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-rwxr-xr-xgfx/angle/src/libANGLE/renderer/d3d/d3d11/Image11.cpp643
1 files changed, 643 insertions, 0 deletions
diff --git a/gfx/angle/src/libANGLE/renderer/d3d/d3d11/Image11.cpp b/gfx/angle/src/libANGLE/renderer/d3d/d3d11/Image11.cpp
new file mode 100755
index 000000000..3c797f820
--- /dev/null
+++ b/gfx/angle/src/libANGLE/renderer/d3d/d3d11/Image11.cpp
@@ -0,0 +1,643 @@
+//
+// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Image11.h: Implements the rx::Image11 class, which acts as the interface to
+// the actual underlying resources of a Texture
+
+#include "libANGLE/renderer/d3d/d3d11/Image11.h"
+
+#include "common/utilities.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/Framebuffer.h"
+#include "libANGLE/FramebufferAttachment.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
+#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h"
+#include "libANGLE/renderer/d3d/d3d11/TextureStorage11.h"
+
+namespace rx
+{
+
+Image11::Image11(Renderer11 *renderer)
+ : mRenderer(renderer),
+ mDXGIFormat(DXGI_FORMAT_UNKNOWN),
+ mStagingTexture(NULL),
+ mStagingSubresource(0),
+ mRecoverFromStorage(false),
+ mAssociatedStorage(NULL),
+ mAssociatedImageIndex(gl::ImageIndex::MakeInvalid()),
+ mRecoveredFromStorageCount(0)
+{
+}
+
+Image11::~Image11()
+{
+ disassociateStorage();
+ releaseStagingTexture();
+}
+
+gl::Error Image11::generateMipmap(Image11 *dest,
+ Image11 *src,
+ const Renderer11DeviceCaps &rendererCaps)
+{
+ ASSERT(src->getDXGIFormat() == dest->getDXGIFormat());
+ ASSERT(src->getWidth() == 1 || src->getWidth() / 2 == dest->getWidth());
+ ASSERT(src->getHeight() == 1 || src->getHeight() / 2 == dest->getHeight());
+
+ D3D11_MAPPED_SUBRESOURCE destMapped;
+ ANGLE_TRY(dest->map(D3D11_MAP_WRITE, &destMapped));
+
+ D3D11_MAPPED_SUBRESOURCE srcMapped;
+ gl::Error error = src->map(D3D11_MAP_READ, &srcMapped);
+ if (error.isError())
+ {
+ dest->unmap();
+ return error;
+ }
+
+ const uint8_t *sourceData = reinterpret_cast<const uint8_t *>(srcMapped.pData);
+ uint8_t *destData = reinterpret_cast<uint8_t *>(destMapped.pData);
+
+ auto mipGenerationFunction =
+ d3d11::Format::Get(src->getInternalFormat(), rendererCaps).format().mipGenerationFunction;
+ mipGenerationFunction(src->getWidth(), src->getHeight(), src->getDepth(), sourceData,
+ srcMapped.RowPitch, srcMapped.DepthPitch, destData, destMapped.RowPitch,
+ destMapped.DepthPitch);
+
+ dest->unmap();
+ src->unmap();
+
+ dest->markDirty();
+
+ return gl::NoError();
+}
+
+bool Image11::isDirty() const
+{
+ // If mDirty is true AND mStagingTexture doesn't exist AND mStagingTexture doesn't need to be
+ // recovered from TextureStorage AND the texture doesn't require init data (i.e. a blank new
+ // texture will suffice) then isDirty should still return false.
+ if (mDirty && !mStagingTexture && !mRecoverFromStorage)
+ {
+ const Renderer11DeviceCaps &deviceCaps = mRenderer->getRenderer11DeviceCaps();
+ const auto &formatInfo = d3d11::Format::Get(mInternalFormat, deviceCaps);
+ if (formatInfo.dataInitializerFunction == nullptr)
+ {
+ return false;
+ }
+ }
+
+ return mDirty;
+}
+
+gl::Error Image11::copyToStorage(TextureStorage *storage,
+ const gl::ImageIndex &index,
+ const gl::Box &region)
+{
+ TextureStorage11 *storage11 = GetAs<TextureStorage11>(storage);
+
+ // If an app's behavior results in an Image11 copying its data to/from to a TextureStorage
+ // multiple times, then we should just keep the staging texture around to prevent the copying
+ // from impacting perf. We allow the Image11 to copy its data to/from TextureStorage once. This
+ // accounts for an app making a late call to glGenerateMipmap.
