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-rw-r--r--gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp4352
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diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp
new file mode 100644
index 0000000000..f1277462a9
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+++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/TextureStorage11.cpp
@@ -0,0 +1,4352 @@
+//
+// 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.
+//
+
+// 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 "libANGLE/renderer/d3d/d3d11/TextureStorage11.h"
+
+#include <tuple>
+
+#include "common/MemoryBuffer.h"
+#include "common/utilities.h"
+#include "libANGLE/Context.h"
+#include "libANGLE/ImageIndex.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/renderer/d3d/EGLImageD3D.h"
+#include "libANGLE/renderer/d3d/TextureD3D.h"
+#include "libANGLE/renderer/d3d/d3d11/Blit11.h"
+#include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/Context11.h"
+#include "libANGLE/renderer/d3d/d3d11/Image11.h"
+#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/StreamProducerD3DTexture.h"
+#include "libANGLE/renderer/d3d/d3d11/SwapChain11.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
+{
+TextureStorage11::SamplerKey::SamplerKey()
+ : baseLevel(0), mipLevels(0), swizzle(false), dropStencil(false)
+{}
+
+TextureStorage11::SamplerKey::SamplerKey(int baseLevel,
+ int mipLevels,
+ bool swizzle,
+ bool dropStencil)
+ : baseLevel(baseLevel), mipLevels(mipLevels), swizzle(swizzle), dropStencil(dropStencil)
+{}
+
+bool TextureStorage11::SamplerKey::operator<(const SamplerKey &rhs) const
+{
+ return std::tie(baseLevel, mipLevels, swizzle, dropStencil) <
+ std::tie(rhs.baseLevel, rhs.mipLevels, rhs.swizzle, rhs.dropStencil);
+}
+
+TextureStorage11::ImageKey::ImageKey()
+ : level(0), layered(false), layer(0), access(GL_READ_ONLY), format(GL_R32UI)
+{}
+
+TextureStorage11::ImageKey::ImageKey(int level,
+ bool layered,
+ int layer,
+ GLenum access,
+ GLenum format)
+ : level(level), layered(layered), layer(layer), access(access), format(format)
+{}
+
+bool TextureStorage11::ImageKey::operator<(const ImageKey &rhs) const
+{
+ return std::tie(level, layered, layer, access, format) <
+ std::tie(rhs.level, rhs.layered, rhs.layer, rhs.access, rhs.format);
+}
+
+MultisampledRenderToTextureInfo::MultisampledRenderToTextureInfo(const GLsizei samples,
+ const gl::ImageIndex &indexSS,
+ const gl::ImageIndex &indexMS)
+ : samples(samples), indexSS(indexSS), indexMS(indexMS), msTextureNeedsResolve(false)
+{}
+
+MultisampledRenderToTextureInfo::~MultisampledRenderToTextureInfo() {}
+
+TextureStorage11::TextureStorage11(Renderer11 *renderer,
+ UINT bindFlags,
+ UINT miscFlags,
+ GLenum internalFormat,
+ const std::string &label)
+ : TextureStorage(label),
+ mRenderer(renderer),
+ mTopLevel(0),
+ mMipLevels(0),
+ mFormatInfo(d3d11::Format::Get(internalFormat, mRenderer->getRenderer11DeviceCaps())),
+ mTextureWidth(0),
+ mTextureHeight(0),
+ mTextureDepth(0),
+ mDropStencilTexture(),
+ mBindFlags(bindFlags),
+ mMiscFlags(miscFlags)
+{}
+
+TextureStorage11::~TextureStorage11()
+{
+ mSrvCacheForSampler.clear();
+}
+
+DWORD TextureStorage11::GetTextureBindFlags(GLenum internalFormat,
+ const Renderer11DeviceCaps &renderer11DeviceCaps,
+ BindFlags flags)
+{
+ UINT bindFlags = 0;
+
+ const d3d11::Format &formatInfo = d3d11::Format::Get(internalFormat, renderer11DeviceCaps);
+ if (formatInfo.srvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ bindFlags |= D3D11_BIND_SHADER_RESOURCE;
+ }
+ if (formatInfo.uavFormat != DXGI_FORMAT_UNKNOWN && flags.unorderedAccess)
+ {
+ bindFlags |= D3D11_BIND_UNORDERED_ACCESS;
+ }
+ if (formatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ bindFlags |= D3D11_BIND_DEPTH_STENCIL;
+ }
+ if (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN && flags.renderTarget)
+ {
+ bindFlags |= D3D11_BIND_RENDER_TARGET;
+ }
+
+ return bindFlags;
+}
+
+DWORD TextureStorage11::GetTextureMiscFlags(GLenum internalFormat,
+ const Renderer11DeviceCaps &renderer11DeviceCaps,
+ BindFlags bindFlags,
+ int levels)
+{
+ UINT miscFlags = 0;
+
+ const d3d11::Format &formatInfo = d3d11::Format::Get(internalFormat, renderer11DeviceCaps);
+ if (bindFlags.renderTarget)
+ {
+ if (d3d11::SupportsMipGen(formatInfo.texFormat, renderer11DeviceCaps.featureLevel))
+ {
+ miscFlags |= D3D11_RESOURCE_MISC_GENERATE_MIPS;
+ }
+ }
+
+ return miscFlags;
+}
+
+UINT TextureStorage11::getBindFlags() const
+{
+ return mBindFlags;
+}
+
+UINT TextureStorage11::getMiscFlags() const
+{
+ return mMiscFlags;
+}
+
+int TextureStorage11::getTopLevel() const
+{
+ // Applying top level is meant to be encapsulated inside TextureStorage11.
+ UNREACHABLE();
+ return mTopLevel;
+}
+
+bool TextureStorage11::isRenderTarget() const
+{
+ return (mBindFlags & (D3D11_BIND_RENDER_TARGET | D3D11_BIND_DEPTH_STENCIL)) != 0;
+}
+
+bool TextureStorage11::isManaged() const
+{
+ return false;
+}
+
+bool TextureStorage11::supportsNativeMipmapFunction() const
+{
+ return (mMiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS) != 0;
+}
+
+int TextureStorage11::getLevelCount() const
+{
+ return mMipLevels - mTopLevel;
+}
+
+int TextureStorage11::getLevelWidth(int mipLevel) const
+{
+ return std::max(static_cast<int>(mTextureWidth) >> mipLevel, 1);
+}
+
+int TextureStorage11::getLevelHeight(int mipLevel) const
+{
+ return std::max(static_cast<int>(mTextureHeight) >> mipLevel, 1);
+}
+
+int TextureStorage11::getLevelDepth(int mipLevel) const
+{
+ return std::max(static_cast<int>(mTextureDepth) >> mipLevel, 1);
+}
+
+angle::Result TextureStorage11::getMippedResource(const gl::Context *context,
+ const TextureHelper11 **outResource)
+{
+ return getResource(context, outResource);
+}
+
+angle::Result TextureStorage11::getSubresourceIndex(const gl::Context *context,
+ const gl::ImageIndex &index,
+ UINT *outSubresourceIndex) const
+{
+ UINT mipSlice = static_cast<UINT>(index.getLevelIndex() + mTopLevel);
+ UINT arraySlice = static_cast<UINT>(index.hasLayer() ? index.getLayerIndex() : 0);
+ UINT subresource = D3D11CalcSubresource(mipSlice, arraySlice, mMipLevels);
+ ASSERT(subresource != std::numeric_limits<UINT>::max());
+ *outSubresourceIndex = subresource;
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11::getSRVForSampler(const gl::Context *context,
+ const gl::TextureState &textureState,
+ const gl::SamplerState &sampler,
+ const d3d11::SharedSRV **outSRV)
+{
+ ANGLE_TRY(resolveTexture(context));
+ // Make sure to add the level offset for our tiny compressed texture workaround
+ const GLuint effectiveBaseLevel = textureState.getEffectiveBaseLevel();
+ const bool swizzleRequired = SwizzleRequired(textureState);
+ const bool mipmapping = gl::IsMipmapFiltered(sampler.getMinFilter());
+ unsigned int mipLevels =
+ mipmapping ? (textureState.getEffectiveMaxLevel() - effectiveBaseLevel + 1) : 1;
+
+ // Make sure there's 'mipLevels' mipmap levels below the base level (offset by the top level,
+ // which corresponds to GL level 0)
+ mipLevels = std::min(mipLevels, mMipLevels - mTopLevel - effectiveBaseLevel);
+
+ if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3)
+ {
+ ASSERT(!swizzleRequired);
+ ASSERT(mipLevels == 1 || mipLevels == mMipLevels);
+ }
+
+ if (mRenderer->getFeatures().zeroMaxLodWorkaround.enabled)
+ {
+ // We must ensure that the level zero texture is in sync with mipped texture.
+ ANGLE_TRY(useLevelZeroWorkaroundTexture(context, mipLevels == 1));
+ }
+
+ if (swizzleRequired)
+ {
+ verifySwizzleExists(GetEffectiveSwizzle(textureState));
+ }
+
+ // We drop the stencil when sampling from the SRV if three conditions hold:
+ // 1. the drop stencil workaround is enabled.
+ const bool emulateTinyStencilTextures =
+ mRenderer->getFeatures().emulateTinyStencilTextures.enabled;
+ // 2. this is a stencil texture.
+ const bool hasStencil = (mFormatInfo.format().stencilBits > 0);
+ // 3. the texture has a 1x1 or 2x2 mip.
+ const int effectiveTopLevel = effectiveBaseLevel + mipLevels - 1;
+ const bool hasSmallMips =
+ (getLevelWidth(effectiveTopLevel) <= 2 || getLevelHeight(effectiveTopLevel) <= 2);
+
+ const bool useDropStencil = (emulateTinyStencilTextures && hasStencil && hasSmallMips);
+ const SamplerKey key(effectiveBaseLevel, mipLevels, swizzleRequired, useDropStencil);
+ if (useDropStencil)
+ {
+ // Ensure drop texture gets created.
+ DropStencil result = DropStencil::CREATED;
+ ANGLE_TRY(ensureDropStencilTexture(context, &result));
+
+ // Clear the SRV cache if necessary.
+ // TODO(jmadill): Re-use find query result.
+ const auto srvEntry = mSrvCacheForSampler.find(key);
+ if (result == DropStencil::CREATED && srvEntry != mSrvCacheForSampler.end())
+ {
+ mSrvCacheForSampler.erase(key);
+ }
+ }
+
+ ANGLE_TRY(getCachedOrCreateSRVForSampler(context, key, outSRV));
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11::getCachedOrCreateSRVForSampler(const gl::Context *context,
+ const SamplerKey &key,
+ const d3d11::SharedSRV **outSRV)
+{
+ auto iter = mSrvCacheForSampler.find(key);
+ if (iter != mSrvCacheForSampler.end())
+ {
+ *outSRV = &iter->second;
+ return angle::Result::Continue;
+ }
+
+ const TextureHelper11 *texture = nullptr;
+ DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
+
+ if (key.swizzle)
+ {
+ const auto &swizzleFormat =
+ mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps());
+ ASSERT(!key.dropStencil || swizzleFormat.format().stencilBits == 0);
+ ANGLE_TRY(getSwizzleTexture(context, &texture));
+ format = swizzleFormat.srvFormat;
+ }
+ else if (key.dropStencil)
+ {
+ ASSERT(mDropStencilTexture.valid());
+ texture = &mDropStencilTexture;
+ format = DXGI_FORMAT_R32_FLOAT;
+ }
+ else
+ {
+ ANGLE_TRY(getResource(context, &texture));
+ format = mFormatInfo.srvFormat;
+ }
+
+ d3d11::SharedSRV srv;
+
+ ANGLE_TRY(createSRVForSampler(context, key.baseLevel, key.mipLevels, format, *texture, &srv));
+
+ const auto &insertIt = mSrvCacheForSampler.insert(std::make_pair(key, std::move(srv)));
+ *outSRV = &insertIt.first->second;
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11::getSRVLevel(const gl::Context *context,
+ int mipLevel,
+ SRVType srvType,
+ const d3d11::SharedSRV **outSRV)
+{
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+
+ ANGLE_TRY(resolveTexture(context));
+ if (srvType == SRVType::Stencil)
+ {
+ if (!mLevelStencilSRVs[mipLevel].valid())
+ {
+ const TextureHelper11 *resource = nullptr;
+ ANGLE_TRY(getResource(context, &resource));
+
+ ANGLE_TRY(createSRVForSampler(context, mipLevel, 1, mFormatInfo.stencilSRVFormat,
+ *resource, &mLevelStencilSRVs[mipLevel]));
+ }
+ *outSRV = &mLevelStencilSRVs[mipLevel];
+ return angle::Result::Continue;
+ }
+
+ auto &levelSRVs = srvType == SRVType::Blit ? mLevelBlitSRVs : mLevelSRVs;
+ auto &otherLevelSRVs = srvType == SRVType::Blit ? mLevelSRVs : mLevelBlitSRVs;
+
+ if (!levelSRVs[mipLevel].valid())
+ {
+ // Only create a different SRV for blit if blit format is different from regular srv format
+ if (otherLevelSRVs[mipLevel].valid() && mFormatInfo.srvFormat == mFormatInfo.blitSRVFormat)
+ {
+ levelSRVs[mipLevel] = otherLevelSRVs[mipLevel].makeCopy();
+ }
+ else
+ {
+ const TextureHelper11 *resource = nullptr;
+ ANGLE_TRY(getResource(context, &resource));
+
+ DXGI_FORMAT resourceFormat =
+ srvType == SRVType::Blit ? mFormatInfo.blitSRVFormat : mFormatInfo.srvFormat;
+ ANGLE_TRY(createSRVForSampler(context, mipLevel, 1, resourceFormat, *resource,
+ &levelSRVs[mipLevel]));
+ }
+ }
+
+ *outSRV = &levelSRVs[mipLevel];
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11::getSRVLevels(const gl::Context *context,
+ GLint baseLevel,
+ GLint maxLevel,
+ const d3d11::SharedSRV **outSRV)
+{
+ ANGLE_TRY(resolveTexture(context));
+ unsigned int mipLevels = maxLevel - baseLevel + 1;
+
+ // Make sure there's 'mipLevels' mipmap levels below the base level (offset by the top level,
+ // which corresponds to GL level 0)
+ mipLevels = std::min(mipLevels, mMipLevels - mTopLevel - baseLevel);
+
+ if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3)
+ {
+ ASSERT(mipLevels == 1 || mipLevels == mMipLevels);
+ }
+
+ if (mRenderer->getFeatures().zeroMaxLodWorkaround.enabled)
+ {
+ // We must ensure that the level zero texture is in sync with mipped texture.
+ ANGLE_TRY(useLevelZeroWorkaroundTexture(context, mipLevels == 1));
+ }
+
+ // TODO(jmadill): Assert we don't need to drop stencil.
+
+ SamplerKey key(baseLevel, mipLevels, false, false);
+ ANGLE_TRY(getCachedOrCreateSRVForSampler(context, key, outSRV));
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11::getSRVForImage(const gl::Context *context,
+ const gl::ImageUnit &imageUnit,
+ const d3d11::SharedSRV **outSRV)
+{
+ ANGLE_TRY(resolveTexture(context));
+ // TODO(Xinghua.cao@intel.com): Add solution to handle swizzle required.
+ ImageKey key(imageUnit.level, (imageUnit.layered == GL_TRUE), imageUnit.layer, imageUnit.access,
+ imageUnit.format);
+ ANGLE_TRY(getCachedOrCreateSRVForImage(context, key, outSRV));
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11::getCachedOrCreateSRVForImage(const gl::Context *context,
+ const ImageKey &key,
+ const d3d11::SharedSRV **outSRV)
+{
+ auto iter = mSrvCacheForImage.find(key);
+ if (iter != mSrvCacheForImage.end())
+ {
+ *outSRV = &iter->second;
+ return angle::Result::Continue;
+ }
+ const TextureHelper11 *texture = nullptr;
+ ANGLE_TRY(getResource(context, &texture));
+ DXGI_FORMAT format =
+ d3d11::Format::Get(key.format, mRenderer->getRenderer11DeviceCaps()).srvFormat;
+ d3d11::SharedSRV srv;
+ ANGLE_TRY(createSRVForImage(context, key.level, format, *texture, &srv));
+ const auto &insertIt = mSrvCacheForImage.insert(std::make_pair(key, std::move(srv)));
+ *outSRV = &insertIt.first->second;
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11::getUAVForImage(const gl::Context *context,
+ const gl::ImageUnit &imageUnit,
+ const d3d11::SharedUAV **outUAV)
+{
+ ANGLE_TRY(resolveTexture(context));
+ // TODO(Xinghua.cao@intel.com): Add solution to handle swizzle required.
+ ImageKey key(imageUnit.level, (imageUnit.layered == GL_TRUE), imageUnit.layer, imageUnit.access,
+ imageUnit.format);
+ ANGLE_TRY(getCachedOrCreateUAVForImage(context, key, outUAV));
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11::getCachedOrCreateUAVForImage(const gl::Context *context,
+ const ImageKey &key,
+ const d3d11::SharedUAV **outUAV)
+{
+ auto iter = mUavCacheForImage.find(key);
+ if (iter != mUavCacheForImage.end())
+ {
+ *outUAV = &iter->second;
+ return angle::Result::Continue;
+ }
+ const TextureHelper11 *texture = nullptr;
+ ANGLE_TRY(getResource(context, &texture));
+ DXGI_FORMAT format =
+ d3d11::Format::Get(key.format, mRenderer->getRenderer11DeviceCaps()).uavFormat;
+ ASSERT(format != DXGI_FORMAT_UNKNOWN);
+ d3d11::SharedUAV uav;
+ ANGLE_TRY(createUAVForImage(context, key.level, format, *texture, &uav));
+ const auto &insertIt = mUavCacheForImage.insert(std::make_pair(key, std::move(uav)));
+ *outUAV = &insertIt.first->second;
+ return angle::Result::Continue;
+}
+
+const d3d11::Format &TextureStorage11::getFormatSet() const
+{
+ return mFormatInfo;
+}
+
+angle::Result TextureStorage11::generateSwizzles(const gl::Context *context,
+ const gl::TextureState &textureState)
+{
+ ANGLE_TRY(resolveTexture(context));
+ gl::SwizzleState swizzleTarget = GetEffectiveSwizzle(textureState);
+ for (int level = 0; level < getLevelCount(); level++)
+ {
+ // Check if the swizzle for this level is out of date
+ if (mSwizzleCache[level] != swizzleTarget)
+ {
+ // Need to re-render the swizzle for this level
+ const d3d11::SharedSRV *sourceSRV = nullptr;
+ ANGLE_TRY(getSRVLevel(context, level,
+ textureState.isStencilMode() ? SRVType::Stencil : SRVType::Blit,
+ &sourceSRV));
+
+ const d3d11::RenderTargetView *destRTV;
+ ANGLE_TRY(getSwizzleRenderTarget(context, level, &destRTV));
+
+ gl::Extents size(getLevelWidth(level), getLevelHeight(level), getLevelDepth(level));
+
+ Blit11 *blitter = mRenderer->getBlitter();
+
+ ANGLE_TRY(blitter->swizzleTexture(context, *sourceSRV, *destRTV, size, swizzleTarget));
+
+ mSwizzleCache[level] = swizzleTarget;
+ }
+ }
+
+ return angle::Result::Continue;
+}
+
+void TextureStorage11::markLevelDirty(int mipLevel)
+{
+ if (mipLevel >= 0 && static_cast<size_t>(mipLevel) < mSwizzleCache.size())
+ {
+ // The default constructor of SwizzleState has GL_INVALID_INDEX for all channels which is
+ // not a valid swizzle combination
+ if (mSwizzleCache[mipLevel] != gl::SwizzleState())
+ {
+ // TODO(jmadill): Invalidate specific swizzle.
