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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
commit5f8de423f190bbb79a62f804151bc24824fa32d8 (patch)
tree10027f336435511475e392454359edea8e25895d /gfx/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp
parent49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff)
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp')
-rwxr-xr-xgfx/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp3390
1 files changed, 3390 insertions, 0 deletions
diff --git a/gfx/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp b/gfx/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp
new file mode 100755
index 000000000..36c888dd3
--- /dev/null
+++ b/gfx/angle/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp
@@ -0,0 +1,3390 @@
+//
+// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// TextureStorage11.cpp: Implements the abstract rx::TextureStorage11 class and its concrete derived
+// classes TextureStorage11_2D and TextureStorage11_Cube, which act as the interface to the D3D11
+// texture.
+
+#include "libANGLE/renderer/d3d/d3d11/TextureStorage11.h"
+
+#include <tuple>
+
+#include "common/MemoryBuffer.h"
+#include "common/utilities.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/ImageIndex.h"
+#include "libANGLE/renderer/d3d/d3d11/Blit11.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+#include "libANGLE/renderer/d3d/d3d11/Image11.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/StreamProducerNV12.h"
+#include "libANGLE/renderer/d3d/d3d11/SwapChain11.h"
+#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h"
+#include "libANGLE/renderer/d3d/EGLImageD3D.h"
+#include "libANGLE/renderer/d3d/TextureD3D.h"
+
+namespace rx
+{
+
+TextureStorage11::SRVKey::SRVKey(int baseLevel, int mipLevels, bool swizzle, bool dropStencil)
+ : baseLevel(baseLevel), mipLevels(mipLevels), swizzle(swizzle), dropStencil(dropStencil)
+{
+}
+
+bool TextureStorage11::SRVKey::operator<(const SRVKey &rhs) const
+{
+ return std::tie(baseLevel, mipLevels, swizzle, dropStencil) <
+ std::tie(rhs.baseLevel, rhs.mipLevels, rhs.swizzle, rhs.dropStencil);
+}
+
+TextureStorage11::TextureStorage11(Renderer11 *renderer,
+ UINT bindFlags,
+ UINT miscFlags,
+ GLenum internalFormat)
+ : mRenderer(renderer),
+ mTopLevel(0),
+ mMipLevels(0),
+ mFormatInfo(d3d11::Format::Get(internalFormat, mRenderer->getRenderer11DeviceCaps())),
+ mTextureWidth(0),
+ mTextureHeight(0),
+ mTextureDepth(0),
+ mDropStencilTexture(nullptr),
+ mBindFlags(bindFlags),
+ mMiscFlags(miscFlags)
+{
+ mLevelSRVs.fill(nullptr);
+ mLevelBlitSRVs.fill(nullptr);
+}
+
+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++)
+ {
+ SafeRelease(i->second);
+ }
+ mSrvCache.clear();
+ SafeRelease(mDropStencilTexture);
+}
+
+DWORD TextureStorage11::GetTextureBindFlags(GLenum internalFormat,
+ const Renderer11DeviceCaps &renderer11DeviceCaps,
+ bool renderTarget)
+{
+ UINT bindFlags = 0;
+
+ const d3d11::Format &formatInfo = d3d11::Format::Get(internalFormat, renderer11DeviceCaps);
+ if (formatInfo.srvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ bindFlags |= D3D11_BIND_SHADER_RESOURCE;
+ }
+ if (formatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ bindFlags |= D3D11_BIND_DEPTH_STENCIL;
+ }
+ if (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN && renderTarget)
+ {
+ bindFlags |= D3D11_BIND_RENDER_TARGET;
+ }
+
+ return bindFlags;
+}
+
+DWORD TextureStorage11::GetTextureMiscFlags(GLenum internalFormat,
+ const Renderer11DeviceCaps &renderer11DeviceCaps,
+ bool renderTarget,
+ int levels)
+{
+ UINT miscFlags = 0;
+
+ const d3d11::Format &formatInfo = d3d11::Format::Get(internalFormat, renderer11DeviceCaps);
+ if (renderTarget && levels > 1)
+ {
+ if (d3d11::SupportsMipGen(formatInfo.texFormat, renderer11DeviceCaps.featureLevel))
+ {
+ miscFlags |= D3D11_RESOURCE_MISC_GENERATE_MIPS;
+ }
+ }
+
+ return miscFlags;
+}
+
+UINT TextureStorage11::getBindFlags() const
+{
+ return mBindFlags;
+}
+
+UINT TextureStorage11::getMiscFlags() const
+{
+ return mMiscFlags;
+}
+
+int TextureStorage11::getTopLevel() const
+{
+ // Applying top level is meant to be encapsulated inside TextureStorage11.
+ UNREACHABLE();
+ return mTopLevel;
+}
+
+bool TextureStorage11::isRenderTarget() const
+{
+ return (mBindFlags & (D3D11_BIND_RENDER_TARGET | D3D11_BIND_DEPTH_STENCIL)) != 0;
+}
+
+bool TextureStorage11::isManaged() const
+{
+ return false;
+}
+
+bool TextureStorage11::supportsNativeMipmapFunction() const
+{
+ return (mMiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS) != 0;
+}
+
+int TextureStorage11::getLevelCount() const
+{
+ return mMipLevels - mTopLevel;
+}
+
+int TextureStorage11::getLevelWidth(int mipLevel) const
+{
+ return std::max(static_cast<int>(mTextureWidth) >> mipLevel, 1);
+}
+
+int TextureStorage11::getLevelHeight(int mipLevel) const
+{
+ return std::max(static_cast<int>(mTextureHeight) >> mipLevel, 1);
+}
+
+int TextureStorage11::getLevelDepth(int mipLevel) const
+{
+ return std::max(static_cast<int>(mTextureDepth) >> mipLevel, 1);
+}
+
+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 subresource = D3D11CalcSubresource(mipSlice, arraySlice, mMipLevels);
+ ASSERT(subresource != std::numeric_limits<UINT>::max());
+ return subresource;
+}
+
+gl::Error TextureStorage11::getSRV(const gl::TextureState &textureState,
+ ID3D11ShaderResourceView **outSRV)
+{
+ // Make sure to add the level offset for our tiny compressed texture workaround
+ const GLuint effectiveBaseLevel = textureState.getEffectiveBaseLevel();
+ bool swizzleRequired = textureState.swizzleRequired();
+ bool mipmapping = gl::IsMipmapFiltered(textureState.getSamplerState());
+ unsigned int mipLevels =
+ mipmapping ? (textureState.getEffectiveMaxLevel() - effectiveBaseLevel + 1) : 1;
+
+ // 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 - effectiveBaseLevel);
+
+ if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3)
+ {
+ ASSERT(!swizzleRequired);
+ ASSERT(mipLevels == 1 || mipLevels == mMipLevels);
+ }
+
+ if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ // We must ensure that the level zero texture is in sync with mipped texture.
+ ANGLE_TRY(useLevelZeroWorkaroundTexture(mipLevels == 1));
+ }
+
+ if (swizzleRequired)
+ {
+ verifySwizzleExists(textureState.getSwizzleState());
+ }
+
+ // We drop the stencil when sampling from the SRV if three conditions hold:
+ // 1. the drop stencil workaround is enabled.
+ bool workaround = mRenderer->getWorkarounds().emulateTinyStencilTextures;
+ // 2. this is a stencil texture.
+ bool hasStencil = (mFormatInfo.format().stencilBits > 0);
+ // 3. the texture has a 1x1 or 2x2 mip.
+ bool hasSmallMips = (getLevelWidth(mMipLevels - 1) <= 2 || getLevelHeight(mMipLevels - 1) <= 2);
+
+ bool useDropStencil = (workaround && hasStencil && hasSmallMips);
+ if (useDropStencil)
+ {
+ // Ensure drop texture gets re-created, if SRV is cached.
+ ANGLE_TRY(createDropStencilTexture());
+ }
+
+ SRVKey key(effectiveBaseLevel, mipLevels, swizzleRequired, useDropStencil);
+ ANGLE_TRY(getCachedOrCreateSRV(key, outSRV));
+
+ return gl::NoError();
+}
+
+gl::Error TextureStorage11::getCachedOrCreateSRV(const SRVKey &key,
+ ID3D11ShaderResourceView **outSRV)
+{
+ auto iter = mSrvCache.find(key);
+ if (iter != mSrvCache.end())
+ {
+ *outSRV = iter->second;
+ return gl::NoError();
+ }
+
+ ID3D11Resource *texture = nullptr;
+ DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
+
+ if (key.swizzle)
+ {
+ const auto &swizzleFormat =
+ mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps());
+ ASSERT(!key.dropStencil || swizzleFormat.format().stencilBits == 0);
+ ANGLE_TRY(getSwizzleTexture(&texture));
+ format = swizzleFormat.srvFormat;
+ }
+ else if (key.dropStencil)
+ {
+ ASSERT(mDropStencilTexture);
+ texture = mDropStencilTexture;
+ format = DXGI_FORMAT_R32_FLOAT;
+ }
+ else
+ {
+ ANGLE_TRY(getResource(&texture));
+ format = mFormatInfo.srvFormat;
+ }
+
+ ID3D11ShaderResourceView *srv = nullptr;
+
+ ANGLE_TRY(createSRV(key.baseLevel, key.mipLevels, format, texture, &srv));
+
+ mSrvCache.insert(std::make_pair(key, srv));
+ *outSRV = srv;
+
+ return gl::NoError();
+}
+
+gl::Error TextureStorage11::getSRVLevel(int mipLevel,
+ bool blitSRV,
+ ID3D11ShaderResourceView **outSRV)
+{
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+
+ auto &levelSRVs = (blitSRV) ? mLevelBlitSRVs : mLevelSRVs;
+ auto &otherLevelSRVs = (blitSRV) ? mLevelSRVs : mLevelBlitSRVs;
+
+ if (!levelSRVs[mipLevel])
+ {
+ // Only create a different SRV for blit if blit format is different from regular srv format
+ if (otherLevelSRVs[mipLevel] && mFormatInfo.srvFormat == mFormatInfo.blitSRVFormat)
+ {
+ levelSRVs[mipLevel] = otherLevelSRVs[mipLevel];
+ levelSRVs[mipLevel]->AddRef();
+ }
+ else
+ {
+ ID3D11Resource *resource = nullptr;
+ ANGLE_TRY(getResource(&resource));
+
+ DXGI_FORMAT resourceFormat =
+ blitSRV ? mFormatInfo.blitSRVFormat : mFormatInfo.srvFormat;
+ ANGLE_TRY(createSRV(mipLevel, 1, resourceFormat, resource, &levelSRVs[mipLevel]));
+ }
+ }
+
+ *outSRV = levelSRVs[mipLevel];
+
+ return gl::NoError();
+}
+
+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)
+ mipLevels = std::min(mipLevels, mMipLevels - mTopLevel - baseLevel);
+
+ if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3)
+ {
+ ASSERT(mipLevels == 1 || mipLevels == mMipLevels);
+ }
+
+ if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ // We must ensure that the level zero texture is in sync with mipped texture.