+ bool attemptToReleaseStagingTexture = (mRecoveredFromStorageCount < 2);
+
+ if (attemptToReleaseStagingTexture)
+ {
+ // If another image is relying on this Storage for its data, then we must let it recover its
+ // data before we overwrite it.
+ ANGLE_TRY(storage11->releaseAssociatedImage(index, this));
+ }
+
+ ID3D11Resource *stagingTexture = NULL;
+ unsigned int stagingSubresourceIndex = 0;
+ ANGLE_TRY(getStagingTexture(&stagingTexture, &stagingSubresourceIndex));
+ ANGLE_TRY(
+ storage11->updateSubresourceLevel(stagingTexture, stagingSubresourceIndex, index, region));
+
+ // Once the image data has been copied into the Storage, we can release it locally.
+ if (attemptToReleaseStagingTexture)
+ {
+ storage11->associateImage(this, index);
+ releaseStagingTexture();
+ mRecoverFromStorage = true;
+ mAssociatedStorage = storage11;
+ mAssociatedImageIndex = index;
+ }
+
+ return gl::NoError();
+}
+
+bool Image11::isAssociatedStorageValid(TextureStorage11 *textureStorage) const
+{
+ return (mAssociatedStorage == textureStorage);
+}
+
+gl::Error Image11::recoverFromAssociatedStorage()
+{
+ if (mRecoverFromStorage)
+ {
+ ANGLE_TRY(createStagingTexture());
+
+ bool textureStorageCorrect =
+ mAssociatedStorage->isAssociatedImageValid(mAssociatedImageIndex, this);
+
+ // This means that the cached TextureStorage has been modified after this Image11 released
+ // its copy of its data. This should not have happened. The TextureStorage should have told
+ // this Image11 to recover its data before it was overwritten.
+ ASSERT(textureStorageCorrect);
+
+ if (textureStorageCorrect)
+ {
+ // CopySubResource from the Storage to the Staging texture
+ gl::Box region(0, 0, 0, mWidth, mHeight, mDepth);
+ ANGLE_TRY(mAssociatedStorage->copySubresourceLevel(mStagingTexture, mStagingSubresource,
+ mAssociatedImageIndex, region));
+ mRecoveredFromStorageCount += 1;
+ }
+
+ // Reset all the recovery parameters, even if the texture storage association is broken.
+ disassociateStorage();
+ }
+
+ return gl::NoError();
+}
+
+void Image11::disassociateStorage()
+{
+ if (mRecoverFromStorage)
+ {
+ // Make the texturestorage release the Image11 too
+ mAssociatedStorage->disassociateImage(mAssociatedImageIndex, this);
+
+ mRecoverFromStorage = false;
+ mAssociatedStorage = NULL;
+ mAssociatedImageIndex = gl::ImageIndex::MakeInvalid();
+ }
+}
+
+bool Image11::redefine(GLenum target,
+ GLenum internalformat,
+ const gl::Extents &size,
+ bool forceRelease)
+{
+ if (mWidth != size.width || mHeight != size.height || mInternalFormat != internalformat ||
+ forceRelease)
+ {
+ // End the association with the TextureStorage, since that data will be out of date.
+ // Also reset mRecoveredFromStorageCount since this Image is getting completely redefined.
+ disassociateStorage();
+ mRecoveredFromStorageCount = 0;
+
+ mWidth = size.width;
+ mHeight = size.height;
+ mDepth = size.depth;
+ mInternalFormat = internalformat;
+ mTarget = target;
+
+ // compute the d3d format that will be used
+ const d3d11::Format &formatInfo =
+ d3d11::Format::Get(internalformat, mRenderer->getRenderer11DeviceCaps());
+ mDXGIFormat = formatInfo.texFormat;
+ mRenderable = (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN);
+
+ releaseStagingTexture();
+ mDirty = (formatInfo.dataInitializerFunction != NULL);
+
+ return true;
+ }
+
+ return false;
+}
+
+DXGI_FORMAT Image11::getDXGIFormat() const
+{
+ // this should only happen if the image hasn't been redefined first
+ // which would be a bug by the caller
+ ASSERT(mDXGIFormat != DXGI_FORMAT_UNKNOWN);
+
+ return mDXGIFormat;
+}
+
+// Store the pixel rectangle designated by xoffset,yoffset,width,height with pixels stored as
+// format/type at input
+// into the target pixel rectangle.
