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//
// Copyright (c) 2012-2013 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.h: Defines the abstract rx::TextureStorage11 class and its concrete derived
// classes TextureStorage11_2D and TextureStorage11_Cube, which act as the interface to the D3D11 texture.

#ifndef LIBANGLE_RENDERER_D3D_D3D11_TEXTURESTORAGE11_H_
#define LIBANGLE_RENDERER_D3D_D3D11_TEXTURESTORAGE11_H_

#include "libANGLE/Texture.h"
#include "libANGLE/Error.h"
#include "libANGLE/renderer/d3d/TextureStorage.h"

#include <map>

namespace gl
{
struct ImageIndex;
}

namespace rx
{
class RenderTargetD3D;
class RenderTarget11;
class Renderer11;
class SwapChain11;
class Image11;

class TextureStorage11 : public TextureStorage
{
  public:
    virtual ~TextureStorage11();

    static TextureStorage11 *makeTextureStorage11(TextureStorage *storage);

    static DWORD GetTextureBindFlags(GLenum internalFormat, D3D_FEATURE_LEVEL featureLevel, bool renderTarget);

    UINT getBindFlags() const;

    virtual gl::Error getResource(ID3D11Resource **outResource) = 0;
    virtual gl::Error getSRV(const gl::SamplerState &samplerState, ID3D11ShaderResourceView **outSRV);
    virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT) = 0;

    virtual gl::Error generateMipmap(const gl::ImageIndex &sourceIndex, const gl::ImageIndex &destIndex);

    virtual int getTopLevel() const;
    virtual bool isRenderTarget() const;
    virtual bool isManaged() const;
    virtual int getLevelCount() const;
    virtual UINT getSubresourceIndex(const gl::ImageIndex &index) const;

    gl::Error generateSwizzles(GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha);
    void invalidateSwizzleCacheLevel(int mipLevel);
    void invalidateSwizzleCache();

    gl::Error updateSubresourceLevel(ID3D11Resource *texture, unsigned int sourceSubresource,
                                     const gl::ImageIndex &index, const gl::Box &copyArea);

    gl::Error copySubresourceLevel(ID3D11Resource* dstTexture, unsigned int dstSubresource,
                                   const gl::ImageIndex &index, const gl::Box &region);

    virtual void associateImage(Image11* image, const gl::ImageIndex &index) = 0;
    virtual void disassociateImage(const gl::ImageIndex &index, Image11* expectedImage) = 0;
    virtual bool isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage) = 0;
    virtual gl::Error releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage) = 0;

    virtual gl::Error copyToStorage(TextureStorage *destStorage);
    virtual gl::Error setData(const gl::ImageIndex &index, ImageD3D *image, const gl::Box *destBox, GLenum type,
                              const gl::PixelUnpackState &unpack, const uint8_t *pixelData);

  protected:
    TextureStorage11(Renderer11 *renderer, UINT bindFlags);
    int getLevelWidth(int mipLevel) const;
    int getLevelHeight(int mipLevel) const;
    int getLevelDepth(int mipLevel) const;

    // Some classes (e.g. TextureStorage11_2D) will override getMippedResource.
    virtual gl::Error getMippedResource(ID3D11Resource **outResource) { return getResource(outResource); }

    virtual gl::Error getSwizzleTexture(ID3D11Resource **outTexture) = 0;
    virtual gl::Error getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV) = 0;
    gl::Error getSRVLevel(int mipLevel, ID3D11ShaderResourceView **outSRV);

    virtual gl::Error createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
                                ID3D11ShaderResourceView **outSRV) const = 0;

    void verifySwizzleExists(GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha);

    Renderer11 *mRenderer;
    int mTopLevel;
    unsigned int mMipLevels;

    GLenum mInternalFormat;
    DXGI_FORMAT mTextureFormat;
    DXGI_FORMAT mShaderResourceFormat;
    DXGI_FORMAT mRenderTargetFormat;
    DXGI_FORMAT mDepthStencilFormat;
    DXGI_FORMAT mSwizzleTextureFormat;
    DXGI_FORMAT mSwizzleShaderResourceFormat;
    DXGI_FORMAT mSwizzleRenderTargetFormat;
    unsigned int mTextureWidth;
    unsigned int mTextureHeight;
    unsigned int mTextureDepth;

    struct SwizzleCacheValue
    {
        GLenum swizzleRed;
        GLenum swizzleGreen;
        GLenum swizzleBlue;
        GLenum swizzleAlpha;