+ ANGLE_TRY(useLevelZeroWorkaroundTexture(mipLevels == 1));
+ }
+
+ // TODO(jmadill): Assert we don't need to drop stencil.
+
+ SRVKey key(baseLevel, mipLevels, false, false);
+ ANGLE_TRY(getCachedOrCreateSRV(key, outSRV));
+
+ return gl::NoError();
+}
+
+const d3d11::Format &TextureStorage11::getFormatSet() const
+{
+ return mFormatInfo;
+}
+
+gl::Error TextureStorage11::generateSwizzles(const gl::SwizzleState &swizzleTarget)
+{
+ for (int level = 0; level < getLevelCount(); level++)
+ {
+ // Check if the swizzle for this level is out of date
+ if (mSwizzleCache[level] != swizzleTarget)
+ {
+ // Need to re-render the swizzle for this level
+ ID3D11ShaderResourceView *sourceSRV = nullptr;
+ ANGLE_TRY(getSRVLevel(level, true, &sourceSRV));
+
+ ID3D11RenderTargetView *destRTV = nullptr;
+ ANGLE_TRY(getSwizzleRenderTarget(level, &destRTV));
+
+ gl::Extents size(getLevelWidth(level), getLevelHeight(level), getLevelDepth(level));
+
+ Blit11 *blitter = mRenderer->getBlitter();
+
+ ANGLE_TRY(blitter->swizzleTexture(sourceSRV, destRTV, size, swizzleTarget));
+
+ mSwizzleCache[level] = swizzleTarget;
+ }
+ }
+
+ return gl::NoError();
+}
+
+void TextureStorage11::markLevelDirty(int mipLevel)
+{
+ if (mipLevel >= 0 && static_cast<unsigned int>(mipLevel) < ArraySize(mSwizzleCache))
+ {
+ // The default constructor of SwizzleState has GL_INVALID_INDEX for all channels which is
+ // not a valid swizzle combination
+ mSwizzleCache[mipLevel] = gl::SwizzleState();
+ }
+
+ SafeRelease(mDropStencilTexture);
+}
+
+void TextureStorage11::markDirty()
+{
+ for (unsigned int mipLevel = 0; mipLevel < ArraySize(mSwizzleCache); mipLevel++)
+ {
+ markLevelDirty(mipLevel);
+ }
+}
+
+gl::Error TextureStorage11::updateSubresourceLevel(ID3D11Resource *srcTexture,
+ unsigned int sourceSubresource,
+ const gl::ImageIndex &index,
+ const gl::Box &copyArea)
+{
+ ASSERT(srcTexture);
+
+ const GLint level = index.mipIndex;
+
+ markLevelDirty(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;
+
+ ID3D11Resource *dstTexture = nullptr;
+
+ // 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)
+ {
+ ANGLE_TRY(getMippedResource(&dstTexture));
+ }
+ else
+ {
+ ANGLE_TRY(getResource(&dstTexture));
+ }
+
+ unsigned int dstSubresource = getSubresourceIndex(index);
+
+ ASSERT(dstTexture);
+
+ const d3d11::DXGIFormatSize &dxgiFormatSizeInfo =
+ d3d11::GetDXGIFormatSizeInfo(mFormatInfo.texFormat);
+ if (!fullCopy && mFormatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ // CopySubresourceRegion cannot copy partial depth stencils, use the blitter instead
+ Blit11 *blitter = mRenderer->getBlitter();
+ TextureHelper11 source = TextureHelper11::MakeAndReference(srcTexture, getFormatSet());
+ TextureHelper11 dest = TextureHelper11::MakeAndReference(dstTexture, getFormatSet());
+ return blitter->copyDepthStencil(source, sourceSubresource, copyArea, texSize, dest,
+ dstSubresource, copyArea, texSize, nullptr);
+ }
+
+ D3D11_BOX srcBox;
+ srcBox.left = copyArea.x;
+ srcBox.top = copyArea.y;
+ 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;
+
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+
+ context->CopySubresourceRegion(dstTexture, dstSubresource, copyArea.x, copyArea.y, copyArea.z,
+ srcTexture, sourceSubresource, fullCopy ? nullptr : &srcBox);
+ return gl::NoError();
+}
+
+gl::Error TextureStorage11::copySubresourceLevel(ID3D11Resource *dstTexture,
+ unsigned int dstSubresource,
+ const gl::ImageIndex &index,
+ const gl::Box &region)
+{
+ ASSERT(dstTexture);
+
+ ID3D11Resource *srcTexture = nullptr;
+
+ // 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)
+ {
+ ANGLE_TRY(getMippedResource(&srcTexture));
+ }
+ else
+ {
+ ANGLE_TRY(getResource(&srcTexture));
+ }
+
+ ASSERT(srcTexture);
+
+ unsigned int srcSubresource = getSubresourceIndex(index);
+
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+
+ // D3D11 can't perform partial CopySubresourceRegion on depth/stencil textures, so pSrcBox
+ // should be nullptr.
+ D3D11_BOX srcBox;
+ 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(mFormatInfo.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;
+ }
+
+ context->CopySubresourceRegion(dstTexture, dstSubresource, region.x, region.y, region.z,
+ srcTexture, srcSubresource, pSrcBox);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11::generateMipmap(const gl::ImageIndex &sourceIndex,
+ const gl::ImageIndex &destIndex)
+{
+ ASSERT(sourceIndex.layerIndex == destIndex.layerIndex);
+
+ markLevelDirty(destIndex.mipIndex);
+
+ RenderTargetD3D *source = nullptr;
+ ANGLE_TRY(getRenderTarget(sourceIndex, &source));
+
+ RenderTargetD3D *dest = nullptr;
+ ANGLE_TRY(getRenderTarget(destIndex, &dest));
+
+ 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());
+
+ gl::Box destArea(0, 0, 0, dest->getWidth(), dest->getHeight(), dest->getDepth());
+ gl::Extents destSize(dest->getWidth(), dest->getHeight(), dest->getDepth());
+
+ Blit11 *blitter = mRenderer->getBlitter();
+ return blitter->copyTexture(sourceSRV, sourceArea, sourceSize, destRTV, destArea, destSize,
+ nullptr,
+ gl::GetInternalFormatInfo(source->getInternalFormat()).format,
+ GL_LINEAR, false, false, false);
+}
+
+void TextureStorage11::verifySwizzleExists(const gl::SwizzleState &swizzleState)
+{
+ for (unsigned int level = 0; level < mMipLevels; level++)
+ {
+ ASSERT(mSwizzleCache[level] == swizzleState);
+ }
+}
+
+void TextureStorage11::clearSRVCache()
+{
+ markDirty();
+
+ auto iter = mSrvCache.begin();
+ while (iter != mSrvCache.end())
+ {
+ if (!iter->first.swizzle)
+ {
+ SafeRelease(iter->second);
+ iter = mSrvCache.erase(iter);
+ }
+ else
+ {
+ iter++;
+ }
+ }
+
+ for (size_t level = 0; level < mLevelSRVs.size(); level++)
+ {
+ SafeRelease(mLevelSRVs[level]);
+ SafeRelease(mLevelBlitSRVs[level]);
+ }
+}
+
+gl::Error TextureStorage11::copyToStorage(TextureStorage *destStorage)
+{
+ ASSERT(destStorage);
+
+ ID3D11Resource *sourceResouce = nullptr;
+ ANGLE_TRY(getResource(&sourceResouce));
+
+ TextureStorage11 *dest11 = GetAs<TextureStorage11>(destStorage);
+ ID3D11Resource *destResource = nullptr;
+ ANGLE_TRY(dest11->getResource(&destResource));
+
+ ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
+ immediateContext->CopyResource(destResource, sourceResouce);
+
+ dest11->markDirty();
+
+ return gl::NoError();
+}
+
+gl::Error TextureStorage11::setData(const gl::ImageIndex &index,
+ ImageD3D *image,
+ const gl::Box *destBox,
+ GLenum inputType,
+ const gl::PixelUnpackState &unpack,
+ const uint8_t *pixelData)
+{
+ ASSERT(!image->isDirty());
+
+ markLevelDirty(index.mipIndex);
+
+ ID3D11Resource *resource = nullptr;
+ ANGLE_TRY(getResource(&resource));
+ ASSERT(resource);
+
+ UINT destSubresource = getSubresourceIndex(index);
+
+ const auto sizedInputFormat = image->getSizedInputFormat(inputType);
+ const gl::InternalFormat &inputFormat = gl::GetInternalFormatInfo(sizedInputFormat);
+
+ gl::Box levelBox(0, 0, 0, getLevelWidth(index.mipIndex), getLevelHeight(index.mipIndex),
+ getLevelDepth(index.mipIndex));
+ bool fullUpdate = (destBox == nullptr || *destBox == levelBox);
+ ASSERT(inputFormat.depthBits == 0 || fullUpdate);
+
+ // TODO(jmadill): Handle compressed formats
+ // Compressed formats have different load syntax, so we'll have to handle them with slightly
+ // different logic. Will implemnent this in a follow-up patch, and ensure we do not use SetData
+ // with compressed formats in the calling logic.
