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authorAllan Sandfeld Jensen <allan.jensen@theqtcompany.com>2016-05-09 14:22:11 +0200
committerAllan Sandfeld Jensen <allan.jensen@qt.io>2016-05-09 15:11:45 +0000
commit2ddb2d3e14eef3de7dbd0cef553d669b9ac2361c (patch)
treee75f511546c5fd1a173e87c1f9fb11d7ac8d1af3 /chromium/third_party/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp
parenta4f3d46271c57e8155ba912df46a05559d14726e (diff)
downloadqtwebengine-chromium-2ddb2d3e14eef3de7dbd0cef553d669b9ac2361c.tar.gz
BASELINE: Update Chromium to 51.0.2704.41
Also adds in all smaller components by reversing logic for exclusion. Change-Id: Ibf90b506e7da088ea2f65dcf23f2b0992c504422 Reviewed-by: Joerg Bornemann <joerg.bornemann@theqtcompany.com>
Diffstat (limited to 'chromium/third_party/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp')
-rw-r--r--chromium/third_party/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp1859
1 files changed, 1108 insertions, 751 deletions
diff --git a/chromium/third_party/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp b/chromium/third_party/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp
index 580a59cf144..05362c71d82 100644
--- a/chromium/third_party/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp
+++ b/chromium/third_party/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp
@@ -5,7 +5,8 @@
//
// 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.
+// classes TextureStorage11_2D and TextureStorage11_Cube, which act as the interface to the D3D11
+// texture.
#include "libANGLE/renderer/d3d/d3d11/TextureStorage11.h"
@@ -30,21 +31,25 @@ namespace rx
{
TextureStorage11::SwizzleCacheValue::SwizzleCacheValue()
- : swizzleRed(GL_NONE), swizzleGreen(GL_NONE), swizzleBlue(GL_NONE), swizzleAlpha(GL_NONE)
+ : swizzleRed(GL_INVALID_INDEX),
+ swizzleGreen(GL_INVALID_INDEX),
+ swizzleBlue(GL_INVALID_INDEX),
+ swizzleAlpha(GL_INVALID_INDEX)
{
}
-TextureStorage11::SwizzleCacheValue::SwizzleCacheValue(GLenum red, GLenum green, GLenum blue, GLenum alpha)
+TextureStorage11::SwizzleCacheValue::SwizzleCacheValue(GLenum red,
+ GLenum green,
+ GLenum blue,
+ GLenum alpha)
: swizzleRed(red), swizzleGreen(green), swizzleBlue(blue), swizzleAlpha(alpha)
{
}
bool TextureStorage11::SwizzleCacheValue::operator==(const SwizzleCacheValue &other) const
{
- return swizzleRed == other.swizzleRed &&
- swizzleGreen == other.swizzleGreen &&
- swizzleBlue == other.swizzleBlue &&
- swizzleAlpha == other.swizzleAlpha;
+ return swizzleRed == other.swizzleRed && swizzleGreen == other.swizzleGreen &&
+ swizzleBlue == other.swizzleBlue && swizzleAlpha == other.swizzleAlpha;
}
bool TextureStorage11::SwizzleCacheValue::operator!=(const SwizzleCacheValue &other) const
@@ -59,7 +64,8 @@ TextureStorage11::SRVKey::SRVKey(int baseLevel, int mipLevels, bool swizzle)
bool TextureStorage11::SRVKey::operator<(const SRVKey &rhs) const
{
- return std::tie(baseLevel, mipLevels, swizzle) < std::tie(rhs.baseLevel, rhs.mipLevels, rhs.swizzle);
+ return std::tie(baseLevel, mipLevels, swizzle) <
+ std::tie(rhs.baseLevel, rhs.mipLevels, rhs.swizzle);
}
TextureStorage11::TextureStorage11(Renderer11 *renderer, UINT bindFlags, UINT miscFlags)
@@ -67,20 +73,16 @@ TextureStorage11::TextureStorage11(Renderer11 *renderer, UINT bindFlags, UINT mi
mTopLevel(0),
mMipLevels(0),
mInternalFormat(GL_NONE),
- mTextureFormat(DXGI_FORMAT_UNKNOWN),
- mShaderResourceFormat(DXGI_FORMAT_UNKNOWN),
- mRenderTargetFormat(DXGI_FORMAT_UNKNOWN),
- mDepthStencilFormat(DXGI_FORMAT_UNKNOWN),
+ mTextureFormatSet(nullptr),
+ mSwizzleFormatSet(nullptr),
mTextureWidth(0),
mTextureHeight(0),
mTextureDepth(0),
mBindFlags(bindFlags),
mMiscFlags(miscFlags)
{
- for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
- {
- mLevelSRVs[i] = nullptr;
- }
+ mLevelSRVs.fill(nullptr);
+ mLevelBlitSRVs.fill(nullptr);
}
TextureStorage11::~TextureStorage11()
@@ -88,6 +90,7 @@ TextureStorage11::~TextureStorage11()
for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
SafeRelease(mLevelSRVs[level]);
+ SafeRelease(mLevelBlitSRVs[level]);
}
for (SRVCache::iterator i = mSrvCache.begin(); i != mSrvCache.end(); i++)
@@ -97,20 +100,23 @@ TextureStorage11::~TextureStorage11()
mSrvCache.clear();
}
-DWORD TextureStorage11::GetTextureBindFlags(GLenum internalFormat, const Renderer11DeviceCaps &renderer11DeviceCaps, bool renderTarget)
+DWORD TextureStorage11::GetTextureBindFlags(GLenum internalFormat,
+ const Renderer11DeviceCaps &renderer11DeviceCaps,
+ bool renderTarget)
{
UINT bindFlags = 0;
- const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalFormat, renderer11DeviceCaps);
- if (formatInfo.srvFormat != DXGI_FORMAT_UNKNOWN)
+ const d3d11::TextureFormat &formatInfo =
+ d3d11::GetTextureFormatInfo(internalFormat, renderer11DeviceCaps);
+ if (formatInfo.formatSet->srvFormat != DXGI_FORMAT_UNKNOWN)
{
bindFlags |= D3D11_BIND_SHADER_RESOURCE;
}
- if (formatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN)
+ if (formatInfo.formatSet->dsvFormat != DXGI_FORMAT_UNKNOWN)
{
bindFlags |= D3D11_BIND_DEPTH_STENCIL;
}
- if (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN && renderTarget)
+ if (formatInfo.formatSet->rtvFormat != DXGI_FORMAT_UNKNOWN && renderTarget)
{
bindFlags |= D3D11_BIND_RENDER_TARGET;
}
@@ -118,14 +124,19 @@ DWORD TextureStorage11::GetTextureBindFlags(GLenum internalFormat, const Rendere
return bindFlags;
}
-DWORD TextureStorage11::GetTextureMiscFlags(GLenum internalFormat, const Renderer11DeviceCaps &renderer11DeviceCaps, bool renderTarget, int levels)
+DWORD TextureStorage11::GetTextureMiscFlags(GLenum internalFormat,
+ const Renderer11DeviceCaps &renderer11DeviceCaps,
+ bool renderTarget,
+ int levels)
{
UINT miscFlags = 0;
- const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalFormat, renderer11DeviceCaps);
+ const d3d11::TextureFormat &formatInfo =
+ d3d11::GetTextureFormatInfo(internalFormat, renderer11DeviceCaps);
if (renderTarget && levels > 1)
{
- const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(formatInfo.texFormat);
+ const d3d11::DXGIFormat &dxgiFormatInfo =
+ d3d11::GetDXGIFormatInfo(formatInfo.formatSet->texFormat);
if (dxgiFormatInfo.nativeMipmapSupport(renderer11DeviceCaps.featureLevel))
{
@@ -188,8 +199,8 @@ int TextureStorage11::getLevelDepth(int mipLevel) const
UINT TextureStorage11::getSubresourceIndex(const gl::ImageIndex &index) const
{
- UINT mipSlice = static_cast<UINT>(index.mipIndex + mTopLevel);
- UINT arraySlice = static_cast<UINT>(index.hasLayer() ? index.layerIndex : 0);
+ UINT mipSlice = static_cast<UINT>(index.mipIndex + mTopLevel);
+ UINT arraySlice = static_cast<UINT>(index.hasLayer() ? index.layerIndex : 0);
UINT subresource = D3D11CalcSubresource(mipSlice, arraySlice, mMipLevels);
ASSERT(subresource != std::numeric_limits<UINT>::max());
return subresource;
@@ -202,7 +213,8 @@ gl::Error TextureStorage11::getSRV(const gl::TextureState &textureState,
bool mipmapping = gl::IsMipmapFiltered(textureState.samplerState);
unsigned int mipLevels = mipmapping ? (textureState.maxLevel - textureState.baseLevel + 1) : 1;
- // Make sure there's 'mipLevels' mipmap levels below the base level (offset by the top level, which corresponds to GL level 0)
+ // Make sure there's 'mipLevels' mipmap levels below the base level (offset by the top level,
+ // which corresponds to GL level 0)
mipLevels = std::min(mipLevels, mMipLevels - mTopLevel - textureState.baseLevel);
if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3)
@@ -254,7 +266,8 @@ gl::Error TextureStorage11::getSRV(const gl::TextureState &textureState,
}
ID3D11ShaderResourceView *srv = nullptr;
- DXGI_FORMAT format = (swizzleRequired ? mSwizzleShaderResourceFormat : mShaderResourceFormat);
+ DXGI_FORMAT format =
+ (swizzleRequired ? mSwizzleFormatSet->srvFormat : mTextureFormatSet->srvFormat);
gl::Error error = createSRV(textureState.baseLevel, mipLevels, format, texture, &srv);
if (error.isError())
{
@@ -267,36 +280,56 @@ gl::Error TextureStorage11::getSRV(const gl::TextureState &textureState,
return gl::Error(GL_NO_ERROR);
}
-gl::Error TextureStorage11::getSRVLevel(int mipLevel, ID3D11ShaderResourceView **outSRV)
+gl::Error TextureStorage11::getSRVLevel(int mipLevel,
+ bool blitSRV,
+ ID3D11ShaderResourceView **outSRV)
{
ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
- if (!mLevelSRVs[mipLevel])
+ auto &levelSRVs = (blitSRV) ? mLevelBlitSRVs : mLevelSRVs;
+ auto &otherLevelSRVs = (blitSRV) ? mLevelSRVs : mLevelBlitSRVs;
+
+ if (!levelSRVs[mipLevel])
{
- ID3D11Resource *resource = NULL;
- gl::Error error = getResource(&resource);
- if (error.isError())
+ // Only create a different SRV for blit if blit format is different from regular srv format
+ if (otherLevelSRVs[mipLevel] &&
+ mTextureFormatSet->srvFormat == mTextureFormatSet->blitSRVFormat)
{
- return error;
+ levelSRVs[mipLevel] = otherLevelSRVs[mipLevel];
+ levelSRVs[mipLevel]->AddRef();
}
-
- error = createSRV(mipLevel, 1, mShaderResourceFormat, resource, &mLevelSRVs[mipLevel]);
- if (error.isError())
+ else
{
- return error;
+ ID3D11Resource *resource = nullptr;
+ gl::Error error = getResource(&resource);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ DXGI_FORMAT resourceFormat =
+ blitSRV ? mTextureFormatSet->blitSRVFormat : mTextureFormatSet->srvFormat;
+ error = createSRV(mipLevel, 1, resourceFormat, resource, &levelSRVs[mipLevel]);
+ if (error.isError())
+ {
+ return error;
+ }
}
}
- *outSRV = mLevelSRVs[mipLevel];
+ *outSRV = levelSRVs[mipLevel];
return gl::Error(GL_NO_ERROR);
}
-gl::Error TextureStorage11::getSRVLevels(GLint baseLevel, GLint maxLevel, ID3D11ShaderResourceView **outSRV)
+gl::Error TextureStorage11::getSRVLevels(GLint baseLevel,
+ GLint maxLevel,
+ ID3D11ShaderResourceView **outSRV)
{
unsigned int mipLevels = maxLevel - baseLevel + 1;
- // Make sure there's 'mipLevels' mipmap levels below the base level (offset by the top level, which corresponds to GL level 0)
+ // Make sure there's 'mipLevels' mipmap levels below the base level (offset by the top level,
+ // which corresponds to GL level 0)
mipLevels = std::min(mipLevels, mMipLevels - mTopLevel - baseLevel);
if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3)
@@ -330,19 +363,27 @@ gl::Error TextureStorage11::getSRVLevels(GLint baseLevel, GLint maxLevel, ID3D11
}
ID3D11ShaderResourceView *srv = nullptr;
- error = createSRV(baseLevel, mipLevels, mShaderResourceFormat, texture, &srv);
+ error = createSRV(baseLevel, mipLevels, mTextureFormatSet->srvFormat, texture, &srv);
if (error.isError())
{
return error;
}
mSrvCache[key] = srv;
- *outSRV = srv;
+ *outSRV = srv;
return gl::Error(GL_NO_ERROR);
}
-gl::Error TextureStorage11::generateSwizzles(GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha)
+d3d11::ANGLEFormat TextureStorage11::getANGLEFormat() const
+{
+ return mTextureFormatSet->format;
+}
+
+gl::Error TextureStorage11::generateSwizzles(GLenum swizzleRed,
+ GLenum swizzleGreen,
+ GLenum swizzleBlue,
+ GLenum swizzleAlpha)
{
SwizzleCacheValue swizzleTarget(swizzleRed, swizzleGreen, swizzleBlue, swizzleAlpha);
for (int level = 0; level < getLevelCount(); level++)
@@ -351,14 +392,15 @@ gl::Error TextureStorage11::generateSwizzles(GLenum swizzleRed, GLenum swizzleGr
if (mSwizzleCache[level] != swizzleTarget)
{
// Need to re-render the swizzle for this level
- ID3D11ShaderResourceView *sourceSRV = NULL;
- gl::Error error = getSRVLevel(level, &sourceSRV);
+ ID3D11ShaderResourceView *sourceSRV = nullptr;
+ gl::Error error = getSRVLevel(level, true, &sourceSRV);
+
if (error.isError())
{
return error;
}
- ID3D11RenderTargetView *destRTV = NULL;
+ ID3D11RenderTargetView *destRTV = nullptr;
error = getSwizzleRenderTarget(level, &destRTV);
if (error.isError())
{
@@ -369,7 +411,8 @@ gl::Error TextureStorage11::generateSwizzles(GLenum swizzleRed, GLenum swizzleGr
Blit11 *blitter = mRenderer->getBlitter();
- error = blitter->swizzleTexture(sourceSRV, destRTV, size, swizzleRed, swizzleGreen, swizzleBlue, swizzleAlpha);
+ error = blitter->swizzleTexture(sourceSRV, destRTV, size, swizzleRed, swizzleGreen,
+ swizzleBlue, swizzleAlpha);
if (error.isError())
{
return error;
@@ -400,29 +443,28 @@ void TextureStorage11::invalidateSwizzleCache()
}
}
-gl::Error TextureStorage11::updateSubresourceLevel(ID3D11Resource *srcTexture, unsigned int sourceSubresource,
- const gl::ImageIndex &index, const gl::Box &copyArea)
+gl::Error TextureStorage11::updateSubresourceLevel(ID3D11Resource *srcTexture,
+ unsigned int sourceSubresource,
+ const gl::ImageIndex &index,
+ const gl::Box &copyArea)
{
ASSERT(srcTexture);
- GLint level = index.mipIndex;
+ const GLint level = index.mipIndex;
invalidateSwizzleCacheLevel(level);
gl::Extents texSize(getLevelWidth(level), getLevelHeight(level), getLevelDepth(level));
- bool fullCopy = copyArea.x == 0 &&
- copyArea.y == 0 &&
- copyArea.z == 0 &&
- copyArea.width == texSize.width &&
- copyArea.height == texSize.height &&
- copyArea.depth == texSize.depth;
+ bool fullCopy = copyArea.x == 0 && copyArea.y == 0 && copyArea.z == 0 &&
+ copyArea.width == texSize.width && copyArea.height == texSize.height &&
+ copyArea.depth == texSize.depth;
- ID3D11Resource *dstTexture = NULL;
+ ID3D11Resource *dstTexture = nullptr;
gl::Error error(GL_NO_ERROR);
- // If the zero-LOD workaround is active and we want to update a level greater than zero, then we should
- // update the mipmapped texture, even if mapmaps are currently disabled.
