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-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Blit11.cpp2486
1 files changed, 1617 insertions, 869 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Blit11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Blit11.cpp
index e951e13408..f032e888f1 100644
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Blit11.cpp
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Blit11.cpp
@@ -10,112 +10,404 @@
#include <float.h>
+#include "common/utilities.h"
#include "libANGLE/formatutils.h"
+#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
-#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.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"
#include "third_party/trace_event/trace_event.h"
+namespace rx
+{
+
+namespace
+{
+
+// Include inline shaders in the anonymous namespace to make sure no symbols are exported
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough2d11vs.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrougha2d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughdepth2d11ps.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2d11ps.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2dui11ps.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2di11ps.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2d11ps.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2dui11ps.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2di11ps.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2d11ps.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2dui11ps.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2di11ps.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2d11ps.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2dui11ps.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2di11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlum2d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha2d11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2d11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2di11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2dui11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2d11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2di11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2dui11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2d11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2di11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2dui11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2d11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2di11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2dui11ps.h"
+
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_luma_ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_lumaalpha_ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgb_ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgba_ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_luma_ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_lumaalpha_ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgb_ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgba_ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_pm_rgb_ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_pm_rgba_ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_pt_rgb_ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_pt_rgba_ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_um_rgb_ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_um_rgba_ps.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough3d11vs.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough3d11gs.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3d11ps.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3dui11ps.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3di11ps.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3d11ps.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3dui11ps.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3di11ps.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3d11ps.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3dui11ps.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3di11ps.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3d11ps.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3dui11ps.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3di11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough3d11vs.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlum3d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha3d11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3d11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3di11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3dui11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3d11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3di11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3dui11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3d11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3di11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3dui11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3d11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3di11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3dui11ps.h"
+
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/resolvedepth11_ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/resolvedepthstencil11_ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/resolvedepthstencil11_vs.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/resolvestencil11_ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlef2darrayps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlef2dps.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlei2dps.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzleui2dps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlef3dps.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlei3dps.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzleui3dps.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlef2darrayps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlei2darrayps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlei2dps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlei3dps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzleui2darrayps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzleui2dps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzleui3dps.h"
-namespace rx
+void StretchedBlitNearest_RowByRow(const gl::Box &sourceArea,
+ const gl::Box &destArea,
+ const gl::Rectangle &clippedDestArea,
+ const gl::Extents &sourceSize,
+ unsigned int sourceRowPitch,
+ unsigned int destRowPitch,
+ size_t pixelSize,
+ const uint8_t *sourceData,
+ uint8_t *destData)
{
+ int srcHeightSubOne = (sourceArea.height - 1);
+ size_t copySize = pixelSize * destArea.width;
+ size_t srcOffset = sourceArea.x * pixelSize;
+ size_t destOffset = destArea.x * pixelSize;
-namespace
+ for (int y = clippedDestArea.y; y < clippedDestArea.y + clippedDestArea.height; y++)
+ {
+ float yPerc = static_cast<float>(y - destArea.y) / (destArea.height - 1);
+
+ // Interpolate using the original source rectangle to determine which row to sample from
+ // while clamping to the edges
+ unsigned int readRow = static_cast<unsigned int>(
+ gl::clamp(sourceArea.y + floor(yPerc * srcHeightSubOne + 0.5f), 0, srcHeightSubOne));
+ unsigned int writeRow = y;
+
+ const uint8_t *sourceRow = sourceData + readRow * sourceRowPitch + srcOffset;
+ uint8_t *destRow = destData + writeRow * destRowPitch + destOffset;
+ memcpy(destRow, sourceRow, copySize);
+ }
+}
+
+void StretchedBlitNearest_PixelByPixel(const gl::Box &sourceArea,
+ const gl::Box &destArea,
+ const gl::Rectangle &clippedDestArea,
+ const gl::Extents &sourceSize,
+ unsigned int sourceRowPitch,
+ unsigned int destRowPitch,
+ ptrdiff_t readOffset,
+ ptrdiff_t writeOffset,
+ size_t copySize,
+ size_t srcPixelStride,
+ size_t destPixelStride,
+ const uint8_t *sourceData,
+ uint8_t *destData)
{
+ auto xMax = clippedDestArea.x + clippedDestArea.width;
+ auto yMax = clippedDestArea.y + clippedDestArea.height;
-DXGI_FORMAT GetTextureFormat(ID3D11Resource *resource)
+ for (int writeRow = clippedDestArea.y; writeRow < yMax; writeRow++)
+ {
+ // Interpolate using the original source rectangle to determine which row to sample from
+ // while clamping to the edges
+ float yPerc = static_cast<float>(writeRow - destArea.y) / (destArea.height - 1);
+ float yRounded = floor(yPerc * (sourceArea.height - 1) + 0.5f);
+ unsigned int readRow =
+ static_cast<unsigned int>(gl::clamp(sourceArea.y + yRounded, 0, sourceSize.height - 1));
+
+ for (int writeColumn = clippedDestArea.x; writeColumn < xMax; writeColumn++)
+ {
+ // Interpolate the original source rectangle to determine which column to sample
+ // from while clamping to the edges
+ float xPerc = static_cast<float>(writeColumn - destArea.x) / (destArea.width - 1);
+ float xRounded = floor(xPerc * (sourceArea.width - 1) + 0.5f);
+ unsigned int readColumn = static_cast<unsigned int>(
+ gl::clamp(sourceArea.x + xRounded, 0, sourceSize.height - 1));
+
+ const uint8_t *sourcePixel =
+ sourceData + readRow * sourceRowPitch + readColumn * srcPixelStride + readOffset;
+
+ uint8_t *destPixel =
+ destData + writeRow * destRowPitch + writeColumn * destPixelStride + writeOffset;
+
+ memcpy(destPixel, sourcePixel, copySize);
+ }
+ }
+}
+
+void StretchedBlitNearest(const gl::Box &sourceArea,
+ const gl::Box &destArea,
+ const gl::Rectangle &clipRect,
+ const gl::Extents &sourceSize,
+ unsigned int sourceRowPitch,
+ unsigned int destRowPitch,
+ ptrdiff_t readOffset,
+ ptrdiff_t writeOffset,
+ size_t copySize,
+ size_t srcPixelStride,
+ size_t destPixelStride,
+ const uint8_t *sourceData,
+ uint8_t *destData)
{
- ID3D11Texture2D *texture = d3d11::DynamicCastComObject<ID3D11Texture2D>(resource);
- if (!texture)
+ gl::Rectangle clippedDestArea(destArea.x, destArea.y, destArea.width, destArea.height);
+ gl::ClipRectangle(clippedDestArea, clipRect, &clippedDestArea);
+
+ // Determine if entire rows can be copied at once instead of each individual pixel. There
+ // must be no out of bounds lookups, whole rows copies, and no scale.
