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-rw-r--r--chromium/third_party/angle/src/libGLESv2/renderer/TextureStorage11.cpp667
1 files changed, 0 insertions, 667 deletions
diff --git a/chromium/third_party/angle/src/libGLESv2/renderer/TextureStorage11.cpp b/chromium/third_party/angle/src/libGLESv2/renderer/TextureStorage11.cpp
deleted file mode 100644
index 41515ed7696..00000000000
--- a/chromium/third_party/angle/src/libGLESv2/renderer/TextureStorage11.cpp
+++ /dev/null
@@ -1,667 +0,0 @@
-#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<TextureStorage11*>(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), usage, forceRenderable))
-{
- for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
- {
- mRenderTarget[i] = NULL;
- }
-
- DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat);
- 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<TextureStorage11_2D*>(storage);
-}
-
-RenderTarget *TextureStorage11_2D::getRenderTarget(int level)
-{
- if (level >= 0 && level < static_cast<int>(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<RenderTarget*>(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<RenderTarget*>(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<RenderTarget*>(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<ID3D11ShaderResourceView*>(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), 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);
- 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<TextureStorage11_Cube*>(storage);
-}
-
-RenderTarget *TextureStorage11_Cube::getRenderTarget(GLenum faceTarget, int level)
-{
- unsigned int faceIdx = gl::TextureCubeMap::faceIndex(faceTarget);
- if (level >= 0 && level < static_cast<int>(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_TEXTURE2DARRAY; // Will be used with Texture2D sampler, not 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<RenderTarget*>(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<RenderTarget*>(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<RenderTarget*>(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<ID3D11ShaderResourceView*>(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);
-}
-
-}