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1 #include "precompiled.h" |
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2 // |
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3 // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. |
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4 // Use of this source code is governed by a BSD-style license that can be |
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5 // found in the LICENSE file. |
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6 // |
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7 |
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8 // TextureStorage11.cpp: Implements the abstract rx::TextureStorage11 class and its concrete derived |
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9 // classes TextureStorage11_2D and TextureStorage11_Cube, which act as the interface to the D3D11 texture. |
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10 |
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11 #include "libGLESv2/renderer/TextureStorage11.h" |
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12 |
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13 #include "libGLESv2/renderer/Renderer11.h" |
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14 #include "libGLESv2/renderer/RenderTarget11.h" |
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15 #include "libGLESv2/renderer/SwapChain11.h" |
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16 #include "libGLESv2/renderer/renderer11_utils.h" |
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17 |
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18 #include "libGLESv2/utilities.h" |
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19 #include "libGLESv2/main.h" |
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20 |
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21 namespace rx |
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22 { |
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23 |
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24 TextureStorage11::TextureStorage11(Renderer *renderer, UINT bindFlags) |
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25 : mBindFlags(bindFlags), |
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26 mLodOffset(0), |
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27 mMipLevels(0), |
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28 mTexture(NULL), |
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29 mTextureFormat(DXGI_FORMAT_UNKNOWN), |
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30 mShaderResourceFormat(DXGI_FORMAT_UNKNOWN), |
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31 mRenderTargetFormat(DXGI_FORMAT_UNKNOWN), |
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32 mDepthStencilFormat(DXGI_FORMAT_UNKNOWN), |
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33 mSRV(NULL), |
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34 mTextureWidth(0), |
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35 mTextureHeight(0) |
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36 { |
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37 mRenderer = Renderer11::makeRenderer11(renderer); |
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38 } |
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39 |
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40 TextureStorage11::~TextureStorage11() |
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41 { |
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42 } |
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43 |
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44 TextureStorage11 *TextureStorage11::makeTextureStorage11(TextureStorage *storage) |
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45 { |
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46 ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11*, storage)); |
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47 return static_cast<TextureStorage11*>(storage); |
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48 } |
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49 |
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50 DWORD TextureStorage11::GetTextureBindFlags(DXGI_FORMAT format, GLenum glusage, bool forceRenderable) |
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51 { |
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52 UINT bindFlags = D3D11_BIND_SHADER_RESOURCE; |
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53 |
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54 if (d3d11::IsDepthStencilFormat(format)) |
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55 { |
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56 bindFlags |= D3D11_BIND_DEPTH_STENCIL; |
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57 } |
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58 else if(forceRenderable || (TextureStorage11::IsTextureFormatRenderable(format) && (glusage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE))) |
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59 { |
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60 bindFlags |= D3D11_BIND_RENDER_TARGET; |
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61 } |
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62 return bindFlags; |
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63 } |
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64 |
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65 bool TextureStorage11::IsTextureFormatRenderable(DXGI_FORMAT format) |
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66 { |
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67 switch(format) |
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68 { |
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69 case DXGI_FORMAT_R8G8B8A8_UNORM: |
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70 case DXGI_FORMAT_A8_UNORM: |
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71 case DXGI_FORMAT_R32G32B32A32_FLOAT: |
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72 case DXGI_FORMAT_R16G16B16A16_FLOAT: |
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73 case DXGI_FORMAT_B8G8R8A8_UNORM: |
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74 case DXGI_FORMAT_R8_UNORM: |
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75 case DXGI_FORMAT_R8G8_UNORM: |
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76 case DXGI_FORMAT_R16_FLOAT: |
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77 case DXGI_FORMAT_R16G16_FLOAT: |
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78 return true; |
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79 case DXGI_FORMAT_BC1_UNORM: |
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80 case DXGI_FORMAT_BC2_UNORM: |
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81 case DXGI_FORMAT_BC3_UNORM: |
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82 case DXGI_FORMAT_R32G32B32_FLOAT: // not renderable on all devices |
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83 return false; |
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84 default: |
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85 UNREACHABLE(); |
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86 return false; |
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87 } |
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88 } |
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89 |
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90 UINT TextureStorage11::getBindFlags() const |
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91 { |
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92 return mBindFlags; |
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93 } |
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94 |
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95 ID3D11Texture2D *TextureStorage11::getBaseTexture() const |
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96 { |
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97 return mTexture; |
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98 } |
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99 |
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100 int TextureStorage11::getLodOffset() const |
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101 { |
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102 return mLodOffset; |
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103 } |
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104 |
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105 bool TextureStorage11::isRenderTarget() const |
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106 { |