+ // If the zero-LOD workaround is active and we want to update a level greater than zero, then we
+ // should update the mipmapped texture, even if mapmaps are currently disabled.
if (index.mipIndex > 0 && mRenderer->getWorkarounds().zeroMaxLodWorkaround)
{
error = getMippedResource(&dstTexture);
@@ -441,44 +483,49 @@ gl::Error TextureStorage11::updateSubresourceLevel(ID3D11Resource *srcTexture, u
ASSERT(dstTexture);
- const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mTextureFormat);
- if (!fullCopy && (dxgiFormatInfo.depthBits > 0 || dxgiFormatInfo.stencilBits > 0))
+ const d3d11::DXGIFormatSize &dxgiFormatSizeInfo =
+ d3d11::GetDXGIFormatSizeInfo(mTextureFormatSet->texFormat);
+ if (!fullCopy && mTextureFormatSet->dsvFormat != DXGI_FORMAT_UNKNOWN)
{
// CopySubresourceRegion cannot copy partial depth stencils, use the blitter instead
Blit11 *blitter = mRenderer->getBlitter();
return blitter->copyDepthStencil(srcTexture, sourceSubresource, copyArea, texSize,
- dstTexture, dstSubresource, copyArea, texSize,
- NULL);
+ dstTexture, dstSubresource, copyArea, texSize, nullptr);
}
else
{
D3D11_BOX srcBox;
srcBox.left = copyArea.x;
srcBox.top = copyArea.y;
- srcBox.right = copyArea.x + roundUp(static_cast<UINT>(copyArea.width), dxgiFormatInfo.blockWidth);
- srcBox.bottom = copyArea.y + roundUp(static_cast<UINT>(copyArea.height), dxgiFormatInfo.blockHeight);
+ srcBox.right =
+ copyArea.x + roundUp(static_cast<UINT>(copyArea.width), dxgiFormatSizeInfo.blockWidth);
+ srcBox.bottom = copyArea.y +
+ roundUp(static_cast<UINT>(copyArea.height), dxgiFormatSizeInfo.blockHeight);
srcBox.front = copyArea.z;
- srcBox.back = copyArea.z + copyArea.depth;
+ srcBox.back = copyArea.z + copyArea.depth;
ID3D11DeviceContext *context = mRenderer->getDeviceContext();
- context->CopySubresourceRegion(dstTexture, dstSubresource, copyArea.x, copyArea.y, copyArea.z,
- srcTexture, sourceSubresource, fullCopy ? NULL : &srcBox);
+ context->CopySubresourceRegion(dstTexture, dstSubresource, copyArea.x, copyArea.y,
+ copyArea.z, srcTexture, sourceSubresource,
+ fullCopy ? nullptr : &srcBox);
return gl::Error(GL_NO_ERROR);
}
}
-gl::Error TextureStorage11::copySubresourceLevel(ID3D11Resource* dstTexture, unsigned int dstSubresource,
- const gl::ImageIndex &index, const gl::Box &region)
+gl::Error TextureStorage11::copySubresourceLevel(ID3D11Resource *dstTexture,
+ unsigned int dstSubresource,
+ const gl::ImageIndex &index,
+ const gl::Box &region)
{
ASSERT(dstTexture);
- ID3D11Resource *srcTexture = NULL;
+ ID3D11Resource *srcTexture = nullptr;
gl::Error error(GL_NO_ERROR);
- // If the zero-LOD workaround is active and we want to update a level greater than zero, then we should
- // update the mipmapped texture, even if mapmaps are currently disabled.
+ // If the zero-LOD workaround is active and we want to update a level greater than zero, then we
+ // should update the mipmapped texture, even if mapmaps are currently disabled.
if (index.mipIndex > 0 && mRenderer->getWorkarounds().zeroMaxLodWorkaround)
{
error = getMippedResource(&srcTexture);
@@ -499,23 +546,23 @@ gl::Error TextureStorage11::copySubresourceLevel(ID3D11Resource* dstTexture, uns
ID3D11DeviceContext *context = mRenderer->getDeviceContext();
- // D3D11 can't perform partial CopySubresourceRegion on depth/stencil textures, so pSrcBox should be NULL.
+ // D3D11 can't perform partial CopySubresourceRegion on depth/stencil textures, so pSrcBox
+ // should be nullptr.
D3D11_BOX srcBox;
- D3D11_BOX *pSrcBox = NULL;
+ D3D11_BOX *pSrcBox = nullptr;
if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3)
{
- // However, D3D10Level9 doesn't always perform CopySubresourceRegion correctly unless the source box
- // is specified. This is okay, since we don't perform CopySubresourceRegion on depth/stencil
- // textures on 9_3.
- ASSERT(d3d11::GetDXGIFormatInfo(mTextureFormat).depthBits == 0);
- ASSERT(d3d11::GetDXGIFormatInfo(mTextureFormat).stencilBits == 0);
- srcBox.left = region.x;
- srcBox.right = region.x + region.width;
- srcBox.top = region.y;
+ // However, D3D10Level9 doesn't always perform CopySubresourceRegion correctly unless the
+ // source box is specified. This is okay, since we don't perform CopySubresourceRegion on
+ // depth/stencil textures on 9_3.
+ ASSERT(mTextureFormatSet->dsvFormat == DXGI_FORMAT_UNKNOWN);
+ srcBox.left = region.x;
+ srcBox.right = region.x + region.width;
+ srcBox.top = region.y;
srcBox.bottom = region.y + region.height;
- srcBox.front = region.z;
- srcBox.back = region.z + region.depth;
- pSrcBox = &srcBox;
+ srcBox.front = region.z;
+ srcBox.back = region.z + region.depth;
+ pSrcBox = &srcBox;
}
context->CopySubresourceRegion(dstTexture, dstSubresource, region.x, region.y, region.z,
@@ -524,28 +571,30 @@ gl::Error TextureStorage11::copySubresourceLevel(ID3D11Resource* dstTexture, uns
return gl::Error(GL_NO_ERROR);
}
-gl::Error TextureStorage11::generateMipmap(const gl::ImageIndex &sourceIndex, const gl::ImageIndex &destIndex)
+gl::Error TextureStorage11::generateMipmap(const gl::ImageIndex &sourceIndex,
+ const gl::ImageIndex &destIndex)
{
ASSERT(sourceIndex.layerIndex == destIndex.layerIndex);
invalidateSwizzleCacheLevel(destIndex.mipIndex);
- RenderTargetD3D *source = NULL;
+ RenderTargetD3D *source = nullptr;
gl::Error error = getRenderTarget(sourceIndex, &source);
if (error.isError())
{
return error;
}
- RenderTargetD3D *dest = NULL;
+ RenderTargetD3D *dest = nullptr;
error = getRenderTarget(destIndex, &dest);
if (error.isError())
{
return error;
}
- ID3D11ShaderResourceView *sourceSRV = GetAs<RenderTarget11>(source)->getShaderResourceView();
- ID3D11RenderTargetView *destRTV = GetAs<RenderTarget11>(dest)->getRenderTargetView();
+ ID3D11ShaderResourceView *sourceSRV =
+ GetAs<RenderTarget11>(source)->getBlitShaderResourceView();
+ ID3D11RenderTargetView *destRTV = GetAs<RenderTarget11>(dest)->getRenderTargetView();
gl::Box sourceArea(0, 0, 0, source->getWidth(), source->getHeight(), source->getDepth());
gl::Extents sourceSize(source->getWidth(), source->getHeight(), source->getDepth());
@@ -554,12 +603,15 @@ gl::Error TextureStorage11::generateMipmap(const gl::ImageIndex &sourceIndex, co
gl::Extents destSize(dest->getWidth(), dest->getHeight(), dest->getDepth());
Blit11 *blitter = mRenderer->getBlitter();
- return blitter->copyTexture(sourceSRV, sourceArea, sourceSize, destRTV, destArea, destSize,
- NULL, gl::GetInternalFormatInfo(source->getInternalFormat()).format,
- GL_LINEAR, false);
+ return blitter->copyTexture(
+ sourceSRV, sourceArea, sourceSize, destRTV, destArea, destSize, nullptr,
+ gl::GetInternalFormatInfo(source->getInternalFormat()).format, GL_LINEAR, false);
}
-void TextureStorage11::verifySwizzleExists(GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha)
+void TextureStorage11::verifySwizzleExists(GLenum swizzleRed,
+ GLenum swizzleGreen,
+ GLenum swizzleBlue,
+ GLenum swizzleAlpha)
{
SwizzleCacheValue swizzleTarget(swizzleRed, swizzleGreen, swizzleBlue, swizzleAlpha);
for (unsigned int level = 0; level < mMipLevels; level++)
@@ -586,9 +638,10 @@ void TextureStorage11::clearSRVCache()
}
}
- for (size_t level = 0; level < ArraySize(mLevelSRVs); level++)
+ for (size_t level = 0; level < mLevelSRVs.size(); level++)
{
SafeRelease(mLevelSRVs[level]);
+ SafeRelease(mLevelBlitSRVs[level]);
}
}
@@ -596,15 +649,15 @@ gl::Error TextureStorage11::copyToStorage(TextureStorage *destStorage)
{
ASSERT(destStorage);
- ID3D11Resource *sourceResouce = NULL;
+ ID3D11Resource *sourceResouce = nullptr;
gl::Error error = getResource(&sourceResouce);
if (error.isError())
{
return error;
}
- TextureStorage11 *dest11 = GetAs<TextureStorage11>(destStorage);
- ID3D11Resource *destResource = NULL;
+ TextureStorage11 *dest11 = GetAs<TextureStorage11>(destStorage);
+ ID3D11Resource *destResource = nullptr;
error = dest11->getResource(&destResource);
if (error.isError())
{
@@ -619,12 +672,16 @@ gl::Error TextureStorage11::copyToStorage(TextureStorage *destStorage)
return gl::Error(GL_NO_ERROR);
}
-gl::Error TextureStorage11::setData(const gl::ImageIndex &index, ImageD3D *image, const gl::Box *destBox, GLenum type,
- const gl::PixelUnpackState &unpack, const uint8_t *pixelData)
+gl::Error TextureStorage11::setData(const gl::ImageIndex &index,
+ ImageD3D *image,
+ const gl::Box *destBox,
+ GLenum type,
+ const gl::PixelUnpackState &unpack,
+ const uint8_t *pixelData)
{
ASSERT(!image->isDirty());
- ID3D11Resource *resource = NULL;
+ ID3D11Resource *resource = nullptr;
gl::Error error = getResource(&resource);
if (error.isError())
{
@@ -634,10 +691,12 @@ gl::Error TextureStorage11::setData(const gl::ImageIndex &index, ImageD3D *image
UINT destSubresource = getSubresourceIndex(index);
- const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(image->getInternalFormat());
+ const gl::InternalFormat &internalFormatInfo =
+ gl::GetInternalFormatInfo(image->getInternalFormat());
- gl::Box levelBox(0, 0, 0, getLevelWidth(index.mipIndex), getLevelHeight(index.mipIndex), getLevelDepth(index.mipIndex));
- bool fullUpdate = (destBox == NULL || *destBox == levelBox);
+ gl::Box levelBox(0, 0, 0, getLevelWidth(index.mipIndex), getLevelHeight(index.mipIndex),
+ getLevelDepth(index.mipIndex));
+ bool fullUpdate = (destBox == nullptr || *destBox == levelBox);
ASSERT(internalFormatInfo.depthBits == 0 || fullUpdate);
// TODO(jmadill): Handle compressed formats
@@ -646,35 +705,50 @@ gl::Error TextureStorage11::setData(const gl::ImageIndex &index, ImageD3D *image
// with compressed formats in the calling logic.
ASSERT(!internalFormatInfo.compressed);
- int width = destBox ? destBox->width : static_cast<int>(image->getWidth());
- int height = destBox ? destBox->height : static_cast<int>(image->getHeight());
- int depth = destBox ? destBox->depth : static_cast<int>(image->getDepth());
- UINT srcRowPitch = internalFormatInfo.computeRowPitch(type, width, unpack.alignment, unpack.rowLength);
- UINT srcDepthPitch = internalFormatInfo.computeDepthPitch(type, width, height, unpack.alignment,
- unpack.rowLength, unpack.imageHeight);
- GLsizei srcSkipBytes = internalFormatInfo.computeSkipPixels(
+ const int width = destBox ? destBox->width : static_cast<int>(image->getWidth());
+ const int height = destBox ? destBox->height : static_cast<int>(image->getHeight());
+ const int depth = destBox ? destBox->depth : static_cast<int>(image->getDepth());
+ const UINT srcRowPitch =
+ internalFormatInfo.computeRowPitch(type, width, unpack.alignment, unpack.rowLength);
+ const UINT srcDepthPitch = internalFormatInfo.computeDepthPitch(
+ type, width, height, unpack.alignment, unpack.rowLength, unpack.imageHeight);
+ const GLsizei srcSkipBytes = internalFormatInfo.computeSkipPixels(
srcRowPitch, srcDepthPitch, unpack.skipImages, unpack.skipRows, unpack.skipPixels);
- const d3d11::TextureFormat &d3d11Format = d3d11::GetTextureFormatInfo(image->getInternalFormat(), mRenderer->getRenderer11DeviceCaps());
- const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(d3d11Format.texFormat);
+ const d3d11::TextureFormat &d3d11Format = d3d11::GetTextureFormatInfo(
+ image->getInternalFormat(), mRenderer->getRenderer11DeviceCaps());
+ const d3d11::DXGIFormatSize &dxgiFormatInfo =
+ d3d11::GetDXGIFormatSizeInfo(d3d11Format.formatSet->texFormat);
- size_t outputPixelSize = dxgiFormatInfo.pixelBytes;
+ const size_t outputPixelSize = dxgiFormatInfo.pixelBytes;
UINT bufferRowPitch = static_cast<unsigned int>(outputPixelSize) * width;
UINT bufferDepthPitch = bufferRowPitch * height;
- size_t neededSize = bufferDepthPitch * depth;
- MemoryBuffer *conversionBuffer = NULL;
- error = mRenderer->getScratchMemoryBuffer(neededSize, &conversionBuffer);
- if (error.isError())
+ const size_t neededSize = bufferDepthPitch * depth;
+ MemoryBuffer *conversionBuffer = nullptr;
+ const uint8_t *data = nullptr;
+
+ d3d11::LoadImageFunctionInfo loadFunctionInfo = d3d11Format.loadFunctions.at(type);
+ if (loadFunctionInfo.requiresConversion)
{
- return error;
- }
+ error = mRenderer->getScratchMemoryBuffer(neededSize, &conversionBuffer);
+ if (error.isError())
+ {
+ return error;
+ }
- // TODO: fast path
- LoadImageFunction loadFunction = d3d11Format.loadFunctions.at(type);
- loadFunction(width, height, depth, pixelData + srcSkipBytes, srcRowPitch, srcDepthPitch,
- conversionBuffer->data(), bufferRowPitch, bufferDepthPitch);
+ loadFunctionInfo.loadFunction(width, height, depth, pixelData + srcSkipBytes, srcRowPitch,
+ srcDepthPitch, conversionBuffer->data(), bufferRowPitch,
+ bufferDepthPitch);
+ data = conversionBuffer->data();
+ }
+ else
+ {
+ data = pixelData + srcSkipBytes;
+ bufferRowPitch = srcRowPitch;
+ bufferDepthPitch = srcDepthPitch;
+ }
ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
@@ -683,21 +757,19 @@ gl::Error TextureStorage11::setData(const gl::ImageIndex &index, ImageD3D *image
ASSERT(destBox);
D3D11_BOX destD3DBox;
- destD3DBox.left = destBox->x;
- destD3DBox.right = destBox->x + destBox->width;
- destD3DBox.top = destBox->y;
+ destD3DBox.left = destBox->x;
+ destD3DBox.right = destBox->x + destBox->width;
+ destD3DBox.top = destBox->y;
destD3DBox.bottom = destBox->y + destBox->height;
- destD3DBox.front = destBox->z;
- destD3DBox.back = destBox->z + destBox->depth;
+ destD3DBox.front = destBox->z;
+ destD3DBox.back = destBox->z + destBox->depth;
- immediateContext->UpdateSubresource(resource, destSubresource,
- &destD3DBox, conversionBuffer->data(),
+ immediateContext->UpdateSubresource(resource, destSubresource, &destD3DBox, data,
bufferRowPitch, bufferDepthPitch);
}
else
{
- immediateContext->UpdateSubresource(resource, destSubresource,
- NULL, conversionBuffer->data(),
+ immediateContext->UpdateSubresource(resource, destSubresource, nullptr, data,
bufferRowPitch, bufferDepthPitch);
}
@@ -707,103 +779,94 @@ gl::Error TextureStorage11::setData(const gl::ImageIndex &index, ImageD3D *image
TextureStorage11_2D::TextureStorage11_2D(Renderer11 *renderer, SwapChain11 *swapchain)
: TextureStorage11(renderer, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE, 0),
mTexture(swapchain->getOffscreenTexture()),
- mLevelZeroTexture(NULL),
- mLevelZeroRenderTarget(NULL),
+ mLevelZeroTexture(nullptr),
+ mLevelZeroRenderTarget(nullptr),
mUseLevelZeroTexture(false),
- mSwizzleTexture(NULL)
+ mSwizzleTexture(nullptr)
{
mTexture->AddRef();
for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
- mAssociatedImages[i] = NULL;
- mRenderTarget[i] = NULL;
- mSwizzleRenderTargets[i] = NULL;
+ mAssociatedImages[i] = nullptr;
+ mRenderTarget[i] = nullptr;
+ mSwizzleRenderTargets[i] = nullptr;
}
D3D11_TEXTURE2D_DESC texDesc;
mTexture->GetDesc(&texDesc);
- mMipLevels = texDesc.MipLevels;
- mTextureFormat = texDesc.Format;