+gl::Error Image11::loadData(const gl::Box &area,
+ const gl::PixelUnpackState &unpack,
+ GLenum inputType,
+ const void *input,
+ bool applySkipImages)
+{
+ const auto sizedInputFormat = getSizedInputFormat(inputType);
+ const gl::InternalFormat &inputFormat = gl::GetInternalFormatInfo(sizedInputFormat);
+ GLuint inputRowPitch = 0;
+ ANGLE_TRY_RESULT(
+ inputFormat.computeRowPitch(area.width, unpack.alignment, unpack.rowLength),
+ inputRowPitch);
+ GLuint inputDepthPitch = 0;
+ ANGLE_TRY_RESULT(gl::InternalFormat::computeDepthPitch(area.height, unpack.imageHeight, inputRowPitch),
+ inputDepthPitch);
+ GLuint inputSkipBytes = 0;
+ ANGLE_TRY_RESULT(
+ inputFormat.computeSkipBytes(inputRowPitch, inputDepthPitch, unpack, applySkipImages),
+ inputSkipBytes);
+
+ const d3d11::DXGIFormatSize &dxgiFormatInfo = d3d11::GetDXGIFormatSizeInfo(mDXGIFormat);
+ GLuint outputPixelSize = dxgiFormatInfo.pixelBytes;
+
+ const d3d11::Format &d3dFormatInfo =
+ d3d11::Format::Get(mInternalFormat, mRenderer->getRenderer11DeviceCaps());
+ LoadImageFunction loadFunction = d3dFormatInfo.getLoadFunctions()(inputType).loadFunction;
+
+ D3D11_MAPPED_SUBRESOURCE mappedImage;
+ ANGLE_TRY(map(D3D11_MAP_WRITE, &mappedImage));
+
+ uint8_t *offsetMappedData = (reinterpret_cast<uint8_t *>(mappedImage.pData) +
+ (area.y * mappedImage.RowPitch + area.x * outputPixelSize +
+ area.z * mappedImage.DepthPitch));
+ loadFunction(area.width, area.height, area.depth,
+ reinterpret_cast<const uint8_t *>(input) + inputSkipBytes, inputRowPitch,
+ inputDepthPitch, offsetMappedData, mappedImage.RowPitch, mappedImage.DepthPitch);
+
+ unmap();
+
+ return gl::NoError();
+}
+
+gl::Error Image11::loadCompressedData(const gl::Box &area, const void *input)
+{
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(mInternalFormat);
+ GLsizei inputRowPitch = 0;
+ ANGLE_TRY_RESULT(formatInfo.computeRowPitch(area.width, 1, 0), inputRowPitch);
+ GLsizei inputDepthPitch = 0;
+ ANGLE_TRY_RESULT(gl::InternalFormat::computeDepthPitch(area.height, 0, inputRowPitch), inputDepthPitch);
+
+ const d3d11::DXGIFormatSize &dxgiFormatInfo = d3d11::GetDXGIFormatSizeInfo(mDXGIFormat);
+ GLuint outputPixelSize = dxgiFormatInfo.pixelBytes;
+ GLuint outputBlockWidth = dxgiFormatInfo.blockWidth;
+ GLuint outputBlockHeight = dxgiFormatInfo.blockHeight;
+
+ ASSERT(area.x % outputBlockWidth == 0);
+ ASSERT(area.y % outputBlockHeight == 0);
+
+ const d3d11::Format &d3dFormatInfo =
+ d3d11::Format::Get(mInternalFormat, mRenderer->getRenderer11DeviceCaps());
+ LoadImageFunction loadFunction =
+ d3dFormatInfo.getLoadFunctions()(GL_UNSIGNED_BYTE).loadFunction;
+
+ D3D11_MAPPED_SUBRESOURCE mappedImage;
+ ANGLE_TRY(map(D3D11_MAP_WRITE, &mappedImage));
+
+ uint8_t *offsetMappedData =
+ reinterpret_cast<uint8_t *>(mappedImage.pData) +
+ ((area.y / outputBlockHeight) * mappedImage.RowPitch +
+ (area.x / outputBlockWidth) * outputPixelSize + area.z * mappedImage.DepthPitch);
+
+ loadFunction(area.width, area.height, area.depth, reinterpret_cast<const uint8_t *>(input),
+ inputRowPitch, inputDepthPitch, offsetMappedData, mappedImage.RowPitch,
+ mappedImage.DepthPitch);
+
+ unmap();
+
+ return gl::NoError();
+}
+
+gl::Error Image11::copyFromTexStorage(const gl::ImageIndex &imageIndex, TextureStorage *source)
+{
+ TextureStorage11 *storage11 = GetAs<TextureStorage11>(source);