+ mRenderer->getStateManager()->invalidateSwizzles();
+ mSwizzleCache[mipLevel] = gl::SwizzleState();
+ }
+ }
+
+ if (mDropStencilTexture.valid())
+ {
+ mDropStencilTexture.reset();
+ }
+}
+
+void TextureStorage11::markDirty()
+{
+ for (size_t mipLevel = 0; mipLevel < mSwizzleCache.size(); ++mipLevel)
+ {
+ markLevelDirty(static_cast<int>(mipLevel));
+ }
+}
+
+angle::Result TextureStorage11::updateSubresourceLevel(const gl::Context *context,
+ const TextureHelper11 &srcTexture,
+ unsigned int sourceSubresource,
+ const gl::ImageIndex &index,
+ const gl::Box &copyArea)
+{
+ ASSERT(srcTexture.valid());
+
+ ANGLE_TRY(resolveTexture(context));
+ const GLint level = index.getLevelIndex();
+
+ markLevelDirty(level);
+
+ gl::Extents texSize(getLevelWidth(level), getLevelHeight(level), getLevelDepth(level));
+
+ bool fullCopy = copyArea.coversSameExtent(texSize);
+
+ const TextureHelper11 *dstTexture = nullptr;
+
+ // If the zero-LOD workaround is active and we want to update a level greater than zero, then we
+ // should update the mipmapped texture, even if mapmaps are currently disabled.
+ if (level > 0 && mRenderer->getFeatures().zeroMaxLodWorkaround.enabled)
+ {
+ ANGLE_TRY(getMippedResource(context, &dstTexture));
+ }
+ else
+ {
+ ANGLE_TRY(getResource(context, &dstTexture));
+ }
+
+ unsigned int dstSubresource = 0;
+ ANGLE_TRY(getSubresourceIndex(context, index, &dstSubresource));
+
+ ASSERT(dstTexture->valid());
+
+ const d3d11::DXGIFormatSize &dxgiFormatSizeInfo =
+ d3d11::GetDXGIFormatSizeInfo(mFormatInfo.texFormat);
+ if (!fullCopy && mFormatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ // CopySubresourceRegion cannot copy partial depth stencils, use the blitter instead
+ Blit11 *blitter = mRenderer->getBlitter();
+ return blitter->copyDepthStencil(context, srcTexture, sourceSubresource, copyArea, texSize,
+ *dstTexture, dstSubresource, copyArea, texSize, nullptr);
+ }
+
+ D3D11_BOX srcBox;
+ srcBox.left = copyArea.x;
+ srcBox.top = copyArea.y;
+ srcBox.right =
+ copyArea.x + roundUp(static_cast<UINT>(copyArea.width), dxgiFormatSizeInfo.blockWidth);
+ srcBox.bottom =
+ copyArea.y + roundUp(static_cast<UINT>(copyArea.height), dxgiFormatSizeInfo.blockHeight);
+ srcBox.front = copyArea.z;
+ srcBox.back = copyArea.z + copyArea.depth;
+
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ deviceContext->CopySubresourceRegion(dstTexture->get(), dstSubresource, copyArea.x, copyArea.y,
+ copyArea.z, srcTexture.get(), sourceSubresource,
+ fullCopy ? nullptr : &srcBox);
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11::copySubresourceLevel(const gl::Context *context,
+ const TextureHelper11 &dstTexture,
+ unsigned int dstSubresource,
+ const gl::ImageIndex &index,
+ const gl::Box &region)
+{
+ ASSERT(dstTexture.valid());
+
+ ANGLE_TRY(resolveTexture(context));
+ const TextureHelper11 *srcTexture = nullptr;
+
+ // If the zero-LOD workaround is active and we want to update a level greater than zero, then we
+ // should update the mipmapped texture, even if mapmaps are currently disabled.
+ if (index.getLevelIndex() > 0 && mRenderer->getFeatures().zeroMaxLodWorkaround.enabled)
+ {
+ ANGLE_TRY(getMippedResource(context, &srcTexture));
+ }
+ else
+ {
+ ANGLE_TRY(getResource(context, &srcTexture));
+ }
+
+ ASSERT(srcTexture->valid());
+
+ unsigned int srcSubresource = 0;
+ ANGLE_TRY(getSubresourceIndex(context, index, &srcSubresource));
+
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ // D3D11 can't perform partial CopySubresourceRegion on depth/stencil textures, so pSrcBox
+ // should be nullptr.
+ D3D11_BOX srcBox;
+ D3D11_BOX *pSrcBox = nullptr;
+ if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3)
+ {
+ GLsizei width = region.width;
+ GLsizei height = region.height;
+ d3d11::MakeValidSize(false, mFormatInfo.texFormat, &width, &height, nullptr);
+
+ // Keep srcbox as nullptr if we're dealing with tiny mips of compressed textures.
+ if (width == region.width && height == region.height)
+ {
+ // However, D3D10Level9 doesn't always perform CopySubresourceRegion correctly unless
+ // the source box is specified. This is okay, since we don't perform
+ // CopySubresourceRegion on depth/stencil textures on 9_3.
+ ASSERT(mFormatInfo.dsvFormat == DXGI_FORMAT_UNKNOWN);
+ srcBox.left = region.x;
+ srcBox.right = region.x + region.width;
+ srcBox.top = region.y;
+ srcBox.bottom = region.y + region.height;
+ srcBox.front = region.z;
+ srcBox.back = region.z + region.depth;
+ pSrcBox = &srcBox;
+ }
+ }
+
+ deviceContext->CopySubresourceRegion(dstTexture.get(), dstSubresource, region.x, region.y,
+ region.z, srcTexture->get(), srcSubresource, pSrcBox);
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11::generateMipmap(const gl::Context *context,
+ const gl::ImageIndex &sourceIndex,
+ const gl::ImageIndex &destIndex)
+{
+ ASSERT(sourceIndex.getLayerIndex() == destIndex.getLayerIndex());
+
+ ANGLE_TRY(resolveTexture(context));
+ markLevelDirty(destIndex.getLevelIndex());
+
+ RenderTargetD3D *source = nullptr;
+ ANGLE_TRY(getRenderTarget(context, sourceIndex, 0, &source));
+
+ // dest will always have 0 since, we have just released the MS Texture struct
+ RenderTargetD3D *dest = nullptr;
+ ANGLE_TRY(getRenderTarget(context, destIndex, 0, &dest));
+
+ RenderTarget11 *srcRT11 = GetAs<RenderTarget11>(source);
+ RenderTarget11 *dstRT11 = GetAs<RenderTarget11>(dest);
+ const d3d11::RenderTargetView &destRTV = dstRT11->getRenderTargetView();
+ const d3d11::SharedSRV *sourceSRV;
+ ANGLE_TRY(srcRT11->getBlitShaderResourceView(context, &sourceSRV));
+
+ gl::Box sourceArea(0, 0, 0, source->getWidth(), source->getHeight(), source->getDepth());
+ gl::Extents sourceSize(source->getWidth(), source->getHeight(), source->getDepth());
+
+ gl::Box destArea(0, 0, 0, dest->getWidth(), dest->getHeight(), dest->getDepth());
+ gl::Extents destSize(dest->getWidth(), dest->getHeight(), dest->getDepth());
+
+ Blit11 *blitter = mRenderer->getBlitter();
+ const gl::InternalFormat &sourceInternalFormat =
+ gl::GetSizedInternalFormatInfo(source->getInternalFormat());
+ GLenum format = sourceInternalFormat.format;
+ GLenum type = sourceInternalFormat.type;
+ return blitter->copyTexture(context, *sourceSRV, sourceArea, sourceSize, format, destRTV,
+ destArea, destSize, nullptr, format, type, GL_LINEAR, false, false,
+ false);
+}
+
+void TextureStorage11::verifySwizzleExists(const gl::SwizzleState &swizzleState)
+{
+ for (unsigned int level = 0; level < mMipLevels; level++)
+ {
+ ASSERT(mSwizzleCache[level] == swizzleState);
+ }
+}
+
+void TextureStorage11::clearSRVCache()
+{
+ markDirty();
+ mSrvCacheForSampler.clear();
+
+ for (size_t level = 0; level < mLevelSRVs.size(); level++)
+ {
+ mLevelSRVs[level].reset();
+ mLevelBlitSRVs[level].reset();
+ }
+}
+
+angle::Result TextureStorage11::copyToStorage(const gl::Context *context,
+ TextureStorage *destStorage)
+{
+ ASSERT(destStorage);
+
+ ANGLE_TRY(resolveTexture(context));
+ const TextureHelper11 *sourceResouce = nullptr;
+ ANGLE_TRY(getResource(context, &sourceResouce));
+
+ TextureStorage11 *dest11 = GetAs<TextureStorage11>(destStorage);
+ const TextureHelper11 *destResource = nullptr;
+ ANGLE_TRY(dest11->getResource(context, &destResource));
+
+ ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
+ immediateContext->CopyResource(destResource->get(), sourceResouce->get());
+
+ dest11->markDirty();
+
+ return angle::Result::Continue;
+}
+
+void TextureStorage11::invalidateTextures()
+{
+ mRenderer->getStateManager()->invalidateTexturesAndSamplers();
+}
+
+angle::Result TextureStorage11::setData(const gl::Context *context,
+ const gl::ImageIndex &index,
+ ImageD3D *image,
+ const gl::Box *destBox,
+ GLenum type,
+ const gl::PixelUnpackState &unpack,
+ const uint8_t *pixelData)
+{
+ ASSERT(!image->isDirty());
+
+ ANGLE_TRY(resolveTexture(context));
+ markLevelDirty(index.getLevelIndex());
+
+ const TextureHelper11 *resource = nullptr;
+ ANGLE_TRY(getResource(context, &resource));
+ ASSERT(resource && resource->valid());
+
+ UINT destSubresource = 0;
+ ANGLE_TRY(getSubresourceIndex(context, index, &destSubresource));
+
+ const gl::InternalFormat &internalFormatInfo =
+ gl::GetInternalFormatInfo(image->getInternalFormat(), type);
+
+ gl::Box levelBox(0, 0, 0, getLevelWidth(index.getLevelIndex()),
+ getLevelHeight(index.getLevelIndex()), getLevelDepth(index.getLevelIndex()));
+ bool fullUpdate = (destBox == nullptr || *destBox == levelBox);
+ ASSERT(internalFormatInfo.depthBits == 0 || fullUpdate);
+
+ // TODO(jmadill): Handle compressed formats
+ // Compressed formats have different load syntax, so we'll have to handle them with slightly
+ // different logic. Will implemnent this in a follow-up patch, and ensure we do not use SetData
+ // with compressed formats in the calling logic.
+ ASSERT(!internalFormatInfo.compressed);
+
+ Context11 *context11 = GetImplAs<Context11>(context);
+
+ const int width = destBox ? destBox->width : static_cast<int>(image->getWidth());
+ const int height = destBox ? destBox->height : static_cast<int>(image->getHeight());
+ const int depth = destBox ? destBox->depth : static_cast<int>(image->getDepth());
+ GLuint srcRowPitch = 0;
+ ANGLE_CHECK_GL_MATH(context11,
+ internalFormatInfo.computeRowPitch(type, width, unpack.alignment,
+ unpack.rowLength, &srcRowPitch));
+ GLuint srcDepthPitch = 0;
+ ANGLE_CHECK_GL_MATH(context11, internalFormatInfo.computeDepthPitch(
+ height, unpack.imageHeight, srcRowPitch, &srcDepthPitch));
+ GLuint srcSkipBytes = 0;
+ ANGLE_CHECK_GL_MATH(
+ context11, internalFormatInfo.computeSkipBytes(type, srcRowPitch, srcDepthPitch, unpack,
+ index.usesTex3D(), &srcSkipBytes));
+
+ const d3d11::Format &d3d11Format =
+ d3d11::Format::Get(image->getInternalFormat(), mRenderer->getRenderer11DeviceCaps());
+ const d3d11::DXGIFormatSize &dxgiFormatInfo =
+ d3d11::GetDXGIFormatSizeInfo(d3d11Format.texFormat);
+
+ const size_t outputPixelSize = dxgiFormatInfo.pixelBytes;
+
+ UINT bufferRowPitch = static_cast<unsigned int>(outputPixelSize) * width;
+ UINT bufferDepthPitch = bufferRowPitch * height;
+
+ const size_t neededSize = bufferDepthPitch * depth;
+ angle::MemoryBuffer *conversionBuffer = nullptr;
+ const uint8_t *data = nullptr;
+
+ LoadImageFunctionInfo loadFunctionInfo = d3d11Format.getLoadFunctions()(type);
+ if (loadFunctionInfo.requiresConversion)
+ {
+ ANGLE_TRY(mRenderer->getScratchMemoryBuffer(context11, neededSize, &conversionBuffer));
+ loadFunctionInfo.loadFunction(width, height, depth, pixelData + srcSkipBytes, srcRowPitch,
+ srcDepthPitch, conversionBuffer->data(), bufferRowPitch,
+ bufferDepthPitch);
+ data = conversionBuffer->data();
+ }
+ else
+ {
+ data = pixelData + srcSkipBytes;
+ bufferRowPitch = srcRowPitch;
+ bufferDepthPitch = srcDepthPitch;
+ }
+
+ ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
+
+ if (!fullUpdate)
+ {
+ ASSERT(destBox);
+
+ D3D11_BOX destD3DBox;
+ destD3DBox.left = destBox->x;
+ destD3DBox.right = destBox->x + destBox->width;
+ destD3DBox.top = destBox->y;
+ destD3DBox.bottom = destBox->y + destBox->height;
+ destD3DBox.front = destBox->z;
+ destD3DBox.back = destBox->z + destBox->depth;
+
+ immediateContext->UpdateSubresource(resource->get(), destSubresource, &destD3DBox, data,
+ bufferRowPitch, bufferDepthPitch);
+ }
+ else
+ {
+ immediateContext->UpdateSubresource(resource->get(), destSubresource, nullptr, data,
+ bufferRowPitch, bufferDepthPitch);
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11::ensureDropStencilTexture(
+ const gl::Context *context,
+ TextureStorage11::DropStencil *dropStencilOut)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
+ return angle::Result::Stop;
+}
+
+angle::Result TextureStorage11::initDropStencilTexture(const gl::Context *context,
+ const gl::ImageIndexIterator &it)
+{
+ const TextureHelper11 *sourceTexture = nullptr;
+ ANGLE_TRY(getResource(context, &sourceTexture));
+
+ gl::ImageIndexIterator itCopy = it;
+
+ while (itCopy.hasNext())
+ {
+ gl::ImageIndex index = itCopy.next();
+ gl::Box wholeArea(0, 0, 0, getLevelWidth(index.getLevelIndex()),
+ getLevelHeight(index.getLevelIndex()), 1);
+ gl::Extents wholeSize(wholeArea.width, wholeArea.height, 1);
+
+ UINT subresource = 0;
+ ANGLE_TRY(getSubresourceIndex(context, index, &subresource));
+
+ ANGLE_TRY(mRenderer->getBlitter()->copyDepthStencil(
+ context, *sourceTexture, subresource, wholeArea, wholeSize, mDropStencilTexture,
+ subresource, wholeArea, wholeSize, nullptr));
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11::resolveTextureHelper(const gl::Context *context,
+ const TextureHelper11 &texture)
+{
+ UINT subresourceIndexSS;
+ ANGLE_TRY(getSubresourceIndex(context, mMSTexInfo->indexSS, &subresourceIndexSS));
+ UINT subresourceIndexMS;
+ ANGLE_TRY(getSubresourceIndex(context, mMSTexInfo->indexMS, &subresourceIndexMS));
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+ const TextureHelper11 *resource = nullptr;
+ ANGLE_TRY(mMSTexInfo->msTex->getResource(context, &resource));
+ deviceContext->ResolveSubresource(texture.get(), subresourceIndexSS, resource->get(),
+ subresourceIndexMS, texture.getFormat());
+ mMSTexInfo->msTextureNeedsResolve = false;
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11::releaseMultisampledTexStorageForLevel(size_t level)
+{
+ if (mMSTexInfo && mMSTexInfo->indexSS.getLevelIndex() == static_cast<int>(level))
+ {
+ mMSTexInfo->msTex.reset();
+ onStateChange(angle::SubjectMessage::ContentsChanged);
+ }
+ return angle::Result::Continue;
+}
+
+GLsizei TextureStorage11::getRenderToTextureSamples() const
+{
+ if (mMSTexInfo)
+ {
+ return mMSTexInfo->samples;
+ }
+ return 0;
+}
+
+angle::Result TextureStorage11::findMultisampledRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLsizei samples,
+ RenderTargetD3D **outRT) const
+{
+ const int level = index.getLevelIndex();
+ if (!mMSTexInfo || level != mMSTexInfo->indexSS.getLevelIndex() ||
+ samples != mMSTexInfo->samples || !mMSTexInfo->msTex)
+ {
+ *outRT = nullptr;
+ return angle::Result::Continue;
+ }
+ RenderTargetD3D *rt;
+ ANGLE_TRY(mMSTexInfo->msTex->findRenderTarget(context, mMSTexInfo->indexMS, samples, &rt));
+ *outRT = rt;
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11::getMultisampledRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLsizei samples,
+ RenderTargetD3D **outRT)
+{
+ const int level = index.getLevelIndex();
+ if (!mMSTexInfo || level != mMSTexInfo->indexSS.getLevelIndex() ||
+ samples != mMSTexInfo->samples || !mMSTexInfo->msTex)
+ {
+ // if mMSTexInfo already exists, then we want to resolve and release it
+ // since the mMSTexInfo must be for a different sample count or level
+ ANGLE_TRY(resolveTexture(context));
+
+ // Now we can create a new object for the correct sample and level
+ GLsizei width = getLevelWidth(level);
+ GLsizei height = getLevelHeight(level);
+ GLenum internalFormat = mFormatInfo.internalFormat;
+ std::unique_ptr<TextureStorage11_2DMultisample> texMS(
+ GetAs<TextureStorage11_2DMultisample>(mRenderer->createTextureStorage2DMultisample(
+ internalFormat, width, height, level, samples, true, mKHRDebugLabel)));
+
+ // make sure multisample object has the blitted information.
