRowPitch, inputDepthPitch, offsetMappedData, mappedImage.RowPitch, mappedImage.DepthPitch); unmap(); } void Image11::copy(GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source) { gl::FramebufferAttachment *colorbuffer = source->getReadColorbuffer(); if (colorbuffer && colorbuffer->getActualFormat() == mActualFormat) { // No conversion needed-- use copyback fastpath ID3D11Texture2D *colorBufferTexture = NULL; unsigned int subresourceIndex = 0; if (mRenderer->getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture)) { D3D11_TEXTURE2D_DESC textureDesc; colorBufferTexture->GetDesc(&textureDesc); ID3D11Device *device = mRenderer->getDevice(); ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); ID3D11Texture2D* srcTex = NULL; if (textureDesc.SampleDesc.Count > 1) { D3D11_TEXTURE2D_DESC resolveDesc; resolveDesc.Width = textureDesc.Width; resolveDesc.Height = textureDesc.Height; resolveDesc.MipLevels = 1; resolveDesc.ArraySize = 1; resolveDesc.Format = textureDesc.Format; resolveDesc.SampleDesc.Count = 1; resolveDesc.SampleDesc.Quality = 0; resolveDesc.Usage = D3D11_USAGE_DEFAULT; resolveDesc.BindFlags = 0; resolveDesc.CPUAccessFlags = 0; resolveDesc.MiscFlags = 0; HRESULT result = device->CreateTexture2D(&resolveDesc, NULL, &srcTex); if (FAILED(result)) { ERR("Failed to create resolve texture for Image11::copy, HRESULT: 0x%X.", result); return; } deviceContext->ResolveSubresource(srcTex, 0, colorBufferTexture, subresourceIndex, textureDesc.Format); subresourceIndex = 0; } else { srcTex = colorBufferTexture; srcTex->AddRef(); } D3D11_BOX srcBox; srcBox.left = x; srcBox.right = x + width; srcBox.top = y; srcBox.bottom = y + height; srcBox.front = 0; srcBox.back = 1; deviceContext->CopySubresourceRegion(mStagingTexture, 0, xoffset, yoffset, zoffset, srcTex, subresourceIndex, &srcBox); SafeRelease(srcTex); SafeRelease(colorBufferTexture); } } else { // This format requires conversion, so we must copy the texture to staging and manually convert via readPixels D3D11_MAPPED_SUBRESOURCE mappedImage; HRESULT result = map(D3D11_MAP_WRITE, &mappedImage); if (FAILED(result)) { ERR("Failed to map texture for Image11::copy, HRESULT: 0x%X.", result); return; } // determine the offset coordinate into the destination buffer GLsizei rowOffset = gl::GetPixelBytes(mActualFormat) * xoffset; void *dataOffset = static_cast(mappedImage.pData) + mappedImage.RowPitch * yoffset + rowOffset + zoffset * mappedImage.DepthPitch; GLenum format = gl::GetFormat(mInternalFormat); GLenum type = gl::GetType(mInternalFormat); mRenderer->readPixels(source, x, y, width, height, format, type, mappedImage.RowPitch, gl::PixelPackState(), dataOffset); unmap(); } } ID3D11Resource *Image11::getStagingTexture() { createStagingTexture(); return mStagingTexture; } unsigned int Image11::getStagingSubresource() { createStagingTexture(); return mStagingSubresource; } void Image11::createStagingTexture() { if (mStagingTexture) { return; } const DXGI_FORMAT dxgiFormat = getDXGIFormat(); if (mWidth > 0 && mHeight > 0 && mDepth > 0) { ID3D11Device *device = mRenderer->getDevice(); HRESULT result; int lodOffset = 1; GLsizei width = mWidth; GLsizei height = mHeight; // adjust size if needed for compressed textures d3d11::MakeValidSize(false, dxgiFormat, &width, &height, &lodOffset); if (mTarget == GL_TEXTURE_3D) { ID3D11Texture3D *newTexture = NULL; D3D11_TEXTURE3D_DESC desc; desc.Width = width; desc.Height = height; desc.Depth = mDepth; desc.MipLevels = lodOffset + 1; desc.Format = dxgiFormat; desc.Usage = D3D11_USAGE_STAGING; desc.BindFlags = 0; desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE; desc.MiscFlags = 0; if (gl_d3d11::RequiresTextureDataInitialization(mInternalFormat)) { std::vector initialData; std::vector< std::vector > textureData; d3d11::GenerateInitialTextureData(mInternalFormat, width, height, mDepth, lodOffset + 1, &initialData, &textureData); result = device->CreateTexture3D(&desc, initialData.data(), &newTexture); } else { result = device->CreateTexture3D(&desc, NULL, &newTexture); } if (FAILED(result)) { ASSERT(result == E_OUTOFMEMORY); ERR("Creating image failed."); return gl::error(GL_OUT_OF_MEMORY); } mStagingTexture = newTexture; mStagingSubresource = D3D11CalcSubresource(lodOffset, 0, lodOffset + 1); } else if (mTarget == GL_TEXTURE_2D || mTarget == GL_TEXTURE_2D_ARRAY || mTarget == GL_TEXTURE_CUBE_MAP) { ID3D11Texture2D *newTexture = NULL; D3D11_TEXTURE2D_DESC desc; desc.Width = width; desc.Height = height; desc.MipLevels = lodOffset + 1; desc.ArraySize = 1; desc.Format = dxgiFormat; desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; desc.Usage = D3D11_USAGE_STAGING; desc.BindFlags = 0; desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE; desc.MiscFlags = 0; if (gl_d3d11::RequiresTextureDataInitialization(mInternalFormat)) { std::vector initialData; std::vector< std::vector > textureData; d3d11::GenerateInitialTextureData(mInternalFormat, width, height, 1, lodOffset + 1, &initialData, &textureData); result = device->CreateTexture2D(&desc, initialData.data(), &newTexture); } else { result = device->CreateTexture2D(&desc, NULL, &newTexture); } if (FAILED(result)) { ASSERT(result == E_OUTOFMEMORY); ERR("Creating image failed."); return gl::error(GL_OUT_OF_MEMORY); } mStagingTexture = newTexture; mStagingSubresource = D3D11CalcSubresource(lodOffset, 0, lodOffset + 1); } else { UNREACHABLE(); } } mDirty = false; } HRESULT Image11::map(D3D11_MAP mapType, D3D11_MAPPED_SUBRESOURCE *map) { createStagingTexture(); HRESULT result = E_FAIL; if (mStagingTexture) { ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); result = deviceContext->Map(mStagingTexture, mStagingSubresource, mapType, 0, map); // this can fail if the device is removed (from TDR) if (d3d11::isDeviceLostError(result)) { mRenderer->notifyDeviceLost(); } else if (SUCCEEDED(result)) { mDirty = true; } } return result; } void Image11::unmap() { if (mStagingTexture) { ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); deviceContext->Unmap(mStagingTexture, mStagingSubresource); } } }