Edit

kc3-lang/angle/src/libGLESv2/renderer/d3d11/Image11.cpp

Branch :

  • Show log

    Commit

  • Author : Geoff Lang
    Date : 2014-02-11 10:25:07
    Hash : 7bee6395
    Message : Fix incorrect cast. Change-Id: I1a41593dbe598dfef301c9df0f47a5105b5705cf Reviewed-on: https://chromium-review.googlesource.com/185882 Reviewed-by: Shannon Woods <shannonwoods@chromium.org> Reviewed-by: Nicolas Capens <nicolascapens@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>

  • src/libGLESv2/renderer/d3d11/Image11.cpp
  • #include "precompiled.h"
    //
    // 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 "libGLESv2/renderer/d3d11/Renderer11.h"
    #include "libGLESv2/renderer/d3d11/Image11.h"
    #include "libGLESv2/renderer/d3d11/TextureStorage11.h"
    #include "libGLESv2/Framebuffer.h"
    #include "libGLESv2/Renderbuffer.h"
    
    #include "libGLESv2/main.h"
    #include "common/utilities.h"
    #include "libGLESv2/renderer/d3d11/formatutils11.h"
    #include "libGLESv2/renderer/d3d11/renderer11_utils.h"
    
    namespace rx
    {
    
    Image11::Image11()
    {
        mStagingTexture = NULL;
        mRenderer = NULL;
        mDXGIFormat = DXGI_FORMAT_UNKNOWN;
    }
    
    Image11::~Image11()
    {
        SafeRelease(mStagingTexture);
    }
    
    Image11 *Image11::makeImage11(Image *img)
    {
        ASSERT(HAS_DYNAMIC_TYPE(rx::Image11*, img));
        return static_cast<rx::Image11*>(img);
    }
    
    void Image11::generateMipmap(GLuint clientVersion, Image11 *dest, Image11 *src)
    {
        ASSERT(src->getDXGIFormat() == dest->getDXGIFormat());
        ASSERT(src->getWidth() == 1 || src->getWidth() / 2 == dest->getWidth());
        ASSERT(src->getHeight() == 1 || src->getHeight() / 2 == dest->getHeight());
    
        MipGenerationFunction mipFunction = d3d11::GetMipGenerationFunction(src->getDXGIFormat());
        ASSERT(mipFunction != NULL);
    
        D3D11_MAPPED_SUBRESOURCE destMapped;
        HRESULT destMapResult = dest->map(D3D11_MAP_WRITE, &destMapped);
        if (FAILED(destMapResult))
        {
            ERR("Failed to map destination image for mip map generation. HRESULT:0x%X", destMapResult);
            return;
        }
    
        D3D11_MAPPED_SUBRESOURCE srcMapped;
        HRESULT srcMapResult = src->map(D3D11_MAP_READ, &srcMapped);
        if (FAILED(srcMapResult))
        {
            ERR("Failed to map source image for mip map generation. HRESULT:0x%X", srcMapResult);
    
            dest->unmap();
            return;
        }
    
        const unsigned char *sourceData = reinterpret_cast<const unsigned char*>(srcMapped.pData);
        unsigned char *destData = reinterpret_cast<unsigned char*>(destMapped.pData);
    
        mipFunction(src->getWidth(), src->getHeight(), src->getDepth(), sourceData, srcMapped.RowPitch, srcMapped.DepthPitch,
                    destData, destMapped.RowPitch, destMapped.DepthPitch);
    
        dest->unmap();
        src->unmap();
    
        dest->markDirty();
    }
    
    bool Image11::isDirty() const
    {
        // Make sure that this image is marked as dirty even if the staging texture hasn't been created yet
        // if initialization is required before use.
        return (mDirty && (mStagingTexture || gl_d3d11::RequiresTextureDataInitialization(mInternalFormat)));
    }
    
    bool Image11::copyToStorage(TextureStorageInterface2D *storage, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
    {
        TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
        return storage11->updateSubresourceLevel(getStagingTexture(), getStagingSubresource(), level, 0, xoffset, yoffset, 0, width, height, 1);
    }
    
    bool Image11::copyToStorage(TextureStorageInterfaceCube *storage, int face, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
    {
        TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
        return storage11->updateSubresourceLevel(getStagingTexture(), getStagingSubresource(), level, face, xoffset, yoffset, 0, width, height, 1);
    }
    
    bool Image11::copyToStorage(TextureStorageInterface3D *storage, int level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth)
    {
        TextureStorage11_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(storage->getStorageInstance());
        return storage11->updateSubresourceLevel(getStagingTexture(), getStagingSubresource(), level, 0, xoffset, yoffset, zoffset, width, height, depth);
    }
    
    bool Image11::copyToStorage(TextureStorageInterface2DArray *storage, int level, GLint xoffset, GLint yoffset, GLint arrayLayer, GLsizei width, GLsizei height)
    {
        TextureStorage11_2DArray *storage11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(storage->getStorageInstance());
        return storage11->updateSubresourceLevel(getStagingTexture(), getStagingSubresource(), level, arrayLayer, xoffset, yoffset, 0, width, height, 1);
    }
    
    bool Image11::redefine(Renderer *renderer, GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, bool forceRelease)
    {
        if (mWidth != width ||
            mHeight != height ||
            mInternalFormat != internalformat ||
            forceRelease)
        {
            mRenderer = Renderer11::makeRenderer11(renderer);
            GLuint clientVersion = mRenderer->getCurrentClientVersion();
    
            mWidth = width;
            mHeight = height;
            mDepth = depth;
            mInternalFormat = internalformat;
            mTarget = target;
    