+ gl::Rectangle area(0, 0, width, height);
+ RenderTargetD3D *readRenderTarget = nullptr;
+ // use incoming index here since the index will correspond to the single sampled texture
+ ANGLE_TRY(getRenderTarget(context, index, 0, &readRenderTarget));
+ gl::ImageIndex indexMS = gl::ImageIndex::Make2DMultisample();
+ RenderTargetD3D *drawRenderTarget = nullptr;
+ ANGLE_TRY(texMS->getRenderTarget(context, indexMS, samples, &drawRenderTarget));
+
+ // blit SS -> MS
+ // mask: GL_COLOR_BUFFER_BIT, filter: GL_NEAREST
+ ANGLE_TRY(mRenderer->blitRenderbufferRect(context, area, area, 0, 0, readRenderTarget,
+ drawRenderTarget, GL_NEAREST, nullptr, true,
+ false, false));
+ mMSTexInfo = std::make_unique<MultisampledRenderToTextureInfo>(samples, index, indexMS);
+ mMSTexInfo->msTex = std::move(texMS);
+ }
+ RenderTargetD3D *rt;
+ ANGLE_TRY(mMSTexInfo->msTex->getRenderTarget(context, mMSTexInfo->indexMS, samples, &rt));
+ // By returning the multisampled render target to the caller, the render target
+ // is expected to be changed so we need to resolve to a single sampled texture
+ // next time resolveTexture is called.
+ mMSTexInfo->msTextureNeedsResolve = true;
+ *outRT = rt;
+ return angle::Result::Continue;
+}
+
+TextureStorage11_2D::TextureStorage11_2D(Renderer11 *renderer,
+ SwapChain11 *swapchain,
+ const std::string &label)
+ : TextureStorage11(renderer,
+ D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE,
+ 0,
+ swapchain->getRenderTargetInternalFormat(),
+ label),
+ mTexture(swapchain->getOffscreenTexture()),
+ mLevelZeroTexture(),
+ mLevelZeroRenderTarget(nullptr),
+ mUseLevelZeroTexture(false),
+ mSwizzleTexture()
+{
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mAssociatedImages[i] = nullptr;
+ mRenderTarget[i] = nullptr;
+ }
+
+ D3D11_TEXTURE2D_DESC texDesc;
+ mTexture.getDesc(&texDesc);
+ mMipLevels = texDesc.MipLevels;
+ mTextureWidth = texDesc.Width;
+ mTextureHeight = texDesc.Height;
+ mTextureDepth = 1;
+ mHasKeyedMutex = (texDesc.MiscFlags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) != 0;
+}
+
+TextureStorage11_2D::TextureStorage11_2D(Renderer11 *renderer,
+ GLenum internalformat,
+ BindFlags bindFlags,
+ GLsizei width,
+ GLsizei height,
+ int levels,
+ const std::string &label,
+ bool hintLevelZeroOnly)
+ : TextureStorage11(
+ renderer,
+ GetTextureBindFlags(internalformat, renderer->getRenderer11DeviceCaps(), bindFlags),
+ GetTextureMiscFlags(internalformat,
+ renderer->getRenderer11DeviceCaps(),
+ bindFlags,
+ levels),
+ internalformat,
+ label),
+ mTexture(),
+ mHasKeyedMutex(false),
+ mLevelZeroTexture(),
+ mLevelZeroRenderTarget(nullptr),
+ mUseLevelZeroTexture(hintLevelZeroOnly && levels > 1),
+ mSwizzleTexture()
+{
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mAssociatedImages[i] = nullptr;
+ mRenderTarget[i] = nullptr;
+ }
+
+ d3d11::MakeValidSize(false, mFormatInfo.texFormat, &width, &height, &mTopLevel);
+ mMipLevels = mTopLevel + levels;
+ mTextureWidth = width;
+ mTextureHeight = height;
+ mTextureDepth = 1;
+
+ // The LevelZeroOnly hint should only be true if the zero max LOD workaround is active.
+ ASSERT(!mUseLevelZeroTexture || mRenderer->getFeatures().zeroMaxLodWorkaround.enabled);
+}
+
+void TextureStorage11_2D::onLabelUpdate()
+{
+ if (mTexture.valid())
+ {
+ mTexture.setKHRDebugLabel(&mKHRDebugLabel);
+ }
+ if (mLevelZeroTexture.valid())
+ {
+ mLevelZeroTexture.setKHRDebugLabel(&mKHRDebugLabel);
+ }
+ if (mSwizzleTexture.valid())
+ {
+ mSwizzleTexture.setKHRDebugLabel(&mKHRDebugLabel);
+ }
+}
+
+angle::Result TextureStorage11_2D::onDestroy(const gl::Context *context)
+{
+ for (unsigned i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ if (mAssociatedImages[i] != nullptr)
+ {
+ mAssociatedImages[i]->verifyAssociatedStorageValid(this);
+
+ // We must let the Images recover their data before we delete it from the
+ // TextureStorage.
+ ANGLE_TRY(mAssociatedImages[i]->recoverFromAssociatedStorage(context));
+ }
+ }
+
+ if (mHasKeyedMutex)
+ {
+ // If the keyed mutex is released that will unbind it and cause the state cache to become
+ // desynchronized.
+ mRenderer->getStateManager()->invalidateBoundViews();
+ }
+
+ return angle::Result::Continue;
+}
+
+TextureStorage11_2D::~TextureStorage11_2D() {}
+
+angle::Result TextureStorage11_2D::copyToStorage(const gl::Context *context,
+ TextureStorage *destStorage)
+{
+ ASSERT(destStorage);
+
+ TextureStorage11_2D *dest11 = GetAs<TextureStorage11_2D>(destStorage);
+ ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
+
+ if (mRenderer->getFeatures().zeroMaxLodWorkaround.enabled)
+ {
+ // If either mTexture or mLevelZeroTexture exist, then we need to copy them into the
+ // corresponding textures in destStorage.
+ if (mTexture.valid())
+ {
+ ANGLE_TRY(dest11->useLevelZeroWorkaroundTexture(context, false));
+
+ const TextureHelper11 *destResource = nullptr;
+ ANGLE_TRY(dest11->getResource(context, &destResource));
+
+ immediateContext->CopyResource(destResource->get(), mTexture.get());
+ }
+
+ if (mLevelZeroTexture.valid())
+ {
+ ANGLE_TRY(dest11->useLevelZeroWorkaroundTexture(context, true));
+
+ const TextureHelper11 *destResource = nullptr;
+ ANGLE_TRY(dest11->getResource(context, &destResource));
+
+ immediateContext->CopyResource(destResource->get(), mLevelZeroTexture.get());
+ }
+
+ return angle::Result::Continue;
+ }
+
+ const TextureHelper11 *sourceResouce = nullptr;
+ ANGLE_TRY(getResource(context, &sourceResouce));
+
+ const TextureHelper11 *destResource = nullptr;
+ ANGLE_TRY(dest11->getResource(context, &destResource));
+
+ immediateContext->CopyResource(destResource->get(), sourceResouce->get());
+ dest11->markDirty();
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2D::useLevelZeroWorkaroundTexture(const gl::Context *context,
+ bool useLevelZeroTexture)
+{
+ if (useLevelZeroTexture && mMipLevels > 1)
+ {
+ if (!mUseLevelZeroTexture && mTexture.valid())
+ {
+ ANGLE_TRY(ensureTextureExists(context, 1));
+
+ // Pull data back from the mipped texture if necessary.
+ ASSERT(mLevelZeroTexture.valid());
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+ deviceContext->CopySubresourceRegion(mLevelZeroTexture.get(), 0, 0, 0, 0,
+ mTexture.get(), 0, nullptr);
+ }
+
+ mUseLevelZeroTexture = true;
+ }
+ else
+ {
+ if (mUseLevelZeroTexture && mLevelZeroTexture.valid())
+ {
+ ANGLE_TRY(ensureTextureExists(context, mMipLevels));
+
+ // Pull data back from the level zero texture if necessary.
+ ASSERT(mTexture.valid());
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+ deviceContext->CopySubresourceRegion(mTexture.get(), 0, 0, 0, 0,
+ mLevelZeroTexture.get(), 0, nullptr);
+ }
+
+ mUseLevelZeroTexture = false;
+ }
+
+ return angle::Result::Continue;
+}
+
+void TextureStorage11_2D::associateImage(Image11 *image, const gl::ImageIndex &index)
+{
+ const GLint level = index.getLevelIndex();
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ mAssociatedImages[level] = image;
+ }
+}
+
+void TextureStorage11_2D::verifyAssociatedImageValid(const gl::ImageIndex &index,
+ Image11 *expectedImage)
+{
+ const GLint level = index.getLevelIndex();
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ // This validation check should never return false. It means the Image/TextureStorage
+ // association is broken.
+ ASSERT(mAssociatedImages[level] == expectedImage);
+}
+
+// disassociateImage allows an Image to end its association with a Storage.
+void TextureStorage11_2D::disassociateImage(const gl::ImageIndex &index, Image11 *expectedImage)
+{
+ const GLint level = index.getLevelIndex();
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(mAssociatedImages[level] == expectedImage);
+ mAssociatedImages[level] = nullptr;
+}
+
+// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image
+// recover its data before ending the association.
+angle::Result TextureStorage11_2D::releaseAssociatedImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ Image11 *incomingImage)
+{
+ const GLint level = index.getLevelIndex();
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ // No need to let the old Image recover its data, if it is also the incoming Image.
+ if (mAssociatedImages[level] != nullptr && mAssociatedImages[level] != incomingImage)
+ {
+ // Ensure that the Image is still associated with this TextureStorage.
+ mAssociatedImages[level]->verifyAssociatedStorageValid(this);
+
+ // Force the image to recover from storage before its data is overwritten.
+ // This will reset mAssociatedImages[level] to nullptr too.
+ ANGLE_TRY(mAssociatedImages[level]->recoverFromAssociatedStorage(context));
+ }
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2D::getResource(const gl::Context *context,
+ const TextureHelper11 **outResource)
+{
+ if (mUseLevelZeroTexture && mMipLevels > 1)
+ {
+ ANGLE_TRY(ensureTextureExists(context, 1));
+
+ *outResource = &mLevelZeroTexture;
+ return angle::Result::Continue;
+ }
+
+ ANGLE_TRY(ensureTextureExists(context, mMipLevels));
+
+ *outResource = &mTexture;
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2D::getMippedResource(const gl::Context *context,
+ const TextureHelper11 **outResource)
+{
+ // This shouldn't be called unless the zero max LOD workaround is active.
+ ASSERT(mRenderer->getFeatures().zeroMaxLodWorkaround.enabled);
+
+ ANGLE_TRY(ensureTextureExists(context, mMipLevels));
+
+ *outResource = &mTexture;
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2D::ensureTextureExists(const gl::Context *context, int mipLevels)
+{
+ // If mMipLevels = 1 then always use mTexture rather than mLevelZeroTexture.
+ ANGLE_TRY(resolveTexture(context));
+ bool useLevelZeroTexture = mRenderer->getFeatures().zeroMaxLodWorkaround.enabled
+ ? (mipLevels == 1) && (mMipLevels > 1)
+ : false;
+ TextureHelper11 *outputTexture = useLevelZeroTexture ? &mLevelZeroTexture : &mTexture;
+
+ // 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 (!outputTexture->valid() && mTextureWidth > 0 && mTextureHeight > 0)
+ {
+ ASSERT(mipLevels > 0);
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = mTextureWidth; // Compressed texture size constraints?
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mipLevels;
+ desc.ArraySize = 1;
+ desc.Format = isUnorderedAccess() ? mFormatInfo.typelessFormat : mFormatInfo.texFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = getBindFlags();
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = getMiscFlags();
+
+ ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), desc, mFormatInfo,
+ outputTexture));
+
+ if (useLevelZeroTexture)
+ {
+ outputTexture->setLabels("TexStorage2D.Level0Texture", &mKHRDebugLabel);
+ }
+ else
+ {
+ outputTexture->setLabels("TexStorage2D.Texture", &mKHRDebugLabel);
+ }
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2D::findRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLsizei samples,
+ RenderTargetD3D **outRT) const
+{
+ ASSERT(!index.hasLayer());
+
+ const int level = index.getLevelIndex();
+ ASSERT(level >= 0 && level < getLevelCount());
+
+ bool needMS = samples > 0;
+ if (needMS)
+ {
+ return findMultisampledRenderTarget(context, index, samples, outRT);
+ }
+
+ ASSERT(outRT);
+ if (mRenderTarget[level])
+ {
+ *outRT = mRenderTarget[level].get();
+ return angle::Result::Continue;
+ }
+
+ if (mUseLevelZeroTexture)
+ {
+ ASSERT(level == 0);
+ *outRT = mLevelZeroRenderTarget.get();
+ return angle::Result::Continue;
+ }
+
+ *outRT = nullptr;
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2D::getRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLsizei samples,
+ RenderTargetD3D **outRT)
+{
+ ASSERT(!index.hasLayer());
+
+ const int level = index.getLevelIndex();
+ ASSERT(level >= 0 && level < getLevelCount());
+
+ bool needMS = samples > 0;
+ if (needMS)
+ {
+ return getMultisampledRenderTarget(context, index, samples, outRT);
+ }
+ else
+ {
+ ANGLE_TRY(resolveTexture(context));
+ }
+
+ // In GL ES 2.0, the application can only render to level zero of the texture (Section 4.4.3 of
+ // the GLES 2.0 spec, page 113 of version 2.0.25). Other parts of TextureStorage11_2D could
+ // create RTVs on non-zero levels of the texture (e.g. generateMipmap).
+ // On Feature Level 9_3, this is unlikely to be useful. The renderer can't create SRVs on the
+ // individual levels of the texture, so methods like generateMipmap can't do anything useful
+ // with non-zero-level RTVs. Therefore if level > 0 on 9_3 then there's almost certainly
+ // something wrong.
+ ASSERT(
+ !(mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3 && level > 0));
+ ASSERT(outRT);
+ if (mRenderTarget[level])
+ {
+ *outRT = mRenderTarget[level].get();
+ return angle::Result::Continue;
+ }
+
+ if (mRenderer->getFeatures().zeroMaxLodWorkaround.enabled)
+ {
+ ASSERT(level == 0);
+ ANGLE_TRY(useLevelZeroWorkaroundTexture(context, true));
+ }
+
+ const TextureHelper11 *texture = nullptr;
+ ANGLE_TRY(getResource(context, &texture));
+
+ const d3d11::SharedSRV *srv = nullptr;
+ ANGLE_TRY(getSRVLevel(context, level, SRVType::Sample, &srv));
+
+ const d3d11::SharedSRV *blitSRV = nullptr;
+ ANGLE_TRY(getSRVLevel(context, level, SRVType::Blit, &blitSRV));
+
+ Context11 *context11 = GetImplAs<Context11>(context);
+
+ if (mUseLevelZeroTexture)
+ {
+ if (!mLevelZeroRenderTarget)
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mFormatInfo.rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ rtvDesc.Texture2D.MipSlice = mTopLevel + level;
+
+ d3d11::RenderTargetView rtv;
+ ANGLE_TRY(
+ mRenderer->allocateResource(context11, rtvDesc, mLevelZeroTexture.get(), &rtv));
+ rtv.setLabels("TexStorage2D.Level0RTV", &mKHRDebugLabel);
+
+ mLevelZeroRenderTarget.reset(new TextureRenderTarget11(
+ std::move(rtv), mLevelZeroTexture, d3d11::SharedSRV(), d3d11::SharedSRV(),
+ mFormatInfo.internalFormat, getFormatSet(), getLevelWidth(level),
+ getLevelHeight(level), 1, 0));
+ }
+
+ *outRT = mLevelZeroRenderTarget.get();
+ return angle::Result::Continue;
+ }
+
+ if (mFormatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mFormatInfo.rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ rtvDesc.Texture2D.MipSlice = mTopLevel + level;
+
+ d3d11::RenderTargetView rtv;
+ ANGLE_TRY(mRenderer->allocateResource(context11, rtvDesc, texture->get(), &rtv));
+ rtv.setLabels("TexStorage2D.RTV", &mKHRDebugLabel);
+
+ mRenderTarget[level].reset(new TextureRenderTarget11(
+ std::move(rtv), *texture, *srv, *blitSRV, mFormatInfo.internalFormat, getFormatSet(),
+ getLevelWidth(level), getLevelHeight(level), 1, 0));
+
+ *outRT = mRenderTarget[level].get();
+ return angle::Result::Continue;
+ }
+
+ ASSERT(mFormatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN);
+
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ dsvDesc.Format = mFormatInfo.dsvFormat;
+ dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
+ dsvDesc.Texture2D.MipSlice = mTopLevel + level;
+ dsvDesc.Flags = 0;
+
+ d3d11::DepthStencilView dsv;
+ ANGLE_TRY(mRenderer->allocateResource(context11, dsvDesc, texture->get(), &dsv));
+ dsv.setLabels("TexStorage2D.DSV", &mKHRDebugLabel);
+
+ mRenderTarget[level].reset(new TextureRenderTarget11(
+ std::move(dsv), *texture, *srv, mFormatInfo.internalFormat, getFormatSet(),
+ getLevelWidth(level), getLevelHeight(level), 1, 0));
+
+ *outRT = mRenderTarget[level].get();
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2D::createSRVForSampler(const gl::Context *context,
+ int baseLevel,
+ int mipLevels,
+ DXGI_FORMAT format,
+ const TextureHelper11 &texture,
+ d3d11::SharedSRV *outSRV)
+{
+ ASSERT(outSRV);
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MostDetailedMip = mTopLevel + baseLevel;
+ srvDesc.Texture2D.MipLevels = mipLevels;
+
+ const TextureHelper11 *srvTexture = &texture;
+
+ if (mRenderer->getFeatures().zeroMaxLodWorkaround.enabled)
+ {
+ ASSERT(mTopLevel == 0);
+ ASSERT(baseLevel == 0);
+ // This code also assumes that the incoming texture equals either mLevelZeroTexture or
+ // mTexture.
+
+ if (mipLevels == 1 && mMipLevels > 1)
+ {
+ // We must use a SRV on the level-zero-only texture.
