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kc3-lang/angle/src/libGLESv2/renderer/TextureStorage11.cpp

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  • Author : shannon.woods%transgaming.com@gtempaccount.com
    Date : 2013-04-13 03:45:45
    Hash : 6c86bd5f
    Message : Created the TextureStorageInterface2DArray class. 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@2176 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/libGLESv2/renderer/TextureStorage11.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.
    //
    
    // TextureStorage11.cpp: Implements the abstract rx::TextureStorage11 class and its concrete derived
    // classes TextureStorage11_2D and TextureStorage11_Cube, which act as the interface to the D3D11 texture.
    
    #include "libGLESv2/renderer/TextureStorage11.h"
    
    #include "libGLESv2/renderer/Renderer11.h"
    #include "libGLESv2/renderer/RenderTarget11.h"
    #include "libGLESv2/renderer/SwapChain11.h"
    #include "libGLESv2/renderer/renderer11_utils.h"
    
    #include "libGLESv2/utilities.h"
    #include "libGLESv2/main.h"
    
    namespace rx
    {
    
    TextureStorage11::TextureStorage11(Renderer *renderer, UINT bindFlags)
        : mBindFlags(bindFlags),
          mLodOffset(0),
          mMipLevels(0),
          mTextureFormat(DXGI_FORMAT_UNKNOWN),
          mShaderResourceFormat(DXGI_FORMAT_UNKNOWN),
          mRenderTargetFormat(DXGI_FORMAT_UNKNOWN),
          mDepthStencilFormat(DXGI_FORMAT_UNKNOWN),
          mSRV(NULL),
          mTextureWidth(0),
          mTextureHeight(0),
          mTextureDepth(0)
    {
        mRenderer = Renderer11::makeRenderer11(renderer);
    }
    
    TextureStorage11::~TextureStorage11()
    {
    }
    
    TextureStorage11 *TextureStorage11::makeTextureStorage11(TextureStorage *storage)
    {
        ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11*, storage));
        return static_cast<TextureStorage11*>(storage);
    }
    
    DWORD TextureStorage11::GetTextureBindFlags(DXGI_FORMAT format, GLenum glusage, bool forceRenderable)
    {
        UINT bindFlags = D3D11_BIND_SHADER_RESOURCE;
        
        if (d3d11::IsDepthStencilFormat(format))
        {
            bindFlags |= D3D11_BIND_DEPTH_STENCIL;
        }
        else if(forceRenderable || (TextureStorage11::IsTextureFormatRenderable(format) && (glusage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE)))
        {
            bindFlags |= D3D11_BIND_RENDER_TARGET;
        }
        return bindFlags;
    }
    
    bool TextureStorage11::IsTextureFormatRenderable(DXGI_FORMAT format)
    {
        switch(format)
        {
          case DXGI_FORMAT_R8G8B8A8_UNORM:
          case DXGI_FORMAT_A8_UNORM:
          case DXGI_FORMAT_R32G32B32A32_FLOAT:
          case DXGI_FORMAT_R32G32B32_FLOAT:
          case DXGI_FORMAT_R16G16B16A16_FLOAT:
          case DXGI_FORMAT_B8G8R8A8_UNORM:
          case DXGI_FORMAT_R8_UNORM:
          case DXGI_FORMAT_R8G8_UNORM:
          case DXGI_FORMAT_R16_FLOAT:
          case DXGI_FORMAT_R16G16_FLOAT:
            return true;
          case DXGI_FORMAT_BC1_UNORM:
          case DXGI_FORMAT_BC2_UNORM: 
          case DXGI_FORMAT_BC3_UNORM:
            return false;
          default:
            UNREACHABLE();
            return false;
        }
    }
    
    UINT TextureStorage11::getBindFlags() const
    {
        return mBindFlags;
    }
    int TextureStorage11::getLodOffset() const
    {
        return mLodOffset;
    }
    
    bool TextureStorage11::isRenderTarget() const
    {
        return (mBindFlags & (D3D11_BIND_RENDER_TARGET | D3D11_BIND_DEPTH_STENCIL)) != 0;
    }
    
    bool TextureStorage11::isManaged() const
    {
        return false;
    }
    
    int TextureStorage11::levelCount()
    {
        int levels = 0;
        if (getBaseTexture())
        {
            levels = mMipLevels - getLodOffset();
        }
        return levels;
    }
    