+ ASSERT(!inputFormat.compressed);
+
+ 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());
+ GLuint srcRowPitch = 0;
+ ANGLE_TRY_RESULT(
+ inputFormat.computeRowPitch(width, unpack.alignment, unpack.rowLength),
+ srcRowPitch);
+ GLuint srcDepthPitch = 0;
+ ANGLE_TRY_RESULT(gl::InternalFormat::computeDepthPitch(height, unpack.imageHeight, srcRowPitch),
+ srcDepthPitch);
+ GLuint srcSkipBytes = 0;
+ ANGLE_TRY_RESULT(
+ inputFormat.computeSkipBytes(srcRowPitch, srcDepthPitch, unpack, index.is3D()),
+ srcSkipBytes);
+
+ const d3d11::Format &d3d11Format =
+ d3d11::Format::Get(image->getInternalFormat(), mRenderer->getRenderer11DeviceCaps());
+ const d3d11::DXGIFormatSize &dxgiFormatInfo =
+ d3d11::GetDXGIFormatSizeInfo(d3d11Format.texFormat);
+
+ const size_t outputPixelSize = dxgiFormatInfo.pixelBytes;
+
+ UINT bufferRowPitch = static_cast<unsigned int>(outputPixelSize) * width;
+ UINT bufferDepthPitch = bufferRowPitch * height;
+
+ const size_t neededSize = bufferDepthPitch * depth;
+ MemoryBuffer *conversionBuffer = nullptr;
+ const uint8_t *data = nullptr;
+
+ LoadImageFunctionInfo loadFunctionInfo = d3d11Format.getLoadFunctions()(inputType);
+ if (loadFunctionInfo.requiresConversion)
+ {
+ ANGLE_TRY(mRenderer->getScratchMemoryBuffer(neededSize, &conversionBuffer));
+ 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();
+
+ if (!fullUpdate)
+ {
+ ASSERT(destBox);
+
+ D3D11_BOX destD3DBox;
+ 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;
+
+ immediateContext->UpdateSubresource(resource, destSubresource, &destD3DBox, data,
+ bufferRowPitch, bufferDepthPitch);
+ }
+ else
+ {
+ immediateContext->UpdateSubresource(resource, destSubresource, nullptr, data,
+ bufferRowPitch, bufferDepthPitch);
+ }
+
+ return gl::NoError();
+}
+
+gl::Error TextureStorage11::createDropStencilTexture()
+{
+ UNIMPLEMENTED();
+ return gl::Error(GL_INVALID_OPERATION, "Drop stencil texture not implemented.");
+}
+
+TextureStorage11_2D::TextureStorage11_2D(Renderer11 *renderer, SwapChain11 *swapchain)
+ : TextureStorage11(renderer,
+ D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE,
+ 0,
+ swapchain->getRenderTargetInternalFormat()),
+ mTexture(swapchain->getOffscreenTexture()),
+ mLevelZeroTexture(nullptr),
+ mLevelZeroRenderTarget(nullptr),
+ mUseLevelZeroTexture(false),
+ mSwizzleTexture(nullptr)
+{
+ mTexture->AddRef();
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mAssociatedImages[i] = nullptr;
+ mRenderTarget[i] = nullptr;
+ mSwizzleRenderTargets[i] = nullptr;
+ }
+
+ D3D11_TEXTURE2D_DESC texDesc;
+ mTexture->GetDesc(&texDesc);
+ mMipLevels = texDesc.MipLevels;
+ mTextureWidth = texDesc.Width;
+ mTextureHeight = texDesc.Height;
+ mTextureDepth = 1;
+ mHasKeyedMutex = (texDesc.MiscFlags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) != 0;
+}
+
+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),
+ internalformat),
+ 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] = nullptr;
+ mRenderTarget[i] = nullptr;
+ mSwizzleRenderTargets[i] = nullptr;
+ }
+
+ d3d11::MakeValidSize(false, mFormatInfo.texFormat, &width, &height, &mTopLevel);
+ mMipLevels = mTopLevel + levels;
+ mTextureWidth = width;
+ mTextureHeight = height;
+ mTextureDepth = 1;
+
+ // 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] != 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.
+ gl::Error error = mAssociatedImages[i]->recoverFromAssociatedStorage();
+ if (error.isError())
+ {
+ // TODO: Find a way to report this back to the context
+ ERR("Error initialization texture storage: %x", error.getCode());
+ }
+ }
+ }
+ }
+
+ SafeRelease(mTexture);
+ SafeRelease(mSwizzleTexture);
+
+ SafeRelease(mLevelZeroTexture);
+ SafeDelete(mLevelZeroRenderTarget);
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ 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);
+ ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
+
+ if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ // If either mTexture or mLevelZeroTexture exist, then we need to copy them into the
+ // corresponding textures in destStorage.
+ if (mTexture)
+ {
+ ANGLE_TRY(dest11->useLevelZeroWorkaroundTexture(false));
+
+ ID3D11Resource *destResource = nullptr;
+ ANGLE_TRY(dest11->getResource(&destResource));
+
+ immediateContext->CopyResource(destResource, mTexture);
+ }
+
+ if (mLevelZeroTexture)
+ {
+ ANGLE_TRY(dest11->useLevelZeroWorkaroundTexture(true));
+
+ ID3D11Resource *destResource = nullptr;
+ ANGLE_TRY(dest11->getResource(&destResource));
+
+ immediateContext->CopyResource(destResource, mLevelZeroTexture);
+ }
+
+ return gl::NoError();
+ }
+
+ ID3D11Resource *sourceResouce = nullptr;
+ ANGLE_TRY(getResource(&sourceResouce));
+
+ ID3D11Resource *destResource = nullptr;
+ ANGLE_TRY(dest11->getResource(&destResource));
+
+ immediateContext->CopyResource(destResource, sourceResouce);
+ dest11->markDirty();
+
+ return gl::NoError();
+}
+
+gl::Error TextureStorage11_2D::useLevelZeroWorkaroundTexture(bool useLevelZeroTexture)
+{
+ bool lastSetting = mUseLevelZeroTexture;
+
+ if (useLevelZeroTexture && mMipLevels > 1)
+ {
+ if (!mUseLevelZeroTexture && mTexture)
+ {
+ ANGLE_TRY(ensureTextureExists(1));
+
+ // Pull data back from the mipped texture if necessary.
+ ASSERT(mLevelZeroTexture);
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+ context->CopySubresourceRegion(mLevelZeroTexture, 0, 0, 0, 0, mTexture, 0, nullptr);
+ }
+
+ mUseLevelZeroTexture = true;
+ }
+ else
+ {
+ if (mUseLevelZeroTexture && mLevelZeroTexture)
+ {
+ ANGLE_TRY(ensureTextureExists(mMipLevels));
+
+ // 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, 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::NoError();
+}
+
+void TextureStorage11_2D::associateImage(Image11 *image, const gl::ImageIndex &index)
+{
+ const GLint level = index.mipIndex;
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ mAssociatedImages[level] = image;
+ }
+}
+
+bool TextureStorage11_2D::isAssociatedImageValid(const gl::ImageIndex &index,
+ Image11 *expectedImage)
+{
+ 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.
+ bool retValue = (mAssociatedImages[level] == expectedImage);
+ ASSERT(retValue);
+ return retValue;
+ }
+
+ return false;
+}
+
+// disassociateImage allows an Image to end its association with a Storage.
+void TextureStorage11_2D::disassociateImage(const gl::ImageIndex &index, Image11 *expectedImage)
+{
+ const GLint level = index.mipIndex;
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ ASSERT(mAssociatedImages[level] == expectedImage);
+
+ if (mAssociatedImages[level] == expectedImage)
+ {
+ 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)
+{
+ 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] != nullptr && mAssociatedImages[level] != incomingImage)
+ {
+ // 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 nullptr too.
+ ANGLE_TRY(mAssociatedImages[level]->recoverFromAssociatedStorage());
+ }
+ }
+ }
+
+ return gl::NoError();
+}
+
+gl::Error TextureStorage11_2D::getResource(ID3D11Resource **outResource)
+{
+ if (mUseLevelZeroTexture && mMipLevels > 1)
+ {
+ ANGLE_TRY(ensureTextureExists(1));
+
+ *outResource = mLevelZeroTexture;
+ return gl::NoError();
+ }
+
+ ANGLE_TRY(ensureTextureExists(mMipLevels));
+
+ *outResource = mTexture;
+ return gl::NoError();
+}
+
+gl::Error TextureStorage11_2D::getMippedResource(ID3D11Resource **outResource)
+{
+ // This shouldn't be called unless the zero max LOD workaround is active.