- mTextureWidth = texDesc.Width;
+ mMipLevels = texDesc.MipLevels;
+ mTextureWidth = texDesc.Width;
mTextureHeight = texDesc.Height;
- mTextureDepth = 1;
+ mTextureDepth = 1;
+ mHasKeyedMutex = (texDesc.MiscFlags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) != 0;
mInternalFormat = swapchain->GetRenderTargetInternalFormat();
- ID3D11ShaderResourceView *srv = swapchain->getRenderTargetShaderResource();
- D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
- srv->GetDesc(&srvDesc);
- mShaderResourceFormat = srvDesc.Format;
-
- ID3D11RenderTargetView* offscreenRTV = swapchain->getRenderTarget();
- D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
- offscreenRTV->GetDesc(&rtvDesc);
- mRenderTargetFormat = rtvDesc.Format;
-
- const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mTextureFormat);
- const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(dxgiFormatInfo.internalFormat, mRenderer->getRenderer11DeviceCaps());
- mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
- mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
- mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
-
- mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
-}
-
-TextureStorage11_2D::TextureStorage11_2D(Renderer11 *renderer, GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels, bool hintLevelZeroOnly)
- : TextureStorage11(renderer,
- GetTextureBindFlags(internalformat, renderer->getRenderer11DeviceCaps(), renderTarget),
- GetTextureMiscFlags(internalformat, renderer->getRenderer11DeviceCaps(), renderTarget, levels)),
- mTexture(NULL),
- mLevelZeroTexture(NULL),
- mLevelZeroRenderTarget(NULL),
- mUseLevelZeroTexture(false),
- mSwizzleTexture(NULL)
+ const auto &formatInfo =
+ d3d11::GetTextureFormatInfo(mInternalFormat, mRenderer->getRenderer11DeviceCaps());
+ mTextureFormatSet = formatInfo.formatSet;
+ mSwizzleFormatSet = formatInfo.swizzleFormatSet;
+}
+
+TextureStorage11_2D::TextureStorage11_2D(Renderer11 *renderer,
+ GLenum internalformat,
+ bool renderTarget,
+ GLsizei width,
+ GLsizei height,
+ int levels,
+ bool hintLevelZeroOnly)
+ : TextureStorage11(
+ renderer,
+ GetTextureBindFlags(internalformat, renderer->getRenderer11DeviceCaps(), renderTarget),
+ GetTextureMiscFlags(internalformat,
+ renderer->getRenderer11DeviceCaps(),
+ renderTarget,
+ levels)),
+ mTexture(nullptr),
+ mHasKeyedMutex(false),
+ mLevelZeroTexture(nullptr),
+ mLevelZeroRenderTarget(nullptr),
+ mUseLevelZeroTexture(hintLevelZeroOnly && levels > 1),
+ mSwizzleTexture(nullptr)
{
for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
- mAssociatedImages[i] = NULL;
- mRenderTarget[i] = NULL;
- mSwizzleRenderTargets[i] = NULL;
+ mAssociatedImages[i] = nullptr;
+ mRenderTarget[i] = nullptr;
+ mSwizzleRenderTargets[i] = nullptr;
}
mInternalFormat = internalformat;
- const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat, renderer->getRenderer11DeviceCaps());
- mTextureFormat = formatInfo.texFormat;
- mShaderResourceFormat = formatInfo.srvFormat;
- mDepthStencilFormat = formatInfo.dsvFormat;
- mRenderTargetFormat = formatInfo.rtvFormat;
- mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
- mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
- mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
-
- d3d11::MakeValidSize(false, mTextureFormat, &width, &height, &mTopLevel);
- mMipLevels = mTopLevel + levels;
- mTextureWidth = width;
+ const d3d11::TextureFormat &formatInfo =
+ d3d11::GetTextureFormatInfo(internalformat, renderer->getRenderer11DeviceCaps());
+ mTextureFormatSet = formatInfo.formatSet;
+ mSwizzleFormatSet = formatInfo.swizzleFormatSet;
+
+ d3d11::MakeValidSize(false, mTextureFormatSet->texFormat, &width, &height, &mTopLevel);
+ mMipLevels = mTopLevel + levels;
+ mTextureWidth = width;
mTextureHeight = height;
- mTextureDepth = 1;
+ mTextureDepth = 1;
- if (hintLevelZeroOnly && levels > 1)
- {
- //The LevelZeroOnly hint should only be true if the zero max LOD workaround is active.
- ASSERT(mRenderer->getWorkarounds().zeroMaxLodWorkaround);
- mUseLevelZeroTexture = true;
- }
+ // The LevelZeroOnly hint should only be true if the zero max LOD workaround is active.
+ ASSERT(!mUseLevelZeroTexture || mRenderer->getWorkarounds().zeroMaxLodWorkaround);
}
TextureStorage11_2D::~TextureStorage11_2D()
{
for (unsigned i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
- if (mAssociatedImages[i] != NULL)
+ if (mAssociatedImages[i] != nullptr)
{
bool imageAssociationCorrect = mAssociatedImages[i]->isAssociatedStorageValid(this);
ASSERT(imageAssociationCorrect);
if (imageAssociationCorrect)
{
- // We must let the Images recover their data before we delete it from the TextureStorage.
+ // We must let the Images recover their data before we delete it from the
+ // TextureStorage.
gl::Error error = mAssociatedImages[i]->recoverFromAssociatedStorage();
if (error.isError())
{
@@ -824,19 +887,26 @@ TextureStorage11_2D::~TextureStorage11_2D()
SafeDelete(mRenderTarget[i]);
SafeRelease(mSwizzleRenderTargets[i]);
}
+
+ if (mHasKeyedMutex)
+ {
+ // If the keyed mutex is released that will unbind it and cause the state cache to become
+ // desynchronized.
+ mRenderer->getStateManager()->invalidateBoundViews();
+ }
}
gl::Error TextureStorage11_2D::copyToStorage(TextureStorage *destStorage)
{
ASSERT(destStorage);
- TextureStorage11_2D *dest11 = GetAs<TextureStorage11_2D>(destStorage);
+ TextureStorage11_2D *dest11 = GetAs<TextureStorage11_2D>(destStorage);
+ ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
{
- ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
-
- // If either mTexture or mLevelZeroTexture exist, then we need to copy them into the corresponding textures in destStorage.
+ // If either mTexture or mLevelZeroTexture exist, then we need to copy them into the
+ // corresponding textures in destStorage.
if (mTexture)
{
gl::Error error = dest11->useLevelZeroWorkaroundTexture(false);
@@ -845,7 +915,7 @@ gl::Error TextureStorage11_2D::copyToStorage(TextureStorage *destStorage)
return error;
}
- ID3D11Resource *destResource = NULL;
+ ID3D11Resource *destResource = nullptr;
error = dest11->getResource(&destResource);
if (error.isError())
{
@@ -863,7 +933,7 @@ gl::Error TextureStorage11_2D::copyToStorage(TextureStorage *destStorage)
return error;
}
- ID3D11Resource *destResource = NULL;
+ ID3D11Resource *destResource = nullptr;
error = dest11->getResource(&destResource);
if (error.isError())
{
@@ -872,34 +942,36 @@ gl::Error TextureStorage11_2D::copyToStorage(TextureStorage *destStorage)
immediateContext->CopyResource(destResource, mLevelZeroTexture);
}
+
+ return gl::Error(GL_NO_ERROR);
}
else
{
- ID3D11Resource *sourceResouce = NULL;
+ ID3D11Resource *sourceResouce = nullptr;
gl::Error error = getResource(&sourceResouce);
if (error.isError())
{
return error;
}
- ID3D11Resource *destResource = NULL;
+ ID3D11Resource *destResource = nullptr;
error = dest11->getResource(&destResource);
if (error.isError())
{
return error;
}
- ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
immediateContext->CopyResource(destResource, sourceResouce);
+ dest11->invalidateSwizzleCache();
}
- dest11->invalidateSwizzleCache();
-
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11_2D::useLevelZeroWorkaroundTexture(bool useLevelZeroTexture)
{
+ bool lastSetting = mUseLevelZeroTexture;
+
if (useLevelZeroTexture && mMipLevels > 1)
{
if (!mUseLevelZeroTexture && mTexture)
@@ -913,7 +985,7 @@ gl::Error TextureStorage11_2D::useLevelZeroWorkaroundTexture(bool useLevelZeroTe
// Pull data back from the mipped texture if necessary.
ASSERT(mLevelZeroTexture);
ID3D11DeviceContext *context = mRenderer->getDeviceContext();
- context->CopySubresourceRegion(mLevelZeroTexture, 0, 0, 0, 0, mTexture, 0, NULL);
+ context->CopySubresourceRegion(mLevelZeroTexture, 0, 0, 0, 0, mTexture, 0, nullptr);
}
mUseLevelZeroTexture = true;
@@ -931,18 +1003,34 @@ gl::Error TextureStorage11_2D::useLevelZeroWorkaroundTexture(bool useLevelZeroTe
// Pull data back from the level zero texture if necessary.
ASSERT(mTexture);
ID3D11DeviceContext *context = mRenderer->getDeviceContext();
- context->CopySubresourceRegion(mTexture, 0, 0, 0, 0, mLevelZeroTexture, 0, NULL);
+ context->CopySubresourceRegion(mTexture, 0, 0, 0, 0, mLevelZeroTexture, 0, nullptr);
}
mUseLevelZeroTexture = false;
}
+ if (lastSetting != mUseLevelZeroTexture)
+ {
+ // Mark everything as dirty to be conservative.
+ if (mLevelZeroRenderTarget)
+ {
+ mLevelZeroRenderTarget->signalDirty();
+ }
+ for (auto *renderTarget : mRenderTarget)
+ {
+ if (renderTarget)
+ {
+ renderTarget->signalDirty();
+ }
+ }
+ }
+
return gl::Error(GL_NO_ERROR);
}
-void TextureStorage11_2D::associateImage(Image11* image, const gl::ImageIndex &index)
+void TextureStorage11_2D::associateImage(Image11 *image, const gl::ImageIndex &index)
{
- GLint level = index.mipIndex;
+ const GLint level = index.mipIndex;
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
@@ -952,13 +1040,15 @@ void TextureStorage11_2D::associateImage(Image11* image, const gl::ImageIndex &i
}
}
-bool TextureStorage11_2D::isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage)
+bool TextureStorage11_2D::isAssociatedImageValid(const gl::ImageIndex &index,
+ Image11 *expectedImage)
{
- GLint level = index.mipIndex;
+ const GLint level = index.mipIndex;
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
- // This validation check should never return false. It means the Image/TextureStorage association is broken.
+ // This validation check should never return false. It means the Image/TextureStorage
+ // association is broken.
bool retValue = (mAssociatedImages[level] == expectedImage);
ASSERT(retValue);
return retValue;
@@ -968,9 +1058,9 @@ bool TextureStorage11_2D::isAssociatedImageValid(const gl::ImageIndex &index, Im
}
// disassociateImage allows an Image to end its association with a Storage.
-void TextureStorage11_2D::disassociateImage(const gl::ImageIndex &index, Image11* expectedImage)
+void TextureStorage11_2D::disassociateImage(const gl::ImageIndex &index, Image11 *expectedImage)
{
- GLint level = index.mipIndex;
+ const GLint level = index.mipIndex;
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
@@ -980,31 +1070,34 @@ void TextureStorage11_2D::disassociateImage(const gl::ImageIndex &index, Image11
if (mAssociatedImages[level] == expectedImage)
{
- mAssociatedImages[level] = NULL;
+ mAssociatedImages[level] = nullptr;
}
}
}
-// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image recover its data before ending the association.
-gl::Error TextureStorage11_2D::releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage)
+// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image
+// recover its data before ending the association.
+gl::Error TextureStorage11_2D::releaseAssociatedImage(const gl::ImageIndex &index,
+ Image11 *incomingImage)
{
- GLint level = index.mipIndex;
+ const GLint level = index.mipIndex;
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
// No need to let the old Image recover its data, if it is also the incoming Image.
- if (mAssociatedImages[level] != NULL && mAssociatedImages[level] != incomingImage)
+ if (mAssociatedImages[level] != nullptr && mAssociatedImages[level] != incomingImage)
{
- // Ensure that the Image is still associated with this TextureStorage. This should be true.
+ // Ensure that the Image is still associated with this TextureStorage. This should be
+ // true.
bool imageAssociationCorrect = mAssociatedImages[level]->isAssociatedStorageValid(this);
ASSERT(imageAssociationCorrect);
if (imageAssociationCorrect)
{
// Force the image to recover from storage before its data is overwritten.
- // This will reset mAssociatedImages[level] to NULL too.
+ // This will reset mAssociatedImages[level] to nullptr too.
gl::Error error = mAssociatedImages[level]->recoverFromAssociatedStorage();
if (error.isError())
{
@@ -1061,43 +1154,49 @@ gl::Error TextureStorage11_2D::getMippedResource(ID3D11Resource **outResource)
gl::Error TextureStorage11_2D::ensureTextureExists(int mipLevels)
{
// If mMipLevels = 1 then always use mTexture rather than mLevelZeroTexture.
- bool useLevelZeroTexture = mRenderer->getWorkarounds().zeroMaxLodWorkaround ? (mipLevels == 1) && (mMipLevels > 1) : false;
+ bool useLevelZeroTexture = mRenderer->getWorkarounds().zeroMaxLodWorkaround
+ ? (mipLevels == 1) && (mMipLevels > 1)
+ : false;
ID3D11Texture2D **outputTexture = useLevelZeroTexture ? &mLevelZeroTexture : &mTexture;
// 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 (*outputTexture == NULL && mTextureWidth > 0 && mTextureHeight > 0)
+ if (*outputTexture == nullptr && mTextureWidth > 0 && mTextureHeight > 0)
{
ASSERT(mipLevels > 0);
ID3D11Device *device = mRenderer->getDevice();
D3D11_TEXTURE2D_DESC desc;
- desc.Width = mTextureWidth; // Compressed texture size constraints?
- desc.Height = mTextureHeight;
- desc.MipLevels = mipLevels;
- desc.ArraySize = 1;
- desc.Format = mTextureFormat;
- desc.SampleDesc.Count = 1;
+ desc.Width = mTextureWidth; // Compressed texture size constraints?
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mipLevels;
+ desc.ArraySize = 1;
+ desc.Format = mTextureFormatSet->texFormat;
+ desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.BindFlags = getBindFlags();
- desc.CPUAccessFlags = 0;
- desc.MiscFlags = getMiscFlags();
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = getBindFlags();
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = getMiscFlags();
- HRESULT result = device->CreateTexture2D(&desc, NULL, outputTexture);
+ HRESULT result = device->CreateTexture2D(&desc, nullptr, outputTexture);
// this can happen from windows TDR
if (d3d11::isDeviceLostError(result))
{
mRenderer->notifyDeviceLost();
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 2D texture storage, result: 0x%X.", result);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 2D texture storage, result: 0x%X.",
+ result);
}
else if (FAILED(result))
{
ASSERT(result == E_OUTOFMEMORY);
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 2D texture storage, result: 0x%X.", result);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 2D texture storage, result: 0x%X.",
+ result);
}
+
+ d3d11::SetDebugName(*outputTexture, "TexStorage2D.Texture");
}
return gl::Error(GL_NO_ERROR);
@@ -1107,131 +1206,155 @@ gl::Error TextureStorage11_2D::getRenderTarget(const gl::ImageIndex &index, Rend
{
ASSERT(!index.hasLayer());
- int level = index.mipIndex;
+ const int level = index.mipIndex;
ASSERT(level >= 0 && level < getLevelCount());
- // In GL ES 2.0, the application can only render to level zero of the texture (Section 4.4.3 of the GLES 2.0 spec, page 113 of version 2.0.25).