    UINT TextureStorage11::getSubresourceIndex(int mipLevel, int layerTarget)
    {
        UINT index = 0;
        if (getBaseTexture())
        {
            index = D3D11CalcSubresource(mipLevel, layerTarget, mMipLevels);
        }
        return index;
    }
    
    bool TextureStorage11::updateSubresourceLevel(ID3D11Resource *srcTexture, unsigned int sourceSubresource,
                                                  int level, int layerTarget, GLint xoffset, GLint yoffset, GLint zoffset,
                                                  GLsizei width, GLsizei height, GLsizei depth)
    {
        if (srcTexture)
        {
            // Round up the width and height to the nearest multiple of dimension alignment
            unsigned int dimensionAlignment = d3d11::GetTextureFormatDimensionAlignment(mTextureFormat);
            width = width + dimensionAlignment - 1 - (width - 1) % dimensionAlignment;
            height = height + dimensionAlignment - 1 - (height - 1) % dimensionAlignment;
    
            D3D11_BOX srcBox;
            srcBox.left = xoffset;
            srcBox.top = yoffset;
            srcBox.right = xoffset + width;
            srcBox.bottom = yoffset + height;
            srcBox.front = zoffset;
            srcBox.back = zoffset + depth;
    
            ID3D11DeviceContext *context = mRenderer->getDeviceContext();
    
            ASSERT(getBaseTexture());
            context->CopySubresourceRegion(getBaseTexture(), getSubresourceIndex(level + mLodOffset, layerTarget),
                                           xoffset, yoffset, zoffset, srcTexture, sourceSubresource, &srcBox);
            return true;
        }
    
        return false;
    }
    
    void TextureStorage11::generateMipmapLayer(RenderTarget11 *source, RenderTarget11 *dest)
    {
        if (source && dest)
        {
            ID3D11ShaderResourceView *sourceSRV = source->getShaderResourceView();
            ID3D11RenderTargetView *destRTV = dest->getRenderTargetView();
    
            if (sourceSRV && destRTV)
            {
                gl::Rectangle sourceArea;
                sourceArea.x = 0;
                sourceArea.y = 0;
                sourceArea.width = source->getWidth();
                sourceArea.height = source->getHeight();
    
                gl::Rectangle destArea;
                destArea.x = 0;
                destArea.y = 0;
                destArea.width = dest->getWidth();
                destArea.height = dest->getHeight();
    
                mRenderer->copyTexture(sourceSRV, sourceArea, source->getWidth(), source->getHeight(),
                                       destRTV, destArea, dest->getWidth(), dest->getHeight(),
                                       GL_RGBA);
            }
    
            if (sourceSRV)
            {
                sourceSRV->Release();
            }
            if (destRTV)
            {
                destRTV->Release();
            }
        }
    }
    
    TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, SwapChain11 *swapchain)
        : TextureStorage11(renderer, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE)
    {
        mTexture = swapchain->getOffscreenTexture();
        mSRV = swapchain->getRenderTargetShaderResource();
    
        for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
        {
            mRenderTarget[i] = NULL;
        }
    
        D3D11_TEXTURE2D_DESC texDesc;
        mTexture->GetDesc(&texDesc);
        mMipLevels = texDesc.MipLevels;
        mTextureFormat = texDesc.Format;
        mTextureWidth = texDesc.Width;
        mTextureHeight = texDesc.Height;
        mTextureDepth = 1;
    
        D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
        mSRV->GetDesc(&srvDesc);
        mShaderResourceFormat = srvDesc.Format;
    
        ID3D11RenderTargetView* offscreenRTV = swapchain->getRenderTarget();
        D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
        offscreenRTV->GetDesc(&rtvDesc);
        mRenderTargetFormat = rtvDesc.Format;
        offscreenRTV->Release();
    
        mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
    }
    
    TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
        : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, forceRenderable))
    {
        mTexture = NULL;
        for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
        {
            mRenderTarget[i] = NULL;
        }
    
        DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat);
        if (d3d11::IsDepthStencilFormat(convertedFormat))
        {
            mTextureFormat = d3d11::GetDepthTextureFormat(convertedFormat);
            mShaderResourceFormat = d3d11::GetDepthShaderResourceFormat(convertedFormat);
            mDepthStencilFormat = convertedFormat;
            mRenderTargetFormat = DXGI_FORMAT_UNKNOWN;
        }
        else
        {
            mTextureFormat = convertedFormat;
            mShaderResourceFormat = convertedFormat;
            mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
            mRenderTargetFormat = convertedFormat;
        }
    
        // if the width or height is not positive this should be treated as an incomplete texture
        // we handle that here by skipping the d3d texture creation
        if (width > 0 && height > 0)
        {
            // adjust size if needed for compressed textures
            gl::MakeValidSize(false, gl::IsCompressed(internalformat), &width, &height, &mLodOffset);
    
            ID3D11Device *device = mRenderer->getDevice();
    
            D3D11_TEXTURE2D_DESC desc;
            desc.Width = width;      // Compressed texture size constraints?
            desc.Height = height;
            desc.MipLevels = (levels > 0) ? levels + mLodOffset : 0;
            desc.ArraySize = 1;
            desc.Format = mTextureFormat;
            desc.SampleDesc.Count = 1;
            desc.SampleDesc.Quality = 0;
            desc.Usage = D3D11_USAGE_DEFAULT;
            desc.BindFlags = getBindFlags();
            desc.CPUAccessFlags = 0;
            desc.MiscFlags = 0;
    
            HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
    
            // this can happen from windows TDR
            if (d3d11::isDeviceLostError(result))
            {
                mRenderer->notifyDeviceLost();
                gl::error(GL_OUT_OF_MEMORY);
            }
            else if (FAILED(result))
            {
                ASSERT(result == E_OUTOFMEMORY);
                ERR("Creating image failed.");
                gl::error(GL_OUT_OF_MEMORY);
            }
            else
            {
                mTexture->GetDesc(&desc);
                mMipLevels = desc.MipLevels;
                mTextureWidth = desc.Width;
                mTextureHeight = desc.Height;
                mTextureDepth = 1;
            }
        }
    }
    
    TextureStorage11_2D::~TextureStorage11_2D()
    {
        if (mTexture)
        {
            mTexture->Release();
            mTexture = NULL;
        }
    
        if (mSRV)
        {
            mSRV->Release();
            mSRV = NULL;
        }
    
        for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
        {
            delete mRenderTarget[i];
            mRenderTarget[i] = NULL;
        }
    }
    
    TextureStorage11_2D *TextureStorage11_2D::makeTextureStorage11_2D(TextureStorage *storage)
    {
        ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_2D*, storage));
        return static_cast<TextureStorage11_2D*>(storage);
    }
    
    ID3D11Resource *TextureStorage11_2D::getBaseTexture() const
    {
        return mTexture;
    }
    
    RenderTarget *TextureStorage11_2D::getRenderTarget(int level)
    {
        if (level >= 0 && level < static_cast<int>(mMipLevels))
        {
            if (!mRenderTarget[level])
            {
                ID3D11Device *device = mRenderer->getDevice();
                HRESULT result;
    
                D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
                srvDesc.Format = mShaderResourceFormat;
                srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
                srvDesc.Texture2D.MostDetailedMip = level;
                srvDesc.Texture2D.MipLevels = 1;
    
                ID3D11ShaderResourceView *srv;
                result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv);
    
                if (result == E_OUTOFMEMORY)
                {
                    return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
                }
                ASSERT(SUCCEEDED(result));
    
                if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
                {
                    D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
                    rtvDesc.Format = mRenderTargetFormat;
                    rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
                    rtvDesc.Texture2D.MipSlice = level;
    
                    ID3D11RenderTargetView *rtv;
                    result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
    
                    if (result == E_OUTOFMEMORY)
                    {
                        srv->Release();
                        return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
                    }
                    ASSERT(SUCCEEDED(result));
    