+
+ ID3D11Resource *resource = nullptr;
+ ANGLE_TRY(storage11->getResource(&resource));
+
+ UINT subresourceIndex = storage11->getSubresourceIndex(imageIndex);
+ TextureHelper11 textureHelper =
+ TextureHelper11::MakeAndReference(resource, storage11->getFormatSet());
+
+ gl::Box sourceBox(0, 0, 0, mWidth, mHeight, mDepth);
+ return copyWithoutConversion(gl::Offset(), sourceBox, textureHelper, subresourceIndex);
+}
+
+gl::Error Image11::copyFromFramebuffer(const gl::Offset &destOffset,
+ const gl::Rectangle &sourceArea,
+ const gl::Framebuffer *sourceFBO)
+{
+ const gl::FramebufferAttachment *srcAttachment = sourceFBO->getReadColorbuffer();
+ ASSERT(srcAttachment);
+
+ GLenum sourceInternalFormat = srcAttachment->getFormat().asSized();
+ const auto &d3d11Format =
+ d3d11::Format::Get(sourceInternalFormat, mRenderer->getRenderer11DeviceCaps());
+
+ if (d3d11Format.texFormat == mDXGIFormat && sourceInternalFormat == mInternalFormat)
+ {
+ RenderTargetD3D *renderTarget = nullptr;
+ ANGLE_TRY(srcAttachment->getRenderTarget(&renderTarget));
+
+ RenderTarget11 *rt11 = GetAs<RenderTarget11>(renderTarget);
+ ASSERT(rt11->getTexture());
+
+ TextureHelper11 textureHelper =
+ TextureHelper11::MakeAndReference(rt11->getTexture(), rt11->getFormatSet());
+ unsigned int sourceSubResource = rt11->getSubresourceIndex();
+
+ gl::Box sourceBox(sourceArea.x, sourceArea.y, 0, sourceArea.width, sourceArea.height, 1);
+ return copyWithoutConversion(destOffset, sourceBox, textureHelper, sourceSubResource);
+ }
+
+ // This format requires conversion, so we must copy the texture to staging and manually convert
+ // via readPixels
+ D3D11_MAPPED_SUBRESOURCE mappedImage;
+ ANGLE_TRY(map(D3D11_MAP_WRITE, &mappedImage));
+
+ // determine the offset coordinate into the destination buffer
+ const auto &dxgiFormatInfo = d3d11::GetDXGIFormatSizeInfo(mDXGIFormat);
+ GLsizei rowOffset = dxgiFormatInfo.pixelBytes * destOffset.x;
+
+ uint8_t *dataOffset = static_cast<uint8_t *>(mappedImage.pData) +
+ mappedImage.RowPitch * destOffset.y + rowOffset +
+ destOffset.z * mappedImage.DepthPitch;
+
+ const gl::InternalFormat &destFormatInfo = gl::GetInternalFormatInfo(mInternalFormat);
+ const auto &destD3D11Format =
+ d3d11::Format::Get(mInternalFormat, mRenderer->getRenderer11DeviceCaps());
+
+ auto loadFunction = destD3D11Format.getLoadFunctions()(destFormatInfo.type);
+ gl::Error error = gl::NoError();
+ if (loadFunction.requiresConversion)
+ {
+ size_t bufferSize = destFormatInfo.pixelBytes * sourceArea.width * sourceArea.height;
+ MemoryBuffer *memoryBuffer = nullptr;
+ mRenderer->getScratchMemoryBuffer(bufferSize, &memoryBuffer);
+ GLuint memoryBufferRowPitch = destFormatInfo.pixelBytes * sourceArea.width;
+
+ error = mRenderer->readFromAttachment(*srcAttachment, sourceArea, destFormatInfo.format,
+ destFormatInfo.type, memoryBufferRowPitch,
+ gl::PixelPackState(), memoryBuffer->data());
+
+ loadFunction.loadFunction(sourceArea.width, sourceArea.height, 1, memoryBuffer->data(),
+ memoryBufferRowPitch, 0, dataOffset, mappedImage.RowPitch,
+ mappedImage.DepthPitch);
+ }
+ else
+ {
+ error = mRenderer->readFromAttachment(*srcAttachment, sourceArea, destFormatInfo.format,
+ destFormatInfo.type, mappedImage.RowPitch,
+ gl::PixelPackState(), dataOffset);
+ }
+
+ unmap();
+ mDirty = true;
+
+ return error;
+}
+