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107 return (mBindFlags & (D3D11_BIND_RENDER_TARGET | D3D11_BIND_DEPTH_STENCIL)) != 0; |
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108 } |
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109 |
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110 bool TextureStorage11::isManaged() const |
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111 { |
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112 return false; |
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113 } |
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114 |
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115 int TextureStorage11::levelCount() |
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116 { |
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117 int levels = 0; |
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118 if (getBaseTexture()) |
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119 { |
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120 levels = mMipLevels - getLodOffset(); |
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121 } |
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122 return levels; |
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123 } |
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124 |
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125 UINT TextureStorage11::getSubresourceIndex(int level, int faceIndex) |
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126 { |
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127 UINT index = 0; |
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128 if (getBaseTexture()) |
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129 { |
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130 index = D3D11CalcSubresource(level, faceIndex, mMipLevels); |
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131 } |
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132 return index; |
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133 } |
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134 |
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135 bool TextureStorage11::updateSubresourceLevel(ID3D11Texture2D *srcTexture, unsigned int sourceSubresource, |
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136 int level, int face, GLint xoffset, GLint yoffset, |
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137 GLsizei width, GLsizei height) |
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138 { |
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139 if (srcTexture) |
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140 { |
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141 // Round up the width and height to the nearest multiple of dimension alignment |
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142 unsigned int dimensionAlignment = d3d11::GetTextureFormatDimensionAlignment(mTextureFormat); |
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143 width = width + dimensionAlignment - 1 - (width - 1) % dimensionAlignment; |
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144 height = height + dimensionAlignment - 1 - (height - 1) % dimensionAlignment; |
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145 |
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146 D3D11_BOX srcBox; |
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147 srcBox.left = xoffset; |
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148 srcBox.top = yoffset; |
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149 srcBox.right = xoffset + width; |
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150 srcBox.bottom = yoffset + height; |
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151 srcBox.front = 0; |
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152 srcBox.back = 1; |
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153 |
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154 ID3D11DeviceContext *context = mRenderer->getDeviceContext(); |
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155 |
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156 ASSERT(getBaseTexture()); |
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157 context->CopySubresourceRegion(getBaseTexture(), getSubresourceIndex(level + mLodOffset, face), |
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158 xoffset, yoffset, 0, srcTexture, sourceSubresource, &srcBox); |
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159 return true; |
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160 } |
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161 |
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162 return false; |
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163 } |
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164 |
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165 void TextureStorage11::generateMipmapLayer(RenderTarget11 *source, RenderTarget11 *dest) |
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166 { |
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167 if (source && dest) |
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168 { |
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169 ID3D11ShaderResourceView *sourceSRV = source->getShaderResourceView(); |
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170 ID3D11RenderTargetView *destRTV = dest->getRenderTargetView(); |
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171 |
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172 if (sourceSRV && destRTV) |
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173 { |
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174 gl::Rectangle sourceArea; |
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175 sourceArea.x = 0; |
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176 sourceArea.y = 0; |
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177 sourceArea.width = source->getWidth(); |
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178 sourceArea.height = source->getHeight(); |
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179 |
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180 gl::Rectangle destArea; |
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181 destArea.x = 0; |
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182 destArea.y = 0; |
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183 destArea.width = dest->getWidth(); |
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184 destArea.height = dest->getHeight(); |
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185 |
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186 mRenderer->copyTexture(sourceSRV, sourceArea, source->getWidth(), source->getHeight(), |
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187 destRTV, destArea, dest->getWidth(), dest->getHeight(), |
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188 GL_RGBA); |
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189 } |
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190 } |
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191 } |
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192 |
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193 TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, SwapChain11 *swapchain) |
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194 : TextureStorage11(renderer, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE) |
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195 { |
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196 mTexture = swapchain->getOffscreenTexture(); |
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197 mSRV = swapchain->getRenderTargetShaderResource(); |
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198 |
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199 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) |
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200 { |
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201 mRenderTarget[i] = NULL; |
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202 } |
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203 |
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204 D3D11_TEXTURE2D_DESC texDesc; |
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205 mTexture->GetDesc(&texDesc); |
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206 mMipLevels = texDesc.MipLevels; |
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207 mTextureFormat = texDesc.Format; |
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208 mTextureWidth = texDesc.Width; |
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209 mTextureHeight = texDesc.Height; |