                    // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
                    // also needs to keep a reference to the texture.
                    mTexture->AddRef();
    
                    mRenderTarget[level] = new RenderTarget11(mRenderer, rtv, mTexture, srv,
                                                              std::max(mTextureWidth >> level, 1U),
                                                              std::max(mTextureHeight >> level, 1U));
                }
                else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN)
                {
                    D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
                    dsvDesc.Format = mDepthStencilFormat;
                    dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
                    dsvDesc.Texture2D.MipSlice = level;
                    dsvDesc.Flags = 0;
    
                    ID3D11DepthStencilView *dsv;
                    result = device->CreateDepthStencilView(mTexture, &dsvDesc, &dsv);
    
                    if (result == E_OUTOFMEMORY)
                    {
                        srv->Release();
                        return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
                    }
                    ASSERT(SUCCEEDED(result));
    
                    // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
                    // also needs to keep a reference to the texture.
                    mTexture->AddRef();
    
                    mRenderTarget[level] = new RenderTarget11(mRenderer, dsv, mTexture, srv,
                                                              std::max(mTextureWidth >> level, 1U),
                                                              std::max(mTextureHeight >> level, 1U));
                }
                else
                {
                    UNREACHABLE();
                }
            }
    
            return mRenderTarget[level];
        }
        else
        {
            return NULL;
        }
    }
    
    ID3D11ShaderResourceView *TextureStorage11_2D::getSRV()
    {
        if (!mSRV)
        {
            ID3D11Device *device = mRenderer->getDevice();
    
            D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
            srvDesc.Format = mShaderResourceFormat;
            srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
            srvDesc.Texture2D.MipLevels = (mMipLevels == 0 ? -1 : mMipLevels);
            srvDesc.Texture2D.MostDetailedMip = 0;
    
            HRESULT result = device->CreateShaderResourceView(mTexture, &srvDesc, &mSRV);
    
            if (result == E_OUTOFMEMORY)
            {
                return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11ShaderResourceView*>(NULL));
            }
            ASSERT(SUCCEEDED(result));
        }
    
        return mSRV;
    }
    
    void TextureStorage11_2D::generateMipmap(int level)
    {
        RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(level - 1));
        RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(level));
    
        generateMipmapLayer(source, dest);
    }
    
    TextureStorage11_Cube::TextureStorage11_Cube(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
        : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, forceRenderable))
    {
        mTexture = NULL;
        for (unsigned int i = 0; i < 6; i++)
        {
            for (unsigned int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; j++)
            {
                mRenderTarget[i][j] = NULL;
            }
        }
    
        DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat);
        if (d3d11::IsDepthStencilFormat(convertedFormat))
        {
            mTextureFormat = d3d11::GetDepthTextureFormat(convertedFormat);
            mShaderResourceFormat = d3d11::GetDepthShaderResourceFormat(convertedFormat);
            mDepthStencilFormat = convertedFormat;
            mRenderTargetFormat = DXGI_FORMAT_UNKNOWN;
        }
        else
        {
            mTextureFormat = convertedFormat;
            mShaderResourceFormat = convertedFormat;
            mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
            mRenderTargetFormat = convertedFormat;
        }
    
        // if the size is not positive this should be treated as an incomplete texture
        // we handle that here by skipping the d3d texture creation
        if (size > 0)
        {
            // adjust size if needed for compressed textures
            int height = size;
            gl::MakeValidSize(false, gl::IsCompressed(internalformat), &size, &height, &mLodOffset);
    
            ID3D11Device *device = mRenderer->getDevice();
    
            D3D11_TEXTURE2D_DESC desc;
            desc.Width = size;
            desc.Height = size;
            desc.MipLevels = (levels > 0) ? levels + mLodOffset : 0;
            desc.ArraySize = 6;
            desc.Format = mTextureFormat;
            desc.SampleDesc.Count = 1;
            desc.SampleDesc.Quality = 0;
            desc.Usage = D3D11_USAGE_DEFAULT;
            desc.BindFlags = getBindFlags();
            desc.CPUAccessFlags = 0;
            desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
    
            HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
    
            if (FAILED(result))
            {
                ASSERT(result == E_OUTOFMEMORY);
                ERR("Creating image failed.");
                gl::error(GL_OUT_OF_MEMORY);
            }
            else
            {
                mTexture->GetDesc(&desc);
                mMipLevels = desc.MipLevels;
                mTextureWidth = desc.Width;
                mTextureHeight = desc.Height;
                mTextureDepth = 1;
            }
        }
    }
    
    TextureStorage11_Cube::~TextureStorage11_Cube()
    {
        if (mTexture)
        {
            mTexture->Release();
            mTexture = NULL;
        }
    
        if (mSRV)
        {
            mSRV->Release();
            mSRV = NULL;
        }
    
        for (unsigned int i = 0; i < 6; i++)
        {
            for (unsigned int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; j++)
            {
                delete mRenderTarget[i][j];
                mRenderTarget[i][j] = NULL;
            }
        }
    }
    
    TextureStorage11_Cube *TextureStorage11_Cube::makeTextureStorage11_Cube(TextureStorage *storage)
    {
        ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_Cube*, storage));
        return static_cast<TextureStorage11_Cube*>(storage);
    }
    
    ID3D11Resource *TextureStorage11_Cube::getBaseTexture() const
    {
        return mTexture;
    }
    
    RenderTarget *TextureStorage11_Cube::getRenderTarget(GLenum faceTarget, int level)
    {
        unsigned int faceIdx = gl::TextureCubeMap::faceIndex(faceTarget);
        if (level >= 0 && level < static_cast<int>(mMipLevels))
        {
            if (!mRenderTarget[faceIdx][level])
            {
                ID3D11Device *device = mRenderer->getDevice();
                HRESULT result;
    
                D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
                srvDesc.Format = mShaderResourceFormat;
                srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
                srvDesc.Texture2DArray.MostDetailedMip = level;
                srvDesc.Texture2DArray.MipLevels = 1;
                srvDesc.Texture2DArray.FirstArraySlice = faceIdx;
                srvDesc.Texture2DArray.ArraySize = 1;
    
                ID3D11ShaderResourceView *srv;
                result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv);
    
                if (result == E_OUTOFMEMORY)
                {
                    return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
                }
                ASSERT(SUCCEEDED(result));
    
                if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
                {
                    D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
                    rtvDesc.Format = mRenderTargetFormat;
                    rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
                    rtvDesc.Texture2DArray.MipSlice = level;
                    rtvDesc.Texture2DArray.FirstArraySlice = faceIdx;
                    rtvDesc.Texture2DArray.ArraySize = 1;
    
                    ID3D11RenderTargetView *rtv;
                    result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
    
                    if (result == E_OUTOFMEMORY)
                    {
                        srv->Release();
                        return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
                    }
                    ASSERT(SUCCEEDED(result));
    
                    // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
                    // also needs to keep a reference to the texture.
                    mTexture->AddRef();
    
                    mRenderTarget[faceIdx][level] = new RenderTarget11(mRenderer, rtv, mTexture, srv,
                                                                       std::max(mTextureWidth >> level, 1U),
                                                                       std::max(mTextureHeight >> level, 1U));
                }
                else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN)
                {
                    D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
                    dsvDesc.Format = mRenderTargetFormat;
                    dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
                    dsvDesc.Texture2DArray.MipSlice = level;
                    dsvDesc.Texture2DArray.FirstArraySlice = faceIdx;
                    dsvDesc.Texture2DArray.ArraySize = 1;
    
                    ID3D11DepthStencilView *dsv;
                    result = device->CreateDepthStencilView(mTexture, &dsvDesc, &dsv);
    
                    if (result == E_OUTOFMEMORY)
                    {
                        srv->Release();
                        return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
                    }
                    ASSERT(SUCCEEDED(result));
    
                    // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
                    // also needs to keep a reference to the texture.
                    mTexture->AddRef();
    
                    mRenderTarget[faceIdx][level] = new RenderTarget11(mRenderer, dsv, mTexture, srv,
                                                                       std::max(mTextureWidth >> level, 1U),
                                                                       std::max(mTextureHeight >> level, 1U));
                }
                else
                {
                    UNREACHABLE();
                }
            }
    
            return mRenderTarget[faceIdx][level];
        }
        else
        {
            return NULL;
        }
    }
    
