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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /gfx/angle/src/libANGLE/renderer/d3d/d3d11/Image11.cpp | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/libANGLE/renderer/d3d/d3d11/Image11.cpp')
-rwxr-xr-x | gfx/angle/src/libANGLE/renderer/d3d/d3d11/Image11.cpp | 643 |
1 files changed, 643 insertions, 0 deletions
diff --git a/gfx/angle/src/libANGLE/renderer/d3d/d3d11/Image11.cpp b/gfx/angle/src/libANGLE/renderer/d3d/d3d11/Image11.cpp new file mode 100755 index 000000000..3c797f820 --- /dev/null +++ b/gfx/angle/src/libANGLE/renderer/d3d/d3d11/Image11.cpp @@ -0,0 +1,643 @@ +// +// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. +// Use of this source code is governed by a BSD-style license that can be +// found in the LICENSE file. +// + +// Image11.h: Implements the rx::Image11 class, which acts as the interface to +// the actual underlying resources of a Texture + +#include "libANGLE/renderer/d3d/d3d11/Image11.h" + +#include "common/utilities.h" +#include "libANGLE/formatutils.h" +#include "libANGLE/Framebuffer.h" +#include "libANGLE/FramebufferAttachment.h" +#include "libANGLE/renderer/d3d/d3d11/formatutils11.h" +#include "libANGLE/renderer/d3d/d3d11/Renderer11.h" +#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h" +#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h" +#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h" +#include "libANGLE/renderer/d3d/d3d11/TextureStorage11.h" + +namespace rx +{ + +Image11::Image11(Renderer11 *renderer) + : mRenderer(renderer), + mDXGIFormat(DXGI_FORMAT_UNKNOWN), + mStagingTexture(NULL), + mStagingSubresource(0), + mRecoverFromStorage(false), + mAssociatedStorage(NULL), + mAssociatedImageIndex(gl::ImageIndex::MakeInvalid()), + mRecoveredFromStorageCount(0) +{ +} + +Image11::~Image11() +{ + disassociateStorage(); + releaseStagingTexture(); +} + +gl::Error Image11::generateMipmap(Image11 *dest, + Image11 *src, + const Renderer11DeviceCaps &rendererCaps) +{ + ASSERT(src->getDXGIFormat() == dest->getDXGIFormat()); + ASSERT(src->getWidth() == 1 || src->getWidth() / 2 == dest->getWidth()); + ASSERT(src->getHeight() == 1 || src->getHeight() / 2 == dest->getHeight()); + + D3D11_MAPPED_SUBRESOURCE destMapped; + ANGLE_TRY(dest->map(D3D11_MAP_WRITE, &destMapped)); + + D3D11_MAPPED_SUBRESOURCE srcMapped; + gl::Error error = src->map(D3D11_MAP_READ, &srcMapped); + if (error.isError()) + { + dest->unmap(); + return error; + } + + const uint8_t *sourceData = reinterpret_cast<const uint8_t *>(srcMapped.pData); + uint8_t *destData = reinterpret_cast<uint8_t *>(destMapped.pData); + + auto mipGenerationFunction = + d3d11::Format::Get(src->getInternalFormat(), rendererCaps).format().mipGenerationFunction; + mipGenerationFunction(src->getWidth(), src->getHeight(), src->getDepth(), sourceData, + srcMapped.RowPitch, srcMapped.DepthPitch, destData, destMapped.RowPitch, + destMapped.DepthPitch); + + dest->unmap(); + src->unmap(); + + dest->markDirty(); + + return gl::NoError(); +} + +bool Image11::isDirty() const +{ + // If mDirty is true AND mStagingTexture doesn't exist AND mStagingTexture doesn't need to be + // recovered from TextureStorage AND the texture doesn't require init data (i.e. a blank new + // texture will suffice) then isDirty should still return false. + if (mDirty && !mStagingTexture && !mRecoverFromStorage) + { + const Renderer11DeviceCaps &deviceCaps = mRenderer->getRenderer11DeviceCaps(); + const auto &formatInfo = d3d11::Format::Get(mInternalFormat, deviceCaps); + if (formatInfo.dataInitializerFunction == nullptr) + { + return false; + } + } + + return mDirty; +} + +gl::Error Image11::copyToStorage(TextureStorage *storage, + const gl::ImageIndex &index, + const gl::Box ®ion) +{ + TextureStorage11 *storage11 = GetAs<TextureStorage11>(storage); + + // If an app's behavior results in an Image11 copying its data to/from to a TextureStorage + // multiple times, then we should just keep the staging texture around to prevent the copying + // from impacting perf. We allow the Image11 to copy its data to/from TextureStorage once. This + // accounts for an app making a late call to glGenerateMipmap. + bool attemptToReleaseStagingTexture = (mRecoveredFromStorageCount < 2); + + if (attemptToReleaseStagingTexture) + { + // If another image is relying on this Storage for its data, then we must let it recover its + // data before we overwrite it. + ANGLE_TRY(storage11->releaseAssociatedImage(index, this)); + } + + ID3D11Resource *stagingTexture = NULL; + unsigned int stagingSubresourceIndex = 0; + ANGLE_TRY(getStagingTexture(&stagingTexture, &stagingSubresourceIndex)); + ANGLE_TRY( + storage11->updateSubresourceLevel(stagingTexture, stagingSubresourceIndex, index, region)); + + // Once the image data has been copied into the Storage, we can release it locally. + if (attemptToReleaseStagingTexture) + { + storage11->associateImage(this, index); + releaseStagingTexture(); + mRecoverFromStorage = true; + mAssociatedStorage = storage11; + mAssociatedImageIndex = index; + } + + return gl::NoError(); +} + +bool Image11::isAssociatedStorageValid(TextureStorage11 *textureStorage) const +{ + return (mAssociatedStorage == textureStorage); +} + +gl::Error Image11::recoverFromAssociatedStorage() +{ + if (mRecoverFromStorage) + { + ANGLE_TRY(createStagingTexture()); + + bool textureStorageCorrect = + mAssociatedStorage->isAssociatedImageValid(mAssociatedImageIndex, this); + + // This means that the cached TextureStorage has been modified after this Image11 released + // its copy of its data. This should not have happened. The TextureStorage should have told + // this Image11 to recover its data before it was overwritten. + ASSERT(textureStorageCorrect); + + if (textureStorageCorrect) + { + // CopySubResource from the Storage to the Staging texture + gl::Box region(0, 0, 0, mWidth, mHeight, mDepth); + ANGLE_TRY(mAssociatedStorage->copySubresourceLevel(mStagingTexture, mStagingSubresource, + mAssociatedImageIndex, region)); + mRecoveredFromStorageCount += 1; + } + + // Reset all the recovery parameters, even if the texture storage association is broken. + disassociateStorage(); + } + + return gl::NoError(); +} + +void Image11::disassociateStorage() +{ + if (mRecoverFromStorage) + { + // Make the texturestorage release the Image11 too + mAssociatedStorage->disassociateImage(mAssociatedImageIndex, this); + + mRecoverFromStorage = false; + mAssociatedStorage = NULL; + mAssociatedImageIndex = gl::ImageIndex::MakeInvalid(); + } +} + +bool Image11::redefine(GLenum target, + GLenum internalformat, + const gl::Extents &size, + bool forceRelease) +{ + if (mWidth != size.width || mHeight != size.height || mInternalFormat != internalformat || + forceRelease) + { + // End the association with the TextureStorage, since that data will be out of date. + // Also reset mRecoveredFromStorageCount since this Image is getting completely redefined. + disassociateStorage(); + mRecoveredFromStorageCount = 0; + + mWidth = size.width; + mHeight = size.height; + mDepth = size.depth; + mInternalFormat = internalformat; + mTarget = target; + + // compute the d3d format that will be used + const d3d11::Format &formatInfo = + d3d11::Format::Get(internalformat, mRenderer->getRenderer11DeviceCaps()); + mDXGIFormat = formatInfo.texFormat; + mRenderable = (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN); + + releaseStagingTexture(); + mDirty = (formatInfo.dataInitializerFunction != NULL); + + return true; + } + + return false; +} + +DXGI_FORMAT Image11::getDXGIFormat() const +{ + // this should only happen if the image hasn't been redefined first + // which would be a bug by the caller + ASSERT(mDXGIFormat != DXGI_FORMAT_UNKNOWN); + + return mDXGIFormat; +} + +// Store the pixel rectangle designated by xoffset,yoffset,width,height with pixels stored as +// format/type at input +// into the target pixel rectangle. +gl::Error Image11::loadData(const gl::Box &area, + const gl::PixelUnpackState &unpack, + GLenum inputType, + const void *input, + bool applySkipImages) +{ + const auto sizedInputFormat = getSizedInputFormat(inputType); + const gl::InternalFormat &inputFormat = gl::GetInternalFormatInfo(sizedInputFormat); + GLuint inputRowPitch = 0; + ANGLE_TRY_RESULT( + inputFormat.computeRowPitch(area.width, unpack.alignment, unpack.rowLength), + inputRowPitch); + GLuint inputDepthPitch = 0; + ANGLE_TRY_RESULT(gl::InternalFormat::computeDepthPitch(area.height, unpack.imageHeight, inputRowPitch), + inputDepthPitch); + GLuint inputSkipBytes = 0; + ANGLE_TRY_RESULT( + inputFormat.computeSkipBytes(inputRowPitch, inputDepthPitch, unpack, applySkipImages), + inputSkipBytes); + + const d3d11::DXGIFormatSize &dxgiFormatInfo = d3d11::GetDXGIFormatSizeInfo(mDXGIFormat); + GLuint outputPixelSize = dxgiFormatInfo.pixelBytes; + + const d3d11::Format &d3dFormatInfo = + d3d11::Format::Get(mInternalFormat, mRenderer->getRenderer11DeviceCaps()); + LoadImageFunction loadFunction = d3dFormatInfo.getLoadFunctions()(inputType).loadFunction; + + D3D11_MAPPED_SUBRESOURCE mappedImage; + ANGLE_TRY(map(D3D11_MAP_WRITE, &mappedImage)); + + uint8_t *offsetMappedData = (reinterpret_cast<uint8_t *>(mappedImage.pData) + + (area.y * mappedImage.RowPitch + area.x * outputPixelSize + + area.z * mappedImage.DepthPitch)); + loadFunction(area.width, area.height, area.depth, + reinterpret_cast<const uint8_t *>(input) + inputSkipBytes, inputRowPitch, + inputDepthPitch, offsetMappedData, mappedImage.RowPitch, mappedImage.DepthPitch); + + unmap(); + + return gl::NoError(); +} + +gl::Error Image11::loadCompressedData(const gl::Box &area, const void *input) +{ + const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(mInternalFormat); + GLsizei inputRowPitch = 0; + ANGLE_TRY_RESULT(formatInfo.computeRowPitch(area.width, 1, 0), inputRowPitch); + GLsizei inputDepthPitch = 0; + ANGLE_TRY_RESULT(gl::InternalFormat::computeDepthPitch(area.height, 0, inputRowPitch), inputDepthPitch); + + const d3d11::DXGIFormatSize &dxgiFormatInfo = d3d11::GetDXGIFormatSizeInfo(mDXGIFormat); + GLuint outputPixelSize = dxgiFormatInfo.pixelBytes; + GLuint outputBlockWidth = dxgiFormatInfo.blockWidth; + GLuint outputBlockHeight = dxgiFormatInfo.blockHeight; + + ASSERT(area.x % outputBlockWidth == 0); + ASSERT(area.y % outputBlockHeight == 0); + + const d3d11::Format &d3dFormatInfo = + d3d11::Format::Get(mInternalFormat, mRenderer->getRenderer11DeviceCaps()); + LoadImageFunction loadFunction = + d3dFormatInfo.getLoadFunctions()(GL_UNSIGNED_BYTE).loadFunction; + + D3D11_MAPPED_SUBRESOURCE mappedImage; + ANGLE_TRY(map(D3D11_MAP_WRITE, &mappedImage)); + + uint8_t *offsetMappedData = + reinterpret_cast<uint8_t *>(mappedImage.pData) + + ((area.y / outputBlockHeight) * mappedImage.RowPitch + + (area.x / outputBlockWidth) * outputPixelSize + area.z * mappedImage.DepthPitch); + + loadFunction(area.width, area.height, area.depth, reinterpret_cast<const uint8_t *>(input), + inputRowPitch, inputDepthPitch, offsetMappedData, mappedImage.RowPitch, + mappedImage.DepthPitch); + + unmap(); + + return gl::NoError(); +} + +gl::Error Image11::copyFromTexStorage(const gl::ImageIndex &imageIndex, TextureStorage *source) +{ + TextureStorage11 *storage11 = GetAs<TextureStorage11>(source); + + ID3D11Resource *resource = nullptr; + ANGLE_TRY(storage11->getResource(&resource)); + + UINT subresourceIndex = storage11->getSubresourceIndex(imageIndex); + TextureHelper11 textureHelper = + TextureHelper11::MakeAndReference(resource, storage11->getFormatSet()); + + gl::Box sourceBox(0, 0, 0, mWidth, mHeight, mDepth); + return copyWithoutConversion(gl::Offset(), sourceBox, textureHelper, subresourceIndex); +} + +gl::Error Image11::copyFromFramebuffer(const gl::Offset &destOffset, + const gl::Rectangle &sourceArea, + const gl::Framebuffer *sourceFBO) +{ + const gl::FramebufferAttachment *srcAttachment = sourceFBO->getReadColorbuffer(); + ASSERT(srcAttachment); + + GLenum sourceInternalFormat = srcAttachment->getFormat().asSized(); + const auto &d3d11Format = + d3d11::Format::Get(sourceInternalFormat, mRenderer->getRenderer11DeviceCaps()); + + if (d3d11Format.texFormat == mDXGIFormat && sourceInternalFormat == mInternalFormat) + { + RenderTargetD3D *renderTarget = nullptr; + ANGLE_TRY(srcAttachment->getRenderTarget(&renderTarget)); + + RenderTarget11 *rt11 = GetAs<RenderTarget11>(renderTarget); + ASSERT(rt11->getTexture()); + + TextureHelper11 textureHelper = + TextureHelper11::MakeAndReference(rt11->getTexture(), rt11->getFormatSet()); + unsigned int sourceSubResource = rt11->getSubresourceIndex(); + + gl::Box sourceBox(sourceArea.x, sourceArea.y, 0, sourceArea.width, sourceArea.height, 1); + return copyWithoutConversion(destOffset, sourceBox, textureHelper, sourceSubResource); + } + + // This format requires conversion, so we must copy the texture to staging and manually convert + // via readPixels + D3D11_MAPPED_SUBRESOURCE mappedImage; + ANGLE_TRY(map(D3D11_MAP_WRITE, &mappedImage)); + + // determine the offset coordinate into the destination buffer + const auto &dxgiFormatInfo = d3d11::GetDXGIFormatSizeInfo(mDXGIFormat); + GLsizei rowOffset = dxgiFormatInfo.pixelBytes * destOffset.x; + + uint8_t *dataOffset = static_cast<uint8_t *>(mappedImage.pData) + + mappedImage.RowPitch * destOffset.y + rowOffset + + destOffset.z * mappedImage.DepthPitch; + + const gl::InternalFormat &destFormatInfo = gl::GetInternalFormatInfo(mInternalFormat); + const auto &destD3D11Format = + d3d11::Format::Get(mInternalFormat, mRenderer->getRenderer11DeviceCaps()); + + auto loadFunction = destD3D11Format.getLoadFunctions()(destFormatInfo.type); + gl::Error error = gl::NoError(); + if (loadFunction.requiresConversion) + { + size_t bufferSize = destFormatInfo.pixelBytes * sourceArea.width * sourceArea.height; + MemoryBuffer *memoryBuffer = nullptr; + mRenderer->getScratchMemoryBuffer(bufferSize, &memoryBuffer); + GLuint memoryBufferRowPitch = destFormatInfo.pixelBytes * sourceArea.width; + + error = mRenderer->readFromAttachment(*srcAttachment, sourceArea, destFormatInfo.format, + destFormatInfo.type, memoryBufferRowPitch, + gl::PixelPackState(), memoryBuffer->data()); + + loadFunction.loadFunction(sourceArea.width, sourceArea.height, 