gfx/angle/src/libGLESv2/renderer/RenderTarget11.cpp

Sat, 03 Jan 2015 20:18:00 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Sat, 03 Jan 2015 20:18:00 +0100
branch
TOR_BUG_3246
changeset 7
129ffea94266
permissions
-rw-r--r--

Conditionally enable double key logic according to:
private browsing mode or privacy.thirdparty.isolate preference and
implement in GetCookieStringCommon and FindCookie where it counts...
With some reservations of how to convince FindCookie users to test
condition and pass a nullptr when disabling double key logic.

michael@0 1 #include "precompiled.h"
michael@0 2 //
michael@0 3 // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
michael@0 4 // Use of this source code is governed by a BSD-style license that can be
michael@0 5 // found in the LICENSE file.
michael@0 6 //
michael@0 7
michael@0 8 // RenderTarget11.cpp: Implements a DX11-specific wrapper for ID3D11View pointers
michael@0 9 // retained by Renderbuffers.
michael@0 10
michael@0 11 #include "libGLESv2/renderer/RenderTarget11.h"
michael@0 12 #include "libGLESv2/renderer/Renderer11.h"
michael@0 13
michael@0 14 #include "libGLESv2/renderer/renderer11_utils.h"
michael@0 15 #include "libGLESv2/main.h"
michael@0 16
michael@0 17 namespace rx
michael@0 18 {
michael@0 19
michael@0 20 static unsigned int getRTVSubresourceIndex(ID3D11Texture2D *texture, ID3D11RenderTargetView *view)
michael@0 21 {
michael@0 22 D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
michael@0 23 view->GetDesc(&rtvDesc);
michael@0 24
michael@0 25 D3D11_TEXTURE2D_DESC texDesc;
michael@0 26 texture->GetDesc(&texDesc);
michael@0 27
michael@0 28 unsigned int mipSlice = 0;
michael@0 29 unsigned int arraySlice = 0;
michael@0 30 unsigned int mipLevels = texDesc.MipLevels;
michael@0 31
michael@0 32 switch (rtvDesc.ViewDimension)
michael@0 33 {
michael@0 34 case D3D11_RTV_DIMENSION_TEXTURE1D:
michael@0 35 mipSlice = rtvDesc.Texture1D.MipSlice;
michael@0 36 arraySlice = 0;
michael@0 37 break;
michael@0 38
michael@0 39 case D3D11_RTV_DIMENSION_TEXTURE1DARRAY:
michael@0 40 mipSlice = rtvDesc.Texture1DArray.MipSlice;
michael@0 41 arraySlice = rtvDesc.Texture1DArray.FirstArraySlice;
michael@0 42 break;
michael@0 43
michael@0 44 case D3D11_RTV_DIMENSION_TEXTURE2D:
michael@0 45 mipSlice = rtvDesc.Texture2D.MipSlice;
michael@0 46 arraySlice = 0;
michael@0 47 break;
michael@0 48
michael@0 49 case D3D11_RTV_DIMENSION_TEXTURE2DARRAY:
michael@0 50 mipSlice = rtvDesc.Texture2DArray.MipSlice;
michael@0 51 arraySlice = rtvDesc.Texture2DArray.FirstArraySlice;
michael@0 52 break;
michael@0 53
michael@0 54 case D3D11_RTV_DIMENSION_TEXTURE2DMS:
michael@0 55 mipSlice = 0;
michael@0 56 arraySlice = 0;
michael@0 57 break;
michael@0 58
michael@0 59 case D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY:
michael@0 60 mipSlice = 0;
michael@0 61 arraySlice = rtvDesc.Texture2DMSArray.FirstArraySlice;
michael@0 62 break;
michael@0 63
michael@0 64 case D3D11_RTV_DIMENSION_TEXTURE3D:
michael@0 65 mipSlice = rtvDesc.Texture3D.MipSlice;
michael@0 66 arraySlice = 0;
michael@0 67 break;
michael@0 68
michael@0 69 case D3D11_RTV_DIMENSION_UNKNOWN:
michael@0 70 case D3D11_RTV_DIMENSION_BUFFER:
michael@0 71 UNIMPLEMENTED();
michael@0 72 break;
michael@0 73
michael@0 74 default:
michael@0 75 UNREACHABLE();
michael@0 76 break;
michael@0 77 }
michael@0 78
michael@0 79 return D3D11CalcSubresource(mipSlice, arraySlice, mipLevels);
michael@0 80 }
michael@0 81