+ ANGLE_TRY(ensureTextureExists(context, 1));
+ srvTexture = &mLevelZeroTexture;
+ }
+ else
+ {
+ ASSERT(mipLevels == static_cast<int>(mMipLevels));
+ ASSERT(mTexture.valid() && texture == mTexture);
+ srvTexture = &mTexture;
+ }
+ }
+
+ ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), srvDesc, srvTexture->get(),
+ outSRV));
+ outSRV->setLabels("TexStorage2D.SRV", &mKHRDebugLabel);
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2D::createSRVForImage(const gl::Context *context,
+ int level,
+ DXGI_FORMAT format,
+ const TextureHelper11 &texture,
+ d3d11::SharedSRV *outSRV)
+{
+ ASSERT(outSRV);
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MostDetailedMip = mTopLevel + level;
+ srvDesc.Texture2D.MipLevels = 1;
+ ANGLE_TRY(
+ mRenderer->allocateResource(GetImplAs<Context11>(context), srvDesc, texture.get(), outSRV));
+ outSRV->setLabels("TexStorage2D.SRVForImage", &mKHRDebugLabel);
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2D::createUAVForImage(const gl::Context *context,
+ int level,
+ DXGI_FORMAT format,
+ const TextureHelper11 &texture,
+ d3d11::SharedUAV *outUAV)
+{
+ ASSERT(outUAV);
+ D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
+ uavDesc.Format = format;
+ uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
+ uavDesc.Texture2D.MipSlice = mTopLevel + level;
+ ANGLE_TRY(
+ mRenderer->allocateResource(GetImplAs<Context11>(context), uavDesc, texture.get(), outUAV));
+ outUAV->setLabels("TexStorage2D.UAVForImage", &mKHRDebugLabel);
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2D::getSwizzleTexture(const gl::Context *context,
+ const TextureHelper11 **outTexture)
+{
+ ASSERT(outTexture);
+
+ if (!mSwizzleTexture.valid())
+ {
+ const auto &format = mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps());
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mMipLevels;
+ desc.ArraySize = 1;
+ desc.Format = format.texFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), desc, format,
+ &mSwizzleTexture));
+ mSwizzleTexture.setLabels("TexStorage2D.SwizzleTexture", &mKHRDebugLabel);
+ }
+
+ *outTexture = &mSwizzleTexture;
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2D::getSwizzleRenderTarget(const gl::Context *context,
+ int mipLevel,
+ const d3d11::RenderTargetView **outRTV)
+{
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+ ASSERT(outRTV);
+
+ if (!mSwizzleRenderTargets[mipLevel].valid())
+ {
+ const TextureHelper11 *swizzleTexture = nullptr;
+ ANGLE_TRY(getSwizzleTexture(context, &swizzleTexture));
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format =
+ mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ rtvDesc.Texture2D.MipSlice = mTopLevel + mipLevel;
+
+ ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), rtvDesc,
+ mSwizzleTexture.get(),
+ &mSwizzleRenderTargets[mipLevel]));
+ }
+
+ *outRTV = &mSwizzleRenderTargets[mipLevel];
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2D::ensureDropStencilTexture(const gl::Context *context,
+ DropStencil *dropStencilOut)
+{
+ if (mDropStencilTexture.valid())
+ {
+ *dropStencilOut = DropStencil::ALREADY_EXISTS;
+ return angle::Result::Continue;
+ }
+
+ D3D11_TEXTURE2D_DESC dropDesc = {};
+ dropDesc.ArraySize = 1;
+ dropDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL;
+ dropDesc.CPUAccessFlags = 0;
+ dropDesc.Format = DXGI_FORMAT_R32_TYPELESS;
+ dropDesc.Height = mTextureHeight;
+ dropDesc.MipLevels = mMipLevels;
+ dropDesc.MiscFlags = 0;
+ dropDesc.SampleDesc.Count = 1;
+ dropDesc.SampleDesc.Quality = 0;
+ dropDesc.Usage = D3D11_USAGE_DEFAULT;
+ dropDesc.Width = mTextureWidth;
+
+ const auto &format =
+ d3d11::Format::Get(GL_DEPTH_COMPONENT32F, mRenderer->getRenderer11DeviceCaps());
+ ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), dropDesc, format,
+ &mDropStencilTexture));
+ mDropStencilTexture.setLabels("TexStorage2D.DropStencil", &mKHRDebugLabel);
+
+ ANGLE_TRY(initDropStencilTexture(context, gl::ImageIndexIterator::Make2D(0, mMipLevels)));
+
+ *dropStencilOut = DropStencil::CREATED;
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2D::resolveTexture(const gl::Context *context)
+{
+ if (mMSTexInfo && mMSTexInfo->msTex && mMSTexInfo->msTextureNeedsResolve)
+ {
+ ANGLE_TRY(resolveTextureHelper(context, mTexture));
+ onStateChange(angle::SubjectMessage::ContentsChanged);
+ }
+ return angle::Result::Continue;
+}
+
+TextureStorage11_External::TextureStorage11_External(
+ Renderer11 *renderer,
+ egl::Stream *stream,
+ const egl::Stream::GLTextureDescription &glDesc,
+ const std::string &label)
+ : TextureStorage11(renderer, D3D11_BIND_SHADER_RESOURCE, 0, glDesc.internalFormat, label)
+{
+ ASSERT(stream->getProducerType() == egl::Stream::ProducerType::D3D11Texture);
+ auto *producer = static_cast<StreamProducerD3DTexture *>(stream->getImplementation());
+ mTexture.set(producer->getD3DTexture(), mFormatInfo);
+ mSubresourceIndex = producer->getArraySlice();
+ mTexture.get()->AddRef();
+ mMipLevels = 1;
+
+ D3D11_TEXTURE2D_DESC desc;
+ mTexture.getDesc(&desc);
+ mTextureWidth = desc.Width;
+ mTextureHeight = desc.Height;
+ mTextureDepth = 1;
+ mHasKeyedMutex = (desc.MiscFlags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) != 0;
+}
+
+angle::Result TextureStorage11_External::onDestroy(const gl::Context *context)
+{
+ if (mHasKeyedMutex)
+ {
+ // If the keyed mutex is released that will unbind it and cause the state cache to become
+ // desynchronized.
+ mRenderer->getStateManager()->invalidateBoundViews();
+ }
+
+ return angle::Result::Continue;
+}
+
+TextureStorage11_External::~TextureStorage11_External() {}
+
+angle::Result TextureStorage11_External::copyToStorage(const gl::Context *context,
+ TextureStorage *destStorage)
+{
+ UNIMPLEMENTED();
+ return angle::Result::Continue;
+}
+
+void TextureStorage11_External::associateImage(Image11 *image, const gl::ImageIndex &index)
+{
+ ASSERT(index.getLevelIndex() == 0);
+ mAssociatedImage = image;
+}
+
+void TextureStorage11_External::verifyAssociatedImageValid(const gl::ImageIndex &index,
+ Image11 *expectedImage)
+{
+ ASSERT(index.getLevelIndex() == 0 && mAssociatedImage == expectedImage);
+}
+
+void TextureStorage11_External::disassociateImage(const gl::ImageIndex &index,
+ Image11 *expectedImage)
+{
+ ASSERT(index.getLevelIndex() == 0);
+ ASSERT(mAssociatedImage == expectedImage);
+ mAssociatedImage = nullptr;
+}
+
+angle::Result TextureStorage11_External::releaseAssociatedImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ Image11 *incomingImage)
+{
+ ASSERT(index.getLevelIndex() == 0);
+
+ if (mAssociatedImage != nullptr && mAssociatedImage != incomingImage)
+ {
+ mAssociatedImage->verifyAssociatedStorageValid(this);
+
+ ANGLE_TRY(mAssociatedImage->recoverFromAssociatedStorage(context));
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_External::getResource(const gl::Context *context,
+ const TextureHelper11 **outResource)
+{
+ *outResource = &mTexture;
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_External::getMippedResource(const gl::Context *context,
+ const TextureHelper11 **outResource)
+{
+ *outResource = &mTexture;
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_External::findRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLsizei samples,
+ RenderTargetD3D **outRT) const
+{
+ // Render targets are not supported for external textures
+ ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
+ return angle::Result::Stop;
+}
+
+angle::Result TextureStorage11_External::getRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLsizei samples,
+ RenderTargetD3D **outRT)
+{
+ // Render targets are not supported for external textures
+ ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
+ return angle::Result::Stop;
+}
+
+angle::Result TextureStorage11_External::createSRVForSampler(const gl::Context *context,
+ int baseLevel,
+ int mipLevels,
+ DXGI_FORMAT format,
+ const TextureHelper11 &texture,
+ d3d11::SharedSRV *outSRV)
+{
+ // Since external textures are treates as non-mipmapped textures, we ignore mipmap levels and
+ // use the specified subresource ID the storage was created with.
+ ASSERT(mipLevels == 1);
+ ASSERT(outSRV);
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
+ // subresource index is equal to the mip level for 2D textures
+ srvDesc.Texture2DArray.MostDetailedMip = 0;
+ srvDesc.Texture2DArray.MipLevels = 1;
+ srvDesc.Texture2DArray.FirstArraySlice = mSubresourceIndex;
+ srvDesc.Texture2DArray.ArraySize = 1;
+
+ ANGLE_TRY(
+ mRenderer->allocateResource(GetImplAs<Context11>(context), srvDesc, texture.get(), outSRV));
+ outSRV->setLabels("TexStorage2D.SRV", &mKHRDebugLabel);
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_External::createSRVForImage(const gl::Context *context,
+ int level,
+ DXGI_FORMAT format,
+ const TextureHelper11 &texture,
+ d3d11::SharedSRV *outSRV)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
+ return angle::Result::Stop;
+}
+
+angle::Result TextureStorage11_External::createUAVForImage(const gl::Context *context,
+ int level,
+ DXGI_FORMAT format,
+ const TextureHelper11 &texture,
+ d3d11::SharedUAV *outUAV)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
+ return angle::Result::Stop;
+}
+
+angle::Result TextureStorage11_External::getSwizzleTexture(const gl::Context *context,
+ const TextureHelper11 **outTexture)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
+ return angle::Result::Stop;
+}
+
+angle::Result TextureStorage11_External::getSwizzleRenderTarget(
+ const gl::Context *context,
+ int mipLevel,
+ const d3d11::RenderTargetView **outRTV)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
+ return angle::Result::Stop;
+}
+
+void TextureStorage11_External::onLabelUpdate()
+{
+ if (mTexture.valid())
+ {
+ mTexture.setKHRDebugLabel(&mKHRDebugLabel);
+ }
+}
+
+TextureStorage11ImmutableBase::TextureStorage11ImmutableBase(Renderer11 *renderer,
+ UINT bindFlags,
+ UINT miscFlags,
+ GLenum internalFormat,
+ const std::string &label)
+ : TextureStorage11(renderer, bindFlags, miscFlags, internalFormat, label)
+{}
+
+void TextureStorage11ImmutableBase::associateImage(Image11 *, const gl::ImageIndex &) {}
+
+void TextureStorage11ImmutableBase::disassociateImage(const gl::ImageIndex &, Image11 *) {}
+
+void TextureStorage11ImmutableBase::verifyAssociatedImageValid(const gl::ImageIndex &, Image11 *) {}
+
+angle::Result TextureStorage11ImmutableBase::releaseAssociatedImage(const gl::Context *context,
+ const gl::ImageIndex &,
+ Image11 *)
+{
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11ImmutableBase::createSRVForImage(const gl::Context *context,
+ int level,
+ DXGI_FORMAT format,
+ const TextureHelper11 &texture,
+ d3d11::SharedSRV *outSRV)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
+ return angle::Result::Stop;
+}
+
+angle::Result TextureStorage11ImmutableBase::createUAVForImage(const gl::Context *context,
+ int level,
+ DXGI_FORMAT format,
+ const TextureHelper11 &texture,
+ d3d11::SharedUAV *outUAV)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
+ return angle::Result::Stop;
+}
+
+TextureStorage11_EGLImage::TextureStorage11_EGLImage(Renderer11 *renderer,
+ EGLImageD3D *eglImage,
+ RenderTarget11 *renderTarget11,
+ const std::string &label)
+ : TextureStorage11ImmutableBase(renderer,
+ D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE,
+ 0,
+ renderTarget11->getInternalFormat(),
+ label),
+ mImage(eglImage),
+ mCurrentRenderTarget(0),
+ mSwizzleTexture(),
+ mSwizzleRenderTargets(gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+{
+ mCurrentRenderTarget = reinterpret_cast<uintptr_t>(renderTarget11);
+
+ mMipLevels = 1;
+ mTextureWidth = renderTarget11->getWidth();
+ mTextureHeight = renderTarget11->getHeight();
+ mTextureDepth = 1;
+}
+
+TextureStorage11_EGLImage::~TextureStorage11_EGLImage() {}
+
+angle::Result TextureStorage11_EGLImage::getSubresourceIndex(const gl::Context *context,
+ const gl::ImageIndex &index,
+ UINT *outSubresourceIndex) const
+{
+ ASSERT(index.getType() == gl::TextureType::_2D);
+ ASSERT(index.getLevelIndex() == 0);
+
+ RenderTarget11 *renderTarget11 = nullptr;
+ ANGLE_TRY(getImageRenderTarget(context, &renderTarget11));
+ *outSubresourceIndex = renderTarget11->getSubresourceIndex();
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_EGLImage::getResource(const gl::Context *context,
+ const TextureHelper11 **outResource)
+{
+ ANGLE_TRY(checkForUpdatedRenderTarget(context));
+
+ RenderTarget11 *renderTarget11 = nullptr;
+ ANGLE_TRY(getImageRenderTarget(context, &renderTarget11));
+ *outResource = &renderTarget11->getTexture();
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_EGLImage::getSRVForSampler(const gl::Context *context,
+ const gl::TextureState &textureState,
+ const gl::SamplerState &sampler,
+ const d3d11::SharedSRV **outSRV)
+{
+ ANGLE_TRY(checkForUpdatedRenderTarget(context));
+ return TextureStorage11::getSRVForSampler(context, textureState, sampler, outSRV);
+}
+
+angle::Result TextureStorage11_EGLImage::getMippedResource(const gl::Context *context,
+ const TextureHelper11 **)
+{
+ // This shouldn't be called unless the zero max LOD workaround is active.
+ // EGL images are unavailable in this configuration.
+ ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
+ return angle::Result::Stop;
+}
+
+angle::Result TextureStorage11_EGLImage::findRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLsizei samples,
+ RenderTargetD3D **outRT) const
+{
+ // Since the render target of an EGL image will be updated when orphaning, trying to find a
+ // cache of it can be rarely useful.
+ ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
+ return angle::Result::Stop;
+}
+
+angle::Result TextureStorage11_EGLImage::getRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLsizei samples,
+ RenderTargetD3D **outRT)
+{
+ ASSERT(!index.hasLayer());
+ ASSERT(index.getLevelIndex() == 0);
+
+ ANGLE_TRY(checkForUpdatedRenderTarget(context));
+
+ return mImage->getRenderTarget(context, outRT);
+}
+
+angle::Result TextureStorage11_EGLImage::copyToStorage(const gl::Context *context,
+ TextureStorage *destStorage)
+{
+ const TextureHelper11 *sourceResouce = nullptr;
+ ANGLE_TRY(getResource(context, &sourceResouce));
+
+ ASSERT(destStorage);
+ TextureStorage11_2D *dest11 = GetAs<TextureStorage11_2D>(destStorage);
+ const TextureHelper11 *destResource = nullptr;
+ ANGLE_TRY(dest11->getResource(context, &destResource));
+
+ ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
+ immediateContext->CopyResource(destResource->get(), sourceResouce->get());
+
+ dest11->markDirty();
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_EGLImage::useLevelZeroWorkaroundTexture(const gl::Context *context,
+ bool)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
+ return angle::Result::Stop;
+}
+
+angle::Result TextureStorage11_EGLImage::getSwizzleTexture(const gl::Context *context,
+ const TextureHelper11 **outTexture)
+{
+ ASSERT(outTexture);
+
+ if (!mSwizzleTexture.valid())
+ {
+ const auto &format = mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps());
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mMipLevels;
+ desc.ArraySize = 1;
+ desc.Format = format.texFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), desc, format,
+ &mSwizzleTexture));
+ mSwizzleTexture.setLabels("TexStorageEGLImage.SwizzleTexture", &mKHRDebugLabel);
+ }
+
+ *outTexture = &mSwizzleTexture;
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_EGLImage::getSwizzleRenderTarget(
+ const gl::Context *context,
+ int mipLevel,
+ const d3d11::RenderTargetView **outRTV)
+{
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+ ASSERT(outRTV);
+
+ if (!mSwizzleRenderTargets[mipLevel].valid())
+ {
+ const TextureHelper11 *swizzleTexture = nullptr;
+ ANGLE_TRY(getSwizzleTexture(context, &swizzleTexture));
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format =
+ mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ rtvDesc.Texture2D.MipSlice = mTopLevel + mipLevel;
+
+ ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), rtvDesc,
+ mSwizzleTexture.get(),
+ &mSwizzleRenderTargets[mipLevel]));
+ }
+
+ *outRTV = &mSwizzleRenderTargets[mipLevel];
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_EGLImage::checkForUpdatedRenderTarget(const gl::Context *context)
+{
+ RenderTarget11 *renderTarget11 = nullptr;
+ ANGLE_TRY(getImageRenderTarget(context, &renderTarget11));
+
+ if (mCurrentRenderTarget != reinterpret_cast<uintptr_t>(renderTarget11))
+ {
+ clearSRVCache();
+ mCurrentRenderTarget = reinterpret_cast<uintptr_t>(renderTarget11);
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_EGLImage::createSRVForSampler(const gl::Context *context,
+ int baseLevel,
+ int mipLevels,
+ DXGI_FORMAT format,
+ const TextureHelper11 &texture,
+ d3d11::SharedSRV *outSRV)
+{
+ ASSERT(baseLevel == 0);
+ ASSERT(mipLevels == 1);
+ ASSERT(outSRV);
+
+ // Create a new SRV only for the swizzle texture. Otherwise just return the Image's
+ // RenderTarget's SRV.