+ ASSERT(mRenderer->getWorkarounds().zeroMaxLodWorkaround);
+
+ ANGLE_TRY(ensureTextureExists(mMipLevels));
+
+ *outResource = mTexture;
+ return gl::NoError();
+}
+
+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;
+ 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 == 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 = mFormatInfo.texFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = getBindFlags();
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = getMiscFlags();
+
+ 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);
+ }
+ 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);
+ }
+
+ d3d11::SetDebugName(*outputTexture, "TexStorage2D.Texture");
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2D::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
+{
+ ASSERT(!index.hasLayer());
+
+ 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));
+ ASSERT(outRT);
+ if (mRenderTarget[level])
+ {
+ *outRT = mRenderTarget[level];
+ return gl::NoError();
+ }
+
+ ID3D11Resource *texture = nullptr;
+ ANGLE_TRY(getResource(&texture));
+
+ ID3D11ShaderResourceView *srv = nullptr;
+ ANGLE_TRY(getSRVLevel(level, false, &srv));
+
+ ID3D11ShaderResourceView *blitSRV = nullptr;
+ ANGLE_TRY(getSRVLevel(level, true, &blitSRV));
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ if (mUseLevelZeroTexture)
+ {
+ if (!mLevelZeroRenderTarget)
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mFormatInfo.rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ rtvDesc.Texture2D.MipSlice = mTopLevel + level;
+
+ ID3D11RenderTargetView *rtv;
+ HRESULT 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);
+ }
+ ASSERT(SUCCEEDED(result));
+
+ mLevelZeroRenderTarget = new TextureRenderTarget11(
+ rtv, mLevelZeroTexture, nullptr, nullptr, mFormatInfo.internalFormat,
+ getFormatSet(), getLevelWidth(level), getLevelHeight(level), 1, 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+ }
+
+ *outRT = mLevelZeroRenderTarget;
+ return gl::NoError();
+ }
+
+ if (mFormatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mFormatInfo.rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ rtvDesc.Texture2D.MipSlice = mTopLevel + level;
+
+ ID3D11RenderTargetView *rtv;
+ HRESULT result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(result))
+ {
+ 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, mFormatInfo.internalFormat, getFormatSet(),
+ 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(mFormatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN);
+
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ dsvDesc.Format = mFormatInfo.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, mFormatInfo.internalFormat, getFormatSet(),
+ getLevelWidth(level), getLevelHeight(level), 1, 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(dsv);
+
+ *outRT = mRenderTarget[level];
+ return gl::NoError();
+}
+
+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.Texture2D.MostDetailedMip = mTopLevel + baseLevel;
+ srvDesc.Texture2D.MipLevels = mipLevels;
+
+ ID3D11Resource *srvTexture = texture;
+
+ if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ ASSERT(mTopLevel == 0);
+ ASSERT(baseLevel == 0);
+ // 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 != nullptr && texture == mLevelZeroTexture);
+ srvTexture = mLevelZeroTexture;
+ }
+ else
+ {
+ ASSERT(mipLevels == static_cast<int>(mMipLevels));
+ ASSERT(mTexture != nullptr && texture == mTexture);
+ srvTexture = mTexture;
+ }
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+ 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);
+ }
+
+ d3d11::SetDebugName(*outSRV, "TexStorage2D.SRV");
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2D::getSwizzleTexture(ID3D11Resource **outTexture)
+{
+ ASSERT(outTexture);
+
+ if (!mSwizzleTexture)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mMipLevels;
+ desc.ArraySize = 1;
+ desc.Format = mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).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;
+
+ 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);
+ }
+
+ d3d11::SetDebugName(mSwizzleTexture, "TexStorage2D.SwizzleTexture");
+ }
+
+ *outTexture = mSwizzleTexture;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2D::getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV)
+{
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+ ASSERT(outRTV);
+
+ if (!mSwizzleRenderTargets[mipLevel])
+ {
+ ID3D11Resource *swizzleTexture = nullptr;
+ ANGLE_TRY(getSwizzleTexture(&swizzleTexture));
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format =
+ mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ rtvDesc.Texture2D.MipSlice = mTopLevel + 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);
+ }
+ }
+
+ *outRTV = mSwizzleRenderTargets[mipLevel];
+ return gl::NoError();
+}
+
+gl::Error TextureStorage11_2D::createDropStencilTexture()
+{
+ if (mDropStencilTexture)
+ {
+ return gl::NoError();
+ }
+
+ D3D11_TEXTURE2D_DESC dropDesc = {};
+ dropDesc.ArraySize = 1;
+ dropDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL;
+ dropDesc.CPUAccessFlags = 0;
+ dropDesc.Format = DXGI_FORMAT_R32_TYPELESS;
+ dropDesc.Height = mTextureHeight;
+ dropDesc.MipLevels = mMipLevels;
+ dropDesc.MiscFlags = 0;
+ dropDesc.SampleDesc.Count = 1;
+ dropDesc.SampleDesc.Quality = 0;
+ dropDesc.Usage = D3D11_USAGE_DEFAULT;
+ dropDesc.Width = mTextureWidth;
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ HRESULT hr = device->CreateTexture2D(&dropDesc, nullptr, &mDropStencilTexture);
+ if (FAILED(hr))
+ {
+ return gl::Error(GL_INVALID_OPERATION, "Error creating drop stencil texture.");
+ }
+ d3d11::SetDebugName(mDropStencilTexture, "TexStorage2D.DropStencil");
+
+ ANGLE_TRY(initDropStencilTexture(gl::ImageIndexIterator::Make2D(0, mMipLevels)));
+
+ return gl::NoError();
+}
+
+TextureStorage11_External::TextureStorage11_External(
+ Renderer11 *renderer,
+ egl::Stream *stream,
+ const egl::Stream::GLTextureDescription &glDesc)
+ : TextureStorage11(renderer, D3D11_BIND_SHADER_RESOURCE, 0, glDesc.internalFormat)
+{
+ ASSERT(stream->getProducerType() == egl::Stream::ProducerType::D3D11TextureNV12);
+ StreamProducerNV12 *producer = static_cast<StreamProducerNV12 *>(stream->getImplementation());
+ mTexture = producer->getD3DTexture();
+ mSubresourceIndex = producer->getArraySlice();
+ mTexture->AddRef();
+ mMipLevels = 1;
+
+ D3D11_TEXTURE2D_DESC desc;
+ mTexture->GetDesc(&desc);
+ mTextureWidth = desc.Width;
+ mTextureHeight = desc.Height;
+ mTextureDepth = 1;
+ mHasKeyedMutex = (desc.MiscFlags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) != 0;
+}
+
+TextureStorage11_External::~TextureStorage11_External()
+{
+ SafeRelease(mTexture);
+ 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_External::copyToStorage(TextureStorage *destStorage)
+{
+ UNIMPLEMENTED();
+ return gl::NoError();
+}
+
+void TextureStorage11_External::associateImage(Image11 *image, const gl::ImageIndex &index)
+{
+ ASSERT(index.mipIndex == 0);
+ mAssociatedImage = image;
+}
+
+bool TextureStorage11_External::isAssociatedImageValid(const gl::ImageIndex &index,
+ Image11 *expectedImage)
+{
+ return (index.mipIndex == 0 && mAssociatedImage == expectedImage);
+}
+
+void TextureStorage11_External::disassociateImage(const gl::ImageIndex &index,
+ Image11 *expectedImage)
+{
+ ASSERT(index.mipIndex == 0);
+ ASSERT(mAssociatedImage == expectedImage);
+ mAssociatedImage = nullptr;
+}
+
+gl::Error TextureStorage11_External::releaseAssociatedImage(const gl::ImageIndex &index,
+ Image11 *incomingImage)
+{
+ ASSERT(index.mipIndex == 0);
+
+ if (mAssociatedImage != nullptr && mAssociatedImage != incomingImage)
+ {
+ bool imageAssociationCorrect = mAssociatedImage->isAssociatedStorageValid(this);
+ ASSERT(imageAssociationCorrect);
+
+ if (imageAssociationCorrect)
+ {
+ ANGLE_TRY(mAssociatedImage->recoverFromAssociatedStorage());
+ }
+ }
+
+ return gl::NoError();
+}
+
+gl::Error TextureStorage11_External::getResource(ID3D11Resource **outResource)
+{
+ *outResource = mTexture;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_External::getMippedResource(ID3D11Resource **outResource)
+{
+ *outResource = mTexture;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_External::getRenderTarget(const gl::ImageIndex &index,
+ RenderTargetD3D **outRT)
+{
+ // Render targets are not supported for external textures
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION);
+}
+
+gl::Error TextureStorage11_External::createSRV(int baseLevel,
+ int mipLevels,
+ DXGI_FORMAT format,
+ ID3D11Resource *texture,
+ ID3D11ShaderResourceView **outSRV) const
+{
+ // Since external textures are treates as non-mipmapped textures, we ignore mipmap levels and
+ // use the specified subresource ID the storage was created with.
+ ASSERT(mipLevels == 1);
+ ASSERT(outSRV);
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
+ // subresource index is equal to the mip level for 2D textures
+ srvDesc.Texture2DArray.MostDetailedMip = 0;
+ srvDesc.Texture2DArray.MipLevels = 1;
+ srvDesc.Texture2DArray.FirstArraySlice = mSubresourceIndex;
+ srvDesc.Texture2DArray.ArraySize = 1;
+
+ ID3D11Resource *srvTexture = texture;
+
+ ID3D11Device *device = mRenderer->getDevice();
+ 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);
+ }
+
+ d3d11::SetDebugName(*outSRV, "TexStorage2D.SRV");
+
+ return gl::NoError();
+}
+
+gl::Error TextureStorage11_External::getSwizzleTexture(ID3D11Resource **outTexture)
+{
+ UNIMPLEMENTED();
+ return gl::Error(GL_INVALID_OPERATION);
+}
+
+gl::Error TextureStorage11_External::getSwizzleRenderTarget(int mipLevel,
+ ID3D11RenderTargetView **outRTV)
+{
+ UNIMPLEMENTED();
+ return gl::Error(GL_INVALID_OPERATION);
+}
+
+TextureStorage11_EGLImage::TextureStorage11_EGLImage(Renderer11 *renderer,
+ EGLImageD3D *eglImage,
+ RenderTarget11 *renderTarget11)
+ : TextureStorage11(renderer,
+ D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE,
+ 0,
+ renderTarget11->getInternalFormat()),
+ mImage(eglImage),
+ mCurrentRenderTarget(0),
+ mSwizzleTexture(nullptr),
+ mSwizzleRenderTargets(gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS, nullptr)
+{
+ mCurrentRenderTarget = reinterpret_cast<uintptr_t>(renderTarget11);
+
+ mMipLevels = 1;
+ mTextureWidth = renderTarget11->getWidth();
+ mTextureHeight = renderTarget11->getHeight();
+ mTextureDepth = 1;
+}
+
+TextureStorage11_EGLImage::~TextureStorage11_EGLImage()
+{
+ SafeRelease(mSwizzleTexture);
+ for (size_t i = 0; i < mSwizzleRenderTargets.size(); i++)
+ {
+ SafeRelease(mSwizzleRenderTargets[i]);
+ }
+}
+
+gl::Error TextureStorage11_EGLImage::getResource(ID3D11Resource **outResource)
+{
+ ANGLE_TRY(checkForUpdatedRenderTarget());
+
+ RenderTarget11 *renderTarget11 = nullptr;
+ ANGLE_TRY(getImageRenderTarget(&renderTarget11));
+ *outResource = renderTarget11->getTexture();
+ return gl::NoError();
+}
+
+gl::Error TextureStorage11_EGLImage::getSRV(const gl::TextureState &textureState,
+ ID3D11ShaderResourceView **outSRV)
+{
+ ANGLE_TRY(checkForUpdatedRenderTarget());
+ return TextureStorage11::getSRV(textureState, outSRV);
+}
+
+gl::Error TextureStorage11_EGLImage::getMippedResource(ID3D11Resource **)
+{
+ // This shouldn't be called unless the zero max LOD workaround is active.