+gl::Error Image11::copyWithoutConversion(const gl::Offset &destOffset,
+ const gl::Box &sourceArea,
+ const TextureHelper11 &textureHelper,
+ UINT sourceSubResource)
+{
+ // No conversion needed-- use copyback fastpath
+ ID3D11Resource *stagingTexture = nullptr;
+ unsigned int stagingSubresourceIndex = 0;
+ ANGLE_TRY(getStagingTexture(&stagingTexture, &stagingSubresourceIndex));
+
+ ID3D11Device *device = mRenderer->getDevice();
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ UINT subresourceAfterResolve = sourceSubResource;
+
+ ID3D11Resource *srcTex = nullptr;
+ const gl::Extents &extents = textureHelper.getExtents();
+
+ bool needResolve =
+ (textureHelper.getTextureType() == GL_TEXTURE_2D && textureHelper.getSampleCount() > 1);
+
+ if (needResolve)
+ {
+ D3D11_TEXTURE2D_DESC resolveDesc;
+ resolveDesc.Width = extents.width;
+ resolveDesc.Height = extents.height;
+ resolveDesc.MipLevels = 1;
+ resolveDesc.ArraySize = 1;
+ resolveDesc.Format = textureHelper.getFormat();
+ resolveDesc.SampleDesc.Count = 1;
+ resolveDesc.SampleDesc.Quality = 0;
+ resolveDesc.Usage = D3D11_USAGE_DEFAULT;
+ resolveDesc.BindFlags = 0;
+ resolveDesc.CPUAccessFlags = 0;
+ resolveDesc.MiscFlags = 0;
+
+ ID3D11Texture2D *srcTex2D = NULL;
+ HRESULT result = device->CreateTexture2D(&resolveDesc, NULL, &srcTex2D);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY,
+ "Failed to create resolve texture for Image11::copy, HRESULT: 0x%X.",
+ result);
+ }
+ srcTex = srcTex2D;
+
+ deviceContext->ResolveSubresource(srcTex, 0, textureHelper.getTexture2D(),
+ sourceSubResource, textureHelper.getFormat());
+ subresourceAfterResolve = 0;
+ }
+ else
+ {
+ srcTex = textureHelper.getResource();
+ }
+
+ D3D11_BOX srcBox;
+ srcBox.left = sourceArea.x;
+ srcBox.right = sourceArea.x + sourceArea.width;
+ srcBox.top = sourceArea.y;
+ srcBox.bottom = sourceArea.y + sourceArea.height;
+ srcBox.front = sourceArea.z;
+ srcBox.back = sourceArea.z + sourceArea.depth;
+
+ deviceContext->CopySubresourceRegion(stagingTexture, stagingSubresourceIndex, destOffset.x,
+ destOffset.y, destOffset.z, srcTex,
+ subresourceAfterResolve, &srcBox);
+
+ if (needResolve)
+ {
+ SafeRelease(srcTex);
+ }
+
+ mDirty = true;
+ return gl::NoError();
+}
+
+gl::Error Image11::getStagingTexture(ID3D11Resource **outStagingTexture,
+ unsigned int *outSubresourceIndex)
+{
+ ANGLE_TRY(createStagingTexture());
+
+ *outStagingTexture = mStagingTexture;
+ *outSubresourceIndex = mStagingSubresource;
+ return gl::NoError();
+}
+
+void Image11::releaseStagingTexture()
+{
+ SafeRelease(mStagingTexture);
+}
+
+gl::Error Image11::createStagingTexture()
+{
+ if (mStagingTexture)
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ ASSERT(mWidth > 0 && mHeight > 0 && mDepth > 0);
+
+ const DXGI_FORMAT dxgiFormat = getDXGIFormat();
+
+ ID3D11Device *device = mRenderer->getDevice();
+ HRESULT result;
+
+ int lodOffset = 1;
+ GLsizei width = mWidth;
+ GLsizei height = mHeight;
+
+ // adjust size if needed for compressed textures
+ d3d11::MakeValidSize(false, dxgiFormat, &width, &height, &lodOffset);
+
+ if (mTarget == GL_TEXTURE_3D)
+ {
+ ID3D11Texture3D *newTexture = NULL;
+
+ D3D11_TEXTURE3D_DESC desc;
+ desc.Width = width;
+ desc.Height = height;
+ desc.Depth = mDepth;
+ desc.MipLevels = lodOffset + 1;
+ desc.Format = dxgiFormat;
+ desc.Usage = D3D11_USAGE_STAGING;