michael@0 82 static unsigned int getDSVSubresourceIndex(ID3D11Texture2D *texture, ID3D11DepthStencilView *view)
michael@0 83 {
michael@0 84 D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
michael@0 85 view->GetDesc(&dsvDesc);
michael@0 86
michael@0 87 D3D11_TEXTURE2D_DESC texDesc;
michael@0 88 texture->GetDesc(&texDesc);
michael@0 89
michael@0 90 unsigned int mipSlice = 0;
michael@0 91 unsigned int arraySlice = 0;
michael@0 92 unsigned int mipLevels = texDesc.MipLevels;
michael@0 93
michael@0 94 switch (dsvDesc.ViewDimension)
michael@0 95 {
michael@0 96 case D3D11_DSV_DIMENSION_TEXTURE1D:
michael@0 97 mipSlice = dsvDesc.Texture1D.MipSlice;
michael@0 98 arraySlice = 0;
michael@0 99 break;
michael@0 100
michael@0 101 case D3D11_DSV_DIMENSION_TEXTURE1DARRAY:
michael@0 102 mipSlice = dsvDesc.Texture1DArray.MipSlice;
michael@0 103 arraySlice = dsvDesc.Texture1DArray.FirstArraySlice;
michael@0 104 break;
michael@0 105
michael@0 106 case D3D11_DSV_DIMENSION_TEXTURE2D:
michael@0 107 mipSlice = dsvDesc.Texture2D.MipSlice;
michael@0 108 arraySlice = 0;
michael@0 109 break;
michael@0 110
michael@0 111 case D3D11_DSV_DIMENSION_TEXTURE2DARRAY:
michael@0 112 mipSlice = dsvDesc.Texture2DArray.MipSlice;
michael@0 113 arraySlice = dsvDesc.Texture2DArray.FirstArraySlice;
michael@0 114 break;
michael@0 115
michael@0 116 case D3D11_DSV_DIMENSION_TEXTURE2DMS:
michael@0 117 mipSlice = 0;
michael@0 118 arraySlice = 0;
michael@0 119 break;
michael@0 120
michael@0 121 case D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY:
michael@0 122 mipSlice = 0;
michael@0 123 arraySlice = dsvDesc.Texture2DMSArray.FirstArraySlice;
michael@0 124 break;
michael@0 125
michael@0 126 case D3D11_RTV_DIMENSION_UNKNOWN:
michael@0 127 UNIMPLEMENTED();
michael@0 128 break;
michael@0 129
michael@0 130 default:
michael@0 131 UNREACHABLE();
michael@0 132 break;
michael@0 133 }
michael@0 134
michael@0 135 return D3D11CalcSubresource(mipSlice, arraySlice, mipLevels);
michael@0 136 }
michael@0 137
michael@0 138 RenderTarget11::RenderTarget11(Renderer *renderer, ID3D11RenderTargetView *rtv, ID3D11Texture2D *tex, ID3D11ShaderResourceView *srv, GLsizei width, GLsizei height)
michael@0 139 {
michael@0 140 mRenderer = Renderer11::makeRenderer11(renderer);
michael@0 141 mTexture = tex;
michael@0 142 mRenderTarget = rtv;
michael@0 143 mDepthStencil = NULL;
michael@0 144 mShaderResource = srv;
michael@0 145 mSubresourceIndex = 0;
michael@0 146
michael@0 147 if (mRenderTarget && mTexture)
michael@0 148 {
michael@0 149 D3D11_RENDER_TARGET_VIEW_DESC desc;
michael@0 150 mRenderTarget->GetDesc(&desc);
michael@0 151
michael@0 152 D3D11_TEXTURE2D_DESC texDesc;
michael@0 153 mTexture->GetDesc(&texDesc);
michael@0 154
michael@0 155 mSubresourceIndex = getRTVSubresourceIndex(mTexture, mRenderTarget);
michael@0 156 mWidth = width;
michael@0 157 mHeight = height;
michael@0 158 mSamples = (texDesc.SampleDesc.Count > 1) ? texDesc.SampleDesc.Count : 0;
michael@0 159
michael@0 160 mInternalFormat = d3d11_gl::ConvertTextureInternalFormat(desc.Format);
michael@0 161 mActualFormat = d3d11_gl::ConvertTextureInternalFormat(desc.Format);
michael@0 162 }
michael@0 163 }
michael@0 164
michael@0 165 RenderTarget11::RenderTarget11(Renderer *renderer, ID3D11DepthStencilView *dsv, ID3D11Texture2D *tex, ID3D11ShaderResourceView *srv, GLsizei width, GLsizei height)
michael@0 166 {
michael@0 167 mRenderer = Renderer11::makeRenderer11(renderer);
michael@0 168 mTexture = tex;
michael@0 169 mRenderTarget = NULL;
michael@0 170 mDepthStencil = dsv;