    ID3D11ShaderResourceView *TextureStorage11_Cube::getSRV()
    {
        if (!mSRV)
        {
            ID3D11Device *device = mRenderer->getDevice();
    
            D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
            srvDesc.Format = mShaderResourceFormat;
            srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
            srvDesc.TextureCube.MipLevels = (mMipLevels == 0 ? -1 : mMipLevels);
            srvDesc.TextureCube.MostDetailedMip = 0;
    
            HRESULT result = device->CreateShaderResourceView(mTexture, &srvDesc, &mSRV);
    
            if (result == E_OUTOFMEMORY)
            {
                return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11ShaderResourceView*>(NULL));
            }
            ASSERT(SUCCEEDED(result));
        }
    
        return mSRV;
    }
    
    void TextureStorage11_Cube::generateMipmap(int face, int level)
    {
        RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level - 1));
        RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level));
    
        generateMipmapLayer(source, dest);
    }
    
    TextureStorage11_3D::TextureStorage11_3D(Renderer *renderer, int levels, GLenum internalformat, GLenum usage,
                                             GLsizei width, GLsizei height, GLsizei depth)
        : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, false))
    {
        mTexture = NULL;
    
        DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat);
        ASSERT(!d3d11::IsDepthStencilFormat(convertedFormat));
    
        mTextureFormat = convertedFormat;
        mShaderResourceFormat = convertedFormat;
        mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
        mRenderTargetFormat = convertedFormat;
    
        // If the width, height or depth are not positive this should be treated as an incomplete texture
        // we handle that here by skipping the d3d texture creation
        if (width > 0 && height > 0 && depth > 0)
        {
            // adjust size if needed for compressed textures
            gl::MakeValidSize(false, gl::IsCompressed(internalformat), &width, &height, &mLodOffset);
    
            ID3D11Device *device = mRenderer->getDevice();
    
            D3D11_TEXTURE3D_DESC desc;
            desc.Width = width;
            desc.Height = height;
            desc.Depth = depth;
            desc.MipLevels = (levels > 0) ? levels + mLodOffset : 0;
            desc.Format = mTextureFormat;
            desc.Usage = D3D11_USAGE_DEFAULT;
            desc.BindFlags = getBindFlags();
            desc.CPUAccessFlags = 0;
            desc.MiscFlags = 0;
    
            HRESULT result = device->CreateTexture3D(&desc, NULL, &mTexture);
    
            // this can happen from windows TDR
            if (d3d11::isDeviceLostError(result))
            {
                mRenderer->notifyDeviceLost();
                gl::error(GL_OUT_OF_MEMORY);
            }
            else if (FAILED(result))
            {
                ASSERT(result == E_OUTOFMEMORY);
                ERR("Creating image failed.");
                gl::error(GL_OUT_OF_MEMORY);
            }
            else
            {
                mTexture->GetDesc(&desc);
                mMipLevels = desc.MipLevels;
                mTextureWidth = desc.Width;
                mTextureHeight = desc.Height;
                mTextureDepth = desc.Depth;
            }
        }
    }
    
    TextureStorage11_3D::~TextureStorage11_3D()
    {
        if (mTexture)
        {
            mTexture->Release();
            mTexture = NULL;
        }
    
        if (mSRV)
        {
            mSRV->Release();
            mSRV = NULL;
        }
    
        for (RenderTargetMap::const_iterator i = mRenderTargets.begin(); i != mRenderTargets.end(); i++)
        {
            RenderTarget11* renderTarget = i->second;
            delete renderTarget;
        }
        mRenderTargets.clear();
    }
    
    TextureStorage11_3D *TextureStorage11_3D::makeTextureStorage11_3D(TextureStorage *storage)
    {
        ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_3D*, storage));
        return static_cast<TextureStorage11_3D*>(storage);
    }
    
    ID3D11Resource *TextureStorage11_3D::getBaseTexture() const
    {
        return mTexture;
    }
    