+ if (texture == mSwizzleTexture)
+ {
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MostDetailedMip = mTopLevel + baseLevel;
+ srvDesc.Texture2D.MipLevels = mipLevels;
+
+ ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), srvDesc, texture.get(),
+ outSRV));
+ outSRV->setLabels("TexStorageEGLImage.SRV", &mKHRDebugLabel);
+ }
+ else
+ {
+ RenderTarget11 *renderTarget = nullptr;
+ ANGLE_TRY(getImageRenderTarget(context, &renderTarget));
+
+ ASSERT(texture == renderTarget->getTexture());
+
+ const d3d11::SharedSRV *srv;
+ ANGLE_TRY(renderTarget->getShaderResourceView(context, &srv));
+
+ *outSRV = srv->makeCopy();
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_EGLImage::getImageRenderTarget(const gl::Context *context,
+ RenderTarget11 **outRT) const
+{
+ RenderTargetD3D *renderTargetD3D = nullptr;
+ ANGLE_TRY(mImage->getRenderTarget(context, &renderTargetD3D));
+ *outRT = GetAs<RenderTarget11>(renderTargetD3D);
+ return angle::Result::Continue;
+}
+
+void TextureStorage11_EGLImage::onLabelUpdate()
+{
+ if (mSwizzleTexture.valid())
+ {
+ mSwizzleTexture.setKHRDebugLabel(&mKHRDebugLabel);
+ }
+}
+
+TextureStorage11_Cube::TextureStorage11_Cube(Renderer11 *renderer,
+ GLenum internalformat,
+ BindFlags bindFlags,
+ int size,
+ int levels,
+ bool hintLevelZeroOnly,
+ const std::string &label)
+ : TextureStorage11(
+ renderer,
+ GetTextureBindFlags(internalformat, renderer->getRenderer11DeviceCaps(), bindFlags),
+ GetTextureMiscFlags(internalformat,
+ renderer->getRenderer11DeviceCaps(),
+ bindFlags,
+ levels),
+ internalformat,
+ label),
+ mTexture(),
+ mLevelZeroTexture(),
+ mUseLevelZeroTexture(hintLevelZeroOnly && levels > 1),
+ mSwizzleTexture()
+{
+ for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ for (unsigned int face = 0; face < gl::kCubeFaceCount; face++)
+ {
+ mAssociatedImages[face][level] = nullptr;
+ mRenderTarget[face][level] = nullptr;
+ }
+ }
+
+ for (unsigned int face = 0; face < gl::kCubeFaceCount; face++)
+ {
+ mLevelZeroRenderTarget[face] = nullptr;
+ }
+
+ // adjust size if needed for compressed textures
+ int height = size;
+ d3d11::MakeValidSize(false, mFormatInfo.texFormat, &size, &height, &mTopLevel);
+
+ mMipLevels = mTopLevel + levels;
+ mTextureWidth = size;
+ mTextureHeight = size;
+ mTextureDepth = 1;
+
+ // The LevelZeroOnly hint should only be true if the zero max LOD workaround is active.
+ ASSERT(!mUseLevelZeroTexture || mRenderer->getFeatures().zeroMaxLodWorkaround.enabled);
+}
+
+angle::Result TextureStorage11_Cube::onDestroy(const gl::Context *context)
+{
+ for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ for (unsigned int face = 0; face < gl::kCubeFaceCount; face++)
+ {
+ if (mAssociatedImages[face][level] != nullptr)
+ {
+ mAssociatedImages[face][level]->verifyAssociatedStorageValid(this);
+
+ // We must let the Images recover their data before we delete it from the
+ // TextureStorage.
+ ANGLE_TRY(mAssociatedImages[face][level]->recoverFromAssociatedStorage(context));
+ }
+ }
+ }
+
+ return angle::Result::Continue;
+}
+
+TextureStorage11_Cube::~TextureStorage11_Cube() {}
+
+angle::Result TextureStorage11_Cube::getSubresourceIndex(const gl::Context *context,
+ const gl::ImageIndex &index,
+ UINT *outSubresourceIndex) const
+{
+ UINT arraySlice = index.cubeMapFaceIndex();
+ if (mRenderer->getFeatures().zeroMaxLodWorkaround.enabled && mUseLevelZeroTexture &&
+ index.getLevelIndex() == 0)
+ {
+ UINT subresource = D3D11CalcSubresource(0, arraySlice, 1);
+ ASSERT(subresource != std::numeric_limits<UINT>::max());
+ *outSubresourceIndex = subresource;
+ }
+ else
+ {
+ UINT mipSlice = static_cast<UINT>(index.getLevelIndex() + mTopLevel);
+ UINT subresource = D3D11CalcSubresource(mipSlice, arraySlice, mMipLevels);
+ ASSERT(subresource != std::numeric_limits<UINT>::max());
+ *outSubresourceIndex = subresource;
+ }
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_Cube::copyToStorage(const gl::Context *context,
+ TextureStorage *destStorage)
+{
+ ASSERT(destStorage);
+
+ TextureStorage11_Cube *dest11 = GetAs<TextureStorage11_Cube>(destStorage);
+
+ if (mRenderer->getFeatures().zeroMaxLodWorkaround.enabled)
+ {
+ ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
+
+ // If either mTexture or mLevelZeroTexture exist, then we need to copy them into the
+ // corresponding textures in destStorage.
+ if (mTexture.valid())
+ {
+ ANGLE_TRY(dest11->useLevelZeroWorkaroundTexture(context, false));
+
+ const TextureHelper11 *destResource = nullptr;
+ ANGLE_TRY(dest11->getResource(context, &destResource));
+
+ immediateContext->CopyResource(destResource->get(), mTexture.get());
+ }
+
+ if (mLevelZeroTexture.valid())
+ {
+ ANGLE_TRY(dest11->useLevelZeroWorkaroundTexture(context, true));
+
+ const TextureHelper11 *destResource = nullptr;
+ ANGLE_TRY(dest11->getResource(context, &destResource));
+
+ immediateContext->CopyResource(destResource->get(), mLevelZeroTexture.get());
+ }
+ }
+ else
+ {
+ const TextureHelper11 *sourceResouce = nullptr;
+ ANGLE_TRY(getResource(context, &sourceResouce));
+
+ const TextureHelper11 *destResource = nullptr;
+ ANGLE_TRY(dest11->getResource(context, &destResource));
+
+ ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
+ immediateContext->CopyResource(destResource->get(), sourceResouce->get());
+ }
+
+ dest11->markDirty();
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_Cube::useLevelZeroWorkaroundTexture(const gl::Context *context,
+ bool useLevelZeroTexture)
+{
+ if (useLevelZeroTexture && mMipLevels > 1)
+ {
+ if (!mUseLevelZeroTexture && mTexture.valid())
+ {
+ ANGLE_TRY(ensureTextureExists(context, 1));
+
+ // Pull data back from the mipped texture if necessary.
+ ASSERT(mLevelZeroTexture.valid());
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ for (int face = 0; face < 6; face++)
+ {
+ deviceContext->CopySubresourceRegion(mLevelZeroTexture.get(),
+ D3D11CalcSubresource(0, face, 1), 0, 0, 0,
+ mTexture.get(), face * mMipLevels, nullptr);
+ }
+ }
+
+ mUseLevelZeroTexture = true;
+ }
+ else
+ {
+ if (mUseLevelZeroTexture && mLevelZeroTexture.valid())
+ {
+ ANGLE_TRY(ensureTextureExists(context, mMipLevels));
+
+ // Pull data back from the level zero texture if necessary.
+ ASSERT(mTexture.valid());
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ for (int face = 0; face < 6; face++)
+ {
+ deviceContext->CopySubresourceRegion(mTexture.get(),
+ D3D11CalcSubresource(0, face, mMipLevels), 0,
+ 0, 0, mLevelZeroTexture.get(), face, nullptr);
+ }
+ }
+
+ mUseLevelZeroTexture = false;
+ }
+
+ return angle::Result::Continue;
+}
+
+void TextureStorage11_Cube::associateImage(Image11 *image, const gl::ImageIndex &index)
+{
+ const GLint level = index.getLevelIndex();
+ const GLint layerTarget = index.cubeMapFaceIndex();
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(0 <= layerTarget && layerTarget < static_cast<GLint>(gl::kCubeFaceCount));
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ if (0 <= layerTarget && layerTarget < static_cast<GLint>(gl::kCubeFaceCount))
+ {
+ mAssociatedImages[layerTarget][level] = image;
+ }
+ }
+}
+
+void TextureStorage11_Cube::verifyAssociatedImageValid(const gl::ImageIndex &index,
+ Image11 *expectedImage)
+{
+ const GLint level = index.getLevelIndex();
+ const GLint layerTarget = index.cubeMapFaceIndex();
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(0 <= layerTarget && layerTarget < static_cast<GLint>(gl::kCubeFaceCount));
+ // This validation check should never return false. It means the Image/TextureStorage
+ // association is broken.
+ ASSERT(mAssociatedImages[layerTarget][level] == expectedImage);
+}
+
+// disassociateImage allows an Image to end its association with a Storage.
+void TextureStorage11_Cube::disassociateImage(const gl::ImageIndex &index, Image11 *expectedImage)
+{
+ const GLint level = index.getLevelIndex();
+ const GLint layerTarget = index.cubeMapFaceIndex();
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(0 <= layerTarget && layerTarget < static_cast<GLint>(gl::kCubeFaceCount));
+ ASSERT(mAssociatedImages[layerTarget][level] == expectedImage);
+ mAssociatedImages[layerTarget][level] = nullptr;
+}
+
+// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image
+// recover its data before ending the association.
+angle::Result TextureStorage11_Cube::releaseAssociatedImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ Image11 *incomingImage)
+{
+ const GLint level = index.getLevelIndex();
+ const GLint layerTarget = index.cubeMapFaceIndex();
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(0 <= layerTarget && layerTarget < static_cast<GLint>(gl::kCubeFaceCount));
+
+ if ((0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS))
+ {
+ if (0 <= layerTarget && layerTarget < static_cast<GLint>(gl::kCubeFaceCount))
+ {
+ // No need to let the old Image recover its data, if it is also the incoming Image.
+ if (mAssociatedImages[layerTarget][level] != nullptr &&
+ mAssociatedImages[layerTarget][level] != incomingImage)
+ {
+ // Ensure that the Image is still associated with this TextureStorage.
+ mAssociatedImages[layerTarget][level]->verifyAssociatedStorageValid(this);
+
+ // Force the image to recover from storage before its data is overwritten.
+ // This will reset mAssociatedImages[level] to nullptr too.
+ ANGLE_TRY(
+ mAssociatedImages[layerTarget][level]->recoverFromAssociatedStorage(context));
+ }
+ }
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_Cube::getResource(const gl::Context *context,
+ const TextureHelper11 **outResource)
+{
+ if (mUseLevelZeroTexture && mMipLevels > 1)
+ {
+ ANGLE_TRY(ensureTextureExists(context, 1));
+ *outResource = &mLevelZeroTexture;
+ }
+ else
+ {
+ ANGLE_TRY(ensureTextureExists(context, mMipLevels));
+ *outResource = &mTexture;
+ }
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_Cube::getMippedResource(const gl::Context *context,
+ const TextureHelper11 **outResource)
+{
+ // This shouldn't be called unless the zero max LOD workaround is active.
+ ASSERT(mRenderer->getFeatures().zeroMaxLodWorkaround.enabled);
+
+ ANGLE_TRY(ensureTextureExists(context, mMipLevels));
+ *outResource = &mTexture;
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_Cube::ensureTextureExists(const gl::Context *context, int mipLevels)
+{
+ // If mMipLevels = 1 then always use mTexture rather than mLevelZeroTexture.
+ ANGLE_TRY(resolveTexture(context));
+ bool useLevelZeroTexture = mRenderer->getFeatures().zeroMaxLodWorkaround.enabled
+ ? (mipLevels == 1) && (mMipLevels > 1)
+ : false;
+ TextureHelper11 *outputTexture = useLevelZeroTexture ? &mLevelZeroTexture : &mTexture;
+
+ // 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 (!outputTexture->valid() && mTextureWidth > 0 && mTextureHeight > 0)
+ {
+ ASSERT(mMipLevels > 0);
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mipLevels;
+ desc.ArraySize = gl::kCubeFaceCount;
+ desc.Format = isUnorderedAccess() ? mFormatInfo.typelessFormat : mFormatInfo.texFormat;
+ 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 | getMiscFlags();
+
+ ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), desc, mFormatInfo,
+ outputTexture));
+ outputTexture->setLabels("TexStorageCube.Texture", &mKHRDebugLabel);
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_Cube::findRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLsizei samples,
+ RenderTargetD3D **outRT) const
+{
+ const int faceIndex = index.cubeMapFaceIndex();
+ const int level = index.getLevelIndex();
+
+ ASSERT(level >= 0 && level < getLevelCount());
+ ASSERT(faceIndex >= 0 && faceIndex < static_cast<GLint>(gl::kCubeFaceCount));
+
+ bool needMS = samples > 0;
+ if (needMS)
+ {
+ return findMultisampledRenderTarget(context, index, samples, outRT);
+ }
+
+ if (!mRenderTarget[faceIndex][level])
+ {
+ if (mUseLevelZeroTexture)
+ {
+ ASSERT(index.getLevelIndex() == 0);
+ ASSERT(outRT);
+ *outRT = mLevelZeroRenderTarget[faceIndex].get();
+ return angle::Result::Continue;
+ }
+ }
+
+ ASSERT(outRT);
+ *outRT = mRenderTarget[faceIndex][level].get();
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_Cube::createRenderTargetSRV(const gl::Context *context,
+ const TextureHelper11 &texture,
+ const gl::ImageIndex &index,
+ DXGI_FORMAT resourceFormat,
+ d3d11::SharedSRV *srv) const
+{
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = resourceFormat;
+ srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + index.getLevelIndex();
+ srvDesc.Texture2DArray.MipLevels = 1;
+ srvDesc.Texture2DArray.FirstArraySlice = index.cubeMapFaceIndex();
+ srvDesc.Texture2DArray.ArraySize = 1;
+
+ if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_10_0)
+ {
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
+ }
+ else
+ {
+ // Will be used with Texture2D sampler, not TextureCube
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
+ }
+
+ ANGLE_TRY(
+ mRenderer->allocateResource(GetImplAs<Context11>(context), srvDesc, texture.get(), srv));
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_Cube::getRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLsizei samples,
+ RenderTargetD3D **outRT)
+{
+ const int faceIndex = index.cubeMapFaceIndex();
+ const int level = index.getLevelIndex();
+
+ ASSERT(level >= 0 && level < getLevelCount());
+ ASSERT(faceIndex >= 0 && faceIndex < static_cast<GLint>(gl::kCubeFaceCount));
+
+ bool needMS = samples > 0;
+ if (needMS)
+ {
+ return getMultisampledRenderTarget(context, index, samples, outRT);
+ }
+ else
+ {
+ ANGLE_TRY(resolveTexture(context));
+ }
+
+ Context11 *context11 = GetImplAs<Context11>(context);
+
+ if (!mRenderTarget[faceIndex][level])
+ {
+ if (mRenderer->getFeatures().zeroMaxLodWorkaround.enabled)
+ {
+ ASSERT(index.getLevelIndex() == 0);
+ ANGLE_TRY(useLevelZeroWorkaroundTexture(context, true));
+ }
+
+ const TextureHelper11 *texture = nullptr;
+ ANGLE_TRY(getResource(context, &texture));
+
+ if (mUseLevelZeroTexture)
+ {
+ if (!mLevelZeroRenderTarget[faceIndex])
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mFormatInfo.rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + level;
+ rtvDesc.Texture2DArray.FirstArraySlice = faceIndex;
+ rtvDesc.Texture2DArray.ArraySize = 1;
+
+ d3d11::RenderTargetView rtv;
+ ANGLE_TRY(
+ mRenderer->allocateResource(context11, rtvDesc, mLevelZeroTexture.get(), &rtv));
+
+ mLevelZeroRenderTarget[faceIndex].reset(new TextureRenderTarget11(
+ std::move(rtv), mLevelZeroTexture, d3d11::SharedSRV(), d3d11::SharedSRV(),
+ mFormatInfo.internalFormat, getFormatSet(), getLevelWidth(level),
+ getLevelHeight(level), 1, 0));
+ }
+
+ ASSERT(outRT);
+ *outRT = mLevelZeroRenderTarget[faceIndex].get();
+ return angle::Result::Continue;
+ }
+
+ d3d11::SharedSRV srv;
+ ANGLE_TRY(createRenderTargetSRV(context, *texture, index, mFormatInfo.srvFormat, &srv));
+ d3d11::SharedSRV blitSRV;
+ if (mFormatInfo.blitSRVFormat != mFormatInfo.srvFormat)
+ {
+ ANGLE_TRY(createRenderTargetSRV(context, *texture, index, mFormatInfo.blitSRVFormat,
+ &blitSRV));
+ }
+ else
+ {
+ blitSRV = srv.makeCopy();
+ }
+
+ srv.setLabels("TexStorageCube.RenderTargetSRV", &mKHRDebugLabel);
+
+ if (mFormatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mFormatInfo.rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + level;
+ rtvDesc.Texture2DArray.FirstArraySlice = faceIndex;
+ rtvDesc.Texture2DArray.ArraySize = 1;
+
+ d3d11::RenderTargetView rtv;
+ ANGLE_TRY(mRenderer->allocateResource(context11, rtvDesc, texture->get(), &rtv));
+ rtv.setLabels("TexStorageCube.RenderTargetRTV", &mKHRDebugLabel);
+
+ mRenderTarget[faceIndex][level].reset(new TextureRenderTarget11(
+ std::move(rtv), *texture, srv, blitSRV, mFormatInfo.internalFormat, getFormatSet(),
+ getLevelWidth(level), getLevelHeight(level), 1, 0));
+ }
+ else if (mFormatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ dsvDesc.Format = mFormatInfo.dsvFormat;
+ dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
+ dsvDesc.Flags = 0;
+ dsvDesc.Texture2DArray.MipSlice = mTopLevel + level;
+ dsvDesc.Texture2DArray.FirstArraySlice = faceIndex;
+ dsvDesc.Texture2DArray.ArraySize = 1;
+
+ d3d11::DepthStencilView dsv;
+ ANGLE_TRY(mRenderer->allocateResource(context11, dsvDesc, texture->get(), &dsv));
+ dsv.setLabels("TexStorageCube.RenderTargetDSV", &mKHRDebugLabel);
+
+ mRenderTarget[faceIndex][level].reset(new TextureRenderTarget11(
+ std::move(dsv), *texture, srv, mFormatInfo.internalFormat, getFormatSet(),
+ getLevelWidth(level), getLevelHeight(level), 1, 0));
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+ }
+
+ ASSERT(outRT);
+ *outRT = mRenderTarget[faceIndex][level].get();
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_Cube::createSRVForSampler(const gl::Context *context,
+ int baseLevel,
+ int mipLevels,
+ DXGI_FORMAT format,
+ const TextureHelper11 &texture,
+ d3d11::SharedSRV *outSRV)
+{
+ ASSERT(outSRV);
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+
+ // Unnormalized integer cube maps are not supported by DX11; we emulate them as an array of six
+ // 2D textures
+ const GLenum componentType = d3d11::GetComponentType(format);
+ if (componentType == GL_INT || componentType == GL_UNSIGNED_INT)
+ {
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
+ srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + baseLevel;
+ srvDesc.Texture2DArray.MipLevels = mipLevels;
+ srvDesc.Texture2DArray.FirstArraySlice = 0;
+ srvDesc.Texture2DArray.ArraySize = gl::kCubeFaceCount;
+ }
+ else
+ {
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
+ srvDesc.TextureCube.MipLevels = mipLevels;
+ srvDesc.TextureCube.MostDetailedMip = mTopLevel + baseLevel;
+ }
+
+ const TextureHelper11 *srvTexture = &texture;
+
+ if (mRenderer->getFeatures().zeroMaxLodWorkaround.enabled)
+ {
+ ASSERT(mTopLevel == 0);
+ ASSERT(baseLevel == 0);
+ // This code also assumes that the incoming texture equals either mLevelZeroTexture or
+ // mTexture.