- // Other parts of TextureStorage11_2D could create RTVs on non-zero levels of the texture (e.g. generateMipmap).
- // On Feature Level 9_3, this is unlikely to be useful. The renderer can't create SRVs on the individual levels of the texture,
- // so methods like generateMipmap can't do anything useful with non-zero-level RTVs.
- // Therefore if level > 0 on 9_3 then there's almost certainly something wrong.
- ASSERT(!(mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3 && level > 0));
-
- if (!mRenderTarget[level])
+ // In GL ES 2.0, the application can only render to level zero of the texture (Section 4.4.3 of
+ // the GLES 2.0 spec, page 113 of version 2.0.25). Other parts of TextureStorage11_2D could
+ // create RTVs on non-zero levels of the texture (e.g. generateMipmap).
+ // On Feature Level 9_3, this is unlikely to be useful. The renderer can't create SRVs on the
+ // individual levels of the texture, so methods like generateMipmap can't do anything useful
+ // with non-zero-level RTVs. Therefore if level > 0 on 9_3 then there's almost certainly
+ // something wrong.
+ ASSERT(
+ !(mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3 && level > 0));
+ ASSERT(outRT);
+ if (mRenderTarget[level])
{
- ID3D11Resource *texture = NULL;
- gl::Error error = getResource(&texture);
- if (error.isError())
- {
- return error;
- }
-
- ID3D11ShaderResourceView *srv = NULL;
- error = getSRVLevel(level, &srv);
- if (error.isError())
- {
- return error;
- }
-
- if (mUseLevelZeroTexture)
- {
- if (!mLevelZeroRenderTarget)
- {
- ID3D11Device *device = mRenderer->getDevice();
-
- D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
- rtvDesc.Format = mRenderTargetFormat;
- rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
- rtvDesc.Texture2D.MipSlice = mTopLevel + level;
-
- ID3D11RenderTargetView *rtv;
- HRESULT result = device->CreateRenderTargetView(mLevelZeroTexture, &rtvDesc, &rtv);
+ *outRT = mRenderTarget[level];
+ return gl::Error(GL_NO_ERROR);
+ }
- if (result == E_OUTOFMEMORY)
- {
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
- }
- ASSERT(SUCCEEDED(result));
+ ID3D11Resource *texture = nullptr;
+ gl::Error error = getResource(&texture);
+ if (error.isError())
+ {
+ return error;
+ }
- mLevelZeroRenderTarget = new TextureRenderTarget11(rtv, mLevelZeroTexture, NULL, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
+ ID3D11ShaderResourceView *srv = nullptr;
+ error = getSRVLevel(level, false, &srv);
+ if (error.isError())
+ {
+ return error;
+ }
- // RenderTarget will take ownership of these resources
- SafeRelease(rtv);
- }
+ ID3D11ShaderResourceView *blitSRV = nullptr;
+ error = getSRVLevel(level, true, &blitSRV);
+ if (error.isError())
+ {
+ return error;
+ }
- ASSERT(outRT);
- *outRT = mLevelZeroRenderTarget;
- return gl::Error(GL_NO_ERROR);
- }
+ ID3D11Device *device = mRenderer->getDevice();
- if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
+ if (mUseLevelZeroTexture)
+ {
+ if (!mLevelZeroRenderTarget)
{
- ID3D11Device *device = mRenderer->getDevice();
-
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
- rtvDesc.Format = mRenderTargetFormat;
- rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ rtvDesc.Format = mTextureFormatSet->rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
rtvDesc.Texture2D.MipSlice = mTopLevel + level;
ID3D11RenderTargetView *rtv;
- HRESULT result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
+ HRESULT result = device->CreateRenderTargetView(mLevelZeroTexture, &rtvDesc, &rtv);
- ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
- if (FAILED(result))
+ if (result == E_OUTOFMEMORY)
{
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
+ return gl::Error(GL_OUT_OF_MEMORY,
+ "Failed to create internal render target view for texture "
+ "storage, result: 0x%X.",
+ result);
}
+ ASSERT(SUCCEEDED(result));
- mRenderTarget[level] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
+ mLevelZeroRenderTarget = new TextureRenderTarget11(
+ rtv, mLevelZeroTexture, nullptr, nullptr, mInternalFormat,
+ mTextureFormatSet->format, getLevelWidth(level), getLevelHeight(level), 1, 0);
// RenderTarget will take ownership of these resources
SafeRelease(rtv);
}
- else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN)
- {
- ID3D11Device *device = mRenderer->getDevice();
-
- D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
- dsvDesc.Format = mDepthStencilFormat;
- dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
- dsvDesc.Texture2D.MipSlice = mTopLevel + level;
- dsvDesc.Flags = 0;
- ID3D11DepthStencilView *dsv;
- HRESULT result = device->CreateDepthStencilView(texture, &dsvDesc, &dsv);
+ *outRT = mLevelZeroRenderTarget;
+ return gl::Error(GL_NO_ERROR);
+ }
- ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
- if (FAILED(result))
- {
- return gl::Error(GL_OUT_OF_MEMORY,"Failed to create internal depth stencil view for texture storage, result: 0x%X.", result);
- }
+ if (mTextureFormatSet->rtvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mTextureFormatSet->rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ rtvDesc.Texture2D.MipSlice = mTopLevel + level;
- mRenderTarget[level] = new TextureRenderTarget11(dsv, texture, srv, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
+ ID3D11RenderTargetView *rtv;
+ HRESULT result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
- // RenderTarget will take ownership of these resources
- SafeRelease(dsv);
- }
- else
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
{
- UNREACHABLE();
+ return gl::Error(
+ GL_OUT_OF_MEMORY,
+ "Failed to create internal render target view for texture storage, result: 0x%X.",
+ result);
}
+
+ mRenderTarget[level] = new TextureRenderTarget11(
+ rtv, texture, srv, blitSRV, mInternalFormat, mTextureFormatSet->format,
+ getLevelWidth(level), getLevelHeight(level), 1, 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+
+ *outRT = mRenderTarget[level];
+ return gl::Error(GL_NO_ERROR);
}
- ASSERT(outRT);
+ ASSERT(mTextureFormatSet->dsvFormat != DXGI_FORMAT_UNKNOWN);
+
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ dsvDesc.Format = mTextureFormatSet->dsvFormat;
+ dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
+ dsvDesc.Texture2D.MipSlice = mTopLevel + level;
+ dsvDesc.Flags = 0;
+
+ ID3D11DepthStencilView *dsv;
+ HRESULT result = device->CreateDepthStencilView(texture, &dsvDesc, &dsv);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(
+ GL_OUT_OF_MEMORY,
+ "Failed to create internal depth stencil view for texture storage, result: 0x%X.",
+ result);
+ }
+
+ mRenderTarget[level] =
+ new TextureRenderTarget11(dsv, texture, srv, mInternalFormat, mTextureFormatSet->format,
+ getLevelWidth(level), getLevelHeight(level), 1, 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(dsv);
+
*outRT = mRenderTarget[level];
return gl::Error(GL_NO_ERROR);
}
-gl::Error TextureStorage11_2D::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
+gl::Error TextureStorage11_2D::createSRV(int baseLevel,
+ int mipLevels,
+ DXGI_FORMAT format,
+ ID3D11Resource *texture,
ID3D11ShaderResourceView **outSRV) const
{
ASSERT(outSRV);
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
- srvDesc.Format = format;
- srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MostDetailedMip = mTopLevel + baseLevel;
- srvDesc.Texture2D.MipLevels = mipLevels;
+ srvDesc.Texture2D.MipLevels = mipLevels;
ID3D11Resource *srvTexture = texture;
@@ -1239,31 +1362,35 @@ gl::Error TextureStorage11_2D::createSRV(int baseLevel, int mipLevels, DXGI_FORM
{
ASSERT(mTopLevel == 0);
ASSERT(baseLevel == 0);
- // This code also assumes that the incoming texture equals either mLevelZeroTexture or mTexture.
+ // This code also assumes that the incoming texture equals either mLevelZeroTexture or
+ // mTexture.
if (mipLevels == 1 && mMipLevels > 1)
{
// We must use a SRV on the level-zero-only texture.
- ASSERT(mLevelZeroTexture != NULL && texture == mLevelZeroTexture);
+ ASSERT(mLevelZeroTexture != nullptr && texture == mLevelZeroTexture);
srvTexture = mLevelZeroTexture;
}
else
{
ASSERT(mipLevels == static_cast<int>(mMipLevels));
- ASSERT(mTexture != NULL && texture == mTexture);
+ ASSERT(mTexture != nullptr && texture == mTexture);
srvTexture = mTexture;
}
}
ID3D11Device *device = mRenderer->getDevice();
- HRESULT result = device->CreateShaderResourceView(srvTexture, &srvDesc, outSRV);
+ HRESULT result = device->CreateShaderResourceView(srvTexture, &srvDesc, outSRV);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal texture storage SRV, result: 0x%X.", result);
+ return gl::Error(GL_OUT_OF_MEMORY,
+ "Failed to create internal texture storage SRV, result: 0x%X.", result);
}
+ d3d11::SetDebugName(*outSRV, "TexStorage2D.SRV");
+
return gl::Error(GL_NO_ERROR);
}
@@ -1276,25 +1403,28 @@ gl::Error TextureStorage11_2D::getSwizzleTexture(ID3D11Resource **outTexture)
ID3D11Device *device = mRenderer->getDevice();
D3D11_TEXTURE2D_DESC desc;
- desc.Width = mTextureWidth;
- desc.Height = mTextureHeight;
- desc.MipLevels = mMipLevels;
- desc.ArraySize = 1;
- desc.Format = mSwizzleTextureFormat;
- desc.SampleDesc.Count = 1;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mMipLevels;
+ desc.ArraySize = 1;
+ desc.Format = mSwizzleFormatSet->texFormat;
+ desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
- desc.CPUAccessFlags = 0;
- desc.MiscFlags = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
- HRESULT result = device->CreateTexture2D(&desc, NULL, &mSwizzleTexture);
+ HRESULT result = device->CreateTexture2D(&desc, nullptr, &mSwizzleTexture);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle texture, result: 0x%X.", result);
+ return gl::Error(GL_OUT_OF_MEMORY,
+ "Failed to create internal swizzle texture, result: 0x%X.", result);
}
+
+ d3d11::SetDebugName(mSwizzleTexture, "TexStorage2D.SwizzleTexture");
}
*outTexture = mSwizzleTexture;
@@ -1308,7 +1438,7 @@ gl::Error TextureStorage11_2D::getSwizzleRenderTarget(int mipLevel, ID3D11Render
if (!mSwizzleRenderTargets[mipLevel])
{
- ID3D11Resource *swizzleTexture = NULL;
+ ID3D11Resource *swizzleTexture = nullptr;
gl::Error error = getSwizzleTexture(&swizzleTexture);
if (error.isError())
{
@@ -1318,16 +1448,19 @@ gl::Error TextureStorage11_2D::getSwizzleRenderTarget(int mipLevel, ID3D11Render
ID3D11Device *device = mRenderer->getDevice();
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
- rtvDesc.Format = mSwizzleRenderTargetFormat;
- rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ rtvDesc.Format = mSwizzleFormatSet->rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
rtvDesc.Texture2D.MipSlice = mTopLevel + mipLevel;
- HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]);
+ HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc,
+ &mSwizzleRenderTargets[mipLevel]);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle render target view, result: 0x%X.", result);
+ return gl::Error(GL_OUT_OF_MEMORY,
+ "Failed to create internal swizzle render target view, result: 0x%X.",
+ result);
}
}
@@ -1348,47 +1481,12 @@ TextureStorage11_EGLImage::TextureStorage11_EGLImage(Renderer11 *renderer, EGLIm
mCurrentRenderTarget = reinterpret_cast<uintptr_t>(renderTarget11);
mMipLevels = 1;
- mTextureFormat = renderTarget11->getDXGIFormat();
+ mTextureFormatSet = &d3d11::GetANGLEFormatSet(renderTarget11->getANGLEFormat());
+ mSwizzleFormatSet = &d3d11::GetANGLEFormatSet(mTextureFormatSet->swizzleFormat);
mTextureWidth = renderTarget11->getWidth();
mTextureHeight = renderTarget11->getHeight();
mTextureDepth = 1;
mInternalFormat = renderTarget11->getInternalFormat();
-
- ID3D11ShaderResourceView *srv = renderTarget11->getShaderResourceView();
- D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
- srv->GetDesc(&srvDesc);
- mShaderResourceFormat = srvDesc.Format;
-
- ID3D11RenderTargetView *rtv = renderTarget11->getRenderTargetView();
- if (rtv != nullptr)
- {
- D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
- rtv->GetDesc(&rtvDesc);
- mRenderTargetFormat = rtvDesc.Format;
- }
- else
- {
- mRenderTargetFormat = DXGI_FORMAT_UNKNOWN;
- }
-
- ID3D11DepthStencilView *dsv = renderTarget11->getDepthStencilView();
- if (dsv != nullptr)
- {
- D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
- dsv->GetDesc(&dsvDesc);
- mDepthStencilFormat = dsvDesc.Format;
- }
- else
- {
- mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
- }
-
- const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(mTextureFormat);
- const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(
- dxgiFormatInfo.internalFormat, mRenderer->getRenderer11DeviceCaps());
- mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
- mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
- mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
}
TextureStorage11_EGLImage::~TextureStorage11_EGLImage()
@@ -1518,7 +1616,7 @@ gl::Error TextureStorage11_EGLImage::getSwizzleTexture(ID3D11Resource **outTextu
desc.Height = mTextureHeight;
desc.MipLevels = mMipLevels;
desc.ArraySize = 1;
- desc.Format = mSwizzleTextureFormat;
+ desc.Format = mSwizzleFormatSet->texFormat;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
@@ -1526,7 +1624,7 @@ gl::Error TextureStorage11_EGLImage::getSwizzleTexture(ID3D11Resource **outTextu
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
- HRESULT result = device->CreateTexture2D(&desc, NULL, &mSwizzleTexture);
+ HRESULT result = device->CreateTexture2D(&desc, nullptr, &mSwizzleTexture);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
@@ -1534,6 +1632,8 @@ gl::Error TextureStorage11_EGLImage::getSwizzleTexture(ID3D11Resource **outTextu
return gl::Error(GL_OUT_OF_MEMORY,
"Failed to create internal swizzle texture, result: 0x%X.", result);
}
+
+ d3d11::SetDebugName(mSwizzleTexture, "TexStorageEGLImage.SwizzleTexture");
}
*outTexture = mSwizzleTexture;
@@ -1548,7 +1648,7 @@ gl::Error TextureStorage11_EGLImage::getSwizzleRenderTarget(int mipLevel,
if (!mSwizzleRenderTargets[mipLevel])
{
- ID3D11Resource *swizzleTexture = NULL;
+ ID3D11Resource *swizzleTexture = nullptr;
gl::Error error = getSwizzleTexture(&swizzleTexture);
if (error.isError())
{
@@ -1558,7 +1658,7 @@ gl::Error TextureStorage11_EGLImage::getSwizzleRenderTarget(int mipLevel,
ID3D11Device *device = mRenderer->getDevice();
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
- rtvDesc.Format = mSwizzleRenderTargetFormat;
+ rtvDesc.Format = mSwizzleFormatSet->rtvFormat;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
rtvDesc.Texture2D.MipSlice = mTopLevel + mipLevel;
@@ -1626,6 +1726,8 @@ gl::Error TextureStorage11_EGLImage::createSRV(int baseLevel,
"Failed to create internal texture storage SRV, result: 0x%X.",
result);
}
+
+ d3d11::SetDebugName(*outSRV, "TexStorageEGLImage.SRV");
}
else
{
@@ -1658,58 +1760,57 @@ gl::Error TextureStorage11_EGLImage::getImageRenderTarget(RenderTarget11 **outRT
return gl::Error(GL_NO_ERROR);
}
-TextureStorage11_Cube::TextureStorage11_Cube(Renderer11 *renderer, GLenum internalformat, bool renderTarget, int size, int levels, bool hintLevelZeroOnly)
- : TextureStorage11(renderer,
- GetTextureBindFlags(internalformat, renderer->getRenderer11DeviceCaps(), renderTarget),
- GetTextureMiscFlags(internalformat, renderer->getRenderer11DeviceCaps(), renderTarget, levels))
+TextureStorage11_Cube::TextureStorage11_Cube(Renderer11 *renderer,
+ GLenum internalformat,
+ bool renderTarget,
+ int size,
+ int levels,
+ bool hintLevelZeroOnly)
+ : TextureStorage11(
+ renderer,
+ GetTextureBindFlags(internalformat, renderer->getRenderer11DeviceCaps(), renderTarget),
+ GetTextureMiscFlags(internalformat,
+ renderer->getRenderer11DeviceCaps(),
+ renderTarget,
+ levels)),
+ mTexture(nullptr),
+ mLevelZeroTexture(nullptr),
+ mUseLevelZeroTexture(hintLevelZeroOnly && levels > 1),
+ mSwizzleTexture(nullptr)
{
- mTexture = NULL;
- mSwizzleTexture = NULL;
-
for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
- mSwizzleRenderTargets[level] = NULL;
+ mSwizzleRenderTargets[level] = nullptr;
for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
{
- mAssociatedImages[face][level] = NULL;
- mRenderTarget[face][level] = NULL;
+ mAssociatedImages[face][level] = nullptr;
+ mRenderTarget[face][level] = nullptr;
}
}
- mLevelZeroTexture = NULL;
- mUseLevelZeroTexture = false;
-
for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
{
- mLevelZeroRenderTarget[face] = NULL;
+ mLevelZeroRenderTarget[face] = nullptr;
}
mInternalFormat = internalformat;
- const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat, renderer->getRenderer11DeviceCaps());
- mTextureFormat = formatInfo.texFormat;
- mShaderResourceFormat = formatInfo.srvFormat;
- mDepthStencilFormat = formatInfo.dsvFormat;
- mRenderTargetFormat = formatInfo.rtvFormat;
- mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
- mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
- mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
+ const d3d11::TextureFormat &formatInfo =
+ d3d11::GetTextureFormatInfo(internalformat, renderer->getRenderer11DeviceCaps());
+ mTextureFormatSet = formatInfo.formatSet;
+ mSwizzleFormatSet = formatInfo.swizzleFormatSet;
// adjust size if needed for compressed textures
int height = size;
- d3d11::MakeValidSize(false, mTextureFormat, &size, &height, &mTopLevel);
+ d3d11::MakeValidSize(false, mTextureFormatSet->texFormat, &size, &height, &mTopLevel);
- mMipLevels = mTopLevel + levels;
- mTextureWidth = size;
+ mMipLevels = mTopLevel + levels;
+ mTextureWidth = size;
mTextureHeight = size;
- mTextureDepth = 1;
+ mTextureDepth = 1;
- if (hintLevelZeroOnly && levels > 1)
- {
- //The LevelZeroOnly hint should only be true if the zero max LOD workaround is active.
