summaryrefslogtreecommitdiffstats
path: root/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/Image11.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/Image11.cpp')
-rw-r--r--gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/Image11.cpp676
1 files changed, 676 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/Image11.cpp b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/Image11.cpp
new file mode 100644
index 0000000000..2e6558b304
--- /dev/null
+++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/Image11.cpp
@@ -0,0 +1,676 @@
+//
+// Copyright 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 "libANGLE/renderer/d3d/d3d11/Image11.h"
+
+#include "common/utilities.h"
+#include "libANGLE/Context.h"
+#include "libANGLE/Framebuffer.h"
+#include "libANGLE/FramebufferAttachment.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/renderer/d3d/d3d11/Context11.h"
+#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/TextureStorage11.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h"
+
+namespace rx
+{
+
+Image11::Image11(Renderer11 *renderer)
+ : mRenderer(renderer),
+ mDXGIFormat(DXGI_FORMAT_UNKNOWN),
+ mStagingTexture(),
+ mStagingSubresource(0),
+ mRecoverFromStorage(false),
+ mAssociatedStorage(nullptr),
+ mAssociatedImageIndex(),
+ mRecoveredFromStorageCount(0)
+{}
+
+Image11::~Image11()
+{
+ disassociateStorage();
+ releaseStagingTexture();
+}
+
+// static
+angle::Result Image11::GenerateMipmap(const gl::Context *context,
+ Image11 *dest,
+ Image11 *src,
+ const Renderer11DeviceCaps &rendererCaps)
+{
+ ASSERT(src->getDXGIFormat() == dest->getDXGIFormat());
+ ASSERT(src->getWidth() == 1 || src->getWidth() / 2 == dest->getWidth());
+ ASSERT(src->getHeight() == 1 || src->getHeight() / 2 == dest->getHeight());
+
+ D3D11_MAPPED_SUBRESOURCE destMapped;
+ ANGLE_TRY(dest->map(context, D3D11_MAP_WRITE, &destMapped));
+ d3d11::ScopedUnmapper<Image11> destRAII(dest);
+
+ D3D11_MAPPED_SUBRESOURCE srcMapped;
+ ANGLE_TRY(src->map(context, D3D11_MAP_READ, &srcMapped));
+ d3d11::ScopedUnmapper<Image11> srcRAII(src);
+
+ const uint8_t *sourceData = static_cast<const uint8_t *>(srcMapped.pData);
+ uint8_t *destData = static_cast<uint8_t *>(destMapped.pData);
+
+ auto mipGenerationFunction =
+ d3d11::Format::Get(src->getInternalFormat(), rendererCaps).format().mipGenerationFunction;
+ mipGenerationFunction(src->getWidth(), src->getHeight(), src->getDepth(), sourceData,
+ srcMapped.RowPitch, srcMapped.DepthPitch, destData, destMapped.RowPitch,
+ destMapped.DepthPitch);
+
+ dest->markDirty();
+
+ return angle::Result::Continue;
+}
+
+// static
+angle::Result Image11::CopyImage(const gl::Context *context,
+ Image11 *dest,
+ Image11 *source,
+ const gl::Box &sourceBox,
+ const gl::Offset &destOffset,
+ bool unpackFlipY,
+ bool unpackPremultiplyAlpha,
+ bool unpackUnmultiplyAlpha,
+ const Renderer11DeviceCaps &rendererCaps)
+{
+ D3D11_MAPPED_SUBRESOURCE destMapped;
+ ANGLE_TRY(dest->map(context, D3D11_MAP_WRITE, &destMapped));
+ d3d11::ScopedUnmapper<Image11> destRAII(dest);
+
+ D3D11_MAPPED_SUBRESOURCE srcMapped;
+ ANGLE_TRY(source->map(context, D3D11_MAP_READ, &srcMapped));
+ d3d11::ScopedUnmapper<Image11> sourceRAII(source);
+
+ const auto &sourceFormat =
+ d3d11::Format::Get(source->getInternalFormat(), rendererCaps).format();