        SwizzleCacheValue();
        SwizzleCacheValue(GLenum red, GLenum green, GLenum blue, GLenum alpha);

        bool operator ==(const SwizzleCacheValue &other) const;
        bool operator !=(const SwizzleCacheValue &other) const;
    };
    SwizzleCacheValue mSwizzleCache[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];

  private:
    const UINT mBindFlags;

    struct SRVKey
    {
        SRVKey(int baseLevel = 0, int mipLevels = 0, bool swizzle = false);

        bool operator<(const SRVKey &rhs) const;

        int baseLevel;
        int mipLevels;
        bool swizzle;
    };
    typedef std::map<SRVKey, ID3D11ShaderResourceView *> SRVCache;

    SRVCache mSrvCache;
    ID3D11ShaderResourceView *mLevelSRVs[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
};

class TextureStorage11_2D : public TextureStorage11
{
  public:
    TextureStorage11_2D(Renderer11 *renderer, SwapChain11 *swapchain);
    TextureStorage11_2D(Renderer11 *renderer, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels, bool hintLevelZeroOnly = false);
    virtual ~TextureStorage11_2D();

    static TextureStorage11_2D *makeTextureStorage11_2D(TextureStorage *storage);

    virtual gl::Error getResource(ID3D11Resource **outResource);
    virtual gl::Error getMippedResource(ID3D11Resource **outResource);
    virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);

    virtual gl::Error copyToStorage(TextureStorage *destStorage);

    virtual void associateImage(Image11* image, const gl::ImageIndex &index);
    virtual void disassociateImage(const gl::ImageIndex &index, Image11* expectedImage);
    virtual bool isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage);
    virtual gl::Error releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage);

    virtual gl::Error useLevelZeroWorkaroundTexture(bool useLevelZeroTexture);

  protected:
    virtual gl::Error getSwizzleTexture(ID3D11Resource **outTexture);
    virtual gl::Error getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV);

    gl::Error ensureTextureExists(int mipLevels);

  private:
    virtual gl::Error createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
                                ID3D11ShaderResourceView **outSRV) const;

    ID3D11Texture2D *mTexture;
    RenderTarget11 *mRenderTarget[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];

    // These are members related to the zero max-LOD workaround.
    // D3D11 Feature Level 9_3 can't disable mipmaps on a mipmapped texture (i.e. solely sample from level zero).
    // These members are used to work around this limitation.
    // Usually only mTexture XOR mLevelZeroTexture will exist.
    // For example, if an app creates a texture with only one level, then 9_3 will only create mLevelZeroTexture.
    // However, in some scenarios, both textures have to be created. This incurs additional memory overhead.
    // One example of this is an application that creates a texture, calls glGenerateMipmap, and then disables mipmaps on the texture.
    // A more likely example is an app that creates an empty texture, renders to it, and then calls glGenerateMipmap
    // TODO: In this rendering scenario, release the mLevelZeroTexture after mTexture has been created to save memory.
    ID3D11Texture2D *mLevelZeroTexture;
    RenderTarget11 *mLevelZeroRenderTarget;
    bool mUseLevelZeroTexture;

    // Swizzle-related variables
    ID3D11Texture2D *mSwizzleTexture;
    ID3D11RenderTargetView *mSwizzleRenderTargets[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];

    Image11 *mAssociatedImages[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
};

class TextureStorage11_Cube : public TextureStorage11
{
  public:
    TextureStorage11_Cube(Renderer11 *renderer, GLenum internalformat, bool renderTarget, int size, int levels, bool hintLevelZeroOnly);
    virtual ~TextureStorage11_Cube();

    static TextureStorage11_Cube *makeTextureStorage11_Cube(TextureStorage *storage);

    virtual UINT getSubresourceIndex(const gl::ImageIndex &index) const;

    virtual gl::Error getResource(ID3D11Resource **outResource);
    virtual gl::Error getMippedResource(ID3D11Resource **outResource);
    virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);

    virtual gl::Error copyToStorage(TextureStorage *destStorage);

    virtual void associateImage(Image11* image, const gl::ImageIndex &index);
    virtual void disassociateImage(const gl::ImageIndex &index, Image11* expectedImage);
    virtual bool isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage);
    virtual gl::Error releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage);

    virtual gl::Error useLevelZeroWorkaroundTexture(bool useLevelZeroTexture);

  protected:
    virtual gl::Error getSwizzleTexture(ID3D11Resource **outTexture);
    virtual gl::Error getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV);

    gl::Error ensureTextureExists(int mipLevels);

  private:
    virtual gl::Error createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
                                ID3D11ShaderResourceView **outSRV) const;

    static const size_t CUBE_FACE_COUNT = 6;