+ if (sourceArea.width == clippedDestArea.width && sourceArea.x >= 0 &&
+ sourceArea.x + sourceArea.width <= sourceSize.width && copySize == srcPixelStride &&
+ copySize == destPixelStride)
+ {
+ StretchedBlitNearest_RowByRow(sourceArea, destArea, clippedDestArea, sourceSize,
+ sourceRowPitch, destRowPitch, srcPixelStride, sourceData,
+ destData);
+ }
+ else
{
- return DXGI_FORMAT_UNKNOWN;
+ StretchedBlitNearest_PixelByPixel(sourceArea, destArea, clippedDestArea, sourceSize,
+ sourceRowPitch, destRowPitch, readOffset, writeOffset,
+ copySize, srcPixelStride, destPixelStride, sourceData,
+ destData);
}
+}
- D3D11_TEXTURE2D_DESC desc;
- texture->GetDesc(&desc);
+using DepthStencilLoader = void(const float *, uint8_t *);
- SafeRelease(texture);
+void LoadDepth16(const float *source, uint8_t *dest)
+{
+ uint32_t convertedDepth = gl::floatToNormalized<16, uint32_t>(source[0]);
+ memcpy(dest, &convertedDepth, 2u);
+}
- return desc.Format;
+void LoadDepth24(const float *source, uint8_t *dest)
+{
+ uint32_t convertedDepth = gl::floatToNormalized<24, uint32_t>(source[0]);
+ memcpy(dest, &convertedDepth, 3u);
}
-ID3D11Resource *CreateStagingTexture(ID3D11Device *device, ID3D11DeviceContext *context,
- ID3D11Resource *source, unsigned int subresource,
- const gl::Extents &size, unsigned int cpuAccessFlags)
+void LoadStencilHelper(const float *source, uint8_t *dest)
{
- D3D11_TEXTURE2D_DESC stagingDesc;
- stagingDesc.Width = size.width;
- stagingDesc.Height = size.height;
- stagingDesc.MipLevels = 1;
- stagingDesc.ArraySize = 1;
- stagingDesc.Format = GetTextureFormat(source);
- stagingDesc.SampleDesc.Count = 1;
- stagingDesc.SampleDesc.Quality = 0;
- stagingDesc.Usage = D3D11_USAGE_STAGING;
- stagingDesc.CPUAccessFlags = cpuAccessFlags;
- stagingDesc.MiscFlags = 0;
- stagingDesc.BindFlags = 0;
-
- ID3D11Texture2D *stagingTexture = nullptr;
- HRESULT result = device->CreateTexture2D(&stagingDesc, nullptr, &stagingTexture);
- if (FAILED(result))
+ uint32_t convertedStencil = gl::getShiftedData<8, 0>(static_cast<uint32_t>(source[1]));
+ memcpy(dest, &convertedStencil, 1u);
+}
+
+void LoadStencil8(const float *source, uint8_t *dest)
+{
+ // STENCIL_INDEX8 is implemented with D24S8, with the depth bits unused. Writes zero for safety.
+ float zero = 0.0f;
+ LoadDepth24(&zero, &dest[0]);
+ LoadStencilHelper(source, &dest[3]);
+}
+
+void LoadDepth24Stencil8(const float *source, uint8_t *dest)
+{
+ LoadDepth24(source, &dest[0]);
+ LoadStencilHelper(source, &dest[3]);
+}
+
+void LoadDepth32F(const float *source, uint8_t *dest)
+{
+ memcpy(dest, source, sizeof(float));
+}
+
+void LoadDepth32FStencil8(const float *source, uint8_t *dest)
+{
+ LoadDepth32F(source, &dest[0]);
+ LoadStencilHelper(source, &dest[4]);
+}
+
+template <DepthStencilLoader loader>
+void CopyDepthStencil(const gl::Box &sourceArea,
+ const gl::Box &destArea,
+ const gl::Rectangle &clippedDestArea,
+ const gl::Extents &sourceSize,
+ unsigned int sourceRowPitch,
+ unsigned int destRowPitch,
+ ptrdiff_t readOffset,
+ ptrdiff_t writeOffset,
+ size_t copySize,
+ size_t srcPixelStride,
+ size_t destPixelStride,
+ const uint8_t *sourceData,
+ uint8_t *destData)
+{
+ // No stretching or subregions are supported, only full blits.
+ ASSERT(sourceArea == destArea);
+ ASSERT(sourceSize.width == sourceArea.width && sourceSize.height == sourceArea.height &&
+ sourceSize.depth == 1);
+ ASSERT(clippedDestArea.width == sourceSize.width &&
+ clippedDestArea.height == sourceSize.height);
+ ASSERT(readOffset == 0 && writeOffset == 0);
+ ASSERT(destArea.x == 0 && destArea.y == 0);
+
+ for (int row = 0; row < destArea.height; ++row)
+ {
+ for (int column = 0; column < destArea.width; ++column)
+ {
+ ptrdiff_t offset = row * sourceRowPitch + column * srcPixelStride;
+ const float *sourcePixel = reinterpret_cast<const float *>(sourceData + offset);
+
+ uint8_t *destPixel = destData + row * destRowPitch + column * destPixelStride;
+
+ loader(sourcePixel, destPixel);
+ }
+ }
+}
+
+void Depth32FStencil8ToDepth32F(const float *source, float *dest)
+{
+ *dest = *source;
+}
+
+void Depth24Stencil8ToDepth32F(const uint32_t *source, float *dest)
+{
+ uint32_t normDepth = source[0] & 0x00FFFFFF;
+ float floatDepth = gl::normalizedToFloat<24>(normDepth);
+ *dest = floatDepth;
+}
+
+void BlitD24S8ToD32F(const gl::Box &sourceArea,
+ const gl::Box &destArea,
+ const gl::Rectangle &clippedDestArea,
+ const gl::Extents &sourceSize,
+ unsigned int sourceRowPitch,
+ unsigned int destRowPitch,
+ ptrdiff_t readOffset,
+ ptrdiff_t writeOffset,
+ size_t copySize,
+ size_t srcPixelStride,
+ size_t destPixelStride,
+ const uint8_t *sourceData,
+ uint8_t *destData)
+{
+ // No stretching or subregions are supported, only full blits.