+ // EGL images are unavailable in this configuration.
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION);
+}
+
+gl::Error TextureStorage11_EGLImage::getRenderTarget(const gl::ImageIndex &index,
+ RenderTargetD3D **outRT)
+{
+ ASSERT(!index.hasLayer());
+ ASSERT(index.mipIndex == 0);
+
+ ANGLE_TRY(checkForUpdatedRenderTarget());
+
+ return mImage->getRenderTarget(outRT);
+}
+
+gl::Error TextureStorage11_EGLImage::copyToStorage(TextureStorage *destStorage)
+{
+ ID3D11Resource *sourceResouce = nullptr;
+ ANGLE_TRY(getResource(&sourceResouce));
+
+ ASSERT(destStorage);
+ TextureStorage11_2D *dest11 = GetAs<TextureStorage11_2D>(destStorage);
+ ID3D11Resource *destResource = nullptr;
+ ANGLE_TRY(dest11->getResource(&destResource));
+
+ ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
+ immediateContext->CopyResource(destResource, sourceResouce);
+
+ dest11->markDirty();
+
+ return gl::NoError();
+}
+
+void TextureStorage11_EGLImage::associateImage(Image11 *, const gl::ImageIndex &)
+{
+}
+
+void TextureStorage11_EGLImage::disassociateImage(const gl::ImageIndex &, Image11 *)
+{
+}
+
+bool TextureStorage11_EGLImage::isAssociatedImageValid(const gl::ImageIndex &, Image11 *)
+{
+ return false;
+}
+
+gl::Error TextureStorage11_EGLImage::releaseAssociatedImage(const gl::ImageIndex &, Image11 *)
+{
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_EGLImage::useLevelZeroWorkaroundTexture(bool)
+{
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION);
+}
+
+gl::Error TextureStorage11_EGLImage::getSwizzleTexture(ID3D11Resource **outTexture)
+{
+ ASSERT(outTexture);
+
+ if (!mSwizzleTexture)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mMipLevels;
+ desc.ArraySize = 1;
+ desc.Format = mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).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;
+
+ 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);
+ }
+
+ d3d11::SetDebugName(mSwizzleTexture, "TexStorageEGLImage.SwizzleTexture");
+ }
+
+ *outTexture = mSwizzleTexture;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_EGLImage::getSwizzleRenderTarget(int mipLevel,
+ ID3D11RenderTargetView **outRTV)
+{
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+ ASSERT(outRTV);
+
+ if (!mSwizzleRenderTargets[mipLevel])
+ {
+ ID3D11Resource *swizzleTexture = nullptr;
+ ANGLE_TRY(getSwizzleTexture(&swizzleTexture));
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format =
+ mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ rtvDesc.Texture2D.MipSlice = mTopLevel + 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);
+ }
+ }
+
+ *outRTV = mSwizzleRenderTargets[mipLevel];
+ return gl::NoError();
+}
+
+gl::Error TextureStorage11_EGLImage::checkForUpdatedRenderTarget()
+{
+ RenderTarget11 *renderTarget11 = nullptr;
+ ANGLE_TRY(getImageRenderTarget(&renderTarget11));
+
+ if (mCurrentRenderTarget != reinterpret_cast<uintptr_t>(renderTarget11))
+ {
+ clearSRVCache();
+ mCurrentRenderTarget = reinterpret_cast<uintptr_t>(renderTarget11);
+ }
+
+ return gl::NoError();
+}
+
+gl::Error TextureStorage11_EGLImage::createSRV(int baseLevel,
+ int mipLevels,
+ DXGI_FORMAT format,
+ ID3D11Resource *texture,
+ ID3D11ShaderResourceView **outSRV) const
+{
+ ASSERT(baseLevel == 0);
+ ASSERT(mipLevels == 1);
+ ASSERT(outSRV);
+
+ // Create a new SRV only for the swizzle texture. Otherwise just return the Image's
+ // RenderTarget's SRV.
+ if (texture == mSwizzleTexture)
+ {
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MostDetailedMip = mTopLevel + baseLevel;
+ srvDesc.Texture2D.MipLevels = mipLevels;
+
+ ID3D11Device *device = mRenderer->getDevice();
+ 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);
+ }
+
+ d3d11::SetDebugName(*outSRV, "TexStorageEGLImage.SRV");
+ }
+ else
+ {
+ RenderTarget11 *renderTarget = nullptr;
+ ANGLE_TRY(getImageRenderTarget(&renderTarget));
+
+ ASSERT(texture == renderTarget->getTexture());
+
+ *outSRV = renderTarget->getShaderResourceView();
+ (*outSRV)->AddRef();
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_EGLImage::getImageRenderTarget(RenderTarget11 **outRT) const
+{
+ RenderTargetD3D *renderTargetD3D = nullptr;
+ ANGLE_TRY(mImage->getRenderTarget(&renderTargetD3D));
+ *outRT = GetAs<RenderTarget11>(renderTargetD3D);
+ return gl::NoError();
+}
+
+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),
+ internalformat),
+ mTexture(nullptr),
+ mLevelZeroTexture(nullptr),
+ mUseLevelZeroTexture(hintLevelZeroOnly && levels > 1),
+ mSwizzleTexture(nullptr)
+{
+ for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ mSwizzleRenderTargets[level] = nullptr;
+ for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
+ {
+ mAssociatedImages[face][level] = nullptr;
+ mRenderTarget[face][level] = nullptr;
+ }
+ }
+
+ for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
+ {
+ mLevelZeroRenderTarget[face] = nullptr;
+ }
+
+ // adjust size if needed for compressed textures
+ int height = size;
+ d3d11::MakeValidSize(false, mFormatInfo.texFormat, &size, &height, &mTopLevel);
+
+ mMipLevels = mTopLevel + levels;
+ mTextureWidth = size;
+ mTextureHeight = size;
+ mTextureDepth = 1;
+
+ // The LevelZeroOnly hint should only be true if the zero max LOD workaround is active.
+ ASSERT(!mUseLevelZeroTexture || mRenderer->getWorkarounds().zeroMaxLodWorkaround);
+}
+
+TextureStorage11_Cube::~TextureStorage11_Cube()
+{
+ for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
+ {
+ if (mAssociatedImages[face][level] != nullptr)
+ {
+ 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.
+ mAssociatedImages[face][level]->recoverFromAssociatedStorage();
+ }
+ }
+ }
+ }
+
+ SafeRelease(mTexture);
+ SafeRelease(mSwizzleTexture);
+ SafeRelease(mLevelZeroTexture);
+
+ for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
+ {
+ SafeDelete(mLevelZeroRenderTarget[face]);
+ }
+
+ for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ SafeRelease(mSwizzleRenderTargets[level]);
+ for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
+ {
+ SafeDelete(mRenderTarget[face][level]);
+ }
+ }
+}
+
+UINT TextureStorage11_Cube::getSubresourceIndex(const gl::ImageIndex &index) const
+{
+ if (mRenderer->getWorkarounds().zeroMaxLodWorkaround && mUseLevelZeroTexture &&
+ index.mipIndex == 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 subresource = D3D11CalcSubresource(mipSlice, arraySlice, mMipLevels);
+ ASSERT(subresource != std::numeric_limits<UINT>::max());
+ return subresource;
+ }
+}
+
+gl::Error TextureStorage11_Cube::copyToStorage(TextureStorage *destStorage)
+{
+ ASSERT(destStorage);
+
+ TextureStorage11_Cube *dest11 = GetAs<TextureStorage11_Cube>(destStorage);
+
+ 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 (mTexture)
+ {
+ ANGLE_TRY(dest11->useLevelZeroWorkaroundTexture(false));
+
+ ID3D11Resource *destResource = nullptr;
+ ANGLE_TRY(dest11->getResource(&destResource));
+
+ immediateContext->CopyResource(destResource, mTexture);
+ }
+
+ if (mLevelZeroTexture)
+ {
+ ANGLE_TRY(dest11->useLevelZeroWorkaroundTexture(true));
+
+ ID3D11Resource *destResource = nullptr;
+ ANGLE_TRY(dest11->getResource(&destResource));
+
+ immediateContext->CopyResource(destResource, mLevelZeroTexture);
+ }
+ }
+ else
+ {
+ ID3D11Resource *sourceResouce = nullptr;
+ ANGLE_TRY(getResource(&sourceResouce));
+
+ ID3D11Resource *destResource = nullptr;
+ ANGLE_TRY(dest11->getResource(&destResource));
+
+ ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
+ immediateContext->CopyResource(destResource, sourceResouce);
+ }
+
+ dest11->markDirty();
+
+ return gl::NoError();
+}
+
+gl::Error TextureStorage11_Cube::useLevelZeroWorkaroundTexture(bool useLevelZeroTexture)
+{
+ if (useLevelZeroTexture && mMipLevels > 1)
+ {
+ if (!mUseLevelZeroTexture && mTexture)
+ {
+ ANGLE_TRY(ensureTextureExists(1));
+
+ // Pull data back from the mipped texture if necessary.