+ GLuint sourcePixelBytes =
+ gl::GetSizedInternalFormatInfo(sourceFormat.fboImplementationInternalFormat).pixelBytes;
+
+ GLenum destUnsizedFormat = gl::GetUnsizedFormat(dest->getInternalFormat());
+ const auto &destFormat = d3d11::Format::Get(dest->getInternalFormat(), rendererCaps).format();
+ const auto &destFormatInfo =
+ gl::GetSizedInternalFormatInfo(destFormat.fboImplementationInternalFormat);
+ GLuint destPixelBytes = destFormatInfo.pixelBytes;
+
+ const uint8_t *sourceData = static_cast<const uint8_t *>(srcMapped.pData) +
+ sourceBox.x * sourcePixelBytes + sourceBox.y * srcMapped.RowPitch +
+ sourceBox.z * srcMapped.DepthPitch;
+ uint8_t *destData = static_cast<uint8_t *>(destMapped.pData) + destOffset.x * destPixelBytes +
+ destOffset.y * destMapped.RowPitch + destOffset.z * destMapped.DepthPitch;
+
+ CopyImageCHROMIUM(sourceData, srcMapped.RowPitch, sourcePixelBytes, srcMapped.DepthPitch,
+ sourceFormat.pixelReadFunction, destData, destMapped.RowPitch, destPixelBytes,
+ destMapped.DepthPitch, destFormat.pixelWriteFunction, destUnsizedFormat,
+ destFormatInfo.componentType, sourceBox.width, sourceBox.height,
+ sourceBox.depth, unpackFlipY, unpackPremultiplyAlpha, unpackUnmultiplyAlpha);
+
+ dest->markDirty();
+
+ return angle::Result::Continue;
+}
+
+bool Image11::isDirty() const
+{
+ // If mDirty is true AND mStagingTexture doesn't exist AND mStagingTexture doesn't need to be
+ // recovered from TextureStorage AND the texture doesn't require init data (i.e. a blank new
+ // texture will suffice) AND robust resource initialization is not enabled then isDirty should
+ // still return false.
+ if (mDirty && !mStagingTexture.valid() && !mRecoverFromStorage)
+ {
+ const Renderer11DeviceCaps &deviceCaps = mRenderer->getRenderer11DeviceCaps();
+ const auto &formatInfo = d3d11::Format::Get(mInternalFormat, deviceCaps);
+ if (formatInfo.dataInitializerFunction == nullptr)
+ {
+ return false;
+ }
+ }
+
+ return mDirty;
+}
+
+angle::Result Image11::copyToStorage(const gl::Context *context,
+ TextureStorage *storage,
+ const gl::ImageIndex &index,
+ const gl::Box &region)
+{
+ TextureStorage11 *storage11 = GetAs<TextureStorage11>(storage);
+
+ // If an app's behavior results in an Image11 copying its data to/from to a TextureStorage
+ // multiple times, then we should just keep the staging texture around to prevent the copying
+ // from impacting perf. We allow the Image11 to copy its data to/from TextureStorage once. This
+ // accounts for an app making a late call to glGenerateMipmap.
+ bool attemptToReleaseStagingTexture = (mRecoveredFromStorageCount < 2);
+
+ if (attemptToReleaseStagingTexture)
+ {
+ // If another image is relying on this Storage for its data, then we must let it recover its
+ // data before we overwrite it.
+ ANGLE_TRY(storage11->releaseAssociatedImage(context, index, this));
+ }
+
+ const TextureHelper11 *stagingTexture = nullptr;
+ unsigned int stagingSubresourceIndex = 0;
+ ANGLE_TRY(getStagingTexture(context, &stagingTexture, &stagingSubresourceIndex));
+ ANGLE_TRY(storage11->updateSubresourceLevel(context, *stagingTexture, stagingSubresourceIndex,
+ index, region));
+
+ // Once the image data has been copied into the Storage, we can release it locally.