- ASSERT(mRenderer->getWorkarounds().zeroMaxLodWorkaround);
- mUseLevelZeroTexture = true;
- }
+ // The LevelZeroOnly hint should only be true if the zero max LOD workaround is active.
+ ASSERT(!mUseLevelZeroTexture || mRenderer->getWorkarounds().zeroMaxLodWorkaround);
}
TextureStorage11_Cube::~TextureStorage11_Cube()
@@ -1718,14 +1819,16 @@ TextureStorage11_Cube::~TextureStorage11_Cube()
{
for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
{
- if (mAssociatedImages[face][level] != NULL)
+ if (mAssociatedImages[face][level] != nullptr)
{
- bool imageAssociationCorrect = mAssociatedImages[face][level]->isAssociatedStorageValid(this);
+ bool imageAssociationCorrect =
+ mAssociatedImages[face][level]->isAssociatedStorageValid(this);
ASSERT(imageAssociationCorrect);
if (imageAssociationCorrect)
{
- // We must let the Images recover their data before we delete it from the TextureStorage.
+ // We must let the Images recover their data before we delete it from the
+ // TextureStorage.
mAssociatedImages[face][level]->recoverFromAssociatedStorage();
}
}
@@ -1753,17 +1856,18 @@ TextureStorage11_Cube::~TextureStorage11_Cube()
UINT TextureStorage11_Cube::getSubresourceIndex(const gl::ImageIndex &index) const
{
- if (mRenderer->getWorkarounds().zeroMaxLodWorkaround && mUseLevelZeroTexture && index.mipIndex == 0)
+ if (mRenderer->getWorkarounds().zeroMaxLodWorkaround && mUseLevelZeroTexture &&
+ index.mipIndex == 0)
{
- UINT arraySlice = static_cast<UINT>(index.hasLayer() ? index.layerIndex : 0);
+ UINT arraySlice = static_cast<UINT>(index.hasLayer() ? index.layerIndex : 0);
UINT subresource = D3D11CalcSubresource(0, arraySlice, 1);
ASSERT(subresource != std::numeric_limits<UINT>::max());
return subresource;
}
else
{
- UINT mipSlice = static_cast<UINT>(index.mipIndex + mTopLevel);
- UINT arraySlice = static_cast<UINT>(index.hasLayer() ? index.layerIndex : 0);
+ UINT mipSlice = static_cast<UINT>(index.mipIndex + mTopLevel);
+ UINT arraySlice = static_cast<UINT>(index.hasLayer() ? index.layerIndex : 0);
UINT subresource = D3D11CalcSubresource(mipSlice, arraySlice, mMipLevels);
ASSERT(subresource != std::numeric_limits<UINT>::max());
return subresource;
@@ -1780,7 +1884,8 @@ gl::Error TextureStorage11_Cube::copyToStorage(TextureStorage *destStorage)
{
ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
- // If either mTexture or mLevelZeroTexture exist, then we need to copy them into the corresponding textures in destStorage.
+ // If either mTexture or mLevelZeroTexture exist, then we need to copy them into the
+ // corresponding textures in destStorage.
if (mTexture)
{
gl::Error error = dest11->useLevelZeroWorkaroundTexture(false);
@@ -1789,7 +1894,7 @@ gl::Error TextureStorage11_Cube::copyToStorage(TextureStorage *destStorage)
return error;
}
- ID3D11Resource *destResource = NULL;
+ ID3D11Resource *destResource = nullptr;
error = dest11->getResource(&destResource);
if (error.isError())
{
@@ -1807,7 +1912,7 @@ gl::Error TextureStorage11_Cube::copyToStorage(TextureStorage *destStorage)
return error;
}
- ID3D11Resource *destResource = NULL;
+ ID3D11Resource *destResource = nullptr;
error = dest11->getResource(&destResource);
if (error.isError())
{
@@ -1819,14 +1924,14 @@ gl::Error TextureStorage11_Cube::copyToStorage(TextureStorage *destStorage)
}
else
{
- ID3D11Resource *sourceResouce = NULL;
+ ID3D11Resource *sourceResouce = nullptr;
gl::Error error = getResource(&sourceResouce);
if (error.isError())
{
return error;
}
- ID3D11Resource *destResource = NULL;
+ ID3D11Resource *destResource = nullptr;
error = dest11->getResource(&destResource);
if (error.isError())
{
@@ -1860,7 +1965,8 @@ gl::Error TextureStorage11_Cube::useLevelZeroWorkaroundTexture(bool useLevelZero
for (int face = 0; face < 6; face++)
{
- context->CopySubresourceRegion(mLevelZeroTexture, D3D11CalcSubresource(0, face, 1), 0, 0, 0, mTexture, face * mMipLevels, NULL);
+ context->CopySubresourceRegion(mLevelZeroTexture, D3D11CalcSubresource(0, face, 1),
+ 0, 0, 0, mTexture, face * mMipLevels, nullptr);
}
}
@@ -1882,7 +1988,8 @@ gl::Error TextureStorage11_Cube::useLevelZeroWorkaroundTexture(bool useLevelZero
for (int face = 0; face < 6; face++)
{
- context->CopySubresourceRegion(mTexture, D3D11CalcSubresource(0, face, mMipLevels), 0, 0, 0, mLevelZeroTexture, face, NULL);
+ context->CopySubresourceRegion(mTexture, D3D11CalcSubresource(0, face, mMipLevels),
+ 0, 0, 0, mLevelZeroTexture, face, nullptr);
}
}
@@ -1892,10 +1999,10 @@ gl::Error TextureStorage11_Cube::useLevelZeroWorkaroundTexture(bool useLevelZero
return gl::Error(GL_NO_ERROR);
}
-void TextureStorage11_Cube::associateImage(Image11* image, const gl::ImageIndex &index)
+void TextureStorage11_Cube::associateImage(Image11 *image, const gl::ImageIndex &index)
{
- GLint level = index.mipIndex;
- GLint layerTarget = index.layerIndex;
+ const GLint level = index.mipIndex;
+ const GLint layerTarget = index.layerIndex;
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(0 <= layerTarget && layerTarget < CUBE_FACE_COUNT);
@@ -1909,16 +2016,18 @@ void TextureStorage11_Cube::associateImage(Image11* image, const gl::ImageIndex
}
}
-bool TextureStorage11_Cube::isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage)
+bool TextureStorage11_Cube::isAssociatedImageValid(const gl::ImageIndex &index,
+ Image11 *expectedImage)
{
- GLint level = index.mipIndex;
- GLint layerTarget = index.layerIndex;
+ const GLint level = index.mipIndex;
+ const GLint layerTarget = index.layerIndex;
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
if (0 <= layerTarget && layerTarget < CUBE_FACE_COUNT)
{
- // This validation check should never return false. It means the Image/TextureStorage association is broken.
+ // This validation check should never return false. It means the Image/TextureStorage
+ // association is broken.
bool retValue = (mAssociatedImages[layerTarget][level] == expectedImage);
ASSERT(retValue);
return retValue;
@@ -1929,10 +2038,10 @@ bool TextureStorage11_Cube::isAssociatedImageValid(const gl::ImageIndex &index,
}
// disassociateImage allows an Image to end its association with a Storage.
-void TextureStorage11_Cube::disassociateImage(const gl::ImageIndex &index, Image11* expectedImage)
+void TextureStorage11_Cube::disassociateImage(const gl::ImageIndex &index, Image11 *expectedImage)
{
- GLint level = index.mipIndex;
- GLint layerTarget = index.layerIndex;
+ const GLint level = index.mipIndex;
+ const GLint layerTarget = index.layerIndex;
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(0 <= layerTarget && layerTarget < CUBE_FACE_COUNT);
@@ -1945,17 +2054,19 @@ void TextureStorage11_Cube::disassociateImage(const gl::ImageIndex &index, Image
if (mAssociatedImages[layerTarget][level] == expectedImage)
{
- mAssociatedImages[layerTarget][level] = NULL;
+ mAssociatedImages[layerTarget][level] = nullptr;
}
}
}
}
-// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image recover its data before ending the association.
-gl::Error TextureStorage11_Cube::releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage)
+// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image
+// recover its data before ending the association.
+gl::Error TextureStorage11_Cube::releaseAssociatedImage(const gl::ImageIndex &index,
+ Image11 *incomingImage)
{
- GLint level = index.mipIndex;
- GLint layerTarget = index.layerIndex;
+ const GLint level = index.mipIndex;
+ const GLint layerTarget = index.layerIndex;
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(0 <= layerTarget && layerTarget < CUBE_FACE_COUNT);
@@ -1965,17 +2076,21 @@ gl::Error TextureStorage11_Cube::releaseAssociatedImage(const gl::ImageIndex &in
if (0 <= layerTarget && layerTarget < CUBE_FACE_COUNT)
{
// No need to let the old Image recover its data, if it is also the incoming Image.
- if (mAssociatedImages[layerTarget][level] != NULL && mAssociatedImages[layerTarget][level] != incomingImage)
+ if (mAssociatedImages[layerTarget][level] != nullptr &&
+ mAssociatedImages[layerTarget][level] != incomingImage)
{
- // Ensure that the Image is still associated with this TextureStorage. This should be true.
- bool imageAssociationCorrect = mAssociatedImages[layerTarget][level]->isAssociatedStorageValid(this);
+ // Ensure that the Image is still associated with this TextureStorage. This should
+ // be true.
+ bool imageAssociationCorrect =
+ mAssociatedImages[layerTarget][level]->isAssociatedStorageValid(this);
ASSERT(imageAssociationCorrect);
if (imageAssociationCorrect)
{
// Force the image to recover from storage before its data is overwritten.
- // This will reset mAssociatedImages[level] to NULL too.
- gl::Error error = mAssociatedImages[layerTarget][level]->recoverFromAssociatedStorage();
+ // This will reset mAssociatedImages[level] to nullptr too.
+ gl::Error error =
+ mAssociatedImages[layerTarget][level]->recoverFromAssociatedStorage();
if (error.isError())
{
return error;
@@ -2032,52 +2147,95 @@ gl::Error TextureStorage11_Cube::getMippedResource(ID3D11Resource **outResource)
gl::Error TextureStorage11_Cube::ensureTextureExists(int mipLevels)
{
// If mMipLevels = 1 then always use mTexture rather than mLevelZeroTexture.