+ ASSERT(mLevelZeroTexture);
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+
+ for (int face = 0; face < 6; face++)
+ {
+ context->CopySubresourceRegion(mLevelZeroTexture, D3D11CalcSubresource(0, face, 1),
+ 0, 0, 0, mTexture, face * mMipLevels, nullptr);
+ }
+ }
+
+ mUseLevelZeroTexture = true;
+ }
+ else
+ {
+ if (mUseLevelZeroTexture && mLevelZeroTexture)
+ {
+ ANGLE_TRY(ensureTextureExists(mMipLevels));
+
+ // Pull data back from the level zero texture if necessary.
+ ASSERT(mTexture);
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+
+ for (int face = 0; face < 6; face++)
+ {
+ context->CopySubresourceRegion(mTexture, D3D11CalcSubresource(0, face, mMipLevels),
+ 0, 0, 0, mLevelZeroTexture, face, nullptr);
+ }
+ }
+
+ mUseLevelZeroTexture = false;
+ }
+
+ return gl::NoError();
+}
+
+void TextureStorage11_Cube::associateImage(Image11 *image, const gl::ImageIndex &index)
+{
+ const GLint level = index.mipIndex;
+ const GLint layerTarget = index.layerIndex;
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(0 <= layerTarget && layerTarget < static_cast<GLint>(CUBE_FACE_COUNT));
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ if (0 <= layerTarget && layerTarget < static_cast<GLint>(CUBE_FACE_COUNT))
+ {
+ mAssociatedImages[layerTarget][level] = image;
+ }
+ }
+}
+
+bool TextureStorage11_Cube::isAssociatedImageValid(const gl::ImageIndex &index,
+ Image11 *expectedImage)
+{
+ const GLint level = index.mipIndex;
+ const GLint layerTarget = index.layerIndex;
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ if (0 <= layerTarget && layerTarget < static_cast<GLint>(CUBE_FACE_COUNT))
+ {
+ // 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;
+ }
+ }
+
+ return false;
+}
+
+// disassociateImage allows an Image to end its association with a Storage.
+void TextureStorage11_Cube::disassociateImage(const gl::ImageIndex &index, Image11 *expectedImage)
+{
+ const GLint level = index.mipIndex;
+ const GLint layerTarget = index.layerIndex;
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(0 <= layerTarget && layerTarget < static_cast<GLint>(CUBE_FACE_COUNT));
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ if (0 <= layerTarget && layerTarget < static_cast<GLint>(CUBE_FACE_COUNT))
+ {
+ ASSERT(mAssociatedImages[layerTarget][level] == expectedImage);
+
+ if (mAssociatedImages[layerTarget][level] == expectedImage)
+ {
+ 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)
+{
+ const GLint level = index.mipIndex;
+ const GLint layerTarget = index.layerIndex;
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(0 <= layerTarget && layerTarget < static_cast<GLint>(CUBE_FACE_COUNT));
+
+ if ((0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS))
+ {
+ if (0 <= layerTarget && layerTarget < static_cast<GLint>(CUBE_FACE_COUNT))
+ {
+ // No need to let the old Image recover its data, if it is also the incoming Image.
+ 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);
+ ASSERT(imageAssociationCorrect);
+
+ if (imageAssociationCorrect)
+ {
+ // Force the image to recover from storage before its data is overwritten.
+ // This will reset mAssociatedImages[level] to nullptr too.
+ ANGLE_TRY(
+ mAssociatedImages[layerTarget][level]->recoverFromAssociatedStorage());
+ }
+ }
+ }
+ }
+
+ return gl::NoError();
+}
+
+gl::Error TextureStorage11_Cube::getResource(ID3D11Resource **outResource)
+{
+ if (mUseLevelZeroTexture && mMipLevels > 1)
+ {
+ ANGLE_TRY(ensureTextureExists(1));
+ *outResource = mLevelZeroTexture;
+ return gl::NoError();
+ }
+ else
+ {
+ ANGLE_TRY(ensureTextureExists(mMipLevels));
+ *outResource = mTexture;
+ return gl::NoError();
+ }
+}
+
+gl::Error TextureStorage11_Cube::getMippedResource(ID3D11Resource **outResource)
+{
+ // This shouldn't be called unless the zero max LOD workaround is active.
+ ASSERT(mRenderer->getWorkarounds().zeroMaxLodWorkaround);
+
+ ANGLE_TRY(ensureTextureExists(mMipLevels));
+ *outResource = mTexture;
+ return gl::NoError();
+}
+
+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;
+ 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 == 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 = mFormatInfo.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();
+
+ 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);
+ }
+ 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);
+ }
+
+ d3d11::SetDebugName(*outputTexture, "TexStorageCube.Texture");
+ }
+
+ return gl::NoError();
+}
+
+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)
+{
+ const int faceIndex = index.layerIndex;
+ const int level = index.mipIndex;
+
+ ASSERT(level >= 0 && level < getLevelCount());
+ ASSERT(faceIndex >= 0 && faceIndex < static_cast<GLint>(CUBE_FACE_COUNT));
+
+ if (!mRenderTarget[faceIndex][level])
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result;
+
+ ID3D11Resource *texture = nullptr;
+ ANGLE_TRY(getResource(&texture));
+
+ if (mUseLevelZeroTexture)
+ {
+ if (!mLevelZeroRenderTarget[faceIndex])
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mFormatInfo.rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + level;
+ rtvDesc.Texture2DArray.FirstArraySlice = faceIndex;
+ 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);
+ }
+ ASSERT(SUCCEEDED(result));
+
+ mLevelZeroRenderTarget[faceIndex] = new TextureRenderTarget11(
+ rtv, mLevelZeroTexture, nullptr, nullptr, mFormatInfo.internalFormat,
+ getFormatSet(), getLevelWidth(level), getLevelHeight(level), 1, 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+ }
+
+ ASSERT(outRT);
+ *outRT = mLevelZeroRenderTarget[faceIndex];
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ ID3D11ShaderResourceView *srv = nullptr;
+ ANGLE_TRY(createRenderTargetSRV(texture, index, mFormatInfo.srvFormat, &srv));
+ ID3D11ShaderResourceView *blitSRV = nullptr;
+ if (mFormatInfo.blitSRVFormat != mFormatInfo.srvFormat)
+ {
+ gl::Error error =
+ createRenderTargetSRV(texture, index, mFormatInfo.blitSRVFormat, &blitSRV);
+ if (error.isError())
+ {
+ SafeRelease(srv);
+ return error;
+ }
+ }
+ else
+ {
+ blitSRV = srv;
+ blitSRV->AddRef();
+ }
+
+ d3d11::SetDebugName(srv, "TexStorageCube.RenderTargetSRV");
+
+ if (mFormatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mFormatInfo.rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + level;
+ rtvDesc.Texture2DArray.FirstArraySlice = faceIndex;
+ rtvDesc.Texture2DArray.ArraySize = 1;
+
+ ID3D11RenderTargetView *rtv;
+ result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(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);
+ }
+
+ d3d11::SetDebugName(rtv, "TexStorageCube.RenderTargetRTV");
+
+ mRenderTarget[faceIndex][level] = new TextureRenderTarget11(
+ rtv, texture, srv, blitSRV, mFormatInfo.internalFormat, getFormatSet(),
+ getLevelWidth(level), getLevelHeight(level), 1, 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+ SafeRelease(srv);
+ SafeRelease(blitSRV);
+ }
+ else if (mFormatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ dsvDesc.Format = mFormatInfo.dsvFormat;
+ dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
+ dsvDesc.Flags = 0;
+ dsvDesc.Texture2DArray.MipSlice = mTopLevel + level;
+ dsvDesc.Texture2DArray.FirstArraySlice = faceIndex;
+ dsvDesc.Texture2DArray.ArraySize = 1;
+
+ 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 internal depth stencil view for texture "
+ "storage, result: 0x%X.",
+ result);
+ }
+
+ d3d11::SetDebugName(dsv, "TexStorageCube.RenderTargetDSV");
+
+ mRenderTarget[faceIndex][level] = new TextureRenderTarget11(
+ dsv, texture, srv, mFormatInfo.internalFormat, getFormatSet(), getLevelWidth(level),
+ getLevelHeight(level), 1, 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(dsv);
+ SafeRelease(srv);
+ SafeRelease(blitSRV);
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+ }
+
+ ASSERT(outRT);
+ *outRT = mRenderTarget[faceIndex][level];
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_Cube::createSRV(int baseLevel,
+ int mipLevels,
+ DXGI_FORMAT format,
+ ID3D11Resource *texture,
+ ID3D11ShaderResourceView **outSRV) const
+{
+ ASSERT(outSRV);
+
+ 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
+ const GLenum componentType = d3d11::GetComponentType(format);
+ if (componentType == GL_INT || componentType == GL_UNSIGNED_INT)
+ {
+ 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;
+ }
+ else
+ {
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
+ srvDesc.TextureCube.MipLevels = mipLevels;
+ srvDesc.TextureCube.MostDetailedMip = mTopLevel + baseLevel;
+ }
+
+ ID3D11Resource *srvTexture = texture;
+
+ if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ ASSERT(mTopLevel == 0);
+ ASSERT(baseLevel == 0);
+ // 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 != nullptr && texture == mLevelZeroTexture);