            // compute the d3d format that will be used
            mDXGIFormat = gl_d3d11::GetTexFormat(internalformat, clientVersion);
            mActualFormat = d3d11_gl::GetInternalFormat(mDXGIFormat, clientVersion);
            mRenderable = gl_d3d11::GetRTVFormat(internalformat, clientVersion) != DXGI_FORMAT_UNKNOWN;
    
            SafeRelease(mStagingTexture);
            mDirty = gl_d3d11::RequiresTextureDataInitialization(mInternalFormat);
    
            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.
    void Image11::loadData(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
                           GLint unpackAlignment, GLenum type, const void *input)
    {
        GLuint clientVersion = mRenderer->getCurrentClientVersion();
        GLsizei inputRowPitch = gl::GetRowPitch(mInternalFormat, type, clientVersion, width, unpackAlignment);
        GLsizei inputDepthPitch = gl::GetDepthPitch(mInternalFormat, type, clientVersion, width, height, unpackAlignment);
        GLuint outputPixelSize = d3d11::GetFormatPixelBytes(mDXGIFormat);
    
        LoadImageFunction loadFunction = d3d11::GetImageLoadFunction(mInternalFormat, type, clientVersion);
        ASSERT(loadFunction != NULL);
    
        D3D11_MAPPED_SUBRESOURCE mappedImage;
        HRESULT result = map(D3D11_MAP_WRITE, &mappedImage);
        if (FAILED(result))
        {
            ERR("Could not map image for loading.");
            return;
        }
    
        void* offsetMappedData = (void*)((BYTE *)mappedImage.pData + (yoffset * mappedImage.RowPitch + xoffset * outputPixelSize + zoffset * mappedImage.DepthPitch));
        loadFunction(width, height, depth, input, inputRowPitch, inputDepthPitch, offsetMappedData, mappedImage.RowPitch, mappedImage.DepthPitch);
    
        unmap();
    }
    
    void Image11::loadCompressedData(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
                                     const void *input)
    {
        GLuint clientVersion = mRenderer->getCurrentClientVersion();
        GLsizei inputRowPitch = gl::GetRowPitch(mInternalFormat, GL_UNSIGNED_BYTE, clientVersion, width, 1);
        GLsizei inputDepthPitch = gl::GetDepthPitch(mInternalFormat, GL_UNSIGNED_BYTE, clientVersion, width, height, 1);
    
        GLuint outputPixelSize = d3d11::GetFormatPixelBytes(mDXGIFormat);
        GLuint outputBlockWidth = d3d11::GetBlockWidth(mDXGIFormat);
        GLuint outputBlockHeight = d3d11::GetBlockHeight(mDXGIFormat);
    
        ASSERT(xoffset % outputBlockWidth == 0);
        ASSERT(yoffset % outputBlockHeight == 0);
    
        LoadImageFunction loadFunction = d3d11::GetImageLoadFunction(mInternalFormat, GL_UNSIGNED_BYTE, clientVersion);
        ASSERT(loadFunction != NULL);
    
        D3D11_MAPPED_SUBRESOURCE mappedImage;
        HRESULT result = map(D3D11_MAP_WRITE, &mappedImage);
        if (FAILED(result))
        {
            ERR("Could not map image for loading.");
            return;
        }
    
        void* offsetMappedData = (void*)((BYTE*)mappedImage.pData + ((yoffset / outputBlockHeight) * mappedImage.RowPitch +
                                                                     (xoffset / outputBlockWidth) * outputPixelSize +
                                                                     zoffset * mappedImage.DepthPitch));
    
        loadFunction(width, height, depth, input, inputRowPitch, inputDepthPitch,
                     offsetMappedData, mappedImage.RowPitch, mappedImage.DepthPitch);
    
        unmap();
    }
    
    void Image11::copy(GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
    {
        gl::Renderbuffer *colorbuffer = source->getReadColorbuffer();
    
        if (colorbuffer && colorbuffer->getActualFormat() == mActualFormat)
        {
            // No conversion needed-- use copyback fastpath
            ID3D11Texture2D *colorBufferTexture = NULL;
            unsigned int subresourceIndex = 0;
    
            if (mRenderer->getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture))
            {
                D3D11_TEXTURE2D_DESC textureDesc;
                colorBufferTexture->GetDesc(&textureDesc);
    
                ID3D11Device *device = mRenderer->getDevice();
                ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
    