+ if (attemptToReleaseStagingTexture)
+ {
+ storage11->associateImage(this, index);
+ releaseStagingTexture();
+ mRecoverFromStorage = true;
+ mAssociatedStorage = storage11;
+ mAssociatedImageIndex = index;
+ }
+
+ return angle::Result::Continue;
+}
+
+void Image11::verifyAssociatedStorageValid(TextureStorage11 *textureStorageEXT) const
+{
+ ASSERT(mAssociatedStorage == textureStorageEXT);
+}
+
+angle::Result Image11::recoverFromAssociatedStorage(const gl::Context *context)
+{
+ if (mRecoverFromStorage)
+ {
+ ANGLE_TRY(createStagingTexture(context));
+
+ mAssociatedStorage->verifyAssociatedImageValid(mAssociatedImageIndex, this);
+
+ // CopySubResource from the Storage to the Staging texture
+ gl::Box region(0, 0, 0, mWidth, mHeight, mDepth);
+ ANGLE_TRY(mAssociatedStorage->copySubresourceLevel(
+ context, mStagingTexture, mStagingSubresource, mAssociatedImageIndex, region));
+ mRecoveredFromStorageCount += 1;
+
+ // Reset all the recovery parameters, even if the texture storage association is broken.
+ disassociateStorage();
+
+ markDirty();
+ }
+
+ return angle::Result::Continue;
+}
+
+void Image11::disassociateStorage()
+{
+ if (mRecoverFromStorage)
+ {
+ // Make the texturestorage release the Image11 too
+ mAssociatedStorage->disassociateImage(mAssociatedImageIndex, this);
+
+ mRecoverFromStorage = false;
+ mAssociatedStorage = nullptr;
+ mAssociatedImageIndex = gl::ImageIndex();
+ }
+}
+
+bool Image11::redefine(gl::TextureType type,
+ GLenum internalformat,
+ const gl::Extents &size,
+ bool forceRelease)
+{
+ if (mWidth != size.width || mHeight != size.height || mDepth != size.depth ||
+ mInternalFormat != internalformat || forceRelease)
+ {
+ // End the association with the TextureStorage, since that data will be out of date.
+ // Also reset mRecoveredFromStorageCount since this Image is getting completely redefined.
+ disassociateStorage();
+ mRecoveredFromStorageCount = 0;
+
+ mWidth = size.width;
+ mHeight = size.height;
+ mDepth = size.depth;
+ mInternalFormat = internalformat;
+ mType = type;
+
+ // compute the d3d format that will be used
+ const d3d11::Format &formatInfo =
+ d3d11::Format::Get(internalformat, mRenderer->getRenderer11DeviceCaps());
+ mDXGIFormat = formatInfo.texFormat;
+ mRenderable = (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN);
+
+ releaseStagingTexture();
+ mDirty = (formatInfo.dataInitializerFunction != nullptr);
+
+ 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.
+angle::Result Image11::loadData(const gl::Context *context,
+ const gl::Box &area,
+ const gl::PixelUnpackState &unpack,
+ GLenum type,
+ const void *input,
+ bool applySkipImages)
+{
+ Context11 *context11 = GetImplAs<Context11>(context);
+
+ const gl::InternalFormat &formatInfo = gl::GetSizedInternalFormatInfo(mInternalFormat);
+ GLuint inputRowPitch = 0;
+ ANGLE_CHECK_GL_MATH(context11, formatInfo.computeRowPitch(type, area.width, unpack.alignment,
+ unpack.rowLength, &inputRowPitch));
+ GLuint inputDepthPitch = 0;
+ ANGLE_CHECK_GL_MATH(context11, formatInfo.computeDepthPitch(area.height, unpack.imageHeight,
+ inputRowPitch, &inputDepthPitch));