+
+ if (mipLevels == 1 && mMipLevels > 1)
+ {
+ // We must use a SRV on the level-zero-only texture.
+ ANGLE_TRY(ensureTextureExists(context, 1));
+ srvTexture = &mLevelZeroTexture;
+ }
+ else
+ {
+ ASSERT(mipLevels == static_cast<int>(mMipLevels));
+ ASSERT(mTexture.valid() && texture == mTexture);
+ srvTexture = &mTexture;
+ }
+ }
+
+ ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), srvDesc, srvTexture->get(),
+ outSRV));
+ outSRV->setLabels("TexStorageCube.SRV", &mKHRDebugLabel);
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_Cube::createSRVForImage(const gl::Context *context,
+ int level,
+ DXGI_FORMAT format,
+ const TextureHelper11 &texture,
+ d3d11::SharedSRV *outSRV)
+{
+ ASSERT(outSRV);
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
+ srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + level;
+ srvDesc.Texture2DArray.MipLevels = 1;
+ srvDesc.Texture2DArray.FirstArraySlice = 0;
+ srvDesc.Texture2DArray.ArraySize = gl::kCubeFaceCount;
+ ANGLE_TRY(
+ mRenderer->allocateResource(GetImplAs<Context11>(context), srvDesc, texture.get(), outSRV));
+ outSRV->setLabels("TexStorageCube.SRVForImage", &mKHRDebugLabel);
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_Cube::createUAVForImage(const gl::Context *context,
+ int level,
+ DXGI_FORMAT format,
+ const TextureHelper11 &texture,
+ d3d11::SharedUAV *outUAV)
+{
+ ASSERT(outUAV);
+ D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
+ uavDesc.Format = format;
+ uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2DARRAY;
+ uavDesc.Texture2DArray.MipSlice = mTopLevel + level;
+ uavDesc.Texture2DArray.FirstArraySlice = 0;
+ uavDesc.Texture2DArray.ArraySize = gl::kCubeFaceCount;
+ ANGLE_TRY(
+ mRenderer->allocateResource(GetImplAs<Context11>(context), uavDesc, texture.get(), outUAV));
+ outUAV->setLabels("TexStorageCube.UAVForImage", &mKHRDebugLabel);
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_Cube::getSwizzleTexture(const gl::Context *context,
+ const TextureHelper11 **outTexture)
+{
+ ASSERT(outTexture);
+
+ if (!mSwizzleTexture.valid())
+ {
+ const auto &format = mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps());
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mMipLevels;
+ desc.ArraySize = gl::kCubeFaceCount;
+ desc.Format = format.texFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
+
+ ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), desc, format,
+ &mSwizzleTexture));
+ mSwizzleTexture.setLabels("TexStorageCube.SwizzleTexture", &mKHRDebugLabel);
+ }
+
+ *outTexture = &mSwizzleTexture;
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_Cube::getSwizzleRenderTarget(const gl::Context *context,
+ int mipLevel,
+ const d3d11::RenderTargetView **outRTV)
+{
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+ ASSERT(outRTV);
+
+ if (!mSwizzleRenderTargets[mipLevel].valid())
+ {
+ const TextureHelper11 *swizzleTexture = nullptr;
+ ANGLE_TRY(getSwizzleTexture(context, &swizzleTexture));
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format =
+ mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture2DArray.FirstArraySlice = 0;
+ rtvDesc.Texture2DArray.ArraySize = gl::kCubeFaceCount;
+
+ ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), rtvDesc,
+ mSwizzleTexture.get(),
+ &mSwizzleRenderTargets[mipLevel]));
+ }
+
+ *outRTV = &mSwizzleRenderTargets[mipLevel];
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_Cube::ensureDropStencilTexture(const gl::Context *context,
+ DropStencil *dropStencilOut)
+{
+ if (mDropStencilTexture.valid())
+ {
+ *dropStencilOut = DropStencil::ALREADY_EXISTS;
+ return angle::Result::Continue;
+ }
+
+ D3D11_TEXTURE2D_DESC dropDesc = {};
+ dropDesc.ArraySize = 6;
+ dropDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL;
+ dropDesc.CPUAccessFlags = 0;
+ dropDesc.Format = DXGI_FORMAT_R32_TYPELESS;
+ dropDesc.Height = mTextureHeight;
+ dropDesc.MipLevels = mMipLevels;
+ dropDesc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
+ dropDesc.SampleDesc.Count = 1;
+ dropDesc.SampleDesc.Quality = 0;
+ dropDesc.Usage = D3D11_USAGE_DEFAULT;
+ dropDesc.Width = mTextureWidth;
+
+ const auto &format =
+ d3d11::Format::Get(GL_DEPTH_COMPONENT32F, mRenderer->getRenderer11DeviceCaps());
+ ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), dropDesc, format,
+ &mDropStencilTexture));
+ mDropStencilTexture.setLabels("TexStorageCube.DropStencil", &mKHRDebugLabel);
+
+ ANGLE_TRY(initDropStencilTexture(context, gl::ImageIndexIterator::MakeCube(0, mMipLevels)));
+
+ *dropStencilOut = DropStencil::CREATED;
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_Cube::resolveTexture(const gl::Context *context)
+{
+ if (mMSTexInfo && mMSTexInfo->msTex && mMSTexInfo->msTextureNeedsResolve)
+ {
+ ANGLE_TRY(resolveTextureHelper(context, mTexture));
+ onStateChange(angle::SubjectMessage::ContentsChanged);
+ }
+ return angle::Result::Continue;
+}
+
+void TextureStorage11_Cube::onLabelUpdate()
+{
+ if (mTexture.valid())
+ {
+ mTexture.setKHRDebugLabel(&mKHRDebugLabel);
+ }
+ if (mLevelZeroTexture.valid())
+ {
+ mLevelZeroTexture.setKHRDebugLabel(&mKHRDebugLabel);
+ }
+ if (mSwizzleTexture.valid())
+ {
+ mSwizzleTexture.setKHRDebugLabel(&mKHRDebugLabel);
+ }
+}
+
+TextureStorage11_3D::TextureStorage11_3D(Renderer11 *renderer,
+ GLenum internalformat,
+ BindFlags bindFlags,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ int levels,
+ const std::string &label)
+ : TextureStorage11(
+ renderer,
+ GetTextureBindFlags(internalformat, renderer->getRenderer11DeviceCaps(), bindFlags),
+ GetTextureMiscFlags(internalformat,
+ renderer->getRenderer11DeviceCaps(),
+ bindFlags,
+ levels),
+ internalformat,
+ label)
+{
+ for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mAssociatedImages[i] = nullptr;
+ mLevelRenderTargets[i] = nullptr;
+ }
+
+ // adjust size if needed for compressed textures
+ d3d11::MakeValidSize(false, mFormatInfo.texFormat, &width, &height, &mTopLevel);
+
+ mMipLevels = mTopLevel + levels;
+ mTextureWidth = width;
+ mTextureHeight = height;
+ mTextureDepth = depth;
+}
+
+angle::Result TextureStorage11_3D::onDestroy(const gl::Context *context)
+{
+ for (unsigned i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ if (mAssociatedImages[i] != nullptr)
+ {
+ mAssociatedImages[i]->verifyAssociatedStorageValid(this);
+
+ // We must let the Images recover their data before we delete it from the
+ // TextureStorage.
+ ANGLE_TRY(mAssociatedImages[i]->recoverFromAssociatedStorage(context));
+ }
+ }
+
+ return angle::Result::Continue;
+}
+
+TextureStorage11_3D::~TextureStorage11_3D() {}
+
+void TextureStorage11_3D::associateImage(Image11 *image, const gl::ImageIndex &index)
+{
+ const GLint level = index.getLevelIndex();
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ mAssociatedImages[level] = image;
+ }
+}
+
+void TextureStorage11_3D::verifyAssociatedImageValid(const gl::ImageIndex &index,
+ Image11 *expectedImage)
+{
+ const GLint level = index.getLevelIndex();
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ // This validation check should never return false. It means the Image/TextureStorage
+ // association is broken.
+ ASSERT(mAssociatedImages[level] == expectedImage);
+}
+
+// disassociateImage allows an Image to end its association with a Storage.
+void TextureStorage11_3D::disassociateImage(const gl::ImageIndex &index, Image11 *expectedImage)
+{
+ const GLint level = index.getLevelIndex();
+
+ ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(mAssociatedImages[level] == expectedImage);
+ mAssociatedImages[level] = nullptr;
+}
+
+// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image
+// recover its data before ending the association.
+angle::Result TextureStorage11_3D::releaseAssociatedImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ Image11 *incomingImage)
+{
+ const GLint level = index.getLevelIndex();
+
+ ASSERT((0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS));
+
+ if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ {
+ // No need to let the old Image recover its data, if it is also the incoming Image.
+ if (mAssociatedImages[level] != nullptr && mAssociatedImages[level] != incomingImage)
+ {
+ // Ensure that the Image is still associated with this TextureStorage.
+ mAssociatedImages[level]->verifyAssociatedStorageValid(this);
+
+ // Force the image to recover from storage before its data is overwritten.
+ // This will reset mAssociatedImages[level] to nullptr too.
+ ANGLE_TRY(mAssociatedImages[level]->recoverFromAssociatedStorage(context));
+ }
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_3D::getResource(const gl::Context *context,
+ const TextureHelper11 **outResource)
+{
+ // 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 (!mTexture.valid() && mTextureWidth > 0 && mTextureHeight > 0 && mTextureDepth > 0)
+ {
+ ASSERT(mMipLevels > 0);
+
+ D3D11_TEXTURE3D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.Depth = mTextureDepth;
+ desc.MipLevels = mMipLevels;
+ desc.Format = isUnorderedAccess() ? mFormatInfo.typelessFormat : mFormatInfo.texFormat;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = getBindFlags();
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = getMiscFlags();
+
+ ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), desc, mFormatInfo,
+ &mTexture));
+ mTexture.setLabels("TexStorage3D.Texture", &mKHRDebugLabel);
+ }
+
+ *outResource = &mTexture;
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_3D::createSRVForSampler(const gl::Context *context,
+ int baseLevel,
+ int mipLevels,
+ DXGI_FORMAT format,
+ const TextureHelper11 &texture,
+ d3d11::SharedSRV *outSRV)
+{
+ ASSERT(outSRV);
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
+ srvDesc.Texture3D.MostDetailedMip = baseLevel;
+ srvDesc.Texture3D.MipLevels = mipLevels;
+
+ ANGLE_TRY(
+ mRenderer->allocateResource(GetImplAs<Context11>(context), srvDesc, texture.get(), outSRV));
+ outSRV->setLabels("TexStorage3D.SRV", &mKHRDebugLabel);
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_3D::createSRVForImage(const gl::Context *context,
+ int level,
+ DXGI_FORMAT format,
+ const TextureHelper11 &texture,
+ d3d11::SharedSRV *outSRV)
+{
+ ASSERT(outSRV);
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
+ srvDesc.Texture3D.MostDetailedMip = mTopLevel + level;
+ srvDesc.Texture3D.MipLevels = 1;
+ ANGLE_TRY(
+ mRenderer->allocateResource(GetImplAs<Context11>(context), srvDesc, texture.get(), outSRV));
+ outSRV->setLabels("TexStorage3D.SRVForImage", &mKHRDebugLabel);
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_3D::createUAVForImage(const gl::Context *context,
+ int level,
+ DXGI_FORMAT format,
+ const TextureHelper11 &texture,
+ d3d11::SharedUAV *outUAV)
+{
+ ASSERT(outUAV);
+ D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
+ uavDesc.Format = format;
+ uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D;
+ uavDesc.Texture3D.MipSlice = mTopLevel + level;
+ uavDesc.Texture3D.FirstWSlice = 0;
+ uavDesc.Texture3D.WSize = mTextureDepth;
+ ANGLE_TRY(
+ mRenderer->allocateResource(GetImplAs<Context11>(context), uavDesc, texture.get(), outUAV));
+ outUAV->setLabels("TexStorage3D.UAVForImage", &mKHRDebugLabel);
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_3D::findRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLsizei samples,
+ RenderTargetD3D **outRT) const
+{
+ const int mipLevel = index.getLevelIndex();
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+
+ if (!index.hasLayer())
+ {
+ ASSERT(outRT);
+ *outRT = mLevelRenderTargets[mipLevel].get();
+ return angle::Result::Continue;
+ }
+
+ const int layer = index.getLayerIndex();
+
+ LevelLayerKey key(mipLevel, layer);
+ if (mLevelLayerRenderTargets.find(key) == mLevelLayerRenderTargets.end())
+ {
+ ASSERT(outRT);
+ *outRT = nullptr;
+ return angle::Result::Continue;
+ }
+
+ ASSERT(outRT);
+ *outRT = mLevelLayerRenderTargets.at(key).get();
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_3D::getRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLsizei samples,
+ RenderTargetD3D **outRT)
+{
+ const int mipLevel = index.getLevelIndex();
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+
+ ASSERT(mFormatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN);
+
+ Context11 *context11 = GetImplAs<Context11>(context);
+
+ if (!index.hasLayer())
+ {
+ if (!mLevelRenderTargets[mipLevel])
+ {
+ const TextureHelper11 *texture = nullptr;
+ ANGLE_TRY(getResource(context, &texture));
+
+ const d3d11::SharedSRV *srv = nullptr;
+ ANGLE_TRY(getSRVLevel(context, mipLevel, SRVType::Sample, &srv));
+
+ const d3d11::SharedSRV *blitSRV = nullptr;
+ ANGLE_TRY(getSRVLevel(context, mipLevel, SRVType::Blit, &blitSRV));
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mFormatInfo.rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
+ rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture3D.FirstWSlice = 0;
+ rtvDesc.Texture3D.WSize = static_cast<UINT>(-1);
+
+ d3d11::RenderTargetView rtv;
+ ANGLE_TRY(mRenderer->allocateResource(context11, rtvDesc, texture->get(), &rtv));
+ rtv.setLabels("TexStorage3D.RTV", &mKHRDebugLabel);
+
+ mLevelRenderTargets[mipLevel].reset(new TextureRenderTarget11(
+ std::move(rtv), *texture, *srv, *blitSRV, mFormatInfo.internalFormat,
+ getFormatSet(), getLevelWidth(mipLevel), getLevelHeight(mipLevel),
+ getLevelDepth(mipLevel), 0));
+ }
+
+ ASSERT(outRT);
+ *outRT = mLevelRenderTargets[mipLevel].get();
+ return angle::Result::Continue;
+ }
+
+ const int layer = index.getLayerIndex();
+
+ LevelLayerKey key(mipLevel, layer);
+ if (mLevelLayerRenderTargets.find(key) == mLevelLayerRenderTargets.end())
+ {
+ const TextureHelper11 *texture = nullptr;
+ ANGLE_TRY(getResource(context, &texture));
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mFormatInfo.rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
+ rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture3D.FirstWSlice = layer;
+ rtvDesc.Texture3D.WSize = 1;
+
+ const d3d11::SharedSRV *srv = nullptr;
+ ANGLE_TRY(getSRVLevel(context, mipLevel, SRVType::Sample, &srv));
+
+ const d3d11::SharedSRV *blitSRV = nullptr;
+ ANGLE_TRY(getSRVLevel(context, mipLevel, SRVType::Blit, &blitSRV));
+
+ d3d11::RenderTargetView rtv;
+ ANGLE_TRY(mRenderer->allocateResource(context11, rtvDesc, texture->get(), &rtv));
+ rtv.setLabels("TexStorage3D.LayerRTV", &mKHRDebugLabel);
+
+ mLevelLayerRenderTargets[key].reset(new TextureRenderTarget11(
+ std::move(rtv), *texture, *srv, *blitSRV, mFormatInfo.internalFormat, getFormatSet(),
+ getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, 0));
+ }
+
+ ASSERT(outRT);
+ *outRT = mLevelLayerRenderTargets[key].get();
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_3D::getSwizzleTexture(const gl::Context *context,
+ const TextureHelper11 **outTexture)
+{
+ ASSERT(outTexture);
+
+ if (!mSwizzleTexture.valid())
+ {
+ const auto &format = mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps());
+
+ D3D11_TEXTURE3D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.Depth = mTextureDepth;
+ desc.MipLevels = mMipLevels;
+ desc.Format = format.texFormat;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), desc, format,
+ &mSwizzleTexture));
+ mSwizzleTexture.setLabels("TexStorage3D.SwizzleTexture", &mKHRDebugLabel);
+ }
+
+ *outTexture = &mSwizzleTexture;
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_3D::getSwizzleRenderTarget(const gl::Context *context,
+ int mipLevel,
+ const d3d11::RenderTargetView **outRTV)
+{
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+ ASSERT(outRTV);
+
+ if (!mSwizzleRenderTargets[mipLevel].valid())
+ {
+ const TextureHelper11 *swizzleTexture = nullptr;
+ ANGLE_TRY(getSwizzleTexture(context, &swizzleTexture));
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format =
+ mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
+ rtvDesc.Texture3D.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture3D.FirstWSlice = 0;
+ rtvDesc.Texture3D.WSize = static_cast<UINT>(-1);
+
+ ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), rtvDesc,
+ mSwizzleTexture.get(),
+ &mSwizzleRenderTargets[mipLevel]));
+ mSwizzleRenderTargets[mipLevel].setLabels("TexStorage3D.SwizzleRTV", &mKHRDebugLabel);
+ }
+
+ *outRTV = &mSwizzleRenderTargets[mipLevel];
+ return angle::Result::Continue;
+}
+
+void TextureStorage11_3D::onLabelUpdate()
+{
+ if (mTexture.valid())
+ {
+ mTexture.setKHRDebugLabel(&mKHRDebugLabel);
+ }
+ if (mSwizzleTexture.valid())
+ {
+ mSwizzleTexture.setKHRDebugLabel(&mKHRDebugLabel);
+ }
+}
+
+TextureStorage11_2DArray::TextureStorage11_2DArray(Renderer11 *renderer,
+ GLenum internalformat,
+ BindFlags bindFlags,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ int levels,
+ const std::string &label)
+ : TextureStorage11(
+ renderer,
+ GetTextureBindFlags(internalformat, renderer->getRenderer11DeviceCaps(), bindFlags),
+ GetTextureMiscFlags(internalformat,
+ renderer->getRenderer11DeviceCaps(),
+ bindFlags,
+ levels),
+ internalformat,
+ label)
+{
+ // adjust size if needed for compressed textures
+ d3d11::MakeValidSize(false, mFormatInfo.texFormat, &width, &height, &mTopLevel);
+
+ mMipLevels = mTopLevel + levels;
+ mTextureWidth = width;
+ mTextureHeight = height;
+ mTextureDepth = depth;
+}
+
+angle::Result TextureStorage11_2DArray::onDestroy(const gl::Context *context)
+{
+ for (auto iter : mAssociatedImages)
+ {
+ if (iter.second)
+ {
+ iter.second->verifyAssociatedStorageValid(this);
+
+ // We must let the Images recover their data before we delete it from the
+ // TextureStorage.