    ID3D11ShaderResourceView *TextureStorage11_3D::getSRV()
    {
        if (!mSRV)
        {
            ID3D11Device *device = mRenderer->getDevice();
    
            D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
            srvDesc.Format = mShaderResourceFormat;
            srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
            srvDesc.Texture3D.MipLevels = (mMipLevels == 0 ? -1 : mMipLevels);
            srvDesc.Texture3D.MostDetailedMip = 0;
    
            HRESULT result = device->CreateShaderResourceView(mTexture, &srvDesc, &mSRV);
    
            if (result == E_OUTOFMEMORY)
            {
                return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11ShaderResourceView*>(NULL));
            }
            ASSERT(SUCCEEDED(result));
        }
    
        return mSRV;
    }
    
    RenderTarget *TextureStorage11_3D::getRenderTargetLayer(int mipLevel, int layer)
    {
        if (mipLevel >= 0 && mipLevel < static_cast<int>(mMipLevels))
        {
            LevelLayerKey key(mipLevel, layer);
            if (mRenderTargets.find(key) == mRenderTargets.end())
            {
                ID3D11Device *device = mRenderer->getDevice();
                HRESULT result;
    
                // TODO, what kind of SRV is expected here?
                ID3D11ShaderResourceView *srv = NULL;
    
                if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
                {
                    D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
                    rtvDesc.Format = mRenderTargetFormat;
                    rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
                    rtvDesc.Texture3D.MipSlice = mipLevel;
                    rtvDesc.Texture3D.FirstWSlice = layer;
                    rtvDesc.Texture3D.WSize = 1;
    
                    ID3D11RenderTargetView *rtv;
                    result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
    
                    if (result == E_OUTOFMEMORY)
                    {
                        srv->Release();
                        return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
                    }
                    ASSERT(SUCCEEDED(result));
    
                    // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
                    // also needs to keep a reference to the texture.
                    mTexture->AddRef();
    
                    mRenderTargets[key] = new RenderTarget11(mRenderer, rtv, mTexture, srv,
                                                             std::max(mTextureWidth >> mipLevel, 1U),
                                                             std::max(mTextureHeight >> mipLevel, 1U));
                }
                else
                {
                    UNREACHABLE();
                }
            }
    
            return mRenderTargets[key];
        }
        else
        {
            return NULL;
        }
    }
    
    void TextureStorage11_3D::generateMipmap(int level)
    {
        UNIMPLEMENTED();
    }
    
    TextureStorage11_2DArray::TextureStorage11_2DArray(Renderer *renderer, int levels, GLenum internalformat, GLenum usage,
                                                       GLsizei width, GLsizei height, GLsizei depth)
        : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, false))
    {
        mTexture = NULL;
    
        DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat);
        ASSERT(!d3d11::IsDepthStencilFormat(convertedFormat));
    
        mTextureFormat = convertedFormat;
        mShaderResourceFormat = convertedFormat;
        mDepthStencilFormat = DXGI_FORMAT_UNKNOWN;
        mRenderTargetFormat = convertedFormat;
    
            // if the width, height or depth is not positive this should be treated as an incomplete texture
        // we handle that here by skipping the d3d texture creation
        if (width > 0 && height > 0 && depth > 0)
        {
            // adjust size if needed for compressed textures
            gl::MakeValidSize(false, gl::IsCompressed(internalformat), &width, &height, &mLodOffset);
    
            ID3D11Device *device = mRenderer->getDevice();
    
            D3D11_TEXTURE2D_DESC desc;
            desc.Width = width;
            desc.Height = height;
            desc.MipLevels = (levels > 0) ? levels + mLodOffset : 0;
            desc.ArraySize = depth;
            desc.Format = mTextureFormat;
            desc.SampleDesc.Count = 1;
            desc.SampleDesc.Quality = 0;
            desc.Usage = D3D11_USAGE_DEFAULT;
            desc.BindFlags = getBindFlags();
            desc.CPUAccessFlags = 0;
            desc.MiscFlags = 0;
    
            HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);
    
