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kc3-lang/angle/src/libGLESv2/renderer/RenderTarget11.cpp

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  • Author : shannon.woods%transgaming.com@gtempaccount.com
    Date : 2013-04-13 03:43:17
    Hash : 27ac40e8
    Message : RenderTarget11 now stores a Resource instead of a Texture2D. TRAC #22705 Signed-off-by: Jamie Madill Signed-off-by: Shannon Woods Author: Geoff Lang git-svn-id: https://angleproject.googlecode.com/svn/branches/es3proto@2163 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/libGLESv2/renderer/RenderTarget11.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.
    //
    
    // RenderTarget11.cpp: Implements a DX11-specific wrapper for ID3D11View pointers
    // retained by Renderbuffers.
    
    #include "libGLESv2/renderer/RenderTarget11.h"
    #include "libGLESv2/renderer/Renderer11.h"
    
    #include "libGLESv2/renderer/renderer11_utils.h"
    #include "libGLESv2/main.h"
    
    namespace rx
    {
    
    static bool getTextureProperties(ID3D11Resource *resource, unsigned int *mipLevels, unsigned int *samples)
    {
        ID3D11Texture1D *texture1D = d3d11::DynamicCastComObject<ID3D11Texture1D>(resource);
        if (texture1D)
        {
            D3D11_TEXTURE1D_DESC texDesc;
            texture1D->GetDesc(&texDesc);
            texture1D->Release();
    
            *mipLevels = texDesc.MipLevels;
            *samples = 0;
    
            return true;
        }
    
        ID3D11Texture2D *texture2D = d3d11::DynamicCastComObject<ID3D11Texture2D>(resource);
        if (texture2D)
        {
            D3D11_TEXTURE2D_DESC texDesc;
            texture2D->GetDesc(&texDesc);
            texture2D->Release();
    
            *mipLevels = texDesc.MipLevels;
            *samples = texDesc.SampleDesc.Count > 1 ? texDesc.SampleDesc.Count : 0;
    
            return true;
        }
    
        ID3D11Texture3D *texture3D = d3d11::DynamicCastComObject<ID3D11Texture3D>(resource);
        if (texture3D)
        {
            D3D11_TEXTURE3D_DESC texDesc;
            texture3D->GetDesc(&texDesc);
            texture3D->Release();
    
            *mipLevels = texDesc.MipLevels;
            *samples = 0;
    
            return true;
        }
    
        return false;
    }
    
    static unsigned int getRTVSubresourceIndex(ID3D11Resource *resource, ID3D11RenderTargetView *view)
    {
        D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
        view->GetDesc(&rtvDesc);
    
        unsigned int mipSlice = 0;
        unsigned int arraySlice = 0;
    
        switch (rtvDesc.ViewDimension)
        {
          case D3D11_RTV_DIMENSION_TEXTURE1D:
            mipSlice = rtvDesc.Texture1D.MipSlice;
            arraySlice = 0;
            break;
    
          case D3D11_RTV_DIMENSION_TEXTURE1DARRAY:
            mipSlice = rtvDesc.Texture1DArray.MipSlice;
            arraySlice = rtvDesc.Texture1DArray.FirstArraySlice;
            break;
    
          case D3D11_RTV_DIMENSION_TEXTURE2D:
            mipSlice = rtvDesc.Texture2D.MipSlice;
            arraySlice = 0;
            break;
    
          case D3D11_RTV_DIMENSION_TEXTURE2DARRAY:
            mipSlice = rtvDesc.Texture2DArray.MipSlice;
            arraySlice = rtvDesc.Texture2DArray.FirstArraySlice;
            break;
    
          case D3D11_RTV_DIMENSION_TEXTURE2DMS:
            mipSlice = 0;
            arraySlice = 0;
            break;
    
          case D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY:
            mipSlice = 0;
            arraySlice = rtvDesc.Texture2DMSArray.FirstArraySlice;
            break;
    
          case D3D11_RTV_DIMENSION_TEXTURE3D:
            mipSlice = rtvDesc.Texture3D.MipSlice;
            arraySlice = 0;
            break;
    
          case D3D11_RTV_DIMENSION_UNKNOWN:
          case D3D11_RTV_DIMENSION_BUFFER:
            UNIMPLEMENTED();
            break;
    
          default:
            UNREACHABLE();
            break;
        }
    
        unsigned int mipLevels, samples;
        getTextureProperties(resource,  &mipLevels, &samples);
    
        return D3D11CalcSubresource(mipSlice, arraySlice, mipLevels);
    }
    
    static unsigned int getDSVSubresourceIndex(ID3D11Resource *resource, ID3D11DepthStencilView *view)
    {
        D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
        view->GetDesc(&dsvDesc);
    
        unsigned int mipSlice = 0;
        unsigned int arraySlice = 0;
    