- bool useLevelZeroTexture = mRenderer->getWorkarounds().zeroMaxLodWorkaround ? (mipLevels == 1) && (mMipLevels > 1) : false;
+ bool useLevelZeroTexture = mRenderer->getWorkarounds().zeroMaxLodWorkaround
+ ? (mipLevels == 1) && (mMipLevels > 1)
+ : false;
ID3D11Texture2D **outputTexture = useLevelZeroTexture ? &mLevelZeroTexture : &mTexture;
// 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 (*outputTexture == NULL && mTextureWidth > 0 && mTextureHeight > 0)
+ if (*outputTexture == nullptr && mTextureWidth > 0 && mTextureHeight > 0)
{
ASSERT(mMipLevels > 0);
ID3D11Device *device = mRenderer->getDevice();
D3D11_TEXTURE2D_DESC desc;
- desc.Width = mTextureWidth;
- desc.Height = mTextureHeight;
- desc.MipLevels = mipLevels;
- desc.ArraySize = CUBE_FACE_COUNT;
- desc.Format = mTextureFormat;
- desc.SampleDesc.Count = 1;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mipLevels;
+ desc.ArraySize = CUBE_FACE_COUNT;
+ desc.Format = mTextureFormatSet->texFormat;
+ 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 | getMiscFlags();
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = getBindFlags();
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE | getMiscFlags();
- HRESULT result = device->CreateTexture2D(&desc, NULL, outputTexture);
+ HRESULT result = device->CreateTexture2D(&desc, nullptr, outputTexture);
// this can happen from windows TDR
if (d3d11::isDeviceLostError(result))
{
mRenderer->notifyDeviceLost();
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create cube texture storage, result: 0x%X.", result);
+ return gl::Error(GL_OUT_OF_MEMORY,
+ "Failed to create cube texture storage, result: 0x%X.", result);
}
else if (FAILED(result))
{
ASSERT(result == E_OUTOFMEMORY);
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create cube texture storage, result: 0x%X.", result);
+ return gl::Error(GL_OUT_OF_MEMORY,
+ "Failed to create cube texture storage, result: 0x%X.", result);
}
+
+ d3d11::SetDebugName(*outputTexture, "TexStorageCube.Texture");
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_Cube::createRenderTargetSRV(ID3D11Resource *texture,
+ const gl::ImageIndex &index,
+ DXGI_FORMAT resourceFormat,
+ ID3D11ShaderResourceView **srv) const
+{
+ ID3D11Device *device = mRenderer->getDevice();
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = resourceFormat;
+ srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + index.mipIndex;
+ srvDesc.Texture2DArray.MipLevels = 1;
+ srvDesc.Texture2DArray.FirstArraySlice = index.layerIndex;
+ srvDesc.Texture2DArray.ArraySize = 1;
+
+ if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3)
+ {
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
+ }
+ else
+ {
+ // Will be used with Texture2D sampler, not TextureCube
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
}
+ HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, srv);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(
+ GL_OUT_OF_MEMORY,
+ "Failed to create internal shader resource view for texture storage, result: 0x%X.",
+ result);
+ }
return gl::Error(GL_NO_ERROR);
}
-gl::Error TextureStorage11_Cube::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
+gl::Error TextureStorage11_Cube::getRenderTarget(const gl::ImageIndex &index,
+ RenderTargetD3D **outRT)
{
- int faceIndex = index.layerIndex;
- int level = index.mipIndex;
+ const int faceIndex = index.layerIndex;
+ const int level = index.mipIndex;
ASSERT(level >= 0 && level < getLevelCount());
ASSERT(faceIndex >= 0 && faceIndex < CUBE_FACE_COUNT);
@@ -2087,7 +2245,7 @@ gl::Error TextureStorage11_Cube::getRenderTarget(const gl::ImageIndex &index, Re
ID3D11Device *device = mRenderer->getDevice();
HRESULT result;
- ID3D11Resource *texture = NULL;
+ ID3D11Resource *texture = nullptr;
gl::Error error = getResource(&texture);
if (error.isError())
{
@@ -2099,22 +2257,27 @@ gl::Error TextureStorage11_Cube::getRenderTarget(const gl::ImageIndex &index, Re
if (!mLevelZeroRenderTarget[faceIndex])
{
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
- rtvDesc.Format = mRenderTargetFormat;
- rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
- rtvDesc.Texture2DArray.MipSlice = mTopLevel + level;
+ rtvDesc.Format = mTextureFormatSet->rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + level;
rtvDesc.Texture2DArray.FirstArraySlice = faceIndex;
- rtvDesc.Texture2DArray.ArraySize = 1;
+ rtvDesc.Texture2DArray.ArraySize = 1;
ID3D11RenderTargetView *rtv;
result = device->CreateRenderTargetView(mLevelZeroTexture, &rtvDesc, &rtv);
if (result == E_OUTOFMEMORY)
{
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
+ return gl::Error(GL_OUT_OF_MEMORY,
+ "Failed to create internal render target view for texture "
+ "storage, result: 0x%X.",
+ result);
}
ASSERT(SUCCEEDED(result));
- mLevelZeroRenderTarget[faceIndex] = new TextureRenderTarget11(rtv, mLevelZeroTexture, NULL, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
+ mLevelZeroRenderTarget[faceIndex] = new TextureRenderTarget11(
+ rtv, mLevelZeroTexture, nullptr, nullptr, mInternalFormat,
+ mTextureFormatSet->format, getLevelWidth(level), getLevelHeight(level), 1, 0);
// RenderTarget will take ownership of these resources
SafeRelease(rtv);
@@ -2125,39 +2288,39 @@ gl::Error TextureStorage11_Cube::getRenderTarget(const gl::ImageIndex &index, Re
return gl::Error(GL_NO_ERROR);
}
- D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
- srvDesc.Format = mShaderResourceFormat;
- srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + level;
- srvDesc.Texture2DArray.MipLevels = 1;
- srvDesc.Texture2DArray.FirstArraySlice = faceIndex;
- srvDesc.Texture2DArray.ArraySize = 1;
-
- if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3)
+ ID3D11ShaderResourceView *srv = nullptr;
+ error = createRenderTargetSRV(texture, index, mTextureFormatSet->srvFormat, &srv);
+ if (error.isError())
{
- srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
+ return error;
}
- else
+ ID3D11ShaderResourceView *blitSRV = nullptr;
+ if (mTextureFormatSet->blitSRVFormat != mTextureFormatSet->srvFormat)
{
- srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY; // Will be used with Texture2D sampler, not TextureCube
+ error =
+ createRenderTargetSRV(texture, index, mTextureFormatSet->blitSRVFormat, &blitSRV);
+ if (error.isError())
+ {
+ SafeRelease(srv);
+ return error;
+ }
}
-
- ID3D11ShaderResourceView *srv;
- result = device->CreateShaderResourceView(texture, &srvDesc, &srv);
-
- ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
- if (FAILED(result))
+ else
{
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal shader resource view for texture storage, result: 0x%X.", result);
+ blitSRV = srv;
+ blitSRV->AddRef();
}
- if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
+ d3d11::SetDebugName(srv, "TexStorageCube.RenderTargetSRV");
+
+ if (mTextureFormatSet->rtvFormat != DXGI_FORMAT_UNKNOWN)
{
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
- rtvDesc.Format = mRenderTargetFormat;
- rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
- rtvDesc.Texture2DArray.MipSlice = mTopLevel + level;
+ rtvDesc.Format = mTextureFormatSet->rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + level;
rtvDesc.Texture2DArray.FirstArraySlice = faceIndex;
- rtvDesc.Texture2DArray.ArraySize = 1;
+ rtvDesc.Texture2DArray.ArraySize = 1;
ID3D11RenderTargetView *rtv;
result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
@@ -2166,24 +2329,33 @@ gl::Error TextureStorage11_Cube::getRenderTarget(const gl::ImageIndex &index, Re
if (FAILED(result))
{
SafeRelease(srv);
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
+ SafeRelease(blitSRV);
+ return gl::Error(GL_OUT_OF_MEMORY,
+ "Failed to create internal render target view for texture "
+ "storage, result: 0x%X.",
+ result);
}
- mRenderTarget[faceIndex][level] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
+ d3d11::SetDebugName(rtv, "TexStorageCube.RenderTargetRTV");
+
+ mRenderTarget[faceIndex][level] = new TextureRenderTarget11(
+ rtv, texture, srv, blitSRV, mInternalFormat, mTextureFormatSet->format,
+ getLevelWidth(level), getLevelHeight(level), 1, 0);
// RenderTarget will take ownership of these resources
SafeRelease(rtv);
SafeRelease(srv);
+ SafeRelease(blitSRV);
}
- else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN)
+ else if (mTextureFormatSet->dsvFormat != DXGI_FORMAT_UNKNOWN)
{
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
- dsvDesc.Format = mDepthStencilFormat;
- dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
- dsvDesc.Flags = 0;
- dsvDesc.Texture2DArray.MipSlice = mTopLevel + level;
+ dsvDesc.Format = mTextureFormatSet->dsvFormat;
+ dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
+ dsvDesc.Flags = 0;
+ dsvDesc.Texture2DArray.MipSlice = mTopLevel + level;
dsvDesc.Texture2DArray.FirstArraySlice = faceIndex;
- dsvDesc.Texture2DArray.ArraySize = 1;
+ dsvDesc.Texture2DArray.ArraySize = 1;
ID3D11DepthStencilView *dsv;
result = device->CreateDepthStencilView(texture, &dsvDesc, &dsv);
@@ -2192,14 +2364,23 @@ gl::Error TextureStorage11_Cube::getRenderTarget(const gl::ImageIndex &index, Re
if (FAILED(result))
{
SafeRelease(srv);
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal depth stencil view for texture storage, result: 0x%X.", result);
+ SafeRelease(blitSRV);
+ return gl::Error(GL_OUT_OF_MEMORY,
+ "Failed to create internal depth stencil view for texture "
+ "storage, result: 0x%X.",
+ result);
}
- mRenderTarget[faceIndex][level] = new TextureRenderTarget11(dsv, texture, srv, mInternalFormat, getLevelWidth(level), getLevelHeight(level), 1, 0);
+ d3d11::SetDebugName(dsv, "TexStorageCube.RenderTargetDSV");
+
+ mRenderTarget[faceIndex][level] = new TextureRenderTarget11(
+ dsv, texture, srv, mInternalFormat, mTextureFormatSet->format, getLevelWidth(level),
+ getLevelHeight(level), 1, 0);
// RenderTarget will take ownership of these resources
SafeRelease(dsv);
SafeRelease(srv);
+ SafeRelease(blitSRV);
}
else
{
@@ -2212,7 +2393,10 @@ gl::Error TextureStorage11_Cube::getRenderTarget(const gl::ImageIndex &index, Re
return gl::Error(GL_NO_ERROR);
}
-gl::Error TextureStorage11_Cube::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
+gl::Error TextureStorage11_Cube::createSRV(int baseLevel,
+ int mipLevels,
+ DXGI_FORMAT format,
+ ID3D11Resource *texture,
ID3D11ShaderResourceView **outSRV) const
{
ASSERT(outSRV);
@@ -2220,20 +2404,21 @@ gl::Error TextureStorage11_Cube::createSRV(int baseLevel, int mipLevels, DXGI_FO
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = format;
- // Unnormalized integer cube maps are not supported by DX11; we emulate them as an array of six 2D textures
+ // Unnormalized integer cube maps are not supported by DX11; we emulate them as an array of six
+ // 2D textures
const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(format);
if (dxgiFormatInfo.componentType == GL_INT || dxgiFormatInfo.componentType == GL_UNSIGNED_INT)
{
- srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + baseLevel;
srvDesc.Texture2DArray.MipLevels = mipLevels;
srvDesc.Texture2DArray.FirstArraySlice = 0;
- srvDesc.Texture2DArray.ArraySize = CUBE_FACE_COUNT;
+ srvDesc.Texture2DArray.ArraySize = CUBE_FACE_COUNT;
}
else
{
- srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
- srvDesc.TextureCube.MipLevels = mipLevels;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
+ srvDesc.TextureCube.MipLevels = mipLevels;
srvDesc.TextureCube.MostDetailedMip = mTopLevel + baseLevel;
}
@@ -2243,31 +2428,35 @@ gl::Error TextureStorage11_Cube::createSRV(int baseLevel, int mipLevels, DXGI_FO
{
ASSERT(mTopLevel == 0);
ASSERT(baseLevel == 0);
- // This code also assumes that the incoming texture equals either mLevelZeroTexture or mTexture.
+ // This code also assumes that the incoming texture equals either mLevelZeroTexture or
+ // mTexture.
if (mipLevels == 1 && mMipLevels > 1)
{
// We must use a SRV on the level-zero-only texture.
- ASSERT(mLevelZeroTexture != NULL && texture == mLevelZeroTexture);
+ ASSERT(mLevelZeroTexture != nullptr && texture == mLevelZeroTexture);
srvTexture = mLevelZeroTexture;
}
else
{
ASSERT(mipLevels == static_cast<int>(mMipLevels));
- ASSERT(mTexture != NULL && texture == mTexture);
+ ASSERT(mTexture != nullptr && texture == mTexture);
srvTexture = mTexture;
}
}
ID3D11Device *device = mRenderer->getDevice();
- HRESULT result = device->CreateShaderResourceView(srvTexture, &srvDesc, outSRV);
+ HRESULT result = device->CreateShaderResourceView(srvTexture, &srvDesc, outSRV);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal texture storage SRV, result: 0x%X.", result);
+ return gl::Error(GL_OUT_OF_MEMORY,
+ "Failed to create internal texture storage SRV, result: 0x%X.", result);
}
+ d3d11::SetDebugName(*outSRV, "TexStorageCube.SRV");
+
return gl::Error(GL_NO_ERROR);
}
@@ -2280,39 +2469,43 @@ gl::Error TextureStorage11_Cube::getSwizzleTexture(ID3D11Resource **outTexture)
ID3D11Device *device = mRenderer->getDevice();
D3D11_TEXTURE2D_DESC desc;
- desc.Width = mTextureWidth;
- desc.Height = mTextureHeight;
- desc.MipLevels = mMipLevels;
- desc.ArraySize = CUBE_FACE_COUNT;
- desc.Format = mSwizzleTextureFormat;
- desc.SampleDesc.Count = 1;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mMipLevels;
+ desc.ArraySize = CUBE_FACE_COUNT;
+ desc.Format = mSwizzleFormatSet->texFormat;
+ desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
- desc.CPUAccessFlags = 0;
- desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
- HRESULT result = device->CreateTexture2D(&desc, NULL, &mSwizzleTexture);
+ HRESULT result = device->CreateTexture2D(&desc, nullptr, &mSwizzleTexture);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle texture, result: 0x%X.", result);
+ return gl::Error(GL_OUT_OF_MEMORY,
+ "Failed to create internal swizzle texture, result: 0x%X.", result);
}
+
+ d3d11::SetDebugName(*outTexture, "TexStorageCube.SwizzleTexture");
}
*outTexture = mSwizzleTexture;
return gl::Error(GL_NO_ERROR);
}
-gl::Error TextureStorage11_Cube::getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV)
+gl::Error TextureStorage11_Cube::getSwizzleRenderTarget(int mipLevel,
+ ID3D11RenderTargetView **outRTV)
{
ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
ASSERT(outRTV);
if (!mSwizzleRenderTargets[mipLevel])
{
- ID3D11Resource *swizzleTexture = NULL;
+ ID3D11Resource *swizzleTexture = nullptr;
gl::Error error = getSwizzleTexture(&swizzleTexture);
if (error.isError())
{
@@ -2322,18 +2515,21 @@ gl::Error TextureStorage11_Cube::getSwizzleRenderTarget(int mipLevel, ID3D11Rend
ID3D11Device *device = mRenderer->getDevice();
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
- rtvDesc.Format = mSwizzleRenderTargetFormat;
- rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
- rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Format = mSwizzleFormatSet->rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
rtvDesc.Texture2DArray.FirstArraySlice = 0;
- rtvDesc.Texture2DArray.ArraySize = CUBE_FACE_COUNT;
+ rtvDesc.Texture2DArray.ArraySize = CUBE_FACE_COUNT;
- HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]);
+ HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc,
+ &mSwizzleRenderTargets[mipLevel]);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle render target view, result: 0x%X.", result);
+ return gl::Error(GL_OUT_OF_MEMORY,
+ "Failed to create internal swizzle render target view, result: 0x%X.",
+ result);
}
}
@@ -2341,54 +2537,60 @@ gl::Error TextureStorage11_Cube::getSwizzleRenderTarget(int mipLevel, ID3D11Rend
return gl::Error(GL_NO_ERROR);
}
-TextureStorage11_3D::TextureStorage11_3D(Renderer11 *renderer, GLenum internalformat, bool renderTarget,
- GLsizei width, GLsizei height, GLsizei depth, int levels)
- : TextureStorage11(renderer,
- GetTextureBindFlags(internalformat, renderer->getRenderer11DeviceCaps(), renderTarget),
- GetTextureMiscFlags(internalformat, renderer->getRenderer11DeviceCaps(), renderTarget, levels))
-{
- mTexture = NULL;
- mSwizzleTexture = NULL;
+TextureStorage11_3D::TextureStorage11_3D(Renderer11 *renderer,
+ GLenum internalformat,
+ bool renderTarget,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ int levels)
+ : TextureStorage11(
+ renderer,
+ GetTextureBindFlags(internalformat, renderer->getRenderer11DeviceCaps(), renderTarget),
+ GetTextureMiscFlags(internalformat,
+ renderer->getRenderer11DeviceCaps(),
+ renderTarget,
+ levels))
+{
+ mTexture = nullptr;
+ mSwizzleTexture = nullptr;
for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
- mAssociatedImages[i] = NULL;
- mLevelRenderTargets[i] = NULL;
- mSwizzleRenderTargets[i] = NULL;
+ mAssociatedImages[i] = nullptr;
+ mLevelRenderTargets[i] = nullptr;
+ mSwizzleRenderTargets[i] = nullptr;
}
mInternalFormat = internalformat;
- const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat, renderer->getRenderer11DeviceCaps());
- mTextureFormat = formatInfo.texFormat;
- mShaderResourceFormat = formatInfo.srvFormat;
- mDepthStencilFormat = formatInfo.dsvFormat;
- mRenderTargetFormat = formatInfo.rtvFormat;
- mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
- mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
- mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
+ const d3d11::TextureFormat &formatInfo =
+ d3d11::GetTextureFormatInfo(internalformat, renderer->getRenderer11DeviceCaps());
+ mTextureFormatSet = formatInfo.formatSet;
+ mSwizzleFormatSet = formatInfo.swizzleFormatSet;
// adjust size if needed for compressed textures
- d3d11::MakeValidSize(false, mTextureFormat, &width, &height, &mTopLevel);
+ d3d11::MakeValidSize(false, mTextureFormatSet->texFormat, &width, &height, &mTopLevel);
- mMipLevels = mTopLevel + levels;
- mTextureWidth = width;
+ mMipLevels = mTopLevel + levels;
+ mTextureWidth = width;
mTextureHeight = height;
- mTextureDepth = depth;
+ mTextureDepth = depth;
}
TextureStorage11_3D::~TextureStorage11_3D()
{
for (unsigned i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
{
- if (mAssociatedImages[i] != NULL)
+ if (mAssociatedImages[i] != nullptr)
{
bool imageAssociationCorrect = mAssociatedImages[i]->isAssociatedStorageValid(this);
ASSERT(imageAssociationCorrect);
if (imageAssociationCorrect)
{
- // We must let the Images recover their data before we delete it from the TextureStorage.