+ GLuint inputSkipBytes = 0;
+ ANGLE_CHECK_GL_MATH(context11,
+ formatInfo.computeSkipBytes(type, inputRowPitch, inputDepthPitch, unpack,
+ applySkipImages, &inputSkipBytes));
+
+ const d3d11::DXGIFormatSize &dxgiFormatInfo = d3d11::GetDXGIFormatSizeInfo(mDXGIFormat);
+ GLuint outputPixelSize = dxgiFormatInfo.pixelBytes;
+
+ const d3d11::Format &d3dFormatInfo =
+ d3d11::Format::Get(mInternalFormat, mRenderer->getRenderer11DeviceCaps());
+ LoadImageFunction loadFunction = d3dFormatInfo.getLoadFunctions()(type).loadFunction;
+
+ D3D11_MAPPED_SUBRESOURCE mappedImage;
+ ANGLE_TRY(map(context, D3D11_MAP_WRITE, &mappedImage));
+
+ uint8_t *offsetMappedData = (static_cast<uint8_t *>(mappedImage.pData) +
+ (area.y * mappedImage.RowPitch + area.x * outputPixelSize +
+ area.z * mappedImage.DepthPitch));
+ loadFunction(area.width, area.height, area.depth,
+ static_cast<const uint8_t *>(input) + inputSkipBytes, inputRowPitch,
+ inputDepthPitch, offsetMappedData, mappedImage.RowPitch, mappedImage.DepthPitch);
+
+ unmap();
+
+ return angle::Result::Continue;
+}
+
+angle::Result Image11::loadCompressedData(const gl::Context *context,
+ const gl::Box &area,
+ const void *input)
+{
+ Context11 *context11 = GetImplAs<Context11>(context);
+
+ const gl::InternalFormat &formatInfo = gl::GetSizedInternalFormatInfo(mInternalFormat);
+ GLuint inputRowPitch = 0;
+ ANGLE_CHECK_GL_MATH(
+ context11, formatInfo.computeRowPitch(GL_UNSIGNED_BYTE, area.width, 1, 0, &inputRowPitch));
+ GLuint inputDepthPitch = 0;
+ ANGLE_CHECK_GL_MATH(
+ context11, formatInfo.computeDepthPitch(area.height, 0, inputRowPitch, &inputDepthPitch));
+
+ const d3d11::DXGIFormatSize &dxgiFormatInfo = d3d11::GetDXGIFormatSizeInfo(mDXGIFormat);
+ GLuint outputPixelSize = dxgiFormatInfo.pixelBytes;
+ GLuint outputBlockWidth = dxgiFormatInfo.blockWidth;
+ GLuint outputBlockHeight = dxgiFormatInfo.blockHeight;
+
+ ASSERT(area.x % outputBlockWidth == 0);
+ ASSERT(area.y % outputBlockHeight == 0);
+
+ const d3d11::Format &d3dFormatInfo =
+ d3d11::Format::Get(mInternalFormat, mRenderer->getRenderer11DeviceCaps());
+ LoadImageFunction loadFunction =
+ d3dFormatInfo.getLoadFunctions()(GL_UNSIGNED_BYTE).loadFunction;
+
+ D3D11_MAPPED_SUBRESOURCE mappedImage;
+ ANGLE_TRY(map(context, D3D11_MAP_WRITE, &mappedImage));
+
+ uint8_t *offsetMappedData =
+ static_cast<uint8_t *>(mappedImage.pData) +
+ ((area.y / outputBlockHeight) * mappedImage.RowPitch +
+ (area.x / outputBlockWidth) * outputPixelSize + area.z * mappedImage.DepthPitch);
+
+ loadFunction(area.width, area.height, area.depth, static_cast<const uint8_t *>(input),
+ inputRowPitch, inputDepthPitch, offsetMappedData, mappedImage.RowPitch,
+ mappedImage.DepthPitch);
+
+ unmap();
+
+ return angle::Result::Continue;
+}
+
+angle::Result Image11::copyFromTexStorage(const gl::Context *context,
+ const gl::ImageIndex &imageIndex,
+ TextureStorage *source)
+{
+ TextureStorage11 *storage11 = GetAs<TextureStorage11>(source);
+
+ const TextureHelper11 *textureHelper = nullptr;
+ ANGLE_TRY(storage11->getResource(context, &textureHelper));
+
+ UINT subresourceIndex = 0;