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210 |
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211 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; |
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212 mSRV->GetDesc(&srvDesc); |
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213 mShaderResourceFormat = srvDesc.Format; |
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214 |
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215 ID3D11RenderTargetView* offscreenRTV = swapchain->getRenderTarget(); |
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216 D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; |
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217 offscreenRTV->GetDesc(&rtvDesc); |
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218 mRenderTargetFormat = rtvDesc.Format; |
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219 offscreenRTV->Release(); |
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220 |
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221 mDepthStencilFormat = DXGI_FORMAT_UNKNOWN; |
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222 } |
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223 |
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224 TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height) |
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225 : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, forceRenderable)) |
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226 { |
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227 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) |
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228 { |
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229 mRenderTarget[i] = NULL; |
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230 } |
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231 |
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232 DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat); |
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233 if (d3d11::IsDepthStencilFormat(convertedFormat)) |
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234 { |
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235 mTextureFormat = d3d11::GetDepthTextureFormat(convertedFormat); |
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236 mShaderResourceFormat = d3d11::GetDepthShaderResourceFormat(convertedFormat); |
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237 mDepthStencilFormat = convertedFormat; |
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238 mRenderTargetFormat = DXGI_FORMAT_UNKNOWN; |
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239 } |
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240 else |
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241 { |
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242 mTextureFormat = convertedFormat; |
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243 mShaderResourceFormat = convertedFormat; |
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244 mDepthStencilFormat = DXGI_FORMAT_UNKNOWN; |
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245 mRenderTargetFormat = convertedFormat; |
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246 } |
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247 |
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248 // if the width or height is not positive this should be treated as an incomplete texture |
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249 // we handle that here by skipping the d3d texture creation |
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250 if (width > 0 && height > 0) |
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251 { |
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252 // adjust size if needed for compressed textures |
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253 gl::MakeValidSize(false, gl::IsCompressed(internalformat), &width, &height, &mLodOffset); |
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254 |
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255 ID3D11Device *device = mRenderer->getDevice(); |
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256 |
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257 D3D11_TEXTURE2D_DESC desc; |
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258 desc.Width = width; // Compressed texture size constraints? |
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259 desc.Height = height; |
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260 desc.MipLevels = (levels > 0) ? levels + mLodOffset : 0; |
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261 desc.ArraySize = 1; |
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262 desc.Format = mTextureFormat; |
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263 desc.SampleDesc.Count = 1; |
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264 desc.SampleDesc.Quality = 0; |
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265 desc.Usage = D3D11_USAGE_DEFAULT; |
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266 desc.BindFlags = getBindFlags(); |
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267 desc.CPUAccessFlags = 0; |
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268 desc.MiscFlags = 0; |
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269 |
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270 HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture); |
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271 |
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272 // this can happen from windows TDR |
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273 if (d3d11::isDeviceLostError(result)) |
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274 { |
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275 mRenderer->notifyDeviceLost(); |
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276 gl::error(GL_OUT_OF_MEMORY); |
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277 } |
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278 else if (FAILED(result)) |
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279 { |
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280 ASSERT(result == E_OUTOFMEMORY); |
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281 ERR("Creating image failed."); |
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282 gl::error(GL_OUT_OF_MEMORY); |
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283 } |
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284 else |
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285 { |
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286 mTexture->GetDesc(&desc); |
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287 mMipLevels = desc.MipLevels; |
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288 mTextureWidth = desc.Width; |
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289 mTextureHeight = desc.Height; |
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290 } |
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291 } |
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292 } |
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293 |
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294 TextureStorage11_2D::~TextureStorage11_2D() |
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295 { |
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296 if (mTexture) |
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297 { |
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298 mTexture->Release(); |
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299 mTexture = NULL; |
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300 } |
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301 |
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302 if (mSRV) |
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303 { |
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304 mSRV->Release(); |
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305 mSRV = NULL; |
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306 } |
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307 |
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308 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) |
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309 { |
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310 delete mRenderTarget[i]; |
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311 mRenderTarget[i] = NULL; |
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312 } |
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313 } |
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314 |