michael@0 171 mShaderResource = srv;
michael@0 172 mSubresourceIndex = 0;
michael@0 173
michael@0 174 if (mDepthStencil && mTexture)
michael@0 175 {
michael@0 176 D3D11_DEPTH_STENCIL_VIEW_DESC desc;
michael@0 177 mDepthStencil->GetDesc(&desc);
michael@0 178
michael@0 179 D3D11_TEXTURE2D_DESC texDesc;
michael@0 180 mTexture->GetDesc(&texDesc);
michael@0 181
michael@0 182 mSubresourceIndex = getDSVSubresourceIndex(mTexture, mDepthStencil);
michael@0 183 mWidth = width;
michael@0 184 mHeight = height;
michael@0 185 mSamples = (texDesc.SampleDesc.Count > 1) ? texDesc.SampleDesc.Count : 0;
michael@0 186
michael@0 187 mInternalFormat = d3d11_gl::ConvertTextureInternalFormat(desc.Format);
michael@0 188 mActualFormat = d3d11_gl::ConvertTextureInternalFormat(desc.Format);
michael@0 189 }
michael@0 190 }
michael@0 191
michael@0 192 RenderTarget11::RenderTarget11(Renderer *renderer, GLsizei width, GLsizei height, GLenum format, GLsizei samples, bool depth)
michael@0 193 {
michael@0 194 mRenderer = Renderer11::makeRenderer11(renderer);
michael@0 195 mTexture = NULL;
michael@0 196 mRenderTarget = NULL;
michael@0 197 mDepthStencil = NULL;
michael@0 198 mShaderResource = NULL;
michael@0 199
michael@0 200 DXGI_FORMAT requestedFormat = gl_d3d11::ConvertRenderbufferFormat(format);
michael@0 201
michael@0 202 int supportedSamples = mRenderer->getNearestSupportedSamples(requestedFormat, samples);
michael@0 203 if (supportedSamples < 0)
michael@0 204 {
michael@0 205 gl::error(GL_OUT_OF_MEMORY);
michael@0 206 return;
michael@0 207 }
michael@0 208
michael@0 209 if (width > 0 && height > 0)
michael@0 210 {
michael@0 211 // Create texture resource
michael@0 212 D3D11_TEXTURE2D_DESC desc;
michael@0 213 desc.Width = width;
michael@0 214 desc.Height = height;
michael@0 215 desc.MipLevels = 1;
michael@0 216 desc.ArraySize = 1;
michael@0 217 desc.Format = requestedFormat;
michael@0 218 desc.SampleDesc.Count = (supportedSamples == 0) ? 1 : supportedSamples;
michael@0 219 desc.SampleDesc.Quality = 0;
michael@0 220 desc.Usage = D3D11_USAGE_DEFAULT;
michael@0 221 desc.CPUAccessFlags = 0;
michael@0 222 desc.MiscFlags = 0;
michael@0 223 desc.BindFlags = (depth ? D3D11_BIND_DEPTH_STENCIL : (D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE));
michael@0 224
michael@0 225 ID3D11Device *device = mRenderer->getDevice();
michael@0 226 HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
michael@0 227
michael@0 228 if (result == E_OUTOFMEMORY)
michael@0 229 {
michael@0 230 gl::error(GL_OUT_OF_MEMORY);
michael@0 231 return;
michael@0 232 }
michael@0 233 ASSERT(SUCCEEDED(result));
michael@0 234
michael@0 235 if (depth)
michael@0 236 {
michael@0 237 D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
michael@0 238 dsvDesc.Format = requestedFormat;
michael@0 239 dsvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_DSV_DIMENSION_TEXTURE2D : D3D11_DSV_DIMENSION_TEXTURE2DMS;
michael@0 240 dsvDesc.Texture2D.MipSlice = 0;
michael@0 241 dsvDesc.Flags = 0;
michael@0 242 result = device->CreateDepthStencilView(mTexture, &dsvDesc, &mDepthStencil);
michael@0 243
michael@0 244 if (result == E_OUTOFMEMORY)
michael@0 245 {
michael@0 246 mTexture->Release();
michael@0 247 mTexture = NULL;
michael@0 248 gl::error(GL_OUT_OF_MEMORY);
michael@0 249 }
michael@0 250 ASSERT(SUCCEEDED(result));
michael@0 251 }
michael@0 252 else
michael@0 253 {
michael@0 254 D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
michael@0 255 rtvDesc.Format = requestedFormat;