+ ASSERT(sourceArea == destArea);
+ ASSERT(sourceSize.width == sourceArea.width && sourceSize.height == sourceArea.height &&
+ sourceSize.depth == 1);
+ ASSERT(clippedDestArea.width == sourceSize.width &&
+ clippedDestArea.height == sourceSize.height);
+ ASSERT(readOffset == 0 && writeOffset == 0);
+ ASSERT(destArea.x == 0 && destArea.y == 0);
+
+ for (int row = 0; row < destArea.height; ++row)
{
- ERR("Failed to create staging texture for depth stencil blit. HRESULT: 0x%X.", result);
- return nullptr;
+ for (int column = 0; column < destArea.width; ++column)
+ {
+ ptrdiff_t offset = row * sourceRowPitch + column * srcPixelStride;
+ const uint32_t *sourcePixel = reinterpret_cast<const uint32_t *>(sourceData + offset);
+
+ float *destPixel =
+ reinterpret_cast<float *>(destData + row * destRowPitch + column * destPixelStride);
+
+ Depth24Stencil8ToDepth32F(sourcePixel, destPixel);
+ }
}
+}
- context->CopySubresourceRegion(stagingTexture, 0, 0, 0, 0, source, subresource, nullptr);
+void BlitD32FS8ToD32F(const gl::Box &sourceArea,
+ const gl::Box &destArea,
+ const gl::Rectangle &clippedDestArea,
+ const gl::Extents &sourceSize,
+ unsigned int sourceRowPitch,
+ unsigned int destRowPitch,
+ ptrdiff_t readOffset,
+ ptrdiff_t writeOffset,
+ size_t copySize,
+ size_t srcPixelStride,
+ size_t destPixelStride,
+ const uint8_t *sourceData,
+ uint8_t *destData)
+{
+ // No stretching or subregions are supported, only full blits.
+ ASSERT(sourceArea == destArea);
+ ASSERT(sourceSize.width == sourceArea.width && sourceSize.height == sourceArea.height &&
+ sourceSize.depth == 1);
+ ASSERT(clippedDestArea.width == sourceSize.width &&
+ clippedDestArea.height == sourceSize.height);
+ ASSERT(readOffset == 0 && writeOffset == 0);
+ ASSERT(destArea.x == 0 && destArea.y == 0);
+
+ for (int row = 0; row < destArea.height; ++row)
+ {
+ for (int column = 0; column < destArea.width; ++column)
+ {
+ ptrdiff_t offset = row * sourceRowPitch + column * srcPixelStride;
+ const float *sourcePixel = reinterpret_cast<const float *>(sourceData + offset);
+ float *destPixel =
+ reinterpret_cast<float *>(destData + row * destRowPitch + column * destPixelStride);
- return stagingTexture;
+ Depth32FStencil8ToDepth32F(sourcePixel, destPixel);
+ }
+ }
+}
+
+Blit11::BlitConvertFunction *GetCopyDepthStencilFunction(GLenum internalFormat)
+{
+ switch (internalFormat)
+ {
+ case GL_DEPTH_COMPONENT16:
+ return &CopyDepthStencil<LoadDepth16>;
+ case GL_DEPTH_COMPONENT24:
+ return &CopyDepthStencil<LoadDepth24>;
+ case GL_DEPTH_COMPONENT32F:
+ return &CopyDepthStencil<LoadDepth32F>;
+ case GL_STENCIL_INDEX8:
+ return &CopyDepthStencil<LoadStencil8>;
+ case GL_DEPTH24_STENCIL8:
+ return &CopyDepthStencil<LoadDepth24Stencil8>;
+ case GL_DEPTH32F_STENCIL8:
+ return &CopyDepthStencil<LoadDepth32FStencil8>;
+ default:
+ UNREACHABLE();
+ return nullptr;
+ }
}
-inline void GenerateVertexCoords(const gl::Box &sourceArea, const gl::Extents &sourceSize,
- const gl::Box &destArea, const gl::Extents &destSize,
- float *x1, float *y1, float *x2, float *y2,
- float *u1, float *v1, float *u2, float *v2)
+inline void GenerateVertexCoords(const gl::Box &sourceArea,
+ const gl::Extents &sourceSize,
+ const gl::Box &destArea,
+ const gl::Extents &destSize,
+ float *x1,
+ float *y1,
+ float *x2,
+ float *y2,
+ float *u1,
+ float *v1,
+ float *u2,
+ float *v2)
{
*x1 = (destArea.x / float(destSize.width)) * 2.0f - 1.0f;
*y1 = ((destSize.height - destArea.y - destArea.height) / float(destSize.height)) * 2.0f - 1.0f;
@@ -128,37 +420,49 @@ inline void GenerateVertexCoords(const gl::Box &sourceArea, const gl::Extents &s
*v2 = (sourceArea.y + sourceArea.height) / float(sourceSize.height);
}
-void Write2DVertices(const gl::Box &sourceArea, const gl::Extents &sourceSize,
- const gl::Box &destArea, const gl::Extents &destSize,
- void *outVertices, unsigned int *outStride, unsigned int *outVertexCount,
+void Write2DVertices(const gl::Box &sourceArea,
+ const gl::Extents &sourceSize,
+ const gl::Box &destArea,
+ const gl::Extents &destSize,
+ void *outVertices,
+ unsigned int *outStride,
+ unsigned int *outVertexCount,
D3D11_PRIMITIVE_TOPOLOGY *outTopology)
{
float x1, y1, x2, y2, u1, v1, u2, v2;
- GenerateVertexCoords(sourceArea, sourceSize, destArea, destSize, &x1, &y1, &x2, &y2, &u1, &v1, &u2, &v2);
+ GenerateVertexCoords(sourceArea, sourceSize, destArea, destSize, &x1, &y1, &x2, &y2, &u1, &v1,
+ &u2, &v2);
- d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(outVertices);
+ d3d11::PositionTexCoordVertex *vertices =