+ ANGLE_TRY(iter.second->recoverFromAssociatedStorage(context));
+ }
+ }
+ mAssociatedImages.clear();
+
+ return angle::Result::Continue;
+}
+
+TextureStorage11_2DArray::~TextureStorage11_2DArray() {}
+
+void TextureStorage11_2DArray::associateImage(Image11 *image, const gl::ImageIndex &index)
+{
+ const GLint level = index.getLevelIndex();
+ const GLint layerTarget = index.getLayerIndex();
+ const GLint numLayers = index.getLayerCount();
+
+ ASSERT(0 <= level && level < getLevelCount());
+
+ if (0 <= level && level < getLevelCount())
+ {
+ LevelLayerRangeKey key(level, layerTarget, numLayers);
+ mAssociatedImages[key] = image;
+ }
+}
+
+void TextureStorage11_2DArray::verifyAssociatedImageValid(const gl::ImageIndex &index,
+ Image11 *expectedImage)
+{
+ const GLint level = index.getLevelIndex();
+ const GLint layerTarget = index.getLayerIndex();
+ const GLint numLayers = index.getLayerCount();
+
+ LevelLayerRangeKey key(level, layerTarget, numLayers);
+
+ // This validation check should never return false. It means the Image/TextureStorage
+ // association is broken.
+ bool retValue = (mAssociatedImages.find(key) != mAssociatedImages.end() &&
+ (mAssociatedImages[key] == expectedImage));
+ ASSERT(retValue);
+}
+
+// disassociateImage allows an Image to end its association with a Storage.
+void TextureStorage11_2DArray::disassociateImage(const gl::ImageIndex &index,
+ Image11 *expectedImage)
+{
+ const GLint level = index.getLevelIndex();
+ const GLint layerTarget = index.getLayerIndex();
+ const GLint numLayers = index.getLayerCount();
+
+ LevelLayerRangeKey key(level, layerTarget, numLayers);
+
+ bool imageAssociationCorrect = (mAssociatedImages.find(key) != mAssociatedImages.end() &&
+ (mAssociatedImages[key] == expectedImage));
+ ASSERT(imageAssociationCorrect);
+ mAssociatedImages[key] = nullptr;
+}
+
+// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image
+// recover its data before ending the association.
+angle::Result TextureStorage11_2DArray::releaseAssociatedImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ Image11 *incomingImage)
+{
+ const GLint level = index.getLevelIndex();
+ const GLint layerTarget = index.getLayerIndex();
+ const GLint numLayers = index.getLayerCount();
+
+ LevelLayerRangeKey key(level, layerTarget, numLayers);
+
+ if (mAssociatedImages.find(key) != mAssociatedImages.end())
+ {
+ if (mAssociatedImages[key] != nullptr && mAssociatedImages[key] != incomingImage)
+ {
+ // Ensure that the Image is still associated with this TextureStorage.
+ mAssociatedImages[key]->verifyAssociatedStorageValid(this);
+
+ // Force the image to recover from storage before its data is overwritten.
+ // This will reset mAssociatedImages[level] to nullptr too.
+ ANGLE_TRY(mAssociatedImages[key]->recoverFromAssociatedStorage(context));
+ }
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2DArray::getResource(const gl::Context *context,
+ const TextureHelper11 **outResource)
+{
+ // 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 (!mTexture.valid() && mTextureWidth > 0 && mTextureHeight > 0 && mTextureDepth > 0)
+ {
+ ASSERT(mMipLevels > 0);
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mMipLevels;
+ desc.ArraySize = mTextureDepth;
+ desc.Format = isUnorderedAccess() ? mFormatInfo.typelessFormat : mFormatInfo.texFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = getBindFlags();
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = getMiscFlags();
+
+ ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), desc, mFormatInfo,
+ &mTexture));
+ mTexture.setLabels("TexStorage2DArray.Texture", &mKHRDebugLabel);
+ }
+
+ *outResource = &mTexture;
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2DArray::createSRVForSampler(const gl::Context *context,
+ int baseLevel,
+ int mipLevels,
+ DXGI_FORMAT format,
+ const TextureHelper11 &texture,
+ d3d11::SharedSRV *outSRV)
+{
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
+ srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + baseLevel;
+ srvDesc.Texture2DArray.MipLevels = mipLevels;
+ srvDesc.Texture2DArray.FirstArraySlice = 0;
+ srvDesc.Texture2DArray.ArraySize = mTextureDepth;
+
+ ANGLE_TRY(
+ mRenderer->allocateResource(GetImplAs<Context11>(context), srvDesc, texture.get(), outSRV));
+ outSRV->setLabels("TexStorage2DArray.SRV", &mKHRDebugLabel);
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2DArray::createSRVForImage(const gl::Context *context,
+ int level,
+ DXGI_FORMAT format,
+ const TextureHelper11 &texture,
+ d3d11::SharedSRV *outSRV)
+{
+ ASSERT(outSRV);
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
+ srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + level;
+ srvDesc.Texture2DArray.MipLevels = 1;
+ srvDesc.Texture2DArray.FirstArraySlice = 0;
+ srvDesc.Texture2DArray.ArraySize = mTextureDepth;
+ ANGLE_TRY(
+ mRenderer->allocateResource(GetImplAs<Context11>(context), srvDesc, texture.get(), outSRV));
+ outSRV->setLabels("TexStorage2DArray.SRVForImage", &mKHRDebugLabel);
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2DArray::createUAVForImage(const gl::Context *context,
+ int level,
+ DXGI_FORMAT format,
+ const TextureHelper11 &texture,
+ d3d11::SharedUAV *outUAV)
+{
+ ASSERT(outUAV);
+ D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
+ uavDesc.Format = format;
+ uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2DARRAY;
+ uavDesc.Texture2DArray.MipSlice = mTopLevel + level;
+ uavDesc.Texture2DArray.FirstArraySlice = 0;
+ uavDesc.Texture2DArray.ArraySize = mTextureDepth;
+ ANGLE_TRY(
+ mRenderer->allocateResource(GetImplAs<Context11>(context), uavDesc, texture.get(), outUAV));
+ outUAV->setLabels("TexStorage2DArray.UAVForImage", &mKHRDebugLabel);
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2DArray::findRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLsizei samples,
+ RenderTargetD3D **outRT) const
+{
+ ASSERT(index.hasLayer());
+
+ const int mipLevel = index.getLevelIndex();
+ const int layer = index.getLayerIndex();
+ const int numLayers = index.getLayerCount();
+
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+
+ LevelLayerRangeKey key(mipLevel, layer, numLayers);
+ if (mRenderTargets.find(key) == mRenderTargets.end())
+ {
+ ASSERT(outRT);
+ *outRT = nullptr;
+ return angle::Result::Continue;
+ }
+
+ ASSERT(outRT);
+ *outRT = mRenderTargets.at(key).get();
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2DArray::createRenderTargetSRV(const gl::Context *context,
+ const TextureHelper11 &texture,
+ const gl::ImageIndex &index,
+ DXGI_FORMAT resourceFormat,
+ d3d11::SharedSRV *srv) const
+{
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = resourceFormat;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
+ srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + index.getLevelIndex();
+ srvDesc.Texture2DArray.MipLevels = 1;
+ srvDesc.Texture2DArray.FirstArraySlice = index.getLayerIndex();
+ srvDesc.Texture2DArray.ArraySize = index.getLayerCount();
+
+ ANGLE_TRY(
+ mRenderer->allocateResource(GetImplAs<Context11>(context), srvDesc, texture.get(), srv));
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2DArray::getRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLsizei samples,
+ RenderTargetD3D **outRT)
+{
+ ASSERT(index.hasLayer());
+
+ const int mipLevel = index.getLevelIndex();
+ const int layer = index.getLayerIndex();
+ const int numLayers = index.getLayerCount();
+
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+
+ LevelLayerRangeKey key(mipLevel, layer, numLayers);
+ if (mRenderTargets.find(key) == mRenderTargets.end())
+ {
+ const TextureHelper11 *texture = nullptr;
+ ANGLE_TRY(getResource(context, &texture));
+ d3d11::SharedSRV srv;
+ ANGLE_TRY(createRenderTargetSRV(context, *texture, index, mFormatInfo.srvFormat, &srv));
+ d3d11::SharedSRV blitSRV;
+ if (mFormatInfo.blitSRVFormat != mFormatInfo.srvFormat)
+ {
+ ANGLE_TRY(createRenderTargetSRV(context, *texture, index, mFormatInfo.blitSRVFormat,
+ &blitSRV));
+ }
+ else
+ {
+ blitSRV = srv.makeCopy();
+ }
+
+ srv.setLabels("TexStorage2DArray.RenderTargetSRV", &mKHRDebugLabel);
+
+ if (mFormatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mFormatInfo.rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture2DArray.FirstArraySlice = layer;
+ rtvDesc.Texture2DArray.ArraySize = numLayers;
+
+ d3d11::RenderTargetView rtv;
+ ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), rtvDesc,
+ texture->get(), &rtv));
+ rtv.setLabels("TexStorage2DArray.RenderTargetRTV", &mKHRDebugLabel);
+
+ mRenderTargets[key].reset(new TextureRenderTarget11(
+ std::move(rtv), *texture, srv, blitSRV, mFormatInfo.internalFormat, getFormatSet(),
+ getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, 0));
+ }
+ else
+ {
+ ASSERT(mFormatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN);
+
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ dsvDesc.Format = mFormatInfo.dsvFormat;
+ dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
+ dsvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
+ dsvDesc.Texture2DArray.FirstArraySlice = layer;
+ dsvDesc.Texture2DArray.ArraySize = numLayers;
+ dsvDesc.Flags = 0;
+
+ d3d11::DepthStencilView dsv;
+ ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), dsvDesc,
+ texture->get(), &dsv));
+ dsv.setLabels("TexStorage2DArray.RenderTargetDSV", &mKHRDebugLabel);
+
+ mRenderTargets[key].reset(new TextureRenderTarget11(
+ std::move(dsv), *texture, srv, mFormatInfo.internalFormat, getFormatSet(),
+ getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, 0));
+ }
+ }
+
+ ASSERT(outRT);
+ *outRT = mRenderTargets[key].get();
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2DArray::getSwizzleTexture(const gl::Context *context,
+ const TextureHelper11 **outTexture)
+{
+ if (!mSwizzleTexture.valid())
+ {
+ const auto &format = mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps());
+
+ D3D11_TEXTURE2D_DESC desc;
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mMipLevels;
+ desc.ArraySize = mTextureDepth;
+ desc.Format = format.texFormat;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), desc, format,
+ &mSwizzleTexture));
+ mSwizzleTexture.setLabels("TexStorage2DArray.SwizzleTexture", &mKHRDebugLabel);
+ }
+
+ *outTexture = &mSwizzleTexture;
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2DArray::getSwizzleRenderTarget(
+ const gl::Context *context,
+ int mipLevel,
+ const d3d11::RenderTargetView **outRTV)
+{
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+ ASSERT(outRTV);
+
+ if (!mSwizzleRenderTargets[mipLevel].valid())
+ {
+ const TextureHelper11 *swizzleTexture = nullptr;
+ ANGLE_TRY(getSwizzleTexture(context, &swizzleTexture));
+
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format =
+ mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
+ rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
+ rtvDesc.Texture2DArray.FirstArraySlice = 0;
+ rtvDesc.Texture2DArray.ArraySize = mTextureDepth;
+
+ ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), rtvDesc,
+ mSwizzleTexture.get(),
+ &mSwizzleRenderTargets[mipLevel]));
+ }
+
+ *outRTV = &mSwizzleRenderTargets[mipLevel];
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2DArray::ensureDropStencilTexture(const gl::Context *context,
+ DropStencil *dropStencilOut)
+{
+ if (mDropStencilTexture.valid())
+ {
+ *dropStencilOut = DropStencil::ALREADY_EXISTS;
+ return angle::Result::Continue;
+ }
+
+ D3D11_TEXTURE2D_DESC dropDesc = {};
+ dropDesc.ArraySize = mTextureDepth;
+ dropDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL;
+ dropDesc.CPUAccessFlags = 0;
+ dropDesc.Format = DXGI_FORMAT_R32_TYPELESS;
+ dropDesc.Height = mTextureHeight;
+ dropDesc.MipLevels = mMipLevels;
+ dropDesc.MiscFlags = 0;
+ dropDesc.SampleDesc.Count = 1;
+ dropDesc.SampleDesc.Quality = 0;
+ dropDesc.Usage = D3D11_USAGE_DEFAULT;
+ dropDesc.Width = mTextureWidth;
+
+ const auto &format =
+ d3d11::Format::Get(GL_DEPTH_COMPONENT32F, mRenderer->getRenderer11DeviceCaps());
+ ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), dropDesc, format,
+ &mDropStencilTexture));
+ mDropStencilTexture.setLabels("TexStorage2DArray.DropStencil", &mKHRDebugLabel);
+
+ std::vector<GLsizei> layerCounts(mMipLevels, mTextureDepth);
+
+ ANGLE_TRY(initDropStencilTexture(
+ context, gl::ImageIndexIterator::Make2DArray(0, mMipLevels, layerCounts.data())));
+
+ *dropStencilOut = DropStencil::CREATED;
+ return angle::Result::Continue;
+}
+
+void TextureStorage11_2DArray::onLabelUpdate()
+{
+ if (mTexture.valid())
+ {
+ mTexture.setKHRDebugLabel(&mKHRDebugLabel);
+ }
+ if (mSwizzleTexture.valid())
+ {
+ mSwizzleTexture.setKHRDebugLabel(&mKHRDebugLabel);
+ }
+}
+
+TextureStorage11_2DMultisample::TextureStorage11_2DMultisample(Renderer11 *renderer,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ int levels,
+ int samples,
+ bool fixedSampleLocations,
+ const std::string &label)
+ : TextureStorage11ImmutableBase(renderer,
+ GetTextureBindFlags(internalformat,
+ renderer->getRenderer11DeviceCaps(),
+ BindFlags::RenderTarget()),
+ GetTextureMiscFlags(internalformat,
+ renderer->getRenderer11DeviceCaps(),
+ BindFlags::RenderTarget(),
+ levels),
+ internalformat,
+ label),
+ mTexture(),
+ mRenderTarget(nullptr)
+{
+ // There are no multisampled compressed formats, so there's no need to adjust texture size
+ // according to block size.
+ ASSERT(d3d11::GetDXGIFormatSizeInfo(mFormatInfo.texFormat).blockWidth <= 1);
+ ASSERT(d3d11::GetDXGIFormatSizeInfo(mFormatInfo.texFormat).blockHeight <= 1);
+
+ mMipLevels = 1;
+ mTextureWidth = width;
+ mTextureHeight = height;
+ mTextureDepth = 1;
+ mSamples = samples;
+ mFixedSampleLocations = fixedSampleLocations;
+}
+
+angle::Result TextureStorage11_2DMultisample::onDestroy(const gl::Context *context)
+{
+ mRenderTarget.reset();
+ return angle::Result::Continue;
+}
+
+TextureStorage11_2DMultisample::~TextureStorage11_2DMultisample() {}
+
+angle::Result TextureStorage11_2DMultisample::copyToStorage(const gl::Context *context,
+ TextureStorage *destStorage)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
+ return angle::Result::Stop;
+}
+
+angle::Result TextureStorage11_2DMultisample::getResource(const gl::Context *context,
+ const TextureHelper11 **outResource)
+{
+ ANGLE_TRY(ensureTextureExists(context, 1));
+
+ *outResource = &mTexture;
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2DMultisample::ensureTextureExists(const gl::Context *context,
+ int mipLevels)
+{
+ // For Multisampled textures, mipLevels always equals 1.
+ ASSERT(mipLevels == 1);
+
+ // 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 (!mTexture.valid() && mTextureWidth > 0 && mTextureHeight > 0)
+ {
+ D3D11_TEXTURE2D_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Width = mTextureWidth; // Compressed texture size constraints?