    ID3D11Texture2D *mTexture;
    RenderTarget11 *mRenderTarget[CUBE_FACE_COUNT][gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];

    // Level-zero workaround members. See TextureStorage11_2D's workaround members for a description.
    ID3D11Texture2D *mLevelZeroTexture;
    RenderTarget11 *mLevelZeroRenderTarget[CUBE_FACE_COUNT];
    bool mUseLevelZeroTexture;

    ID3D11Texture2D *mSwizzleTexture;
    ID3D11RenderTargetView *mSwizzleRenderTargets[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];

    Image11 *mAssociatedImages[CUBE_FACE_COUNT][gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
};

class TextureStorage11_3D : public TextureStorage11
{
  public:
    TextureStorage11_3D(Renderer11 *renderer, GLenum internalformat, bool renderTarget,
                        GLsizei width, GLsizei height, GLsizei depth, int levels);
    virtual ~TextureStorage11_3D();

    static TextureStorage11_3D *makeTextureStorage11_3D(TextureStorage *storage);

    virtual gl::Error getResource(ID3D11Resource **outResource);

    // Handles both layer and non-layer RTs
    virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);

    virtual void associateImage(Image11* image, const gl::ImageIndex &index);
    virtual void disassociateImage(const gl::ImageIndex &index, Image11* expectedImage);
    virtual bool isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage);
    virtual gl::Error releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage);

  protected:
    virtual gl::Error getSwizzleTexture(ID3D11Resource **outTexture);
    virtual gl::Error getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV);

  private:
    virtual gl::Error createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
                                ID3D11ShaderResourceView **outSRV) const;

    typedef std::pair<int, int> LevelLayerKey;
    typedef std::map<LevelLayerKey, RenderTarget11*> RenderTargetMap;
    RenderTargetMap mLevelLayerRenderTargets;

    RenderTarget11 *mLevelRenderTargets[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];

    ID3D11Texture3D *mTexture;
    ID3D11Texture3D *mSwizzleTexture;
    ID3D11RenderTargetView *mSwizzleRenderTargets[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];

    Image11 *mAssociatedImages[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
};

class TextureStorage11_2DArray : public TextureStorage11
{
  public:
    TextureStorage11_2DArray(Renderer11 *renderer, GLenum internalformat, bool renderTarget,
                             GLsizei width, GLsizei height, GLsizei depth, int levels);
    virtual ~TextureStorage11_2DArray();

    static TextureStorage11_2DArray *makeTextureStorage11_2DArray(TextureStorage *storage);

    virtual gl::Error getResource(ID3D11Resource **outResource);
    virtual gl::Error getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT);

    virtual void associateImage(Image11* image, const gl::ImageIndex &index);
    virtual void disassociateImage(const gl::ImageIndex &index, Image11* expectedImage);
    virtual bool isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage);
    virtual gl::Error releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage);

  protected:
    virtual gl::Error getSwizzleTexture(ID3D11Resource **outTexture);
    virtual gl::Error getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV);

  private:
    virtual gl::Error createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
                                ID3D11ShaderResourceView **outSRV) const;

    typedef std::pair<int, int> LevelLayerKey;
    typedef std::map<LevelLayerKey, RenderTarget11*> RenderTargetMap;
    RenderTargetMap mRenderTargets;

    ID3D11Texture2D *mTexture;

    ID3D11Texture2D *mSwizzleTexture;
    ID3D11RenderTargetView *mSwizzleRenderTargets[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];

    typedef std::map<LevelLayerKey, Image11*> ImageMap;
    ImageMap mAssociatedImages;
};

}

#endif // LIBANGLE_RENDERER_D3D_D3D11_TEXTURESTORAGE11_H_