1, memoryBuffer->data(), + memoryBufferRowPitch, 0, dataOffset, mappedImage.RowPitch, + mappedImage.DepthPitch); + } + else + { + error = mRenderer->readFromAttachment(*srcAttachment, sourceArea, destFormatInfo.format, + destFormatInfo.type, mappedImage.RowPitch, + gl::PixelPackState(), dataOffset); + } + + unmap(); + mDirty = true; + + return error; +} + +gl::Error Image11::copyWithoutConversion(const gl::Offset &destOffset, + const gl::Box &sourceArea, + const TextureHelper11 &textureHelper, + UINT sourceSubResource) +{ + // No conversion needed-- use copyback fastpath + ID3D11Resource *stagingTexture = nullptr; + unsigned int stagingSubresourceIndex = 0; + ANGLE_TRY(getStagingTexture(&stagingTexture, &stagingSubresourceIndex)); + + ID3D11Device *device = mRenderer->getDevice(); + ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); + + UINT subresourceAfterResolve = sourceSubResource; + + ID3D11Resource *srcTex = nullptr; + const gl::Extents &extents = textureHelper.getExtents(); + + bool needResolve = + (textureHelper.getTextureType() == GL_TEXTURE_2D && textureHelper.getSampleCount() > 1); + + if (needResolve) + { + D3D11_TEXTURE2D_DESC resolveDesc; + resolveDesc.Width = extents.width; + resolveDesc.Height = extents.height; + resolveDesc.MipLevels = 1; + resolveDesc.ArraySize = 1; + resolveDesc.Format = textureHelper.getFormat(); + resolveDesc.SampleDesc.Count = 1; + resolveDesc.SampleDesc.Quality = 0; + resolveDesc.Usage = D3D11_USAGE_DEFAULT; + resolveDesc.BindFlags = 0; + resolveDesc.CPUAccessFlags = 0; + resolveDesc.MiscFlags = 0; + + ID3D11Texture2D *srcTex2D = NULL; + HRESULT result = device->CreateTexture2D(&resolveDesc, NULL, &srcTex2D); + if (FAILED(result)) + { + return gl::Error(GL_OUT_OF_MEMORY, + "Failed to create resolve texture for Image11::copy, HRESULT: 0x%X.", + result); + } + srcTex = srcTex2D; + + deviceContext->ResolveSubresource(srcTex, 0, textureHelper.getTexture2D(), + sourceSubResource, textureHelper.getFormat()); + subresourceAfterResolve = 0; + } + else + { + srcTex = textureHelper.getResource(); + } + + D3D11_BOX srcBox; + srcBox.left = sourceArea.x; + srcBox.right = sourceArea.x + sourceArea.width; + srcBox.top = sourceArea.y; + srcBox.bottom = sourceArea.y + sourceArea.height; + srcBox.front = sourceArea.z; + srcBox.back = sourceArea.z + sourceArea.depth; + + deviceContext->CopySubresourceRegion(stagingTexture, stagingSubresourceIndex, destOffset.x, + destOffset.y, destOffset.z, srcTex, + subresourceAfterResolve, &srcBox); + + if (needResolve) + { + SafeRelease(srcTex); + } + + mDirty = true; + return gl::NoError(); +} + +gl::Error Image11::getStagingTexture(ID3D11Resource **outStagingTexture, + unsigned int *outSubresourceIndex) +{ + ANGLE_TRY(createStagingTexture()); + + *outStagingTexture = mStagingTexture; + *outSubresourceIndex = mStagingSubresource; + return gl::NoError(); +} + +void Image11::releaseStagingTexture() +{ + SafeRelease(mStagingTexture); +} + +gl::Error Image11::createStagingTexture() +{ + if (mStagingTexture) + { + return gl::Error(GL_NO_ERROR); + } + + ASSERT(mWidth > 0 && mHeight > 0 && mDepth > 0); + + const DXGI_FORMAT dxgiFormat = getDXGIFormat(); + + ID3D11Device *device = mRenderer->getDevice(); + HRESULT result; + + int lodOffset = 1; + GLsizei width = mWidth; + GLsizei height = mHeight; + + // adjust size if needed for compressed textures + d3d11::MakeValidSize(false, dxgiFormat, &width, &height, &lodOffset); + + if (mTarget == GL_TEXTURE_3D) + { + ID3D11Texture3D *newTexture = NULL; + + D3D11_TEXTURE3D_DESC desc; + desc.Width = width; + desc.Height = height; + desc.Depth = mDepth; + desc.MipLevels = lodOffset + 1; + desc.Format = dxgiFormat; + desc.Usage = D3D11_USAGE_STAGING; + desc.BindFlags = 0; + desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + + if (d3d11::Format::Get(mInternalFormat, mRenderer->getRenderer11DeviceCaps()) + .dataInitializerFunction != NULL) + { + std::vector<D3D11_SUBRESOURCE_DATA> initialData; + std::vector<std::vector<BYTE>> textureData; + d3d11::GenerateInitialTextureData(mInternalFormat, mRenderer->getRenderer11DeviceCaps(), + width, height, mDepth, lodOffset + 1, &initialData, + &textureData); + + result = device->CreateTexture3D(&desc, initialData.data(), &newTexture); + } + else + { + result = device->CreateTexture3D(&desc, NULL, &newTexture); + } + + if (FAILED(result)) + { + ASSERT(result == E_OUTOFMEMORY); + return gl::Error(GL_OUT_OF_MEMORY, "Failed to create staging texture, result: 0x%X.", + result); + } + + mStagingTexture = newTexture; + mStagingSubresource = D3D11CalcSubresource(lodOffset, 0, lodOffset + 1); + } + else if (mTarget == GL_TEXTURE_2D || mTarget == GL_TEXTURE_2D_ARRAY || + mTarget == GL_TEXTURE_CUBE_MAP) + { + ID3D11Texture2D *newTexture = NULL; + + D3D11_TEXTURE2D_DESC desc; + desc.Width = width; + desc.Height = height; + desc.MipLevels = lodOffset + 1; + desc.ArraySize = 1; + desc.Format = dxgiFormat; + desc.SampleDesc.Count = 1; + desc.SampleDesc.Quality = 0; + desc.Usage = D3D11_USAGE_STAGING; + desc.BindFlags = 0; + desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + + if (d3d11::Format::Get(mInternalFormat, mRenderer->getRenderer11DeviceCaps()) + .dataInitializerFunction != NULL) + { + std::vector<D3D11_SUBRESOURCE_DATA> initialData; + std::vector<std::vector<BYTE>> textureData; + d3d11::GenerateInitialTextureData(mInternalFormat, mRenderer->getRenderer11DeviceCaps(), + width, height, 1, lodOffset + 1, &initialData, + &textureData); + + result = device->CreateTexture2D(&desc, initialData.data(), &newTexture); + } + else + { + result = device->CreateTexture2D(&desc, NULL, &newTexture); + } + + if (FAILED(result)) + { + ASSERT(result == E_OUTOFMEMORY); + return gl::Error(GL_OUT_OF_MEMORY, "Failed to create staging texture, result: 0x%X.", + result); + } + + mStagingTexture = newTexture; + mStagingSubresource = D3D11CalcSubresource(lodOffset, 0, lodOffset + 1); + } + else + { + UNREACHABLE(); + } + + mDirty = false; + return gl::Error(GL_NO_ERROR); +} + +gl::Error Image11::map(D3D11_MAP mapType, D3D11_MAPPED_SUBRESOURCE *map) +{ + // We must recover from the TextureStorage if necessary, even for D3D11_MAP_WRITE. + ANGLE_TRY(recoverFromAssociatedStorage()); + + ID3D11Resource *stagingTexture = NULL; + unsigned int subresourceIndex = 0; + ANGLE_TRY(getStagingTexture(&stagingTexture, &subresourceIndex)); + + ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); + + ASSERT(mStagingTexture); + HRESULT result = deviceContext->Map(stagingTexture, subresourceIndex, mapType, 0, map); + + if (FAILED(result)) + { + // this can fail if the device is removed (from TDR) + if (d3d11::isDeviceLostError(result)) + { + mRenderer->notifyDeviceLost(); + } + return gl::Error(GL_OUT_OF_MEMORY, "Failed to map staging texture, result: 0x%X.", result); + } + + mDirty = true; + + return gl::Error(GL_NO_ERROR); +} + +void Image11::unmap() +{ + if (mStagingTexture) + { + ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); + deviceContext->Unmap(mStagingTexture, mStagingSubresource); + } +} + +} // namespace rx |