+ ANGLE_TRY(storage11->getSubresourceIndex(context, imageIndex, &subresourceIndex));
+
+ gl::Box sourceBox(0, 0, 0, mWidth, mHeight, mDepth);
+ return copyWithoutConversion(context, gl::Offset(), sourceBox, *textureHelper,
+ subresourceIndex);
+}
+
+angle::Result Image11::copyFromFramebuffer(const gl::Context *context,
+ const gl::Offset &destOffset,
+ const gl::Rectangle &sourceArea,
+ const gl::Framebuffer *sourceFBO)
+{
+ const gl::FramebufferAttachment *srcAttachment = sourceFBO->getReadColorAttachment();
+ ASSERT(srcAttachment);
+
+ GLenum sourceInternalFormat = srcAttachment->getFormat().info->sizedInternalFormat;
+ const auto &d3d11Format =
+ d3d11::Format::Get(sourceInternalFormat, mRenderer->getRenderer11DeviceCaps());
+
+ if (d3d11Format.texFormat == mDXGIFormat && sourceInternalFormat == mInternalFormat)
+ {
+ RenderTarget11 *rt11 = nullptr;
+ ANGLE_TRY(srcAttachment->getRenderTarget(context, 0, &rt11));
+ ASSERT(rt11->getTexture().get());
+
+ TextureHelper11 textureHelper = rt11->getTexture();
+ unsigned int sourceSubResource = rt11->getSubresourceIndex();
+
+ gl::Box sourceBox(sourceArea.x, sourceArea.y, 0, sourceArea.width, sourceArea.height, 1);
+ return copyWithoutConversion(context, destOffset, sourceBox, textureHelper,
+ sourceSubResource);
+ }
+
+ // This format requires conversion, so we must copy the texture to staging and manually convert
+ // via readPixels
+ D3D11_MAPPED_SUBRESOURCE mappedImage;
+ ANGLE_TRY(map(context, D3D11_MAP_WRITE, &mappedImage));
+
+ // determine the offset coordinate into the destination buffer
+ const auto &dxgiFormatInfo = d3d11::GetDXGIFormatSizeInfo(mDXGIFormat);
+ GLsizei rowOffset = dxgiFormatInfo.pixelBytes * destOffset.x;
+
+ uint8_t *dataOffset = static_cast<uint8_t *>(mappedImage.pData) +
+ mappedImage.RowPitch * destOffset.y + rowOffset +
+ destOffset.z * mappedImage.DepthPitch;
+
+ const gl::InternalFormat &destFormatInfo = gl::GetSizedInternalFormatInfo(mInternalFormat);
+ const auto &destD3D11Format =
+ d3d11::Format::Get(mInternalFormat, mRenderer->getRenderer11DeviceCaps());
+
+ auto loadFunction = destD3D11Format.getLoadFunctions()(destFormatInfo.type);
+ angle::Result result = angle::Result::Continue;
+ if (loadFunction.requiresConversion)
+ {
+ size_t bufferSize = destFormatInfo.pixelBytes * sourceArea.width * sourceArea.height;
+ angle::MemoryBuffer *memoryBuffer = nullptr;
+ result = mRenderer->getScratchMemoryBuffer(GetImplAs<Context11>(context), bufferSize,
+ &memoryBuffer);
+
+ if (result == angle::Result::Continue)
+ {
+ GLuint memoryBufferRowPitch = destFormatInfo.pixelBytes * sourceArea.width;
+
+ result = mRenderer->readFromAttachment(
+ context, *srcAttachment, sourceArea, destFormatInfo.format, destFormatInfo.type,
+ memoryBufferRowPitch, gl::PixelPackState(), memoryBuffer->data());
+
+ loadFunction.loadFunction(sourceArea.width, sourceArea.height, 1, memoryBuffer->data(),
+ memoryBufferRowPitch, 0, dataOffset, mappedImage.RowPitch,
+ mappedImage.DepthPitch);
+ }
+ }
+ else
+ {
+ result = mRenderer->readFromAttachment(
+ context, *srcAttachment, sourceArea, destFormatInfo.format, destFormatInfo.type,