+ static_cast<d3d11::PositionTexCoordVertex *>(outVertices);
d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
- *outStride = sizeof(d3d11::PositionTexCoordVertex);
+ *outStride = sizeof(d3d11::PositionTexCoordVertex);
*outVertexCount = 4;
- *outTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
+ *outTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
}
-void Write3DVertices(const gl::Box &sourceArea, const gl::Extents &sourceSize,
- const gl::Box &destArea, const gl::Extents &destSize,
- void *outVertices, unsigned int *outStride, unsigned int *outVertexCount,
+void Write3DVertices(const gl::Box &sourceArea,
+ const gl::Extents &sourceSize,
+ const gl::Box &destArea,
+ const gl::Extents &destSize,
+ void *outVertices,
+ unsigned int *outStride,
+ unsigned int *outVertexCount,
D3D11_PRIMITIVE_TOPOLOGY *outTopology)
{
ASSERT(sourceSize.depth > 0 && destSize.depth > 0);
float x1, y1, x2, y2, u1, v1, u2, v2;
- GenerateVertexCoords(sourceArea, sourceSize, destArea, destSize, &x1, &y1, &x2, &y2, &u1, &v1, &u2, &v2);
+ GenerateVertexCoords(sourceArea, sourceSize, destArea, destSize, &x1, &y1, &x2, &y2, &u1, &v1,
+ &u2, &v2);
- d3d11::PositionLayerTexCoord3DVertex *vertices = static_cast<d3d11::PositionLayerTexCoord3DVertex*>(outVertices);
+ d3d11::PositionLayerTexCoord3DVertex *vertices =
+ static_cast<d3d11::PositionLayerTexCoord3DVertex *>(outVertices);
for (int i = 0; i < destSize.depth; i++)
{
@@ -173,24 +477,38 @@ void Write3DVertices(const gl::Box &sourceArea, const gl::Extents &sourceSize,
d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 5], x2, y1, i, u2, v2, readDepth);
}
- *outStride = sizeof(d3d11::PositionLayerTexCoord3DVertex);
+ *outStride = sizeof(d3d11::PositionLayerTexCoord3DVertex);
*outVertexCount = destSize.depth * 6;
- *outTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
+ *outTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
}
-inline unsigned int GetSwizzleIndex(GLenum swizzle)
+unsigned int GetSwizzleIndex(GLenum swizzle)
{
unsigned int colorIndex = 0;
switch (swizzle)
{
- case GL_RED: colorIndex = 0; break;
- case GL_GREEN: colorIndex = 1; break;
- case GL_BLUE: colorIndex = 2; break;
- case GL_ALPHA: colorIndex = 3; break;
- case GL_ZERO: colorIndex = 4; break;
- case GL_ONE: colorIndex = 5; break;
- default: UNREACHABLE(); break;
+ case GL_RED:
+ colorIndex = 0;
+ break;
+ case GL_GREEN:
+ colorIndex = 1;
+ break;
+ case GL_BLUE:
+ colorIndex = 2;
+ break;
+ case GL_ALPHA:
+ colorIndex = 3;
+ break;
+ case GL_ZERO:
+ colorIndex = 4;
+ break;
+ case GL_ONE:
+ colorIndex = 5;
+ break;
+ default:
+ UNREACHABLE();
+ break;
}
return colorIndex;
@@ -213,30 +531,50 @@ D3D11_BLEND_DESC GetAlphaMaskBlendStateDesc()
return desc;
}
-D3D11_INPUT_ELEMENT_DESC quad2DLayout[] =
-{
- { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+D3D11_INPUT_ELEMENT_DESC quad2DLayout[] = {
+ {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ {"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
-D3D11_INPUT_ELEMENT_DESC quad3DLayout[] =
-{
- { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "LAYER", 0, DXGI_FORMAT_R32_UINT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+D3D11_INPUT_ELEMENT_DESC quad3DLayout[] = {
+ {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ {"LAYER", 0, DXGI_FORMAT_R32_UINT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ {"TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
-} // namespace
+DXGI_FORMAT GetStencilSRVFormat(const d3d11::Format &formatSet)
+{
+ switch (formatSet.texFormat)
+ {
+ case DXGI_FORMAT_R32G8X24_TYPELESS:
+ return DXGI_FORMAT_X32_TYPELESS_G8X24_UINT;
+ case DXGI_FORMAT_R24G8_TYPELESS:
+ return DXGI_FORMAT_X24_TYPELESS_G8_UINT;
+ default:
+ UNREACHABLE();
+ return DXGI_FORMAT_UNKNOWN;
+ }
+}
+
+} // namespace
+
+Blit11::Shader::Shader() = default;
+
+Blit11::Shader::Shader(Shader &&other) = default;
+
+Blit11::Shader::~Shader() = default;
+
+Blit11::Shader &Blit11::Shader::operator=(Blit11::Shader &&other) = default;
Blit11::Blit11(Renderer11 *renderer)
: mRenderer(renderer),
mResourcesInitialized(false),
- mVertexBuffer(nullptr),
- mPointSampler(nullptr),
- mLinearSampler(nullptr),
- mScissorEnabledRasterizerState(nullptr),
- mScissorDisabledRasterizerState(nullptr),
- mDepthStencilState(nullptr),
+ mVertexBuffer(),
+ mPointSampler(),
+ mLinearSampler(),
+ mScissorEnabledRasterizerState(),
+ mScissorDisabledRasterizerState(),
+ mDepthStencilState(),
mQuad2DIL(quad2DLayout,
ArraySize(quad2DLayout),
g_VS_Passthrough2D,
@@ -254,516 +592,552 @@ Blit11::Blit11(Renderer11 *renderer)