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315 TextureStorage11_2D *TextureStorage11_2D::makeTextureStorage11_2D(TextureStorage *storage) |
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316 { |
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317 ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_2D*, storage)); |
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318 return static_cast<TextureStorage11_2D*>(storage); |
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319 } |
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320 |
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321 RenderTarget *TextureStorage11_2D::getRenderTarget(int level) |
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322 { |
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323 if (level >= 0 && level < static_cast<int>(mMipLevels)) |
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324 { |
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325 if (!mRenderTarget[level]) |
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326 { |
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327 ID3D11Device *device = mRenderer->getDevice(); |
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328 HRESULT result; |
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329 |
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330 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; |
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331 srvDesc.Format = mShaderResourceFormat; |
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332 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; |
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333 srvDesc.Texture2D.MostDetailedMip = level; |
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334 srvDesc.Texture2D.MipLevels = 1; |
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335 |
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336 ID3D11ShaderResourceView *srv; |
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337 result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv); |
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338 |
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339 if (result == E_OUTOFMEMORY) |
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340 { |
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341 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL)); |
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342 } |
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343 ASSERT(SUCCEEDED(result)); |
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344 |
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345 if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN) |
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346 { |
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347 D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; |
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348 rtvDesc.Format = mRenderTargetFormat; |
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349 rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; |
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350 rtvDesc.Texture2D.MipSlice = level; |
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351 |
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352 ID3D11RenderTargetView *rtv; |
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353 result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv); |
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354 |
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355 if (result == E_OUTOFMEMORY) |
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356 { |
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357 srv->Release(); |
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358 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL)); |
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359 } |
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360 ASSERT(SUCCEEDED(result)); |
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361 |
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362 // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11 |
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363 // also needs to keep a reference to the texture. |
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364 mTexture->AddRef(); |
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365 |
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366 mRenderTarget[level] = new RenderTarget11(mRenderer, rtv, mTexture, srv, |
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367 std::max(mTextureWidth >> level, 1U), |
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368 std::max(mTextureHeight >> level, 1U)); |
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369 } |
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370 else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN) |
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371 { |
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372 D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc; |
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373 dsvDesc.Format = mDepthStencilFormat; |
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374 dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; |
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375 dsvDesc.Texture2D.MipSlice = level; |
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376 dsvDesc.Flags = 0; |
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377 |
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378 ID3D11DepthStencilView *dsv; |
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379 result = device->CreateDepthStencilView(mTexture, &dsvDesc, &dsv); |
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380 |
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381 if (result == E_OUTOFMEMORY) |
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382 { |
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383 srv->Release(); |
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384 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL)); |
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385 } |
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386 ASSERT(SUCCEEDED(result)); |
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387 |
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388 // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11 |
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389 // also needs to keep a reference to the texture. |
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390 mTexture->AddRef(); |
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391 |
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392 mRenderTarget[level] = new RenderTarget11(mRenderer, dsv, mTexture, srv, |
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393 std::max(mTextureWidth >> level, 1U), |
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394 std::max(mTextureHeight >> level, 1U)); |
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395 } |
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396 else |
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397 { |
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398 UNREACHABLE(); |
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399 } |
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400 } |
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401 |
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402 return mRenderTarget[level]; |
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403 } |
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404 else |
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405 { |
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406 return NULL; |
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407 } |
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408 } |
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409 |
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410 ID3D11ShaderResourceView *TextureStorage11_2D::getSRV() |
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411 { |
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412 if (!mSRV) |
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413 { |
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414 ID3D11Device *device = mRenderer->getDevice(); |
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415 |
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416 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; |
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417 srvDesc.Format = mShaderResourceFormat; |
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418 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; |