            // this can happen from windows TDR
            if (d3d11::isDeviceLostError(result))
            {
                mRenderer->notifyDeviceLost();
                gl::error(GL_OUT_OF_MEMORY);
            }
            else if (FAILED(result))
            {
                ASSERT(result == E_OUTOFMEMORY);
                ERR("Creating image failed.");
                gl::error(GL_OUT_OF_MEMORY);
            }
            else
            {
                mTexture->GetDesc(&desc);
                mMipLevels = desc.MipLevels;
                mTextureWidth = desc.Width;
                mTextureHeight = desc.Height;
                mTextureDepth = desc.ArraySize;
            }
        }
    }
    
    TextureStorage11_2DArray::~TextureStorage11_2DArray()
    {
        if (mTexture)
        {
            mTexture->Release();
            mTexture = NULL;
        }
    
        if (mSRV)
        {
            mSRV->Release();
            mSRV = NULL;
        }
    
        for (RenderTargetMap::const_iterator i = mRenderTargets.begin(); i != mRenderTargets.end(); i++)
        {
            RenderTarget11* renderTarget = i->second;
            delete renderTarget;
        }
        mRenderTargets.clear();
    }
    
    TextureStorage11_2DArray *TextureStorage11_2DArray::makeTextureStorage11_2DArray(TextureStorage *storage)
    {
        ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_2DArray*, storage));
        return static_cast<TextureStorage11_2DArray*>(storage);
    }
    
    ID3D11Resource *TextureStorage11_2DArray::getBaseTexture() const
    {
        return mTexture;
    }
    
    ID3D11ShaderResourceView *TextureStorage11_2DArray::getSRV()
    {
        if (!mSRV)
        {
            ID3D11Device *device = mRenderer->getDevice();
    
            D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
            srvDesc.Format = mShaderResourceFormat;
            srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
            srvDesc.Texture2DArray.MostDetailedMip = 0;
            srvDesc.Texture2DArray.MipLevels = (mMipLevels == 0 ? -1 : mMipLevels);
            srvDesc.Texture2DArray.FirstArraySlice = 0;
            srvDesc.Texture2DArray.ArraySize = mTextureDepth;
    
            HRESULT result = device->CreateShaderResourceView(mTexture, &srvDesc, &mSRV);
    
            if (result == E_OUTOFMEMORY)
            {
                return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11ShaderResourceView*>(NULL));
            }
            ASSERT(SUCCEEDED(result));
        }
    
        return mSRV;
    }
    
    RenderTarget *TextureStorage11_2DArray::getRenderTargetLayer(int mipLevel, int layer)
    {
        if (mipLevel >= 0 && mipLevel < static_cast<int>(mMipLevels))
        {
            LevelLayerKey key(mipLevel, layer);
            if (mRenderTargets.find(key) == mRenderTargets.end())
            {
                ID3D11Device *device = mRenderer->getDevice();
                HRESULT result;
    
                // TODO, what kind of SRV is expected here?
                ID3D11ShaderResourceView *srv = NULL;
    
                if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN)
                {
                    D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
                    rtvDesc.Format = mRenderTargetFormat;
                    rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
                    rtvDesc.Texture2DArray.MipSlice = mipLevel;
                    rtvDesc.Texture2DArray.FirstArraySlice = layer;
                    rtvDesc.Texture2DArray.ArraySize = 1;
    
                    ID3D11RenderTargetView *rtv;
                    result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv);
    
                    if (result == E_OUTOFMEMORY)
                    {
                        SafeRelease(srv);
                        return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL));
                    }
                    ASSERT(SUCCEEDED(result));
    
                    // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11
                    // also needs to keep a reference to the texture.
                    mTexture->AddRef();
    
                    mRenderTargets[key] = new RenderTarget11(mRenderer, rtv, mTexture, srv,
                                                             std::max(mTextureWidth >> mipLevel, 1U),
                                                             std::max(mTextureHeight >> mipLevel, 1U));
                }
                else
                {
                    UNREACHABLE();
                }
            }
    
            return mRenderTargets[key];
        }
        else
        {
            return NULL;
        }
    }
    
    void TextureStorage11_2DArray::generateMipmap(int level)
    {
        UNIMPLEMENTED();
    }
    
    }