mQuad3DVS(g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), "Blit11 3D vertex shader"),
mQuad3DGS(g_GS_Passthrough3D, ArraySize(g_GS_Passthrough3D), "Blit11 3D geometry shader"),
mAlphaMaskBlendState(GetAlphaMaskBlendStateDesc(), "Blit11 Alpha Mask Blend"),
- mSwizzleCB(nullptr)
+ mSwizzleCB(),
+ mResolveDepthStencilVS(g_VS_ResolveDepthStencil,
+ ArraySize(g_VS_ResolveDepthStencil),
+ "Blit11::mResolveDepthStencilVS"),
+ mResolveDepthPS(g_PS_ResolveDepth, ArraySize(g_PS_ResolveDepth), "Blit11::mResolveDepthPS"),
+ mResolveDepthStencilPS(g_PS_ResolveDepthStencil,
+ ArraySize(g_PS_ResolveDepthStencil),
+ "Blit11::mResolveDepthStencilPS"),
+ mResolveStencilPS(g_PS_ResolveStencil,
+ ArraySize(g_PS_ResolveStencil),
+ "Blit11::mResolveStencilPS"),
+ mStencilSRV(),
+ mResolvedDepthStencilRTView()
{
}
Blit11::~Blit11()
{
- freeResources();
-
- mQuad2DIL.release();
- mQuad2DVS.release();
- mDepthPS.release();
-
- mQuad3DIL.release();
- mQuad3DVS.release();
- mQuad3DGS.release();
-
- clearShaderMap();
}
gl::Error Blit11::initResources()
{
if (mResourcesInitialized)
{
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
TRACE_EVENT0("gpu.angle", "Blit11::initResources");
- HRESULT result;
- ID3D11Device *device = mRenderer->getDevice();
-
D3D11_BUFFER_DESC vbDesc;
vbDesc.ByteWidth =
static_cast<unsigned int>(std::max(sizeof(d3d11::PositionLayerTexCoord3DVertex),
sizeof(d3d11::PositionTexCoordVertex)) *
- 6 * mRenderer->getRendererCaps().max3DTextureSize);
- vbDesc.Usage = D3D11_USAGE_DYNAMIC;
- vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- vbDesc.MiscFlags = 0;
+ 6 * mRenderer->getNativeCaps().max3DTextureSize);
+ vbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ vbDesc.MiscFlags = 0;
vbDesc.StructureByteStride = 0;
- result = device->CreateBuffer(&vbDesc, nullptr, &mVertexBuffer);
- ASSERT(SUCCEEDED(result));
- if (FAILED(result))
- {
- freeResources();
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create blit vertex buffer, HRESULT: 0x%X",
- result);
- }
- d3d11::SetDebugName(mVertexBuffer, "Blit11 vertex buffer");
+ ANGLE_TRY(mRenderer->allocateResource(vbDesc, &mVertexBuffer));
+ mVertexBuffer.setDebugName("Blit11 vertex buffer");
D3D11_SAMPLER_DESC pointSamplerDesc;
- pointSamplerDesc.Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
- pointSamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
- pointSamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
- pointSamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
- pointSamplerDesc.MipLODBias = 0.0f;
- pointSamplerDesc.MaxAnisotropy = 0;
+ pointSamplerDesc.Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
+ pointSamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
+ pointSamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
+ pointSamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
+ pointSamplerDesc.MipLODBias = 0.0f;
+ pointSamplerDesc.MaxAnisotropy = 0;
pointSamplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
pointSamplerDesc.BorderColor[0] = 0.0f;
pointSamplerDesc.BorderColor[1] = 0.0f;
pointSamplerDesc.BorderColor[2] = 0.0f;
pointSamplerDesc.BorderColor[3] = 0.0f;
- pointSamplerDesc.MinLOD = 0.0f;
- pointSamplerDesc.MaxLOD = FLT_MAX;
+ pointSamplerDesc.MinLOD = 0.0f;
+ pointSamplerDesc.MaxLOD = FLT_MAX;
- result = device->CreateSamplerState(&pointSamplerDesc, &mPointSampler);
- ASSERT(SUCCEEDED(result));
- if (FAILED(result))
- {
- freeResources();
- return gl::Error(GL_OUT_OF_MEMORY,
- "Failed to create blit point sampler state, HRESULT: 0x%X", result);
- }
- d3d11::SetDebugName(mPointSampler, "Blit11 point sampler");
+ ANGLE_TRY(mRenderer->allocateResource(pointSamplerDesc, &mPointSampler));
+ mPointSampler.setDebugName("Blit11 point sampler");
D3D11_SAMPLER_DESC linearSamplerDesc;
- linearSamplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
- linearSamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
- linearSamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
- linearSamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
- linearSamplerDesc.MipLODBias = 0.0f;
- linearSamplerDesc.MaxAnisotropy = 0;
+ linearSamplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
+ linearSamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
+ linearSamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
+ linearSamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
+ linearSamplerDesc.MipLODBias = 0.0f;
+ linearSamplerDesc.MaxAnisotropy = 0;
linearSamplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