        switch (dsvDesc.ViewDimension)
        {
          case D3D11_DSV_DIMENSION_TEXTURE1D:
            mipSlice = dsvDesc.Texture1D.MipSlice;
            arraySlice = 0;
            break;
    
          case D3D11_DSV_DIMENSION_TEXTURE1DARRAY:
            mipSlice = dsvDesc.Texture1DArray.MipSlice;
            arraySlice = dsvDesc.Texture1DArray.FirstArraySlice;
            break;
    
          case D3D11_DSV_DIMENSION_TEXTURE2D:
            mipSlice = dsvDesc.Texture2D.MipSlice;
            arraySlice = 0;
            break;
    
          case D3D11_DSV_DIMENSION_TEXTURE2DARRAY:
            mipSlice = dsvDesc.Texture2DArray.MipSlice;
            arraySlice = dsvDesc.Texture2DArray.FirstArraySlice;
            break;
    
          case D3D11_DSV_DIMENSION_TEXTURE2DMS:
            mipSlice = 0;
            arraySlice = 0;
            break;
    
          case D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY:
            mipSlice = 0;
            arraySlice = dsvDesc.Texture2DMSArray.FirstArraySlice;
            break;
    
          case D3D11_DSV_DIMENSION_UNKNOWN:
            UNIMPLEMENTED();
            break;
    
          default:
            UNREACHABLE();
            break;
        }
    
        unsigned int mipLevels, samples;
        getTextureProperties(resource, &mipLevels, &samples);
    
        return D3D11CalcSubresource(mipSlice, arraySlice, mipLevels);
    }
    
    RenderTarget11::RenderTarget11(Renderer *renderer, ID3D11RenderTargetView *rtv, ID3D11Resource *resource, ID3D11ShaderResourceView *srv, GLsizei width, GLsizei height)
    {
        mRenderer = Renderer11::makeRenderer11(renderer);
        mTexture = resource;
        mRenderTarget = rtv;
        mDepthStencil = NULL;
        mShaderResource = srv;
        mSubresourceIndex = 0;
    
        if (mRenderTarget && mTexture)
        {
            D3D11_RENDER_TARGET_VIEW_DESC desc;
            mRenderTarget->GetDesc(&desc);
    
            unsigned int mipLevels, samples;
            getTextureProperties(mTexture, &mipLevels, &samples);
    
            mSubresourceIndex = getRTVSubresourceIndex(mTexture, mRenderTarget);
            mWidth = width;
            mHeight = height;
            mSamples = samples;
    
            mInternalFormat = d3d11_gl::ConvertTextureInternalFormat(desc.Format);
            mActualFormat = d3d11_gl::ConvertTextureInternalFormat(desc.Format);
        }
    }
    
    RenderTarget11::RenderTarget11(Renderer *renderer, ID3D11DepthStencilView *dsv, ID3D11Resource *resource, ID3D11ShaderResourceView *srv, GLsizei width, GLsizei height)
    {
        mRenderer = Renderer11::makeRenderer11(renderer);
        mTexture = resource;
        mRenderTarget = NULL;
        mDepthStencil = dsv;
        mShaderResource = srv;
        mSubresourceIndex = 0;
    
        if (mDepthStencil && mTexture)
        {
            D3D11_DEPTH_STENCIL_VIEW_DESC desc;
            mDepthStencil->GetDesc(&desc);
    
            unsigned int mipLevels, samples;
            getTextureProperties(mTexture, &mipLevels, &samples);
    
            mSubresourceIndex = getDSVSubresourceIndex(mTexture, mDepthStencil);
            mWidth = width;
            mHeight = height;
            mSamples = samples;
    
            mInternalFormat = d3d11_gl::ConvertTextureInternalFormat(desc.Format);
            mActualFormat = d3d11_gl::ConvertTextureInternalFormat(desc.Format);
        }
    }
    
    RenderTarget11::RenderTarget11(Renderer *renderer, GLsizei width, GLsizei height, GLenum format, GLsizei samples, bool depth)
    {
        mRenderer = Renderer11::makeRenderer11(renderer);
        mTexture = NULL;
        mRenderTarget = NULL;
        mDepthStencil = NULL;
        mShaderResource = NULL;
    
        DXGI_FORMAT requestedFormat = gl_d3d11::ConvertRenderbufferFormat(format);
    
        int supportedSamples = mRenderer->getNearestSupportedSamples(requestedFormat, samples);
        if (supportedSamples < 0)
        {
            gl::error(GL_OUT_OF_MEMORY);
            return;
        }
    
        if (width > 0 && height > 0)
        {
            // Create texture resource
            D3D11_TEXTURE2D_DESC desc;
            desc.Width = width; 
            desc.Height = height;
            desc.MipLevels = 1;
            desc.ArraySize = 1;
            desc.Format = requestedFormat;
            desc.SampleDesc.Count = (supportedSamples == 0) ? 1 : supportedSamples;
            desc.SampleDesc.Quality = 0;
            desc.Usage = D3D11_USAGE_DEFAULT;
            desc.CPUAccessFlags = 0;
            desc.MiscFlags = 0;
            desc.BindFlags = (depth ? D3D11_BIND_DEPTH_STENCIL : (D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE));
    