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419 srvDesc.Texture2D.MipLevels = (mMipLevels == 0 ? -1 : mMipLevels); |
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420 srvDesc.Texture2D.MostDetailedMip = 0; |
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421 |
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422 HRESULT result = device->CreateShaderResourceView(mTexture, &srvDesc, &mSRV); |
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423 |
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424 if (result == E_OUTOFMEMORY) |
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425 { |
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426 return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11ShaderResourceView*>(NULL)); |
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427 } |
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428 ASSERT(SUCCEEDED(result)); |
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429 } |
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430 |
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431 return mSRV; |
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432 } |
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433 |
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434 void TextureStorage11_2D::generateMipmap(int level) |
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435 { |
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436 RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(level - 1)); |
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437 RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(level)); |
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438 |
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439 generateMipmapLayer(source, dest); |
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440 } |
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441 |
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442 TextureStorage11_Cube::TextureStorage11_Cube(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size) |
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443 : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, forceRenderable)) |
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444 { |
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445 for (unsigned int i = 0; i < 6; i++) |
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446 { |
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447 for (unsigned int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; j++) |
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448 { |
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449 mRenderTarget[i][j] = NULL; |
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450 } |
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451 } |
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452 |
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453 DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat); |
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454 if (d3d11::IsDepthStencilFormat(convertedFormat)) |
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455 { |
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456 mTextureFormat = d3d11::GetDepthTextureFormat(convertedFormat); |
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457 mShaderResourceFormat = d3d11::GetDepthShaderResourceFormat(convertedFormat); |
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458 mDepthStencilFormat = convertedFormat; |
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459 mRenderTargetFormat = DXGI_FORMAT_UNKNOWN; |
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460 } |
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461 else |
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462 { |
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463 mTextureFormat = convertedFormat; |
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464 mShaderResourceFormat = convertedFormat; |
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465 mDepthStencilFormat = DXGI_FORMAT_UNKNOWN; |
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466 mRenderTargetFormat = convertedFormat; |
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467 } |
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468 |
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469 // if the size is not positive this should be treated as an incomplete texture |
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470 // we handle that here by skipping the d3d texture creation |
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471 if (size > 0) |
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472 { |
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473 // adjust size if needed for compressed textures |
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474 int height = size; |
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475 gl::MakeValidSize(false, gl::IsCompressed(internalformat), &size, &height, &mLodOffset); |
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476 |
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477 ID3D11Device *device = mRenderer->getDevice(); |
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478 |
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479 D3D11_TEXTURE2D_DESC desc; |
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480 desc.Width = size; |
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481 desc.Height = size; |
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482 desc.MipLevels = (levels > 0) ? levels + mLodOffset : 0; |
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483 desc.ArraySize = 6; |
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484 desc.Format = mTextureFormat; |
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485 desc.SampleDesc.Count = 1; |
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486 desc.SampleDesc.Quality = 0; |
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487 desc.Usage = D3D11_USAGE_DEFAULT; |
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488 desc.BindFlags = getBindFlags(); |
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489 desc.CPUAccessFlags = 0; |
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490 desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE; |
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491 |
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492 HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture); |
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493 |
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494 if (FAILED(result)) |
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495 { |
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496 ASSERT(result == E_OUTOFMEMORY); |
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497 ERR("Creating image failed."); |
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498 gl::error(GL_OUT_OF_MEMORY); |
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499 } |
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500 else |
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501 { |
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502 mTexture->GetDesc(&desc); |
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503 mMipLevels = desc.MipLevels; |
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504 mTextureWidth = desc.Width; |
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505 mTextureHeight = desc.Height; |
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506 } |
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507 } |
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508 } |
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509 |
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510 TextureStorage11_Cube::~TextureStorage11_Cube() |
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511 { |
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512 if (mTexture) |
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513 { |
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514 mTexture->Release(); |
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515 mTexture = NULL; |
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516 } |
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517 |
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518 if (mSRV) |
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519 { |
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520 mSRV->Release(); |
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521 mSRV = NULL; |
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522 } |