+ // We must let the Images recover their data before we delete it from the
+ // TextureStorage.
mAssociatedImages[i]->recoverFromAssociatedStorage();
}
}
@@ -2397,7 +2599,8 @@ TextureStorage11_3D::~TextureStorage11_3D()
SafeRelease(mTexture);
SafeRelease(mSwizzleTexture);
- for (RenderTargetMap::iterator i = mLevelLayerRenderTargets.begin(); i != mLevelLayerRenderTargets.end(); i++)
+ for (RenderTargetMap::iterator i = mLevelLayerRenderTargets.begin();
+ i != mLevelLayerRenderTargets.end(); i++)
{
SafeDelete(i->second);
}
@@ -2410,9 +2613,9 @@ TextureStorage11_3D::~TextureStorage11_3D()
}
}
-void TextureStorage11_3D::associateImage(Image11* image, const gl::ImageIndex &index)
+void TextureStorage11_3D::associateImage(Image11 *image, const gl::ImageIndex &index)
{
- GLint level = index.mipIndex;
+ const GLint level = index.mipIndex;
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
@@ -2422,13 +2625,15 @@ void TextureStorage11_3D::associateImage(Image11* image, const gl::ImageIndex &i
}
}
-bool TextureStorage11_3D::isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage)
+bool TextureStorage11_3D::isAssociatedImageValid(const gl::ImageIndex &index,
+ Image11 *expectedImage)
{
- GLint level = index.mipIndex;
+ const GLint level = index.mipIndex;
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
- // This validation check should never return false. It means the Image/TextureStorage association is broken.
+ // This validation check should never return false. It means the Image/TextureStorage
+ // association is broken.
bool retValue = (mAssociatedImages[level] == expectedImage);
ASSERT(retValue);
return retValue;
@@ -2438,9 +2643,9 @@ bool TextureStorage11_3D::isAssociatedImageValid(const gl::ImageIndex &index, Im
}
// disassociateImage allows an Image to end its association with a Storage.
-void TextureStorage11_3D::disassociateImage(const gl::ImageIndex &index, Image11* expectedImage)
+void TextureStorage11_3D::disassociateImage(const gl::ImageIndex &index, Image11 *expectedImage)
{
- GLint level = index.mipIndex;
+ const GLint level = index.mipIndex;
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
@@ -2450,31 +2655,34 @@ void TextureStorage11_3D::disassociateImage(const gl::ImageIndex &index, Image11
if (mAssociatedImages[level] == expectedImage)
{
- mAssociatedImages[level] = NULL;
+ mAssociatedImages[level] = nullptr;
}
}
}
-// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image recover its data before ending the association.
-gl::Error TextureStorage11_3D::releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage)
+// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image
+// recover its data before ending the association.
+gl::Error TextureStorage11_3D::releaseAssociatedImage(const gl::ImageIndex &index,
+ Image11 *incomingImage)
{
- GLint level = index.mipIndex;
+ const GLint level = index.mipIndex;
ASSERT((0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS));
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
// No need to let the old Image recover its data, if it is also the incoming Image.
- if (mAssociatedImages[level] != NULL && mAssociatedImages[level] != incomingImage)
+ if (mAssociatedImages[level] != nullptr && mAssociatedImages[level] != incomingImage)
{
- // Ensure that the Image is still associated with this TextureStorage. This should be true.
+ // Ensure that the Image is still associated with this TextureStorage. This should be
+ // true.
bool imageAssociationCorrect = mAssociatedImages[level]->isAssociatedStorageValid(this);
ASSERT(imageAssociationCorrect);
if (imageAssociationCorrect)
{
// Force the image to recover from storage before its data is overwritten.
- // This will reset mAssociatedImages[level] to NULL too.
+ // This will reset mAssociatedImages[level] to nullptr too.
gl::Error error = mAssociatedImages[level]->recoverFromAssociatedStorage();
if (error.isError())
{
@@ -2489,87 +2697,104 @@ gl::Error TextureStorage11_3D::releaseAssociatedImage(const gl::ImageIndex &inde
gl::Error TextureStorage11_3D::getResource(ID3D11Resource **outResource)
{
- // If the width, height or depth are not positive this should be treated as an incomplete texture
- // we handle that here by skipping the d3d texture creation
- if (mTexture == NULL && mTextureWidth > 0 && mTextureHeight > 0 && mTextureDepth > 0)
+ // If the width, height or depth are not positive this should be treated as an incomplete
+ // texture. We handle that here by skipping the d3d texture creation.
+ if (mTexture == nullptr && mTextureWidth > 0 && mTextureHeight > 0 && mTextureDepth > 0)
{
ASSERT(mMipLevels > 0);
ID3D11Device *device = mRenderer->getDevice();
D3D11_TEXTURE3D_DESC desc;
- desc.Width = mTextureWidth;
- desc.Height = mTextureHeight;
- desc.Depth = mTextureDepth;
- desc.MipLevels = mMipLevels;
- desc.Format = mTextureFormat;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.BindFlags = getBindFlags();
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.Depth = mTextureDepth;
+ desc.MipLevels = mMipLevels;
+ desc.Format = mTextureFormatSet->texFormat;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = getBindFlags();
desc.CPUAccessFlags = 0;
- desc.MiscFlags = getMiscFlags();
+ desc.MiscFlags = getMiscFlags();
- HRESULT result = device->CreateTexture3D(&desc, NULL, &mTexture);
+ HRESULT result = device->CreateTexture3D(&desc, nullptr, &mTexture);
// this can happen from windows TDR
if (d3d11::isDeviceLostError(result))
{
mRenderer->notifyDeviceLost();
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 3D texture storage, result: 0x%X.", result);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 3D texture storage, result: 0x%X.",
+ result);
}
else if (FAILED(result))
{
ASSERT(result == E_OUTOFMEMORY);
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 3D texture storage, result: 0x%X.", result);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 3D texture storage, result: 0x%X.",
+ result);
}
+
+ d3d11::SetDebugName(mTexture, "TexStorage3D.Texture");
}
*outResource = mTexture;
return gl::Error(GL_NO_ERROR);
}
-gl::Error TextureStorage11_3D::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
+gl::Error TextureStorage11_3D::createSRV(int baseLevel,
+ int mipLevels,
+ DXGI_FORMAT format,
+ ID3D11Resource *texture,
ID3D11ShaderResourceView **outSRV) const
{
ASSERT(outSRV);
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
- srvDesc.Format = format;
- srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
srvDesc.Texture3D.MostDetailedMip = baseLevel;
- srvDesc.Texture3D.MipLevels = mipLevels;
+ srvDesc.Texture3D.MipLevels = mipLevels;
ID3D11Device *device = mRenderer->getDevice();
- HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, outSRV);
+ HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, outSRV);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal texture storage SRV, result: 0x%X.", result);
+ return gl::Error(GL_OUT_OF_MEMORY,
+ "Failed to create internal texture storage SRV, result: 0x%X.", result);
}
+ d3d11::SetDebugName(*outSRV, "TexStorage3D.SRV");
+
return gl::Error(GL_NO_ERROR);
}
gl::Error TextureStorage11_3D::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
{
- int mipLevel = index.mipIndex;
+ const int mipLevel = index.mipIndex;
ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
- ASSERT(mRenderTargetFormat != DXGI_FORMAT_UNKNOWN);
+ ASSERT(mTextureFormatSet->rtvFormat != DXGI_FORMAT_UNKNOWN);
if (!index.hasLayer())
{
if (!mLevelRenderTargets[mipLevel])
{
- ID3D11Resource *texture = NULL;
+ ID3D11Resource *texture = nullptr;
gl::Error error = getResource(&texture);
if (error.isError())
{
return error;
}
- ID3D11ShaderResourceView *srv = NULL;
- error = getSRVLevel(mipLevel, &srv);
+ ID3D11ShaderResourceView *srv = nullptr;
+ error = getSRVLevel(mipLevel, false, &srv);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11ShaderResourceView *blitSRV = nullptr;
+ error = getSRVLevel(mipLevel, true, &blitSRV);
if (error.isError())
{
return error;
@@ -2578,11 +2803,11 @@ gl::Error TextureStorage11_3D::getRenderTarget(const gl::ImageIndex &index, Rend
ID3D11Device *device = mRenderer->getDevice();
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
- rtvDesc.Format = mRenderTargetFormat;
- rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
- rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Format = mTextureFormatSet->rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
+ rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel;
rtvDesc.Texture3D.FirstWSlice = 0;
- rtvDesc.Texture3D.WSize = static_cast<UINT>(-1);
+ rtvDesc.Texture3D.WSize = static_cast<UINT>(-1);
ID3D11RenderTargetView *rtv;
HRESULT result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
@@ -2591,10 +2816,18 @@ gl::Error TextureStorage11_3D::getRenderTarget(const gl::ImageIndex &index, Rend
if (FAILED(result))
{
SafeRelease(srv);
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
+ SafeRelease(blitSRV);
+ return gl::Error(GL_OUT_OF_MEMORY,
+ "Failed to create internal render target view for texture "
+ "storage, result: 0x%X.",
+ result);
}
- mLevelRenderTargets[mipLevel] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(mipLevel), getLevelHeight(mipLevel), getLevelDepth(mipLevel), 0);
+ d3d11::SetDebugName(rtv, "TexStorage3D.RTV");
+
+ mLevelRenderTargets[mipLevel] = new TextureRenderTarget11(
+ rtv, texture, srv, blitSRV, mInternalFormat, mTextureFormatSet->format,
+ getLevelWidth(mipLevel), getLevelHeight(mipLevel), getLevelDepth(mipLevel), 0);
// RenderTarget will take ownership of these resources
SafeRelease(rtv);
@@ -2606,7 +2839,7 @@ gl::Error TextureStorage11_3D::getRenderTarget(const gl::ImageIndex &index, Rend
}
else
{
- int layer = index.layerIndex;
+ const int layer = index.layerIndex;
LevelLayerKey key(mipLevel, layer);
if (mLevelLayerRenderTargets.find(key) == mLevelLayerRenderTargets.end())
@@ -2614,7 +2847,7 @@ gl::Error TextureStorage11_3D::getRenderTarget(const gl::ImageIndex &index, Rend
ID3D11Device *device = mRenderer->getDevice();
HRESULT result;
- ID3D11Resource *texture = NULL;
+ ID3D11Resource *texture = nullptr;
gl::Error error = getResource(&texture);
if (error.isError())
{
@@ -2622,14 +2855,15 @@ gl::Error TextureStorage11_3D::getRenderTarget(const gl::ImageIndex &index, Rend
}
// TODO, what kind of SRV is expected here?
- ID3D11ShaderResourceView *srv = NULL;
+ ID3D11ShaderResourceView *srv = nullptr;
+ ID3D11ShaderResourceView *blitSRV = nullptr;
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
- rtvDesc.Format = mRenderTargetFormat;
- rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
- rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Format = mTextureFormatSet->rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
+ rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel;
rtvDesc.Texture3D.FirstWSlice = layer;
- rtvDesc.Texture3D.WSize = 1;
+ rtvDesc.Texture3D.WSize = 1;
ID3D11RenderTargetView *rtv;
result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
@@ -2637,11 +2871,20 @@ gl::Error TextureStorage11_3D::getRenderTarget(const gl::ImageIndex &index, Rend
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
- SafeRelease(srv); return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
+ SafeRelease(srv);
+ SafeRelease(blitSRV);
+ return gl::Error(GL_OUT_OF_MEMORY,
+ "Failed to create internal render target view for texture "
+ "storage, result: 0x%X.",
+ result);
}
ASSERT(SUCCEEDED(result));
- mLevelLayerRenderTargets[key] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, 0);
+ d3d11::SetDebugName(rtv, "TexStorage3D.LayerRTV");
+
+ mLevelLayerRenderTargets[key] = new TextureRenderTarget11(
+ rtv, texture, srv, blitSRV, mInternalFormat, mTextureFormatSet->format,
+ getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, 0);
// RenderTarget will take ownership of these resources
SafeRelease(rtv);
@@ -2662,23 +2905,26 @@ gl::Error TextureStorage11_3D::getSwizzleTexture(ID3D11Resource **outTexture)
ID3D11Device *device = mRenderer->getDevice();
D3D11_TEXTURE3D_DESC desc;
- desc.Width = mTextureWidth;
- desc.Height = mTextureHeight;
- desc.Depth = mTextureDepth;
- desc.MipLevels = mMipLevels;
- desc.Format = mSwizzleTextureFormat;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.Depth = mTextureDepth;
+ desc.MipLevels = mMipLevels;
+ desc.Format = mSwizzleFormatSet->texFormat;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
desc.CPUAccessFlags = 0;
- desc.MiscFlags = 0;
+ desc.MiscFlags = 0;
- HRESULT result = device->CreateTexture3D(&desc, NULL, &mSwizzleTexture);
+ HRESULT result = device->CreateTexture3D(&desc, nullptr, &mSwizzleTexture);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle texture, result: 0x%X.", result);
+ return gl::Error(GL_OUT_OF_MEMORY,
+ "Failed to create internal swizzle texture, result: 0x%X.", result);
}
+
+ d3d11::SetDebugName(mSwizzleTexture, "TexStorage3D.SwizzleTexture");
}
*outTexture = mSwizzleTexture;
@@ -2692,7 +2938,7 @@ gl::Error TextureStorage11_3D::getSwizzleRenderTarget(int mipLevel, ID3D11Render
if (!mSwizzleRenderTargets[mipLevel])
{
- ID3D11Resource *swizzleTexture = NULL;
+ ID3D11Resource *swizzleTexture = nullptr;
gl::Error error = getSwizzleTexture(&swizzleTexture);
if (error.isError())
{
@@ -2702,57 +2948,67 @@ gl::Error TextureStorage11_3D::getSwizzleRenderTarget(int mipLevel, ID3D11Render
ID3D11Device *device = mRenderer->getDevice();
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
- rtvDesc.Format = mSwizzleRenderTargetFormat;
- rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
- rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Format = mSwizzleFormatSet->rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
+ rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel;
rtvDesc.Texture3D.FirstWSlice = 0;
- rtvDesc.Texture3D.WSize = static_cast<UINT>(-1);
+ rtvDesc.Texture3D.WSize = static_cast<UINT>(-1);
- HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]);
+ HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc,
+ &mSwizzleRenderTargets[mipLevel]);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle render target view, result: 0x%X.", result);
+ return gl::Error(GL_OUT_OF_MEMORY,
+ "Failed to create internal swizzle render target view, result: 0x%X.",
+ result);
}
+
+ d3d11::SetDebugName(mSwizzleTexture, "TexStorage3D.SwizzleRTV");
}
*outRTV = mSwizzleRenderTargets[mipLevel];
return gl::Error(GL_NO_ERROR);
}
-TextureStorage11_2DArray::TextureStorage11_2DArray(Renderer11 *renderer, GLenum internalformat, bool renderTarget,
- GLsizei width, GLsizei height, GLsizei depth, int levels)
- : TextureStorage11(renderer,
- GetTextureBindFlags(internalformat, renderer->getRenderer11DeviceCaps(), renderTarget),
- GetTextureMiscFlags(internalformat, renderer->getRenderer11DeviceCaps(), renderTarget, levels))
-{
- mTexture = NULL;
- mSwizzleTexture = NULL;
+TextureStorage11_2DArray::TextureStorage11_2DArray(Renderer11 *renderer,
+ GLenum internalformat,
+ bool renderTarget,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ int levels)
+ : TextureStorage11(
+ renderer,
+ GetTextureBindFlags(internalformat, renderer->getRenderer11DeviceCaps(), renderTarget),
+ GetTextureMiscFlags(internalformat,
+ renderer->getRenderer11DeviceCaps(),
+ renderTarget,
+ levels))
+{
+ mTexture = nullptr;
+ mSwizzleTexture = nullptr;
for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
- mSwizzleRenderTargets[level] = NULL;
+ mSwizzleRenderTargets[level] = nullptr;
}
mInternalFormat = internalformat;
- const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(internalformat, renderer->getRenderer11DeviceCaps());
- mTextureFormat = formatInfo.texFormat;
- mShaderResourceFormat = formatInfo.srvFormat;
- mDepthStencilFormat = formatInfo.dsvFormat;
- mRenderTargetFormat = formatInfo.rtvFormat;
- mSwizzleTextureFormat = formatInfo.swizzleTexFormat;
- mSwizzleShaderResourceFormat = formatInfo.swizzleSRVFormat;
- mSwizzleRenderTargetFormat = formatInfo.swizzleRTVFormat;
+ const d3d11::TextureFormat &formatInfo =
+ d3d11::GetTextureFormatInfo(internalformat, renderer->getRenderer11DeviceCaps());
+ mTextureFormatSet = formatInfo.formatSet;
+ mSwizzleFormatSet = formatInfo.swizzleFormatSet;
// adjust size if needed for compressed textures
- d3d11::MakeValidSize(false, mTextureFormat, &width, &height, &mTopLevel);
+ d3d11::MakeValidSize(false, mTextureFormatSet->texFormat, &width, &height, &mTopLevel);
- mMipLevels = mTopLevel + levels;
- mTextureWidth = width;
+ mMipLevels = mTopLevel + levels;
+ mTextureWidth = width;
mTextureHeight = height;
- mTextureDepth = depth;
+ mTextureDepth = depth;
}
TextureStorage11_2DArray::~TextureStorage11_2DArray()
@@ -2766,7 +3022,8 @@ TextureStorage11_2DArray::~TextureStorage11_2DArray()
if (imageAssociationCorrect)
{
- // We must let the Images recover their data before we delete it from the TextureStorage.