            ID3D11Device *device = mRenderer->getDevice();
            ID3D11Texture2D *texture = NULL;
            HRESULT result = device->CreateTexture2D(&desc, NULL, &texture);
            mTexture = texture;
    
            if (result == E_OUTOFMEMORY)
            {
                gl::error(GL_OUT_OF_MEMORY);
                return;
            }
            ASSERT(SUCCEEDED(result));
    
            if (depth)
            {
                D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
                dsvDesc.Format = requestedFormat;
                dsvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_DSV_DIMENSION_TEXTURE2D : D3D11_DSV_DIMENSION_TEXTURE2DMS;
                dsvDesc.Texture2D.MipSlice = 0;
                dsvDesc.Flags = 0;
                result = device->CreateDepthStencilView(mTexture, &dsvDesc, &mDepthStencil);
    
                if (result == E_OUTOFMEMORY)
                {
                    mTexture->Release();
                    mTexture = NULL;
                    gl::error(GL_OUT_OF_MEMORY);
                }
                ASSERT(SUCCEEDED(result));
            }
            else
            {
                D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
                rtvDesc.Format = requestedFormat;
                rtvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_RTV_DIMENSION_TEXTURE2D : D3D11_RTV_DIMENSION_TEXTURE2DMS;
                rtvDesc.Texture2D.MipSlice = 0;
                result = device->CreateRenderTargetView(mTexture, &rtvDesc, &mRenderTarget);
    
                if (result == E_OUTOFMEMORY)
                {
                    mTexture->Release();
                    mTexture = NULL;
                    gl::error(GL_OUT_OF_MEMORY);
                    return;
                }
                ASSERT(SUCCEEDED(result));
    
                D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
                srvDesc.Format = requestedFormat;
                srvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_SRV_DIMENSION_TEXTURE2D : D3D11_SRV_DIMENSION_TEXTURE2DMS;
                srvDesc.Texture2D.MostDetailedMip = 0;
                srvDesc.Texture2D.MipLevels = 1;
                result = device->CreateShaderResourceView(mTexture, &srvDesc, &mShaderResource);
    
                if (result == E_OUTOFMEMORY)
                {
                    mTexture->Release();
                    mTexture = NULL;
                    mRenderTarget->Release();
                    mRenderTarget = NULL;
                    gl::error(GL_OUT_OF_MEMORY);
                    return;
                }
                ASSERT(SUCCEEDED(result));
            }
        }
    
        mWidth = width;
        mHeight = height;
        mInternalFormat = format;
        mSamples = supportedSamples;
        mActualFormat = d3d11_gl::ConvertTextureInternalFormat(requestedFormat);
        mSubresourceIndex = D3D11CalcSubresource(0, 0, 1);
    }
    
    RenderTarget11::~RenderTarget11()
    {
        if (mTexture)
        {
            mTexture->Release();
            mTexture = NULL;
        }
    
        if (mRenderTarget)
        {
            mRenderTarget->Release();
            mRenderTarget = NULL;
        }
    
        if (mDepthStencil)
        {
            mDepthStencil->Release();
            mDepthStencil = NULL;
        }
    
        if (mShaderResource)
        {
            mShaderResource->Release();
            mShaderResource = NULL;
        }
    }
    
    RenderTarget11 *RenderTarget11::makeRenderTarget11(RenderTarget *target)
    {
        ASSERT(HAS_DYNAMIC_TYPE(rx::RenderTarget11*, target));
        return static_cast<rx::RenderTarget11*>(target);
    }
    
    ID3D11Resource *RenderTarget11::getTexture() const
    {
        if (mTexture)
        {
            mTexture->AddRef();
        }
    
        return mTexture;
    }
    
    // Adds reference, caller must call Release
    ID3D11RenderTargetView *RenderTarget11::getRenderTargetView() const
    {
        if (mRenderTarget)
        {
            mRenderTarget->AddRef();
        }
    
        return mRenderTarget;
    }
    
    // Adds reference, caller must call Release
    ID3D11DepthStencilView *RenderTarget11::getDepthStencilView() const
    {
        if (mDepthStencil)
        {
            mDepthStencil->AddRef();
        }
    
        return mDepthStencil;
    }
    
    // Adds reference, caller must call Release
    ID3D11ShaderResourceView *RenderTarget11::getShaderResourceView() const
    {
        if (mShaderResource)
        {
            mShaderResource->AddRef();
        }
    
        return mShaderResource;
    }
    
    unsigned int RenderTarget11::getSubresourceIndex() const
    {
        return mSubresourceIndex;
    }
    
    }