linearSamplerDesc.BorderColor[0] = 0.0f;
linearSamplerDesc.BorderColor[1] = 0.0f;
linearSamplerDesc.BorderColor[2] = 0.0f;
linearSamplerDesc.BorderColor[3] = 0.0f;
- linearSamplerDesc.MinLOD = 0.0f;
- linearSamplerDesc.MaxLOD = FLT_MAX;
+ linearSamplerDesc.MinLOD = 0.0f;
+ linearSamplerDesc.MaxLOD = FLT_MAX;
- result = device->CreateSamplerState(&linearSamplerDesc, &mLinearSampler);
- ASSERT(SUCCEEDED(result));
- if (FAILED(result))
- {
- freeResources();
- return gl::Error(GL_OUT_OF_MEMORY,
- "Failed to create blit linear sampler state, HRESULT: 0x%X", result);
- }
- d3d11::SetDebugName(mLinearSampler, "Blit11 linear sampler");
+ ANGLE_TRY(mRenderer->allocateResource(linearSamplerDesc, &mLinearSampler));
+ mLinearSampler.setDebugName("Blit11 linear sampler");
// Use a rasterizer state that will not cull so that inverted quads will not be culled
D3D11_RASTERIZER_DESC rasterDesc;
- rasterDesc.FillMode = D3D11_FILL_SOLID;
- rasterDesc.CullMode = D3D11_CULL_NONE;
+ rasterDesc.FillMode = D3D11_FILL_SOLID;
+ rasterDesc.CullMode = D3D11_CULL_NONE;
rasterDesc.FrontCounterClockwise = FALSE;
- rasterDesc.DepthBias = 0;
- rasterDesc.SlopeScaledDepthBias = 0.0f;
- rasterDesc.DepthBiasClamp = 0.0f;
- rasterDesc.DepthClipEnable = TRUE;
- rasterDesc.MultisampleEnable = FALSE;
+ rasterDesc.DepthBias = 0;
+ rasterDesc.SlopeScaledDepthBias = 0.0f;
+ rasterDesc.DepthBiasClamp = 0.0f;
+ rasterDesc.DepthClipEnable = TRUE;
+ rasterDesc.MultisampleEnable = FALSE;
rasterDesc.AntialiasedLineEnable = FALSE;
rasterDesc.ScissorEnable = TRUE;
- result = device->CreateRasterizerState(&rasterDesc, &mScissorEnabledRasterizerState);
- ASSERT(SUCCEEDED(result));
- if (FAILED(result))
- {
- freeResources();
- return gl::Error(GL_OUT_OF_MEMORY,
- "Failed to create blit scissoring rasterizer state, HRESULT: 0x%X",
- result);
- }
- d3d11::SetDebugName(mScissorEnabledRasterizerState, "Blit11 scissoring rasterizer state");
+ ANGLE_TRY(mRenderer->allocateResource(rasterDesc, &mScissorEnabledRasterizerState));
+ mScissorEnabledRasterizerState.setDebugName("Blit11 scissoring rasterizer state");
rasterDesc.ScissorEnable = FALSE;
- result = device->CreateRasterizerState(&rasterDesc, &mScissorDisabledRasterizerState);
- ASSERT(SUCCEEDED(result));
- if (FAILED(result))
- {
- freeResources();
- return gl::Error(GL_OUT_OF_MEMORY,
- "Failed to create blit no scissoring rasterizer state, HRESULT: 0x%X",
- result);
- }
- d3d11::SetDebugName(mScissorDisabledRasterizerState, "Blit11 no scissoring rasterizer state");
+ ANGLE_TRY(mRenderer->allocateResource(rasterDesc, &mScissorDisabledRasterizerState));
+ mScissorDisabledRasterizerState.setDebugName("Blit11 no scissoring rasterizer state");
D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
- depthStencilDesc.DepthEnable = true;
- depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
- depthStencilDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
- depthStencilDesc.StencilEnable = FALSE;
- depthStencilDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
- depthStencilDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
- depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.DepthEnable = TRUE;
+ depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
+ depthStencilDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
+ depthStencilDesc.StencilEnable = FALSE;
+ depthStencilDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
+ depthStencilDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
+ depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
- depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
- depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
- depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
- depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
- depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
- depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
-
- result = device->CreateDepthStencilState(&depthStencilDesc, &mDepthStencilState);
- ASSERT(SUCCEEDED(result));
- if (FAILED(result))
- {
- freeResources();
- return gl::Error(GL_OUT_OF_MEMORY,
- "Failed to create blit depth stencil state, HRESULT: 0x%X", result);
- }
- d3d11::SetDebugName(mDepthStencilState, "Blit11 depth stencil state");
+ depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+ depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+
+ ANGLE_TRY(mRenderer->allocateResource(depthStencilDesc, &mDepthStencilState));
+ mDepthStencilState.setDebugName("Blit11 depth stencil state");
D3D11_BUFFER_DESC swizzleBufferDesc;
