diff options
author | Andrew Knight <andrew.knight@digia.com> | 2014-08-05 12:59:44 +0300 |
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committer | Andrew Knight <andrew.knight@digia.com> | 2014-08-05 16:43:22 +0200 |
commit | a6a12d8c0fc918972c15268f749ecc7c90b95d6c (patch) | |
tree | cb6d986d30ef97e932ab51768854d5d9b46729d3 /src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/ShaderExecutable11.cpp | |
parent | 14f9c09542bd6cc19430473da9ce4c68f239ec7d (diff) |
ANGLE: upgrade to 2.1~07d49ef5350a
This version of ANGLE provides partial ES3 support, numerous
bug fixes, and several potentially useful vendor extensions.
All patches have been rebased. The following changes are noted:
0000-General-fixes-for-ANGLE-2.1.patch
contains compile fixes for the new ANGLE
0004-Make-it-possible-to-link-ANGLE-statically-for-single.patch
has incorporated patch 0015.
0007-Make-DX9-DX11-mutually-exclusive.patch
has been removed as it was fixed upstream.
0007-Fix-ANGLE-build-with-Microsoft-Visual-Studio-14-CTP.patch
has been moved up to fill the patch number gap.
0010-ANGLE-Enable-D3D11-for-feature-level-9-cards.patch
now contains patch 0014 and 0017.
0013-ANGLE-Allow-for-universal-program-binaries.patch
has been removed as it is no longer relevant.
0014-ANGLE-D3D11-Fix-internal-index-buffer-for-level-9-ha.patch
has been merged with patch 0010.
0015-ANGLE-Don-t-export-DLLMain-functions-for-static-buil.patch
has been merged with patch 0004.
0016-ANGLE-WinRT-Call-Trim-when-application-suspends.patch
has been removed and will be replaced by a follow-up patch using a
different technique.
0017-ANGLE-D3D11-Don-t-use-mipmaps-in-level-9-textures.patch
has been merged with patch 0010.
0018-ANGLE-WinRT-Create-swap-chain-using-physical-resolut.patch
has been removed and will be replaced by a follow-up patch extending
the EGL_ANGLE_window_fixed_size extension.
0019-Fix-ANGLE-build-with-Microsoft-Visual-Studio-14-CTP.patch
is now patch 0007.
[ChangeLog][Third-party libraries] ANGLE has been upgraded to
version 2.1, bringing partial support for OpenGL ES3 over
Direct3D 11, numerous bug fixes, and several new vendor extensions.
Change-Id: I6d95ce1480462d67228d83c1e5c74a1706b5b21c
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
Diffstat (limited to 'src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/ShaderExecutable11.cpp')
-rw-r--r-- | src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/ShaderExecutable11.cpp | 112 |
1 files changed, 112 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/ShaderExecutable11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/ShaderExecutable11.cpp new file mode 100644 index 0000000000..5a7c987494 --- /dev/null +++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/ShaderExecutable11.cpp @@ -0,0 +1,112 @@ +#include "precompiled.h" +// +// Copyright (c) 2012-2014 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. +// + +// ShaderExecutable11.cpp: Implements a D3D11-specific class to contain shader +// executable implementation details. + +#include "libGLESv2/renderer/d3d/d3d11/ShaderExecutable11.h" + +#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h" + +namespace rx +{ + +ShaderExecutable11::ShaderExecutable11(const void *function, size_t length, ID3D11PixelShader *executable) + : ShaderExecutable(function, length) +{ + mPixelExecutable = executable; + mVertexExecutable = NULL; + mGeometryExecutable = NULL; + mStreamOutExecutable = NULL; +} + +ShaderExecutable11::ShaderExecutable11(const void *function, size_t length, ID3D11VertexShader *executable, ID3D11GeometryShader *streamOut) + : ShaderExecutable(function, length) +{ + mVertexExecutable = executable; + mPixelExecutable = NULL; + mGeometryExecutable = NULL; + mStreamOutExecutable = streamOut; +} + +ShaderExecutable11::ShaderExecutable11(const void *function, size_t length, ID3D11GeometryShader *executable) + : ShaderExecutable(function, length) +{ + mGeometryExecutable = executable; + mVertexExecutable = NULL; + mPixelExecutable = NULL; + mStreamOutExecutable = NULL; +} + +ShaderExecutable11::~ShaderExecutable11() +{ + SafeRelease(mVertexExecutable); + SafeRelease(mPixelExecutable); + SafeRelease(mGeometryExecutable); + SafeRelease(mStreamOutExecutable); +} + +ShaderExecutable11 *ShaderExecutable11::makeShaderExecutable11(ShaderExecutable *executable) +{ + ASSERT(HAS_DYNAMIC_TYPE(ShaderExecutable11*, executable)); + return static_cast<ShaderExecutable11*>(executable); +} + +ID3D11VertexShader *ShaderExecutable11::getVertexShader() const +{ + return mVertexExecutable; +} + +ID3D11PixelShader *ShaderExecutable11::getPixelShader() const +{ + return mPixelExecutable; +} + +ID3D11GeometryShader *ShaderExecutable11::getGeometryShader() const +{ + return mGeometryExecutable; +} + +ID3D11GeometryShader *ShaderExecutable11::getStreamOutShader() const +{ + return mStreamOutExecutable; +} + +UniformStorage11::UniformStorage11(Renderer11 *renderer, size_t initialSize) + : UniformStorage(initialSize), + mConstantBuffer(NULL) +{ + ID3D11Device *d3d11Device = renderer->getDevice(); + + if (initialSize > 0) + { + D3D11_BUFFER_DESC constantBufferDescription = {0}; + constantBufferDescription.ByteWidth = initialSize; + constantBufferDescription.Usage = D3D11_USAGE_DYNAMIC; + constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER; + constantBufferDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + constantBufferDescription.MiscFlags = 0; + constantBufferDescription.StructureByteStride = 0; + + HRESULT result = d3d11Device->CreateBuffer(&constantBufferDescription, NULL, &mConstantBuffer); + UNUSED_ASSERTION_VARIABLE(result); + ASSERT(SUCCEEDED(result)); + } +} + +UniformStorage11::~UniformStorage11() +{ + SafeRelease(mConstantBuffer); +} + +const UniformStorage11 *UniformStorage11::makeUniformStorage11(const UniformStorage *uniformStorage) +{ + ASSERT(HAS_DYNAMIC_TYPE(const UniformStorage11*, uniformStorage)); + return static_cast<const UniformStorage11*>(uniformStorage); +} + +} |