+ desc.BindFlags = 0;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
+ desc.MiscFlags = 0;
+
+ if (d3d11::Format::Get(mInternalFormat, mRenderer->getRenderer11DeviceCaps())
+ .dataInitializerFunction != NULL)
+ {
+ std::vector<D3D11_SUBRESOURCE_DATA> initialData;
+ std::vector<std::vector<BYTE>> textureData;
+ d3d11::GenerateInitialTextureData(mInternalFormat, mRenderer->getRenderer11DeviceCaps(),
+ width, height, mDepth, lodOffset + 1, &initialData,
+ &textureData);
+
+ result = device->CreateTexture3D(&desc, initialData.data(), &newTexture);
+ }
+ else
+ {
+ result = device->CreateTexture3D(&desc, NULL, &newTexture);
+ }
+
+ if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create staging texture, result: 0x%X.",
+ result);
+ }
+
+ mStagingTexture = newTexture;
+ mStagingSubresource = D3D11CalcSubresource(lodOffset, 0, lodOffset + 1);
+ }
+ else if (mTarget == GL_TEXTURE_2D || mTarget == GL_TEXTURE_2D_ARRAY ||
+ mTarget == GL_TEXTURE_CUBE_MAP)
+ {
+ ID3D11Texture2D *newTexture = NULL;
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = width;
+ desc.Height = height;
+ desc.MipLevels = lodOffset + 1;
+ desc.ArraySize = 1;
+ desc.Format = dxgiFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_STAGING;
+ desc.BindFlags = 0;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
+ desc.MiscFlags = 0;
+
+ if (d3d11::Format::Get(mInternalFormat, mRenderer->getRenderer11DeviceCaps())
+ .dataInitializerFunction != NULL)
+ {
+ std::vector<D3D11_SUBRESOURCE_DATA> initialData;
+ std::vector<std::vector<BYTE>> textureData;
+ d3d11::GenerateInitialTextureData(mInternalFormat, mRenderer->getRenderer11DeviceCaps(),
+ width, height, 1, lodOffset + 1, &initialData,
+ &textureData);
+
+ result = device->CreateTexture2D(&desc, initialData.data(), &newTexture);
+ }
+ else
+ {
+ result = device->CreateTexture2D(&desc, NULL, &newTexture);
+ }
+
+ if (FAILED(result))
+ {
+ ASSERT(result == E_OUTOFMEMORY);
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create staging texture, result: 0x%X.",
+ result);
+ }
+
+ mStagingTexture = newTexture;
+ mStagingSubresource = D3D11CalcSubresource(lodOffset, 0, lodOffset + 1);
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+
+ mDirty = false;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error Image11::map(D3D11_MAP mapType, D3D11_MAPPED_SUBRESOURCE *map)
+{
+ // We must recover from the TextureStorage if necessary, even for D3D11_MAP_WRITE.
+ ANGLE_TRY(recoverFromAssociatedStorage());
+
+ ID3D11Resource *stagingTexture = NULL;
+ unsigned int subresourceIndex = 0;
+ ANGLE_TRY(getStagingTexture(&stagingTexture, &subresourceIndex));
+
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ ASSERT(mStagingTexture);
+ HRESULT result = deviceContext->Map(stagingTexture, subresourceIndex, mapType, 0, map);
+
+ if (FAILED(result))
+ {
+ // this can fail if the device is removed (from TDR)
+ if (d3d11::isDeviceLostError(result))
+ {
+ mRenderer->notifyDeviceLost();
+ }
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to map staging texture, result: 0x%X.", result);
+ }
+
+ mDirty = true;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void Image11::unmap()
+{
+ if (mStagingTexture)
+ {
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+ deviceContext->Unmap(mStagingTexture, mStagingSubresource);
+ }
+}
+
+} // namespace rx