+ srvTexture = mLevelZeroTexture;
+ }
+ else
+ {
+ ASSERT(mipLevels == static_cast<int>(mMipLevels));
+ ASSERT(mTexture != nullptr && texture == mTexture);
+ srvTexture = mTexture;
+ }
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+ 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);
+ }
+
+ d3d11::SetDebugName(*outSRV, "TexStorageCube.SRV");
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_Cube::getSwizzleTexture(ID3D11Resource **outTexture)
+{
+ ASSERT(outTexture);
+
+ if (!mSwizzleTexture)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mMipLevels;
+ desc.ArraySize = CUBE_FACE_COUNT;
+ desc.Format = mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).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;
+
+ 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);
+ }
+
+ d3d11::SetDebugName(*outTexture, "TexStorageCube.SwizzleTexture");
+ }
+
+ *outTexture = mSwizzleTexture;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_Cube::getSwizzleRenderTarget(int mipLevel,
+ ID3D11RenderTargetView **outRTV)
+{
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+ ASSERT(outRTV);
+
+ if (!mSwizzleRenderTargets[mipLevel])
+ {
+ ID3D11Resource *swizzleTexture = nullptr;
+ ANGLE_TRY(getSwizzleTexture(&swizzleTexture));
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format =
+ mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture2DArray.FirstArraySlice = 0;
+ rtvDesc.Texture2DArray.ArraySize = CUBE_FACE_COUNT;
+
+ 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);
+ }
+ }
+
+ *outRTV = mSwizzleRenderTargets[mipLevel];
+ return gl::NoError();
+}
+
+gl::Error TextureStorage11::initDropStencilTexture(const gl::ImageIndexIterator &it)
+{
+ ID3D11Resource *resource = nullptr;
+ ANGLE_TRY(getResource(&resource));
+ TextureHelper11 sourceTexture = TextureHelper11::MakeAndReference(resource, mFormatInfo);
+ TextureHelper11 destTexture = TextureHelper11::MakeAndReference(
+ mDropStencilTexture,
+ d3d11::Format::Get(GL_DEPTH_COMPONENT32F, mRenderer->getRenderer11DeviceCaps()));
+
+ gl::ImageIndexIterator itCopy = it;
+
+ while (itCopy.hasNext())
+ {
+ gl::ImageIndex index = itCopy.next();
+ gl::Box wholeArea(0, 0, 0, getLevelWidth(index.mipIndex), getLevelHeight(index.mipIndex),
+ 1);
+ gl::Extents wholeSize(wholeArea.width, wholeArea.height, 1);
+ UINT subresource = getSubresourceIndex(index);
+ ANGLE_TRY(mRenderer->getBlitter()->copyDepthStencil(sourceTexture, subresource, wholeArea,
+ wholeSize, destTexture, subresource,
+ wholeArea, wholeSize, nullptr));
+ }
+
+ return gl::NoError();
+}
+
+gl::Error TextureStorage11_Cube::createDropStencilTexture()
+{
+ if (mDropStencilTexture)
+ {
+ return gl::NoError();
+ }
+
+ D3D11_TEXTURE2D_DESC dropDesc = {};
+ dropDesc.ArraySize = 6;
+ dropDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL;
+ dropDesc.CPUAccessFlags = 0;
+ dropDesc.Format = DXGI_FORMAT_R32_TYPELESS;
+ dropDesc.Height = mTextureHeight;
+ dropDesc.MipLevels = mMipLevels;
+ dropDesc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
+ dropDesc.SampleDesc.Count = 1;
+ dropDesc.SampleDesc.Quality = 0;
+ dropDesc.Usage = D3D11_USAGE_DEFAULT;
+ dropDesc.Width = mTextureWidth;
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ HRESULT hr = device->CreateTexture2D(&dropDesc, nullptr, &mDropStencilTexture);
+ if (FAILED(hr))
+ {
+ return gl::Error(GL_INVALID_OPERATION, "Error creating drop stencil texture.");
+ }
+ d3d11::SetDebugName(mDropStencilTexture, "TexStorageCube.DropStencil");
+
+ ANGLE_TRY(initDropStencilTexture(gl::ImageIndexIterator::MakeCube(0, mMipLevels)));
+
+ return gl::NoError();
+}
+
+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),
+ internalformat)
+{
+ mTexture = nullptr;
+ mSwizzleTexture = nullptr;
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mAssociatedImages[i] = nullptr;
+ mLevelRenderTargets[i] = nullptr;
+ mSwizzleRenderTargets[i] = nullptr;
+ }
+
+ // adjust size if needed for compressed textures
+ d3d11::MakeValidSize(false, mFormatInfo.texFormat, &width, &height, &mTopLevel);
+
+ mMipLevels = mTopLevel + levels;
+ mTextureWidth = width;
+ mTextureHeight = height;
+ mTextureDepth = depth;
+}
+
+TextureStorage11_3D::~TextureStorage11_3D()
+{
+ for (unsigned i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ 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.
+ mAssociatedImages[i]->recoverFromAssociatedStorage();
+ }
+ }
+ }
+
+ SafeRelease(mTexture);
+ SafeRelease(mSwizzleTexture);
+
+ for (RenderTargetMap::iterator i = mLevelLayerRenderTargets.begin();
+ i != mLevelLayerRenderTargets.end(); i++)
+ {
+ SafeDelete(i->second);
+ }
+ mLevelLayerRenderTargets.clear();
+
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ SafeDelete(mLevelRenderTargets[i]);
+ SafeRelease(mSwizzleRenderTargets[i]);
+ }
+}
+
+void TextureStorage11_3D::associateImage(Image11 *image, const gl::ImageIndex &index)
+{
+ const GLint level = index.mipIndex;
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ mAssociatedImages[level] = image;
+ }
+}
+
+bool TextureStorage11_3D::isAssociatedImageValid(const gl::ImageIndex &index,
+ Image11 *expectedImage)
+{
+ 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.
+ bool retValue = (mAssociatedImages[level] == expectedImage);
+ ASSERT(retValue);
+ return retValue;
+ }
+
+ return false;
+}
+
+// disassociateImage allows an Image to end its association with a Storage.
+void TextureStorage11_3D::disassociateImage(const gl::ImageIndex &index, Image11 *expectedImage)
+{
+ const GLint level = index.mipIndex;
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ ASSERT(mAssociatedImages[level] == expectedImage);
+
+ if (mAssociatedImages[level] == expectedImage)
+ {
+ 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)
+{
+ 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] != nullptr && mAssociatedImages[level] != incomingImage)
+ {
+ // 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 nullptr too.
+ ANGLE_TRY(mAssociatedImages[level]->recoverFromAssociatedStorage());
+ }
+ }
+ }
+
+ return gl::NoError();
+}
+
+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 == 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 = mFormatInfo.texFormat;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = getBindFlags();
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = getMiscFlags();
+
+ 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);
+ }
+ 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);
+ }
+
+ 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,
+ ID3D11ShaderResourceView **outSRV) const
+{
+ ASSERT(outSRV);
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
+ srvDesc.Texture3D.MostDetailedMip = baseLevel;
+ srvDesc.Texture3D.MipLevels = mipLevels;
+
+ ID3D11Device *device = mRenderer->getDevice();
+ 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);
+ }
+
+ d3d11::SetDebugName(*outSRV, "TexStorage3D.SRV");
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_3D::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
+{
+ const int mipLevel = index.mipIndex;
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+
+ ASSERT(mFormatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN);
+
+ if (!index.hasLayer())
+ {
+ if (!mLevelRenderTargets[mipLevel])
+ {
+ ID3D11Resource *texture = nullptr;
+ ANGLE_TRY(getResource(&texture));
+
+ ID3D11ShaderResourceView *srv = nullptr;
+ ANGLE_TRY(getSRVLevel(mipLevel, false, &srv));
+
+ ID3D11ShaderResourceView *blitSRV = nullptr;
+ ANGLE_TRY(getSRVLevel(mipLevel, true, &blitSRV));
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mFormatInfo.rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
+ rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture3D.FirstWSlice = 0;
+ rtvDesc.Texture3D.WSize = static_cast<UINT>(-1);
+
+ ID3D11RenderTargetView *rtv;
+ HRESULT result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(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);
+ }
+
+ d3d11::SetDebugName(rtv, "TexStorage3D.RTV");
+
+ mLevelRenderTargets[mipLevel] = new TextureRenderTarget11(
+ rtv, texture, srv, blitSRV, mFormatInfo.internalFormat, getFormatSet(),
+ getLevelWidth(mipLevel), getLevelHeight(mipLevel), getLevelDepth(mipLevel), 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+ }
+
+ ASSERT(outRT);
+ *outRT = mLevelRenderTargets[mipLevel];
+ return gl::Error(GL_NO_ERROR);
+ }
+ else
+ {
+ const int layer = index.layerIndex;
+
+ LevelLayerKey key(mipLevel, layer);
+ if (mLevelLayerRenderTargets.find(key) == mLevelLayerRenderTargets.end())
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result;
+
+ ID3D11Resource *texture = nullptr;
+ ANGLE_TRY(getResource(&texture));
+
+ // TODO, what kind of SRV is expected here?