michael@0 256 rtvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_RTV_DIMENSION_TEXTURE2D : D3D11_RTV_DIMENSION_TEXTURE2DMS;
michael@0 257 rtvDesc.Texture2D.MipSlice = 0;
michael@0 258 result = device->CreateRenderTargetView(mTexture, &rtvDesc, &mRenderTarget);
michael@0 259
michael@0 260 if (result == E_OUTOFMEMORY)
michael@0 261 {
michael@0 262 mTexture->Release();
michael@0 263 mTexture = NULL;
michael@0 264 gl::error(GL_OUT_OF_MEMORY);
michael@0 265 return;
michael@0 266 }
michael@0 267 ASSERT(SUCCEEDED(result));
michael@0 268
michael@0 269 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
michael@0 270 srvDesc.Format = requestedFormat;
michael@0 271 srvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_SRV_DIMENSION_TEXTURE2D : D3D11_SRV_DIMENSION_TEXTURE2DMS;
michael@0 272 srvDesc.Texture2D.MostDetailedMip = 0;
michael@0 273 srvDesc.Texture2D.MipLevels = 1;
michael@0 274 result = device->CreateShaderResourceView(mTexture, &srvDesc, &mShaderResource);
michael@0 275
michael@0 276 if (result == E_OUTOFMEMORY)
michael@0 277 {
michael@0 278 mTexture->Release();
michael@0 279 mTexture = NULL;
michael@0 280 mRenderTarget->Release();
michael@0 281 mRenderTarget = NULL;
michael@0 282 gl::error(GL_OUT_OF_MEMORY);
michael@0 283 return;
michael@0 284 }
michael@0 285 ASSERT(SUCCEEDED(result));
michael@0 286 }
michael@0 287 }
michael@0 288
michael@0 289 mWidth = width;
michael@0 290 mHeight = height;
michael@0 291 mInternalFormat = format;
michael@0 292 mSamples = supportedSamples;
michael@0 293 mActualFormat = d3d11_gl::ConvertTextureInternalFormat(requestedFormat);
michael@0 294 mSubresourceIndex = D3D11CalcSubresource(0, 0, 1);
michael@0 295 }
michael@0 296
michael@0 297 RenderTarget11::~RenderTarget11()
michael@0 298 {
michael@0 299 if (mTexture)
michael@0 300 {
michael@0 301 mTexture->Release();
michael@0 302 mTexture = NULL;
michael@0 303 }
michael@0 304
michael@0 305 if (mRenderTarget)
michael@0 306 {
michael@0 307 mRenderTarget->Release();
michael@0 308 mRenderTarget = NULL;
michael@0 309 }
michael@0 310
michael@0 311 if (mDepthStencil)
michael@0 312 {
michael@0 313 mDepthStencil->Release();
michael@0 314 mDepthStencil = NULL;
michael@0 315 }
michael@0 316
michael@0 317 if (mShaderResource)
michael@0 318 {
michael@0 319 mShaderResource->Release();
michael@0 320 mShaderResource = NULL;
michael@0 321 }
michael@0 322 }
michael@0 323
michael@0 324 RenderTarget11 *RenderTarget11::makeRenderTarget11(RenderTarget *target)
michael@0 325 {
michael@0 326 ASSERT(HAS_DYNAMIC_TYPE(rx::RenderTarget11*, target));
michael@0 327 return static_cast<rx::RenderTarget11*>(target);
michael@0 328 }
michael@0 329
michael@0 330 ID3D11Texture2D *RenderTarget11::getTexture() const
michael@0 331 {
michael@0 332 return mTexture;
michael@0 333 }
michael@0 334
michael@0 335 ID3D11RenderTargetView *RenderTarget11::getRenderTargetView() const
michael@0 336 {
michael@0 337 return mRenderTarget;
michael@0 338 }
michael@0 339
michael@0 340 ID3D11DepthStencilView *RenderTarget11::getDepthStencilView() const
michael@0 341 {
michael@0 342 return mDepthStencil;
michael@0 343 }
michael@0 344
michael@0 345 ID3D11ShaderResourceView *RenderTarget11::getShaderResourceView() const
michael@0 346 {
michael@0 347 return mShaderResource;
michael@0 348 }
michael@0 349
michael@0 350 unsigned int RenderTarget11::getSubresourceIndex() const
michael@0 351 {
michael@0 352 return mSubresourceIndex;
michael@0 353 }
michael@0 354
michael@0 355 }

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