+ mappedImage.RowPitch, gl::PixelPackState(), dataOffset);
+ }
+
+ unmap();
+ mDirty = true;
+
+ return result;
+}
+
+angle::Result Image11::copyWithoutConversion(const gl::Context *context,
+ const gl::Offset &destOffset,
+ const gl::Box &sourceArea,
+ const TextureHelper11 &textureHelper,
+ UINT sourceSubResource)
+{
+ // No conversion needed-- use copyback fastpath
+ const TextureHelper11 *stagingTexture = nullptr;
+ unsigned int stagingSubresourceIndex = 0;
+ ANGLE_TRY(getStagingTexture(context, &stagingTexture, &stagingSubresourceIndex));
+
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ const gl::Extents &extents = textureHelper.getExtents();
+
+ D3D11_BOX srcBox;
+ srcBox.left = sourceArea.x;
+ srcBox.right = sourceArea.x + sourceArea.width;
+ srcBox.top = sourceArea.y;
+ srcBox.bottom = sourceArea.y + sourceArea.height;
+ srcBox.front = sourceArea.z;
+ srcBox.back = sourceArea.z + sourceArea.depth;
+
+ if (textureHelper.is2D() && textureHelper.getSampleCount() > 1)
+ {
+ D3D11_TEXTURE2D_DESC resolveDesc;
+ resolveDesc.Width = extents.width;
+ resolveDesc.Height = extents.height;
+ resolveDesc.MipLevels = 1;
+ resolveDesc.ArraySize = 1;
+ resolveDesc.Format = textureHelper.getFormat();
+ resolveDesc.SampleDesc.Count = 1;
+ resolveDesc.SampleDesc.Quality = 0;
+ resolveDesc.Usage = D3D11_USAGE_DEFAULT;
+ resolveDesc.BindFlags = 0;
+ resolveDesc.CPUAccessFlags = 0;
+ resolveDesc.MiscFlags = 0;
+
+ d3d11::Texture2D resolveTex;
+ ANGLE_TRY(
+ mRenderer->allocateResource(GetImplAs<Context11>(context), resolveDesc, &resolveTex));
+
+ deviceContext->ResolveSubresource(resolveTex.get(), 0, textureHelper.get(),
+ sourceSubResource, textureHelper.getFormat());
+
+ deviceContext->CopySubresourceRegion(stagingTexture->get(), stagingSubresourceIndex,
+ destOffset.x, destOffset.y, destOffset.z,
+ resolveTex.get(), 0, &srcBox);
+ }
+ else
+ {
+ deviceContext->CopySubresourceRegion(stagingTexture->get(), stagingSubresourceIndex,
+ destOffset.x, destOffset.y, destOffset.z,
+ textureHelper.get(), sourceSubResource, &srcBox);
+ }
+
+ mDirty = true;
+ return angle::Result::Continue;
+}
+
+angle::Result Image11::getStagingTexture(const gl::Context *context,
+ const TextureHelper11 **outStagingTexture,
+ unsigned int *outSubresourceIndex)
+{
+ ANGLE_TRY(createStagingTexture(context));
+
+ *outStagingTexture = &mStagingTexture;
+ *outSubresourceIndex = mStagingSubresource;
+ return angle::Result::Continue;
+}
+
+void Image11::releaseStagingTexture()
+{
+ mStagingTexture.reset();
+ mStagingTextureSubresourceVerifier.reset();
+}
+
+angle::Result Image11::createStagingTexture(const gl::Context *context)
+{
+ if (mStagingTexture.valid())
+ {
+ return angle::Result::Continue;
+ }
+
+ ASSERT(mWidth > 0 && mHeight > 0 && mDepth > 0);
+
+ const DXGI_FORMAT dxgiFormat = getDXGIFormat();
+ const auto &formatInfo =
+ d3d11::Format::Get(mInternalFormat, mRenderer->getRenderer11DeviceCaps());
+
+ int lodOffset = 1;
+ GLsizei width = mWidth;
+ GLsizei height = mHeight;
+
+ // adjust size if needed for compressed textures
+ d3d11::MakeValidSize(false, dxgiFormat, &width, &height, &lodOffset);
+