+ ID3D11ShaderResourceView *srv = nullptr;
+ ID3D11ShaderResourceView *blitSRV = nullptr;
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mFormatInfo.rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
+ rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture3D.FirstWSlice = layer;
+ rtvDesc.Texture3D.WSize = 1;
+
+ ID3D11RenderTargetView *rtv;
+ result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(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));
+
+ d3d11::SetDebugName(rtv, "TexStorage3D.LayerRTV");
+
+ mLevelLayerRenderTargets[key] = new TextureRenderTarget11(
+ rtv, texture, srv, blitSRV, mFormatInfo.internalFormat, getFormatSet(),
+ getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+ }
+
+ ASSERT(outRT);
+ *outRT = mLevelLayerRenderTargets[key];
+ return gl::NoError();
+ }
+}
+
+gl::Error TextureStorage11_3D::getSwizzleTexture(ID3D11Resource **outTexture)
+{
+ ASSERT(outTexture);
+
+ if (!mSwizzleTexture)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE3D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.Depth = mTextureDepth;
+ desc.MipLevels = mMipLevels;
+ desc.Format = mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).texFormat;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ 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);
+ }
+
+ d3d11::SetDebugName(mSwizzleTexture, "TexStorage3D.SwizzleTexture");
+ }
+
+ *outTexture = mSwizzleTexture;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_3D::getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV)
+{
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+ ASSERT(outRTV);
+
+ if (!mSwizzleRenderTargets[mipLevel])
+ {
+ ID3D11Resource *swizzleTexture = nullptr;
+ ANGLE_TRY(getSwizzleTexture(&swizzleTexture));
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format =
+ mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
+ rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture3D.FirstWSlice = 0;
+ rtvDesc.Texture3D.WSize = static_cast<UINT>(-1);
+
+ 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);
+ }
+
+ 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),
+ internalformat)
+{
+ mTexture = nullptr;
+ mSwizzleTexture = nullptr;
+
+ for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ mSwizzleRenderTargets[level] = nullptr;
+ }
+
+ // adjust size if needed for compressed textures
+ d3d11::MakeValidSize(false, mFormatInfo.texFormat, &width, &height, &mTopLevel);
+
+ mMipLevels = mTopLevel + levels;
+ mTextureWidth = width;
+ mTextureHeight = height;
+ mTextureDepth = depth;
+}
+
+TextureStorage11_2DArray::~TextureStorage11_2DArray()
+{
+ for (ImageMap::iterator i = mAssociatedImages.begin(); i != mAssociatedImages.end(); i++)
+ {
+ if (i->second)
+ {
+ bool imageAssociationCorrect = i->second->isAssociatedStorageValid(this);
+ ASSERT(imageAssociationCorrect);
+
+ if (imageAssociationCorrect)
+ {
+ // We must let the Images recover their data before we delete it from the
+ // TextureStorage.
+ i->second->recoverFromAssociatedStorage();
+ }
+ }
+ }
+ mAssociatedImages.clear();
+
+ SafeRelease(mTexture);
+ SafeRelease(mSwizzleTexture);
+
+ for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ SafeRelease(mSwizzleRenderTargets[level]);
+ }
+
+ for (RenderTargetMap::iterator i = mRenderTargets.begin(); i != mRenderTargets.end(); i++)
+ {
+ SafeDelete(i->second);
+ }
+ mRenderTargets.clear();
+}
+
+void TextureStorage11_2DArray::associateImage(Image11 *image, const gl::ImageIndex &index)
+{
+ const GLint level = index.mipIndex;
+ const GLint layerTarget = index.layerIndex;
+
+ ASSERT(0 <= level && level < getLevelCount());
+
+ if (0 <= level && level < getLevelCount())
+ {
+ LevelLayerKey key(level, layerTarget);
+ mAssociatedImages[key] = image;
+ }
+}
+
+bool TextureStorage11_2DArray::isAssociatedImageValid(const gl::ImageIndex &index,
+ Image11 *expectedImage)
+{
+ 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));
+ 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)
+{
+ const GLint level = index.mipIndex;
+ const GLint layerTarget = index.layerIndex;
+
+ LevelLayerKey key(level, layerTarget);
+
+ bool imageAssociationCorrect = (mAssociatedImages.find(key) != mAssociatedImages.end() &&
+ (mAssociatedImages[key] == expectedImage));
+ ASSERT(imageAssociationCorrect);
+
+ if (imageAssociationCorrect)
+ {
+ 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)
+{
+ const GLint level = index.mipIndex;
+ const GLint layerTarget = index.layerIndex;
+
+ LevelLayerKey key(level, layerTarget);
+
+ if (mAssociatedImages.find(key) != mAssociatedImages.end())
+ {
+ if (mAssociatedImages[key] != nullptr && mAssociatedImages[key] != incomingImage)
+ {
+ // 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 nullptr too.
+ ANGLE_TRY(mAssociatedImages[key]->recoverFromAssociatedStorage());
+ }
+ }
+ }
+
+ return gl::NoError();
+}
+
+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 == 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 = mFormatInfo.texFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = getBindFlags();
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = getMiscFlags();
+
+ 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);
+ }
+ 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);
+ }
+
+ 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,
+ ID3D11ShaderResourceView **outSRV) const
+{
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
+ srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + baseLevel;
+ srvDesc.Texture2DArray.MipLevels = mipLevels;
+ srvDesc.Texture2DArray.FirstArraySlice = 0;
+ srvDesc.Texture2DArray.ArraySize = mTextureDepth;
+
+ ID3D11Device *device = mRenderer->getDevice();
+ 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);
+ }
+
+ 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)
+{
+ ASSERT(index.hasLayer());
+
+ const int mipLevel = index.mipIndex;
+ const int layer = index.layerIndex;
+
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+
+ LevelLayerKey key(mipLevel, layer);
+ if (mRenderTargets.find(key) == mRenderTargets.end())
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result;
+
+ ID3D11Resource *texture = nullptr;
+ ANGLE_TRY(getResource(&texture));
+ ID3D11ShaderResourceView *srv;
+ ANGLE_TRY(createRenderTargetSRV(texture, index, mFormatInfo.srvFormat, &srv));
+ ID3D11ShaderResourceView *blitSRV;
+ if (mFormatInfo.blitSRVFormat != mFormatInfo.srvFormat)
+ {
+ gl::Error error =
+ createRenderTargetSRV(texture, index, mFormatInfo.blitSRVFormat, &blitSRV);
+ if (error.isError())
+ {
+ SafeRelease(srv);
+ return error;
+ }
+ }
+ else
+ {
+ blitSRV = srv;
+ blitSRV->AddRef();
+ }
+
+ d3d11::SetDebugName(srv, "TexStorage2DArray.RenderTargetSRV");
+
+ if (mFormatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mFormatInfo.rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture2DArray.FirstArraySlice = layer;
+ rtvDesc.Texture2DArray.ArraySize = 1;
+
+ ID3D11RenderTargetView *rtv;
+ result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);
+
+ ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
+ if (FAILED(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);
+ }
+
+ d3d11::SetDebugName(rtv, "TexStorage2DArray.RenderTargetRTV");
+
+ mRenderTargets[key] = new TextureRenderTarget11(
+ rtv, texture, srv, blitSRV, mFormatInfo.internalFormat, getFormatSet(),
+ getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(rtv);
+ SafeRelease(srv);
+ SafeRelease(blitSRV);
+ }
+ else
+ {
+ ASSERT(mFormatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN);
+
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ dsvDesc.Format = mFormatInfo.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, mFormatInfo.internalFormat, getFormatSet(),
+ getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, 0);
+
+ // RenderTarget will take ownership of these resources
+ SafeRelease(dsv);
+ SafeRelease(srv);
+ SafeRelease(blitSRV);
+ }
+ }
+
+ ASSERT(outRT);
+ *outRT = mRenderTargets[key];
+ return gl::NoError();
+}
+
+gl::Error TextureStorage11_2DArray::getSwizzleTexture(ID3D11Resource **outTexture)
+{
+ if (!mSwizzleTexture)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mMipLevels;
+ desc.ArraySize = mTextureDepth;
+ desc.Format = mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).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;
+
+ 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);
+ }
+
+ d3d11::SetDebugName(*outTexture, "TexStorage2DArray.SwizzleTexture");
+ }
+
+ *outTexture = mSwizzleTexture;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureStorage11_2DArray::getSwizzleRenderTarget(int mipLevel,
+ ID3D11RenderTargetView **outRTV)
+{
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+ ASSERT(outRTV);
+
+ if (!mSwizzleRenderTargets[mipLevel])
+ {
+ ID3D11Resource *swizzleTexture = nullptr;
+ ANGLE_TRY(getSwizzleTexture(&swizzleTexture));
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format =
+ mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture2DArray.FirstArraySlice = 0;
+ rtvDesc.Texture2DArray.ArraySize = mTextureDepth;
+
+ 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);
+ }
+ }
+
+ *outRTV = mSwizzleRenderTargets[mipLevel];
+ return gl::NoError();
+}
+
+gl::Error TextureStorage11_2DArray::createDropStencilTexture()
+{
+ if (mDropStencilTexture)
+ {
+ return gl::NoError();
+ }
+
+ D3D11_TEXTURE2D_DESC dropDesc = {};
+ dropDesc.ArraySize = mTextureDepth;
+ dropDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL;
+ dropDesc.CPUAccessFlags = 0;
+ dropDesc.Format = DXGI_FORMAT_R32_TYPELESS;
+ dropDesc.Height = mTextureHeight;
+ dropDesc.MipLevels = mMipLevels;
+ dropDesc.MiscFlags = 0;
+ dropDesc.SampleDesc.Count = 1;
+ dropDesc.SampleDesc.Quality = 0;
+ dropDesc.Usage = D3D11_USAGE_DEFAULT;
+ dropDesc.Width = mTextureWidth;
+
+ ID3D11Device *device = mRenderer->getDevice();
+
+ HRESULT hr = device->CreateTexture2D(&dropDesc, nullptr, &mDropStencilTexture);
+ if (FAILED(hr))
+ {
+ return gl::Error(GL_INVALID_OPERATION, "Error creating drop stencil texture.");
+ }
+ d3d11::SetDebugName(mDropStencilTexture, "TexStorage2DArray.DropStencil");
+
+ std::vector<GLsizei> layerCounts(mMipLevels, mTextureDepth);
+
+ ANGLE_TRY(initDropStencilTexture(
+ gl::ImageIndexIterator::Make2DArray(0, mMipLevels, layerCounts.data())));
+
+ return gl::NoError();
+}
+
+} // namespace rx