+ // We must let the Images recover their data before we delete it from the
+ // TextureStorage.
i->second->recoverFromAssociatedStorage();
}
}
@@ -2788,10 +3045,10 @@ TextureStorage11_2DArray::~TextureStorage11_2DArray()
mRenderTargets.clear();
}
-void TextureStorage11_2DArray::associateImage(Image11* image, const gl::ImageIndex &index)
+void TextureStorage11_2DArray::associateImage(Image11 *image, const gl::ImageIndex &index)
{
- GLint level = index.mipIndex;
- GLint layerTarget = index.layerIndex;
+ const GLint level = index.mipIndex;
+ const GLint layerTarget = index.layerIndex;
ASSERT(0 <= level && level < getLevelCount());
@@ -2802,56 +3059,64 @@ void TextureStorage11_2DArray::associateImage(Image11* image, const gl::ImageInd
}
}
-bool TextureStorage11_2DArray::isAssociatedImageValid(const gl::ImageIndex &index, Image11* expectedImage)
+bool TextureStorage11_2DArray::isAssociatedImageValid(const gl::ImageIndex &index,
+ Image11 *expectedImage)
{
- GLint level = index.mipIndex;
- GLint layerTarget = index.layerIndex;
+ const GLint level = index.mipIndex;
+ const GLint layerTarget = index.layerIndex;
LevelLayerKey key(level, layerTarget);
- // This validation check should never return false. It means the Image/TextureStorage association is broken.
- bool retValue = (mAssociatedImages.find(key) != mAssociatedImages.end() && (mAssociatedImages[key] == expectedImage));
+ // This validation check should never return false. It means the Image/TextureStorage
+ // association is broken.
+ bool retValue = (mAssociatedImages.find(key) != mAssociatedImages.end() &&
+ (mAssociatedImages[key] == expectedImage));
ASSERT(retValue);
return retValue;
}
// disassociateImage allows an Image to end its association with a Storage.
-void TextureStorage11_2DArray::disassociateImage(const gl::ImageIndex &index, Image11* expectedImage)
+void TextureStorage11_2DArray::disassociateImage(const gl::ImageIndex &index,
+ Image11 *expectedImage)
{
- GLint level = index.mipIndex;
- GLint layerTarget = index.layerIndex;
+ const GLint level = index.mipIndex;
+ const GLint layerTarget = index.layerIndex;
LevelLayerKey key(level, layerTarget);
- bool imageAssociationCorrect = (mAssociatedImages.find(key) != mAssociatedImages.end() && (mAssociatedImages[key] == expectedImage));
+ bool imageAssociationCorrect = (mAssociatedImages.find(key) != mAssociatedImages.end() &&
+ (mAssociatedImages[key] == expectedImage));
ASSERT(imageAssociationCorrect);
if (imageAssociationCorrect)
{
- mAssociatedImages[key] = NULL;
+ mAssociatedImages[key] = nullptr;
}
}
-// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image recover its data before ending the association.
-gl::Error TextureStorage11_2DArray::releaseAssociatedImage(const gl::ImageIndex &index, Image11* incomingImage)
+// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image
+// recover its data before ending the association.
+gl::Error TextureStorage11_2DArray::releaseAssociatedImage(const gl::ImageIndex &index,
+ Image11 *incomingImage)
{
- GLint level = index.mipIndex;
- GLint layerTarget = index.layerIndex;
+ const GLint level = index.mipIndex;
+ const GLint layerTarget = index.layerIndex;
LevelLayerKey key(level, layerTarget);
if (mAssociatedImages.find(key) != mAssociatedImages.end())
{
- if (mAssociatedImages[key] != NULL && mAssociatedImages[key] != incomingImage)
+ if (mAssociatedImages[key] != nullptr && mAssociatedImages[key] != incomingImage)
{
- // Ensure that the Image is still associated with this TextureStorage. This should be true.
+ // Ensure that the Image is still associated with this TextureStorage. This should be
+ // true.
bool imageAssociationCorrect = mAssociatedImages[key]->isAssociatedStorageValid(this);
ASSERT(imageAssociationCorrect);
if (imageAssociationCorrect)
{
// Force the image to recover from storage before its data is overwritten.
- // This will reset mAssociatedImages[level] to NULL too.
+ // This will reset mAssociatedImages[level] to nullptr too.
gl::Error error = mAssociatedImages[key]->recoverFromAssociatedStorage();
if (error.isError())
{
@@ -2868,73 +3133,112 @@ gl::Error TextureStorage11_2DArray::getResource(ID3D11Resource **outResource)
{
// if the width, height or depth is not positive this should be treated as an incomplete texture
// we handle that here by skipping the d3d texture creation
- if (mTexture == NULL && mTextureWidth > 0 && mTextureHeight > 0 && mTextureDepth > 0)
+ if (mTexture == nullptr && mTextureWidth > 0 && mTextureHeight > 0 && mTextureDepth > 0)
{
ASSERT(mMipLevels > 0);
ID3D11Device *device = mRenderer->getDevice();
D3D11_TEXTURE2D_DESC desc;
- desc.Width = mTextureWidth;
- desc.Height = mTextureHeight;
- desc.MipLevels = mMipLevels;
- desc.ArraySize = mTextureDepth;
- desc.Format = mTextureFormat;
- desc.SampleDesc.Count = 1;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mMipLevels;
+ desc.ArraySize = mTextureDepth;
+ desc.Format = mTextureFormatSet->texFormat;
+ desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.BindFlags = getBindFlags();
- desc.CPUAccessFlags = 0;
- desc.MiscFlags = getMiscFlags();
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = getBindFlags();
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = getMiscFlags();
- HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
+ HRESULT result = device->CreateTexture2D(&desc, nullptr, &mTexture);
// this can happen from windows TDR
if (d3d11::isDeviceLostError(result))
{
mRenderer->notifyDeviceLost();
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 2D array texture storage, result: 0x%X.", result);
+ return gl::Error(GL_OUT_OF_MEMORY,
+ "Failed to create 2D array texture storage, result: 0x%X.", result);
}
else if (FAILED(result))
{
ASSERT(result == E_OUTOFMEMORY);
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 2D array texture storage, result: 0x%X.", result);
+ return gl::Error(GL_OUT_OF_MEMORY,
+ "Failed to create 2D array texture storage, result: 0x%X.", result);
}
+
+ d3d11::SetDebugName(mTexture, "TexStorage2DArray.Texture");
}
*outResource = mTexture;
return gl::Error(GL_NO_ERROR);
}
-gl::Error TextureStorage11_2DArray::createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture,
+gl::Error TextureStorage11_2DArray::createSRV(int baseLevel,
+ int mipLevels,
+ DXGI_FORMAT format,
+ ID3D11Resource *texture,
ID3D11ShaderResourceView **outSRV) const
{
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
- srvDesc.Format = format;
- srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + baseLevel;
- srvDesc.Texture2DArray.MipLevels = mipLevels;
+ srvDesc.Texture2DArray.MipLevels = mipLevels;
srvDesc.Texture2DArray.FirstArraySlice = 0;
- srvDesc.Texture2DArray.ArraySize = mTextureDepth;
+ srvDesc.Texture2DArray.ArraySize = mTextureDepth;
ID3D11Device *device = mRenderer->getDevice();
- HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, outSRV);
+ HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, outSRV);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal texture storage SRV, result: 0x%X.", result);
+ return gl::Error(GL_OUT_OF_MEMORY,
+ "Failed to create internal texture storage SRV, result: 0x%X.", result);
+ }
+
+ d3d11::SetDebugName(*outSRV, "TexStorage2DArray.SRV");
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2DArray::createRenderTargetSRV(ID3D11Resource *texture,
+ const gl::ImageIndex &index,
+ DXGI_FORMAT resourceFormat,
+ ID3D11ShaderResourceView **srv) const
+{
+ ID3D11Device *device = mRenderer->getDevice();
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = resourceFormat;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
+ srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + index.mipIndex;
+ srvDesc.Texture2DArray.MipLevels = 1;
+ srvDesc.Texture2DArray.FirstArraySlice = index.layerIndex;
+ srvDesc.Texture2DArray.ArraySize = 1;
+
+ HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, srv);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ return gl::Error(
+ GL_OUT_OF_MEMORY,
+ "Failed to create internal shader resource view for texture storage, result: 0x%X.",
+ result);
}
return gl::Error(GL_NO_ERROR);
}
-gl::Error TextureStorage11_2DArray::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
+gl::Error TextureStorage11_2DArray::getRenderTarget(const gl::ImageIndex &index,
+ RenderTargetD3D **outRT)
{
ASSERT(index.hasLayer());
- int mipLevel = index.mipIndex;
- int layer = index.layerIndex;
+ const int mipLevel = index.mipIndex;
+ const int layer = index.layerIndex;
ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
@@ -2944,38 +3248,45 @@ gl::Error TextureStorage11_2DArray::getRenderTarget(const gl::ImageIndex &index,
ID3D11Device *device = mRenderer->getDevice();
HRESULT result;
- ID3D11Resource *texture = NULL;
+ ID3D11Resource *texture = nullptr;
gl::Error error = getResource(&texture);
if (error.isError())
{
return error;
}
-
- D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
- srvDesc.Format = mShaderResourceFormat;
- srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
- srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + mipLevel;
- srvDesc.Texture2DArray.MipLevels = 1;
- srvDesc.Texture2DArray.FirstArraySlice = layer;
- srvDesc.Texture2DArray.ArraySize = 1;
-
ID3D11ShaderResourceView *srv;
- result = device->CreateShaderResourceView(texture, &srvDesc, &srv);
-
- ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
- if (FAILED(result))
+ error = createRenderTargetSRV(texture, index, mTextureFormatSet->srvFormat, &srv);
+ if (error.isError())
+ {
+ return error;
+ }
+ ID3D11ShaderResourceView *blitSRV;
+ if (mTextureFormatSet->blitSRVFormat != mTextureFormatSet->srvFormat)
+ {
+ error =
+ createRenderTargetSRV(texture, index, mTextureFormatSet->blitSRVFormat, &blitSRV);
+ if (error.isError())
+ {
+ SafeRelease(srv);
+ return error;
+ }
+ }
+ else
{
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal shader resource view for texture storage, result: 0x%X.", result);
+ blitSRV = srv;
+ blitSRV->AddRef();
}
- if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
+ d3d11::SetDebugName(srv, "TexStorage2DArray.RenderTargetSRV");
+
+ if (mTextureFormatSet->rtvFormat != DXGI_FORMAT_UNKNOWN)
{
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
- rtvDesc.Format = mRenderTargetFormat;
- rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
- rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Format = mTextureFormatSet->rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
rtvDesc.Texture2DArray.FirstArraySlice = layer;
- rtvDesc.Texture2DArray.ArraySize = 1;
+ rtvDesc.Texture2DArray.ArraySize = 1;
ID3D11RenderTargetView *rtv;
result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
@@ -2984,18 +3295,58 @@ gl::Error TextureStorage11_2DArray::getRenderTarget(const gl::ImageIndex &index,
if (FAILED(result))
{
SafeRelease(srv);
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal render target view for texture storage, result: 0x%X.", result);
+ SafeRelease(blitSRV);
+ return gl::Error(GL_OUT_OF_MEMORY,
+ "Failed to create internal render target view for texture "
+ "storage, result: 0x%X.",
+ result);
}
- mRenderTargets[key] = new TextureRenderTarget11(rtv, texture, srv, mInternalFormat, getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, 0);
+ d3d11::SetDebugName(rtv, "TexStorage2DArray.RenderTargetRTV");
+
+ mRenderTargets[key] = new TextureRenderTarget11(
+ rtv, texture, srv, blitSRV, mInternalFormat, mTextureFormatSet->format,
+ getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, 0);
// RenderTarget will take ownership of these resources
SafeRelease(rtv);
SafeRelease(srv);
+ SafeRelease(blitSRV);
}
else
{
- UNREACHABLE();
+ ASSERT(mTextureFormatSet->dsvFormat != DXGI_FORMAT_UNKNOWN);
+
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ dsvDesc.Format = mTextureFormatSet->dsvFormat;
+ dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
+ dsvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
+ dsvDesc.Texture2DArray.FirstArraySlice = layer;
+ dsvDesc.Texture2DArray.ArraySize = 1;
+ dsvDesc.Flags = 0;
+
+ ID3D11DepthStencilView *dsv;
+ result = device->CreateDepthStencilView(texture, &dsvDesc, &dsv);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ SafeRelease(srv);
+ SafeRelease(blitSRV);
+ return gl::Error(GL_OUT_OF_MEMORY,
+ "Failed to create TexStorage2DArray DSV. Result: 0x%X.", result);
+ }
+
+ d3d11::SetDebugName(dsv, "TexStorage2DArray.RenderTargetDSV");
+
+ mRenderTargets[key] = new TextureRenderTarget11(
+ dsv, texture, srv, mInternalFormat, mTextureFormatSet->format,
+ getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(dsv);
+ SafeRelease(srv);
+ SafeRelease(blitSRV);
}
}
@@ -3011,39 +3362,43 @@ gl::Error TextureStorage11_2DArray::getSwizzleTexture(ID3D11Resource **outTextur
ID3D11Device *device = mRenderer->getDevice();
D3D11_TEXTURE2D_DESC desc;
- desc.Width = mTextureWidth;
- desc.Height = mTextureHeight;
- desc.MipLevels = mMipLevels;
- desc.ArraySize = mTextureDepth;
- desc.Format = mSwizzleTextureFormat;
- desc.SampleDesc.Count = 1;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mMipLevels;
+ desc.ArraySize = mTextureDepth;
+ desc.Format = mSwizzleFormatSet->texFormat;
+ desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
- desc.CPUAccessFlags = 0;
- desc.MiscFlags = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
- HRESULT result = device->CreateTexture2D(&desc, NULL, &mSwizzleTexture);
+ HRESULT result = device->CreateTexture2D(&desc, nullptr, &mSwizzleTexture);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle texture, result: 0x%X.", result);
+ return gl::Error(GL_OUT_OF_MEMORY,
+ "Failed to create internal swizzle texture, result: 0x%X.", result);
}
+
+ d3d11::SetDebugName(*outTexture, "TexStorage2DArray.SwizzleTexture");
}
*outTexture = mSwizzleTexture;
return gl::Error(GL_NO_ERROR);
}
-gl::Error TextureStorage11_2DArray::getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV)
+gl::Error TextureStorage11_2DArray::getSwizzleRenderTarget(int mipLevel,
+ ID3D11RenderTargetView **outRTV)
{
ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
ASSERT(outRTV);
if (!mSwizzleRenderTargets[mipLevel])
{
- ID3D11Resource *swizzleTexture = NULL;
+ ID3D11Resource *swizzleTexture = nullptr;
gl::Error error = getSwizzleTexture(&swizzleTexture);
if (error.isError())
{
@@ -3053,23 +3408,25 @@ gl::Error TextureStorage11_2DArray::getSwizzleRenderTarget(int mipLevel, ID3D11R
ID3D11Device *device = mRenderer->getDevice();
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
- rtvDesc.Format = mSwizzleRenderTargetFormat;
- rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
- rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Format = mSwizzleFormatSet->rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
rtvDesc.Texture2DArray.FirstArraySlice = 0;
- rtvDesc.Texture2DArray.ArraySize = mTextureDepth;
+ rtvDesc.Texture2DArray.ArraySize = mTextureDepth;
- HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc, &mSwizzleRenderTargets[mipLevel]);
+ HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc,
+ &mSwizzleRenderTargets[mipLevel]);
ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
if (FAILED(result))
{
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal swizzle render target view, result: 0x%X.", result);
+ return gl::Error(GL_OUT_OF_MEMORY,
+ "Failed to create internal swizzle render target view, result: 0x%X.",
+ result);
}
}
*outRTV = mSwizzleRenderTargets[mipLevel];
return gl::Error(GL_NO_ERROR);
}
-
-}
+} // namespace rx