+ Context11 *context11 = GetImplAs<Context11>(context);
+
+ switch (mType)
+ {
+ case gl::TextureType::_3D:
+ {
+ 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 (formatInfo.dataInitializerFunction != nullptr)
+ {
+ gl::TexLevelArray<D3D11_SUBRESOURCE_DATA> initialData;
+ ANGLE_TRY(d3d11::GenerateInitialTextureData(
+ context, mInternalFormat, mRenderer->getRenderer11DeviceCaps(), width, height,
+ mDepth, lodOffset + 1, &initialData));
+
+ ANGLE_TRY(mRenderer->allocateTexture(context11, desc, formatInfo,
+ initialData.data(), &mStagingTexture));
+ }
+ else
+ {
+ ANGLE_TRY(
+ mRenderer->allocateTexture(context11, desc, formatInfo, &mStagingTexture));
+ }
+
+ mStagingTexture.setInternalName("Image11::StagingTexture3D");
+ mStagingSubresource = D3D11CalcSubresource(lodOffset, 0, lodOffset + 1);
+ mStagingTextureSubresourceVerifier.setDesc(desc);
+ }
+ break;
+
+ case gl::TextureType::_2D:
+ case gl::TextureType::_2DArray:
+ case gl::TextureType::CubeMap:
+ {
+ 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 (formatInfo.dataInitializerFunction != nullptr)
+ {
+ gl::TexLevelArray<D3D11_SUBRESOURCE_DATA> initialData;
+ ANGLE_TRY(d3d11::GenerateInitialTextureData(
+ context, mInternalFormat, mRenderer->getRenderer11DeviceCaps(), width, height,
+ 1, lodOffset + 1, &initialData));
+
+ ANGLE_TRY(mRenderer->allocateTexture(context11, desc, formatInfo,
+ initialData.data(), &mStagingTexture));
+ }
+ else
+ {
+ ANGLE_TRY(
+ mRenderer->allocateTexture(context11, desc, formatInfo, &mStagingTexture));
+ }
+
+ mStagingTexture.setInternalName("Image11::StagingTexture2D");
+ mStagingSubresource = D3D11CalcSubresource(lodOffset, 0, lodOffset + 1);
+ mStagingTextureSubresourceVerifier.setDesc(desc);
+ }
+ break;
+
+ default:
+ UNREACHABLE();
+ }
+
+ mDirty = false;
+ return angle::Result::Continue;
+}
+
+angle::Result Image11::map(const gl::Context *context,
+ D3D11_MAP mapType,
+ D3D11_MAPPED_SUBRESOURCE *map)
+{
+ // We must recover from the TextureStorage if necessary, even for D3D11_MAP_WRITE.
+ ANGLE_TRY(recoverFromAssociatedStorage(context));
+
+ const TextureHelper11 *stagingTexture = nullptr;
+ unsigned int subresourceIndex = 0;
+ ANGLE_TRY(getStagingTexture(context, &stagingTexture, &subresourceIndex));
+
+ ASSERT(stagingTexture && stagingTexture->valid());
+
+ ANGLE_TRY(
+ mRenderer->mapResource(context, stagingTexture->get(), subresourceIndex, mapType, 0, map));
+
+ if (!mStagingTextureSubresourceVerifier.wrap(mapType, map))
+ {
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+ deviceContext->Unmap(mStagingTexture.get(), mStagingSubresource);
+ Context11 *context11 = GetImplAs<Context11>(context);
+ context11->handleError(GL_OUT_OF_MEMORY,
+ "Failed to allocate staging texture mapping verifier buffer.",
+ __FILE__, ANGLE_FUNCTION, __LINE__);
+ return angle::Result::Stop;
+ }
+
+ mDirty = true;
+
+ return angle::Result::Continue;
+}
+
+void Image11::unmap()
+{
+ if (mStagingTexture.valid())
+ {
+ mStagingTextureSubresourceVerifier.unwrap();
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+ deviceContext->Unmap(mStagingTexture.get(), mStagingSubresource);
+ }
+}
+
+} // namespace rx