- swizzleBufferDesc.ByteWidth = sizeof(unsigned int) * 4;
- swizzleBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
- swizzleBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
- swizzleBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- swizzleBufferDesc.MiscFlags = 0;
+ swizzleBufferDesc.ByteWidth = sizeof(unsigned int) * 4;
+ swizzleBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ swizzleBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ swizzleBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ swizzleBufferDesc.MiscFlags = 0;
swizzleBufferDesc.StructureByteStride = 0;
- result = device->CreateBuffer(&swizzleBufferDesc, nullptr, &mSwizzleCB);
- ASSERT(SUCCEEDED(result));
- if (FAILED(result))
- {
- freeResources();
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create blit swizzle buffer, HRESULT: 0x%X",
- result);
- }
- d3d11::SetDebugName(mSwizzleCB, "Blit11 swizzle constant buffer");
+ ANGLE_TRY(mRenderer->allocateResource(swizzleBufferDesc, &mSwizzleCB));
+ mSwizzleCB.setDebugName("Blit11 swizzle constant buffer");
mResourcesInitialized = true;
- return gl::Error(GL_NO_ERROR);
-}
-
-void Blit11::freeResources()
-{
- SafeRelease(mVertexBuffer);
- SafeRelease(mPointSampler);
- SafeRelease(mLinearSampler);
- SafeRelease(mScissorEnabledRasterizerState);
- SafeRelease(mScissorDisabledRasterizerState);
- SafeRelease(mDepthStencilState);
- SafeRelease(mSwizzleCB);
-
- mResourcesInitialized = false;
+ return gl::NoError();
}
// static
-Blit11::BlitShaderType Blit11::GetBlitShaderType(GLenum destinationFormat, bool isSigned, ShaderDimension dimension)
+Blit11::BlitShaderType Blit11::GetBlitShaderType(GLenum destinationFormat,
+ GLenum sourceFormat,
+ bool isSigned,
+ bool unpackPremultiplyAlpha,
+ bool unpackUnmultiplyAlpha,
+ ShaderDimension dimension)
{
if (dimension == SHADER_3D)
{
+ ASSERT(!unpackPremultiplyAlpha && !unpackUnmultiplyAlpha);
+
if (isSigned)
{
switch (destinationFormat)
{
- case GL_RGBA_INTEGER: return BLITSHADER_3D_RGBAI;
- case GL_RGB_INTEGER: return BLITSHADER_3D_RGBI;
- case GL_RG_INTEGER: return BLITSHADER_3D_RGI;
- case GL_RED_INTEGER: return BLITSHADER_3D_RI;
- default:
- UNREACHABLE();
- return BLITSHADER_INVALID;
+ case GL_RGBA_INTEGER:
+ return BLITSHADER_3D_RGBAI;
+ case GL_RGB_INTEGER:
+ return BLITSHADER_3D_RGBI;
+ case GL_RG_INTEGER:
+ return BLITSHADER_3D_RGI;
+ case GL_RED_INTEGER:
+ return BLITSHADER_3D_RI;
+ default:
+ UNREACHABLE();
+ return BLITSHADER_INVALID;
}
}
else
{
switch (destinationFormat)
{
- case GL_RGBA: return BLITSHADER_3D_RGBAF;
- case GL_RGBA_INTEGER: return BLITSHADER_3D_RGBAUI;
- case GL_BGRA_EXT: return BLITSHADER_3D_BGRAF;
- case GL_RGB: return BLITSHADER_3D_RGBF;
- case GL_RGB_INTEGER: return BLITSHADER_3D_RGBUI;
- case GL_RG: return BLITSHADER_3D_RGF;
- case GL_RG_INTEGER: return BLITSHADER_3D_RGUI;
- case GL_RED: return BLITSHADER_3D_RF;
- case GL_RED_INTEGER: return BLITSHADER_3D_RUI;
- case GL_ALPHA: return BLITSHADER_3D_ALPHA;
- case GL_LUMINANCE: return BLITSHADER_3D_LUMA;
- case GL_LUMINANCE_ALPHA: return BLITSHADER_3D_LUMAALPHA;
- default:
- UNREACHABLE();
- return BLITSHADER_INVALID;
+ case GL_RGBA:
+ return BLITSHADER_3D_RGBAF;
+ case GL_RGBA_INTEGER:
+ return BLITSHADER_3D_RGBAUI;
+ case GL_BGRA_EXT:
+ return BLITSHADER_3D_BGRAF;
+ case GL_RGB:
+ return BLITSHADER_3D_RGBF;
+ case GL_RGB_INTEGER:
+ return BLITSHADER_3D_RGBUI;
+ case GL_RG:
+ return BLITSHADER_3D_RGF;
+ case GL_RG_INTEGER:
+ return BLITSHADER_3D_RGUI;
+ case GL_RED:
+ return BLITSHADER_3D_RF;
+ case GL_RED_INTEGER:
+ return BLITSHADER_3D_RUI;
+ case GL_ALPHA:
+ return BLITSHADER_3D_ALPHA;
+ case GL_LUMINANCE:
+ return BLITSHADER_3D_LUMA;
+ case GL_LUMINANCE_ALPHA:
+ return BLITSHADER_3D_LUMAALPHA;
+ default:
+ UNREACHABLE();
+ return BLITSHADER_INVALID;
}
}
}
else if (isSigned)
{
+ ASSERT(!unpackPremultiplyAlpha && !unpackUnmultiplyAlpha);
+
switch (destinationFormat)
{
- case GL_RGBA_INTEGER: return BLITSHADER_2D_RGBAI;
- case GL_RGB_INTEGER: return BLITSHADER_2D_RGBI;
- case GL_RG_INTEGER: return BLITSHADER_2D_RGI;
- case GL_RED_INTEGER: return BLITSHADER_2D_RI;
- default:
- UNREACHABLE();
- return BLITSHADER_INVALID;
+ case GL_RGBA_INTEGER:
+ return BLITSHADER_2D_RGBAI;
+ case GL_RGB_INTEGER:
+ return BLITSHADER_2D_RGBI;
+ case GL_RG_INTEGER:
+ return BLITSHADER_2D_RGI;
+ case GL_RED_INTEGER:
+ return BLITSHADER_2D_RI;
+ default:
+ UNREACHABLE();
+ return BLITSHADER_INVALID;
}
}
else
{
- switch (destinationFormat)
+ bool floatToIntBlit =
+ !gl::IsIntegerFormat(sourceFormat) && gl::IsIntegerFormat(destinationFormat);