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mipLevels;
+ desc.ArraySize = 1;
+ desc.Format = mFormatInfo.texFormat;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = getBindFlags() & ~D3D11_BIND_UNORDERED_ACCESS;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = getMiscFlags();
+
+ const gl::TextureCaps &textureCaps =
+ mRenderer->getNativeTextureCaps().get(mFormatInfo.internalFormat);
+ GLuint supportedSamples = textureCaps.getNearestSamples(mSamples);
+ desc.SampleDesc.Count = (supportedSamples == 0) ? 1 : supportedSamples;
+ desc.SampleDesc.Quality = mRenderer->getSampleDescQuality(supportedSamples);
+
+ ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), desc, mFormatInfo,
+ &mTexture));
+ mTexture.setLabels("TexStorage2DMS.Texture", &mKHRDebugLabel);
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2DMultisample::findRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLsizei samples,
+ RenderTargetD3D **outRT) const
+{
+ ASSERT(!index.hasLayer());
+
+ const int level = index.getLevelIndex();
+ ASSERT(level == 0);
+
+ ASSERT(outRT);
+ *outRT = mRenderTarget.get();
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2DMultisample::getRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLsizei samples,
+ RenderTargetD3D **outRT)
+{
+ ASSERT(!index.hasLayer());
+
+ const int level = index.getLevelIndex();
+ ASSERT(level == 0);
+
+ ASSERT(outRT);
+ if (mRenderTarget)
+ {
+ *outRT = mRenderTarget.get();
+ return angle::Result::Continue;
+ }
+
+ const TextureHelper11 *texture = nullptr;
+ ANGLE_TRY(getResource(context, &texture));
+
+ const d3d11::SharedSRV *srv = nullptr;
+ ANGLE_TRY(getSRVLevel(context, level, SRVType::Sample, &srv));
+
+ const d3d11::SharedSRV *blitSRV = nullptr;
+ ANGLE_TRY(getSRVLevel(context, level, SRVType::Blit, &blitSRV));
+
+ Context11 *context11 = GetImplAs<Context11>(context);
+
+ if (mFormatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mFormatInfo.rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMS;
+
+ d3d11::RenderTargetView rtv;
+ ANGLE_TRY(mRenderer->allocateResource(context11, rtvDesc, texture->get(), &rtv));
+
+ mRenderTarget.reset(new TextureRenderTarget11(
+ std::move(rtv), *texture, *srv, *blitSRV, mFormatInfo.internalFormat, getFormatSet(),
+ getLevelWidth(level), getLevelHeight(level), 1, mSamples));
+
+ *outRT = mRenderTarget.get();
+ return angle::Result::Continue;
+ }
+
+ ASSERT(mFormatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN);
+
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ dsvDesc.Format = mFormatInfo.dsvFormat;
+ dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMS;
+ dsvDesc.Flags = 0;
+
+ d3d11::DepthStencilView dsv;
+ ANGLE_TRY(mRenderer->allocateResource(context11, dsvDesc, texture->get(), &dsv));
+
+ mRenderTarget.reset(new TextureRenderTarget11(
+ std::move(dsv), *texture, *srv, mFormatInfo.internalFormat, getFormatSet(),
+ getLevelWidth(level), getLevelHeight(level), 1, mSamples));
+
+ *outRT = mRenderTarget.get();
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2DMultisample::createSRVForSampler(const gl::Context *context,
+ int baseLevel,
+ int mipLevels,
+ DXGI_FORMAT format,
+ const TextureHelper11 &texture,
+ d3d11::SharedSRV *outSRV)
+{
+ ASSERT(outSRV);
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMS;
+
+ ANGLE_TRY(
+ mRenderer->allocateResource(GetImplAs<Context11>(context), srvDesc, texture.get(), outSRV));
+ outSRV->setLabels("TexStorage2DMS.SRV", &mKHRDebugLabel);
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2DMultisample::getSwizzleTexture(const gl::Context *context,
+ const TextureHelper11 **outTexture)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
+ return angle::Result::Stop;
+}
+
+angle::Result TextureStorage11_2DMultisample::getSwizzleRenderTarget(
+ const gl::Context *context,
+ int mipLevel,
+ const d3d11::RenderTargetView **outRTV)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
+ return angle::Result::Stop;
+}
+
+angle::Result TextureStorage11_2DMultisample::ensureDropStencilTexture(const gl::Context *context,
+ DropStencil *dropStencilOut)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
+ return angle::Result::Stop;
+}
+
+void TextureStorage11_2DMultisample::onLabelUpdate()
+{
+ if (mTexture.valid())
+ {
+ mTexture.setKHRDebugLabel(&mKHRDebugLabel);
+ }
+}
+
+TextureStorage11_2DMultisampleArray::TextureStorage11_2DMultisampleArray(Renderer11 *renderer,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ int levels,
+ int samples,
+ bool fixedSampleLocations,
+ const std::string &label)
+ : TextureStorage11ImmutableBase(renderer,
+ GetTextureBindFlags(internalformat,
+ renderer->getRenderer11DeviceCaps(),
+ BindFlags::RenderTarget()),
+ GetTextureMiscFlags(internalformat,
+ renderer->getRenderer11DeviceCaps(),
+ BindFlags::RenderTarget(),
+ levels),
+ internalformat,
+ label),
+ mTexture()
+{
+ // There are no multisampled compressed formats, so there's no need to adjust texture size
+ // according to block size.
+ ASSERT(d3d11::GetDXGIFormatSizeInfo(mFormatInfo.texFormat).blockWidth <= 1);
+ ASSERT(d3d11::GetDXGIFormatSizeInfo(mFormatInfo.texFormat).blockHeight <= 1);
+
+ mMipLevels = 1;
+ mTextureWidth = width;
+ mTextureHeight = height;
+ mTextureDepth = depth;
+ mSamples = samples;
+ mFixedSampleLocations = fixedSampleLocations;
+}
+
+angle::Result TextureStorage11_2DMultisampleArray::onDestroy(const gl::Context *context)
+{
+ return angle::Result::Continue;
+}
+
+TextureStorage11_2DMultisampleArray::~TextureStorage11_2DMultisampleArray() {}
+
+angle::Result TextureStorage11_2DMultisampleArray::copyToStorage(const gl::Context *context,
+ TextureStorage *destStorage)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
+ return angle::Result::Stop;
+}
+
+angle::Result TextureStorage11_2DMultisampleArray::getResource(const gl::Context *context,
+ const TextureHelper11 **outResource)
+{
+ ANGLE_TRY(ensureTextureExists(context, 1));
+
+ *outResource = &mTexture;
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2DMultisampleArray::ensureTextureExists(const gl::Context *context,
+ int mipLevels)
+{
+ // For multisampled textures, mipLevels always equals 1.
+ ASSERT(mipLevels == 1);
+
+ // 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 (!mTexture.valid() && mTextureWidth > 0 && mTextureHeight > 0)
+ {
+ D3D11_TEXTURE2D_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Width = mTextureWidth;
+ desc.Height = mTextureHeight;
+ desc.MipLevels = mipLevels;
+ desc.ArraySize = mTextureDepth;
+ desc.Format = mFormatInfo.texFormat;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = getBindFlags() & ~D3D11_BIND_UNORDERED_ACCESS;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = getMiscFlags();
+
+ const gl::TextureCaps &textureCaps =
+ mRenderer->getNativeTextureCaps().get(mFormatInfo.internalFormat);
+ GLuint supportedSamples = textureCaps.getNearestSamples(mSamples);
+ desc.SampleDesc.Count = (supportedSamples == 0) ? 1 : supportedSamples;
+ desc.SampleDesc.Quality = mRenderer->getSampleDescQuality(supportedSamples);
+
+ ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), desc, mFormatInfo,
+ &mTexture));
+ mTexture.setLabels("TexStorage2DMSArray.Texture", &mKHRDebugLabel);
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2DMultisampleArray::findRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLsizei samples,
+ RenderTargetD3D **outRT) const
+{
+ ASSERT(index.hasLayer());
+
+ const int mipLevel = index.getLevelIndex();
+ ASSERT(mipLevel == 0);
+ const int layer = index.getLayerIndex();
+ const int numLayers = index.getLayerCount();
+
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+
+ TextureStorage11_2DArray::LevelLayerRangeKey key(mipLevel, layer, numLayers);
+ if (mRenderTargets.find(key) == mRenderTargets.end())
+ {
+ ASSERT(outRT);
+ *outRT = nullptr;
+ return angle::Result::Continue;
+ }
+
+ ASSERT(outRT);
+ *outRT = mRenderTargets.at(key).get();
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2DMultisampleArray::createRenderTargetSRV(
+ const gl::Context *context,
+ const TextureHelper11 &texture,
+ const gl::ImageIndex &index,
+ DXGI_FORMAT resourceFormat,
+ d3d11::SharedSRV *srv) const
+{
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = resourceFormat;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY;
+ srvDesc.Texture2DMSArray.FirstArraySlice = index.getLayerIndex();
+ srvDesc.Texture2DMSArray.ArraySize = index.getLayerCount();
+
+ ANGLE_TRY(
+ mRenderer->allocateResource(GetImplAs<Context11>(context), srvDesc, texture.get(), srv));
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2DMultisampleArray::getRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLsizei samples,
+ RenderTargetD3D **outRT)
+{
+ ASSERT(index.hasLayer());
+
+ const int mipLevel = index.getLevelIndex();
+ ASSERT(mipLevel == 0);
+ const int layer = index.getLayerIndex();
+ const int numLayers = index.getLayerCount();
+
+ ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
+
+ TextureStorage11_2DArray::LevelLayerRangeKey key(mipLevel, layer, numLayers);
+ if (mRenderTargets.find(key) == mRenderTargets.end())
+ {
+ const TextureHelper11 *texture = nullptr;
+ ANGLE_TRY(getResource(context, &texture));
+ d3d11::SharedSRV srv;
+ ANGLE_TRY(createRenderTargetSRV(context, *texture, index, mFormatInfo.srvFormat, &srv));
+ d3d11::SharedSRV blitSRV;
+ if (mFormatInfo.blitSRVFormat != mFormatInfo.srvFormat)
+ {
+ ANGLE_TRY(createRenderTargetSRV(context, *texture, index, mFormatInfo.blitSRVFormat,
+ &blitSRV));
+ }
+ else
+ {
+ blitSRV = srv.makeCopy();
+ }
+
+ srv.setLabels("TexStorage2DMSArray.RenderTargetSRV", &mKHRDebugLabel);
+
+ if (mFormatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = mFormatInfo.rtvFormat;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY;
+ rtvDesc.Texture2DMSArray.FirstArraySlice = layer;
+ rtvDesc.Texture2DMSArray.ArraySize = numLayers;
+
+ d3d11::RenderTargetView rtv;
+ ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), rtvDesc,
+ texture->get(), &rtv));
+ rtv.setLabels("TexStorage2DMSArray.RenderTargetRTV", &mKHRDebugLabel);
+
+ mRenderTargets[key].reset(new TextureRenderTarget11(
+ std::move(rtv), *texture, srv, blitSRV, mFormatInfo.internalFormat, getFormatSet(),
+ getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, mSamples));
+ }
+ else
+ {
+ ASSERT(mFormatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN);
+
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ dsvDesc.Format = mFormatInfo.dsvFormat;
+ dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY;
+ dsvDesc.Texture2DMSArray.FirstArraySlice = layer;
+ dsvDesc.Texture2DMSArray.ArraySize = numLayers;
+ dsvDesc.Flags = 0;
+
+ d3d11::DepthStencilView dsv;
+ ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), dsvDesc,
+ texture->get(), &dsv));
+ dsv.setLabels("TexStorage2DMSArray.RenderTargetDSV", &mKHRDebugLabel);
+
+ mRenderTargets[key].reset(new TextureRenderTarget11(
+ std::move(dsv), *texture, srv, mFormatInfo.internalFormat, getFormatSet(),
+ getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, mSamples));
+ }
+ }
+
+ ASSERT(outRT);
+ *outRT = mRenderTargets[key].get();
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2DMultisampleArray::createSRVForSampler(
+ const gl::Context *context,
+ int baseLevel,
+ int mipLevels,
+ DXGI_FORMAT format,
+ const TextureHelper11 &texture,
+ d3d11::SharedSRV *outSRV)
+{
+ ASSERT(outSRV);
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY;
+ srvDesc.Texture2DMSArray.FirstArraySlice = 0;
+ srvDesc.Texture2DMSArray.ArraySize = mTextureDepth;
+
+ ANGLE_TRY(
+ mRenderer->allocateResource(GetImplAs<Context11>(context), srvDesc, texture.get(), outSRV));
+ outSRV->setLabels("TexStorage2DMSArray.SRV", &mKHRDebugLabel);
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_2DMultisampleArray::getSwizzleTexture(
+ const gl::Context *context,
+ const TextureHelper11 **outTexture)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
+ return angle::Result::Stop;
+}
+
+angle::Result TextureStorage11_2DMultisampleArray::getSwizzleRenderTarget(
+ const gl::Context *context,
+ int mipLevel,
+ const d3d11::RenderTargetView **outRTV)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
+ return angle::Result::Stop;
+}
+
+angle::Result TextureStorage11_2DMultisampleArray::ensureDropStencilTexture(
+ const gl::Context *context,
+ DropStencil *dropStencilOut)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
+ return angle::Result::Stop;
+}
+
+void TextureStorage11_2DMultisampleArray::onLabelUpdate()
+{
+ if (mTexture.valid())
+ {
+ mTexture.setKHRDebugLabel(&mKHRDebugLabel);
+ }
+}
+
+TextureStorage11_Buffer::TextureStorage11_Buffer(Renderer11 *renderer,
+ const gl::OffsetBindingPointer<gl::Buffer> &buffer,
+ GLenum internalFormat,
+ const std::string &label)
+ : TextureStorage11(renderer,
+ D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE,
+ 0,
+ internalFormat,
+ label),
+ mTexture(),
+ mBuffer(buffer),
+ mDataSize(GetBoundBufferAvailableSize(buffer))
+{
+ unsigned int bytesPerPixel =
+ static_cast<unsigned int>(d3d11::GetDXGIFormatSizeInfo(mFormatInfo.srvFormat).pixelBytes);
+ mMipLevels = 1;
+ mTextureWidth = static_cast<unsigned int>(mDataSize / bytesPerPixel);
+ mTextureHeight = 1;
+ mTextureDepth = 1;
+}
+
+TextureStorage11_Buffer::~TextureStorage11_Buffer() {}
+
+angle::Result TextureStorage11_Buffer::initTexture(const gl::Context *context)
+{
+ if (!mTexture.valid())
+ {
+ ID3D11Buffer *buffer = nullptr;
+ Buffer11 *buffer11 = GetImplAs<Buffer11>(mBuffer.get());
+ ANGLE_TRY(buffer11->getBuffer(context, rx::BufferUsage::BUFFER_USAGE_TYPED_UAV, &buffer));
+ mTexture.set(buffer, mFormatInfo);
+ mTexture.get()->AddRef();
+ }
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_Buffer::getResource(const gl::Context *context,
+ const TextureHelper11 **outResource)
+{
+ ANGLE_TRY(initTexture(context));
+ *outResource = &mTexture;
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_Buffer::getMippedResource(const gl::Context *context,
+ const TextureHelper11 **)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
+ return angle::Result::Stop;
+}
+
+angle::Result TextureStorage11_Buffer::findRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLsizei samples,
+ RenderTargetD3D **outRT) const
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
+ return angle::Result::Stop;
+}
+
+angle::Result TextureStorage11_Buffer::getRenderTarget(const gl::Context *context,
+ const gl::ImageIndex &index,
+ GLsizei samples,
+ RenderTargetD3D **outRT)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
+ return angle::Result::Stop;
+}
+
+angle::Result TextureStorage11_Buffer::getSwizzleTexture(const gl::Context *context,
+ const TextureHelper11 **outTexture)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
+ return angle::Result::Stop;
+}
+
+angle::Result TextureStorage11_Buffer::getSwizzleRenderTarget(
+ const gl::Context *context,
+ int mipLevel,
+ const d3d11::RenderTargetView **outRTV)
+{
+ ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context));
+ return angle::Result::Stop;
+}
+
+angle::Result TextureStorage11_Buffer::createSRVForSampler(const gl::Context *context,
+ int baseLevel,
+ int mipLevels,
+ DXGI_FORMAT format,
+ const TextureHelper11 &texture,
+ d3d11::SharedSRV *outSRV)
+{
+ ASSERT(baseLevel == 0);
+ ASSERT(mipLevels == 1);
+ ASSERT(outSRV);
+ ANGLE_TRY(initTexture(context));
+ UINT bytesPerPixel = static_cast<UINT>(d3d11::GetDXGIFormatSizeInfo(format).pixelBytes);
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
+ ASSERT(mBuffer.getOffset() % bytesPerPixel == 0);
+ srvDesc.Buffer.FirstElement = static_cast<UINT>(mBuffer.getOffset() / bytesPerPixel);
+ srvDesc.Buffer.NumElements = static_cast<UINT>(mDataSize / bytesPerPixel);
+
+ ANGLE_TRY(
+ mRenderer->allocateResource(GetImplAs<Context11>(context), srvDesc, texture.get(), outSRV));
+ outSRV->setLabels("TexBuffer.SRV", &mKHRDebugLabel);
+
+ return angle::Result::Continue;
+}
+
+angle::Result TextureStorage11_Buffer::createSRVForImage(const gl::Context *context,
+ int level,
+ DXGI_FORMAT format,
+ const TextureHelper11 &texture,
+ d3d11::SharedSRV *outSRV)
+{
+ ANGLE_TRY(initTexture(context));
+ UINT bytesPerPixel = static_cast<UINT>(d3d11::GetDXGIFormatSizeInfo(format).pixelBytes);
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ srvDesc.Format = format;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
+ ASSERT(mBuffer.getOffset() % bytesPerPixel == 0);
+ srvDesc.Buffer.FirstElement = static_cast<UINT>(mBuffer.getOffset() / bytesPerPixel);
+ srvDesc.Buffer.NumElements = static_cast<UINT>(mDataSize / bytesPerPixel);
+
+ ANGLE_TRY(
+ mRenderer->allocateResource(GetImplAs<Context11>(context), srvDesc, texture.get(), outSRV));
+ outSRV->setLabels("TexBuffer.SRVForImage", &mKHRDebugLabel);
+
+ return angle::Result::Continue;
+}
+angle::Result TextureStorage11_Buffer::createUAVForImage(const gl::Context *context,
+ int level,
+ DXGI_FORMAT format,
+ const TextureHelper11 &texture,
+ d3d11::SharedUAV *outUAV)
+{
+ ANGLE_TRY(initTexture(context));
+ unsigned bytesPerPixel = d3d11::GetDXGIFormatSizeInfo(format).pixelBytes;
+ D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc;
+ uavDesc.Format = format;
+ uavDesc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
+ ASSERT(mBuffer.getOffset() % bytesPerPixel == 0);
+ uavDesc.Buffer.FirstElement = static_cast<UINT>(mBuffer.getOffset() / bytesPerPixel);
+ uavDesc.Buffer.NumElements = static_cast<UINT>(mDataSize / bytesPerPixel);
+ uavDesc.Buffer.Flags = 0;
+
+ ANGLE_TRY(
+ mRenderer->allocateResource(GetImplAs<Context11>(context), uavDesc, texture.get(), outUAV));
+ outUAV->setLabels("TexBuffer.UAVForImage", &mKHRDebugLabel);
+
+ return angle::Result::Continue;
+}
+
+void TextureStorage11_Buffer::associateImage(Image11 *image, const gl::ImageIndex &index) {}
+void TextureStorage11_Buffer::disassociateImage(const gl::ImageIndex &index, Image11 *expectedImage)
+{}
+void TextureStorage11_Buffer::verifyAssociatedImageValid(const gl::ImageIndex &index,
+ Image11 *expectedImage)
+{}
+angle::Result TextureStorage11_Buffer::releaseAssociatedImage(const gl::Context *context,
+ const gl::ImageIndex &index,
+ Image11 *incomingImage)
+{
+ return angle::Result::Continue;
+}
+
+void TextureStorage11_Buffer::onLabelUpdate()
+{
+ if (mTexture.valid())
+ {
+ mTexture.setKHRDebugLabel(&mKHRDebugLabel);
+ }
+}
+
+} // namespace rx