                ID3D11Texture2D* srcTex = NULL;
                if (textureDesc.SampleDesc.Count > 1)
                {
                    D3D11_TEXTURE2D_DESC resolveDesc;
                    resolveDesc.Width = textureDesc.Width;
                    resolveDesc.Height = textureDesc.Height;
                    resolveDesc.MipLevels = 1;
                    resolveDesc.ArraySize = 1;
                    resolveDesc.Format = textureDesc.Format;
                    resolveDesc.SampleDesc.Count = 1;
                    resolveDesc.SampleDesc.Quality = 0;
                    resolveDesc.Usage = D3D11_USAGE_DEFAULT;
                    resolveDesc.BindFlags = 0;
                    resolveDesc.CPUAccessFlags = 0;
                    resolveDesc.MiscFlags = 0;
    
                    HRESULT result = device->CreateTexture2D(&resolveDesc, NULL, &srcTex);
                    if (FAILED(result))
                    {
                        ERR("Failed to create resolve texture for Image11::copy, HRESULT: 0x%X.", result);
                        return;
                    }
    
                    deviceContext->ResolveSubresource(srcTex, 0, colorBufferTexture, subresourceIndex, textureDesc.Format);
                    subresourceIndex = 0;
                }
                else
                {
                    srcTex = colorBufferTexture;
                    srcTex->AddRef();
                }
    
                D3D11_BOX srcBox;
                srcBox.left = x;
                srcBox.right = x + width;
                srcBox.top = y;
                srcBox.bottom = y + height;
                srcBox.front = 0;
                srcBox.back = 1;
    
                deviceContext->CopySubresourceRegion(mStagingTexture, 0, xoffset, yoffset, zoffset, srcTex, subresourceIndex, &srcBox);
    
                SafeRelease(srcTex);
                SafeRelease(colorBufferTexture);
            }
        }
        else
        {
            // This format requires conversion, so we must copy the texture to staging and manually convert via readPixels
            D3D11_MAPPED_SUBRESOURCE mappedImage;
            HRESULT result = map(D3D11_MAP_WRITE, &mappedImage);
    
            // determine the offset coordinate into the destination buffer
            GLuint clientVersion = mRenderer->getCurrentClientVersion();
            GLsizei rowOffset = gl::GetPixelBytes(mActualFormat, clientVersion) * xoffset;
            void *dataOffset = static_cast<unsigned char*>(mappedImage.pData) + mappedImage.RowPitch * yoffset + rowOffset + zoffset * mappedImage.DepthPitch;
    
            mRenderer->readPixels(source, x, y, width, height, gl::GetFormat(mInternalFormat, clientVersion),
                                  gl::GetType(mInternalFormat, clientVersion), mappedImage.RowPitch, false, 4, dataOffset);
    
            unmap();
        }
    }
    
    ID3D11Resource *Image11::getStagingTexture()
    {
        createStagingTexture();
    
        return mStagingTexture;
    }
    
    unsigned int Image11::getStagingSubresource()
    {
        createStagingTexture();
    
        return mStagingSubresource;
    }
    
    void Image11::createStagingTexture()
    {
        if (mStagingTexture)
        {
            return;
        }
    
        const DXGI_FORMAT dxgiFormat = getDXGIFormat();
    
        if (mWidth > 0 && mHeight > 0 && mDepth > 0)
        {
            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 (gl_d3d11::RequiresTextureDataInitialization(mInternalFormat))
                {
                    std::vector<D3D11_SUBRESOURCE_DATA> initialData;
                    std::vector< std::vector<BYTE> > textureData;
                    d3d11::GenerateInitialTextureData(mInternalFormat, mRenderer->getCurrentClientVersion(), 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);
                    ERR("Creating image failed.");
                    return gl::error(GL_OUT_OF_MEMORY);
                }
    
                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 (gl_d3d11::RequiresTextureDataInitialization(mInternalFormat))
                {
                    std::vector<D3D11_SUBRESOURCE_DATA> initialData;
                    std::vector< std::vector<BYTE> > textureData;
                    d3d11::GenerateInitialTextureData(mInternalFormat, mRenderer->getCurrentClientVersion(), 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);
                    ERR("Creating image failed.");
                    return gl::error(GL_OUT_OF_MEMORY);
                }
    
                mStagingTexture = newTexture;
                mStagingSubresource = D3D11CalcSubresource(lodOffset, 0, lodOffset + 1);
            }
            else
            {
                UNREACHABLE();
            }
        }
    
        mDirty = false;
    }
    
    HRESULT Image11::map(D3D11_MAP mapType, D3D11_MAPPED_SUBRESOURCE *map)
    {
        createStagingTexture();
    
        HRESULT result = E_FAIL;
    
        if (mStagingTexture)
        {
            ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
            result = deviceContext->Map(mStagingTexture, mStagingSubresource, mapType, 0, map);
    
            // this can fail if the device is removed (from TDR)
            if (d3d11::isDeviceLostError(result))
            {
                mRenderer->notifyDeviceLost();
            }
            else if (SUCCEEDED(result))
            {
                mDirty = true;
            }
        }
    
        return result;
    }
    
    void Image11::unmap()
    {
        if (mStagingTexture)
        {
            ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
            deviceContext->Unmap(mStagingTexture, mStagingSubresource);
        }
    }
    
    }