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523 |
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524 for (unsigned int i = 0; i < 6; i++) |
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525 { |
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526 for (unsigned int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; j++) |
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527 { |
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528 delete mRenderTarget[i][j]; |
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529 mRenderTarget[i][j] = NULL; |
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530 } |
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531 } |
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532 } |
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533 |
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534 TextureStorage11_Cube *TextureStorage11_Cube::makeTextureStorage11_Cube(TextureStorage *storage) |
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535 { |
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536 ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_Cube*, storage)); |
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537 return static_cast<TextureStorage11_Cube*>(storage); |
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538 } |
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539 |
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540 RenderTarget *TextureStorage11_Cube::getRenderTarget(GLenum faceTarget, int level) |
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541 { |
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542 unsigned int faceIdx = gl::TextureCubeMap::faceIndex(faceTarget); |
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543 if (level >= 0 && level < static_cast<int>(mMipLevels)) |
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544 { |
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545 if (!mRenderTarget[faceIdx][level]) |
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546 { |
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547 ID3D11Device *device = mRenderer->getDevice(); |
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548 HRESULT result; |
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549 |
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550 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; |
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551 srvDesc.Format = mShaderResourceFormat; |
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552 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE; |
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553 srvDesc.Texture2DArray.MostDetailedMip = level; |
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554 srvDesc.Texture2DArray.MipLevels = 1; |
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555 srvDesc.Texture2DArray.FirstArraySlice = faceIdx; |
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556 srvDesc.Texture2DArray.ArraySize = 1; |
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557 |
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558 ID3D11ShaderResourceView *srv; |
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559 result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv); |
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560 |
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561 if (result == E_OUTOFMEMORY) |
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562 { |
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563 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL)); |
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564 } |
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565 ASSERT(SUCCEEDED(result)); |
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566 |
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567 if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN) |
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568 { |
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569 D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; |
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570 rtvDesc.Format = mRenderTargetFormat; |
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571 rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY; |
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572 rtvDesc.Texture2DArray.MipSlice = level; |
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573 rtvDesc.Texture2DArray.FirstArraySlice = faceIdx; |
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574 rtvDesc.Texture2DArray.ArraySize = 1; |
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575 |
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576 ID3D11RenderTargetView *rtv; |
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577 result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv); |
|
578 |
|
579 if (result == E_OUTOFMEMORY) |
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580 { |
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581 srv->Release(); |
|
582 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL)); |
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583 } |
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584 ASSERT(SUCCEEDED(result)); |
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585 |
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586 // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11 |
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587 // also needs to keep a reference to the texture. |
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588 mTexture->AddRef(); |
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589 |
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590 mRenderTarget[faceIdx][level] = new RenderTarget11(mRenderer, rtv, mTexture, srv, |
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591 std::max(mTextureWidth >> level, 1U), |
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592 std::max(mTextureHeight >> level, 1U)); |
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593 } |
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594 else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN) |
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595 { |
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596 D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc; |
|
597 dsvDesc.Format = mRenderTargetFormat; |
|
598 dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY; |
|
599 dsvDesc.Texture2DArray.MipSlice = level; |
|
600 dsvDesc.Texture2DArray.FirstArraySlice = faceIdx; |
|
601 dsvDesc.Texture2DArray.ArraySize = 1; |
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602 |
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603 ID3D11DepthStencilView *dsv; |
|
604 result = device->CreateDepthStencilView(mTexture, &dsvDesc, &dsv); |
|
605 |
|
606 if (result == E_OUTOFMEMORY) |
|
607 { |
|
608 srv->Release(); |
|
609 return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL)); |
|
610 } |
|
611 ASSERT(SUCCEEDED(result)); |
|
612 |
|
613 // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11 |
|
614 // also needs to keep a reference to the texture. |
|
615 mTexture->AddRef(); |
|
616 |
|
617 mRenderTarget[faceIdx][level] = new RenderTarget11(mRenderer, dsv, mTexture, srv, |
|
618 std::max(mTextureWidth >> level, 1U), |
|
619 std::max(mTextureHeight >> level, 1U)); |
|
620 } |
|
621 else |
|
622 { |
|
623 UNREACHABLE(); |
|
624 } |
|
625 } |
|
626 |
|
627 return mRenderTarget[faceIdx][level]; |
|
628 } |
|
629 else |
|
630 { |
|
631 return NULL; |
|
632 } |
|
633 } |
|
634 |
|
635 ID3D11ShaderResourceView *TextureStorage11_Cube::getSRV() |
|
636 { |
|
637 if (!mSRV) |
|
638 { |
|
639 ID3D11Device *device = mRenderer->getDevice(); |
|
640 |
|
641 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; |
|
642 srvDesc.Format = mShaderResourceFormat; |
|
643 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE; |
|
644 srvDesc.TextureCube.MipLevels = (mMipLevels == 0 ? -1 : mMipLevels); |
|
645 srvDesc.TextureCube.MostDetailedMip = 0; |
|
646 |
|
647 HRESULT result = device->CreateShaderResourceView(mTexture, &srvDesc, &mSRV); |
|
648 |
|
649 if (result == E_OUTOFMEMORY) |
|
650 { |
|
651 return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11ShaderResourceView*>(NULL)); |
|
652 } |
|
653 ASSERT(SUCCEEDED(result)); |
|
654 } |
|
655 |
|
656 return mSRV; |
|
657 } |
|
658 |
|
659 void TextureStorage11_Cube::generateMipmap(int face, int level) |
|
660 { |
|
661 RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level - 1)); |
|
662 RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level)); |
|
663 |
|
664 generateMipmapLayer(source, dest); |
|
665 } |
|
666 |
|
667 } |