+ if (unpackPremultiplyAlpha != unpackUnmultiplyAlpha || floatToIntBlit)
{
- case GL_RGBA: return BLITSHADER_2D_RGBAF;
- case GL_RGBA_INTEGER: return BLITSHADER_2D_RGBAUI;
- case GL_BGRA_EXT: return BLITSHADER_2D_BGRAF;
- case GL_RGB: return BLITSHADER_2D_RGBF;
- case GL_RGB_INTEGER: return BLITSHADER_2D_RGBUI;
- case GL_RG: return BLITSHADER_2D_RGF;
- case GL_RG_INTEGER: return BLITSHADER_2D_RGUI;
- case GL_RED: return BLITSHADER_2D_RF;
- case GL_RED_INTEGER: return BLITSHADER_2D_RUI;
- case GL_ALPHA: return BLITSHADER_2D_ALPHA;
- case GL_LUMINANCE: return BLITSHADER_2D_LUMA;
- case GL_LUMINANCE_ALPHA: return BLITSHADER_2D_LUMAALPHA;
- default:
- UNREACHABLE();
- return BLITSHADER_INVALID;
+ switch (destinationFormat)
+ {
+ case GL_RGBA:
+ case GL_BGRA_EXT:
+ ASSERT(!floatToIntBlit);
+ return unpackPremultiplyAlpha ? BLITSHADER_2D_RGBAF_PREMULTIPLY
+ : BLITSHADER_2D_RGBAF_UNMULTIPLY;
+
+ case GL_RGB:
+ case GL_RG:
+ case GL_RED:
+ ASSERT(!floatToIntBlit);
+ return unpackPremultiplyAlpha ? BLITSHADER_2D_RGBF_PREMULTIPLY
+ : BLITSHADER_2D_RGBF_UNMULTIPLY;
+
+ case GL_RGBA_INTEGER:
+ if (unpackPremultiplyAlpha == unpackUnmultiplyAlpha)
+ {
+ return BLITSHADER_2D_RGBAF_TOUI;
+ }
+ else
+ {
+ return unpackPremultiplyAlpha ? BLITSHADER_2D_RGBAF_TOUI_PREMULTIPLY
+ : BLITSHADER_2D_RGBAF_TOUI_UNMULTIPLY;
+ }
+
+ case GL_RGB_INTEGER:
+ case GL_RG_INTEGER:
+ case GL_RED_INTEGER:
+ if (unpackPremultiplyAlpha == unpackUnmultiplyAlpha)
+ {
+ return BLITSHADER_2D_RGBF_TOUI;
+ }
+ else
+ {
+ return unpackPremultiplyAlpha ? BLITSHADER_2D_RGBF_TOUI_PREMULTIPLY
+ : BLITSHADER_2D_RGBF_TOUI_UNMULTIPLY;
+ }
+ case GL_LUMINANCE:
+ ASSERT(!floatToIntBlit);
+ return unpackPremultiplyAlpha ? BLITSHADER_2D_LUMAF_PREMULTIPLY
+ : BLITSHADER_2D_LUMAF_UNMULTIPLY;
+ case GL_LUMINANCE_ALPHA:
+ ASSERT(!floatToIntBlit);
+ return unpackPremultiplyAlpha ? BLITSHADER_2D_LUMAALPHAF_PREMULTIPLY
+ : BLITSHADER_2D_LUMAALPHAF_UNMULTIPLY;
+ case GL_ALPHA:
+ ASSERT(!floatToIntBlit);
+ return BLITSHADER_2D_ALPHA;
+ default:
+ UNREACHABLE();
+ return BLITSHADER_INVALID;
+ }
+ }
+ else
+ {
+ switch (destinationFormat)
+ {
+ case GL_RGBA:
+ return BLITSHADER_2D_RGBAF;
+ case GL_RGBA_INTEGER:
+ return BLITSHADER_2D_RGBAUI;
+ case GL_BGRA_EXT:
+ return BLITSHADER_2D_BGRAF;
+ case GL_RGB:
+ return BLITSHADER_2D_RGBF;
+ case GL_RGB_INTEGER:
+ return BLITSHADER_2D_RGBUI;
+ case GL_RG:
+ return BLITSHADER_2D_RGF;
+ case GL_RG_INTEGER:
+ return BLITSHADER_2D_RGUI;
+ case GL_RED:
+ return BLITSHADER_2D_RF;
+ case GL_RED_INTEGER:
+ return BLITSHADER_2D_RUI;
+ case GL_ALPHA:
+ return BLITSHADER_2D_ALPHA;
+ case GL_LUMINANCE:
+ return BLITSHADER_2D_LUMA;
+ case GL_LUMINANCE_ALPHA:
+ return BLITSHADER_2D_LUMAALPHA;
+ default:
+ UNREACHABLE();
+ return BLITSHADER_INVALID;
+ }
}
}
}
// static
-Blit11::SwizzleShaderType Blit11::GetSwizzleShaderType(GLenum type, D3D11_SRV_DIMENSION dimensionality)
+Blit11::SwizzleShaderType Blit11::GetSwizzleShaderType(GLenum type,
+ D3D11_SRV_DIMENSION dimensionality)
{
switch (dimensionality)
{
- case D3D11_SRV_DIMENSION_TEXTURE2D:
- switch (type)
- {
- case GL_FLOAT: return SWIZZLESHADER_2D_FLOAT;
- case GL_UNSIGNED_INT: return SWIZZLESHADER_2D_UINT;
- case GL_INT: return SWIZZLESHADER_2D_INT;
- default:
- UNREACHABLE();
- return SWIZZLESHADER_INVALID;
- }
- case D3D11_SRV_DIMENSION_TEXTURECUBE:
- switch (type)
- {
- case GL_FLOAT: return SWIZZLESHADER_CUBE_FLOAT;
- case GL_UNSIGNED_INT: return SWIZZLESHADER_CUBE_UINT;
- case GL_INT: return SWIZZLESHADER_CUBE_INT;
- default:
- UNREACHABLE();
- return SWIZZLESHADER_INVALID;
- }
- case D3D11_SRV_DIMENSION_TEXTURE3D:
- switch (type)
- {
- case GL_FLOAT: return SWIZZLESHADER_3D_FLOAT;
- case GL_UNSIGNED_INT: return SWIZZLESHADER_3D_UINT;
- case GL_INT: return SWIZZLESHADER_3D_INT;
- default:
- UNREACHABLE();
- return SWIZZLESHADER_INVALID;
- }
- case D3D11_SRV_DIMENSION_TEXTURE2DARRAY:
- switch (type)
- {
- case GL_FLOAT: return SWIZZLESHADER_ARRAY_FLOAT;
- case GL_UNSIGNED_INT: return SWIZZLESHADER_ARRAY_UINT;
- case GL_INT: return SWIZZLESHADER_ARRAY_INT;
- default:
+ case D3D11_SRV_DIMENSION_TEXTURE2D:
+ switch (type)
+ {
+ case GL_FLOAT:
+ return SWIZZLESHADER_2D_FLOAT;
+ case GL_UNSIGNED_INT:
+ return SWIZZLESHADER_2D_UINT;
+ case GL_INT:
+ return SWIZZLESHADER_2D_INT;
+ default:
+ UNREACHABLE();
+ return SWIZZLESHADER_INVALID;
+ }
+ case D3D11_SRV_DIMENSION_TEXTURECUBE:
+ switch (type)
+ {
+ case GL_FLOAT:
+ return SWIZZLESHADER_CUBE_FLOAT;
+ case GL_UNSIGNED_INT:
+ return SWIZZLESHADER_CUBE_UINT;
+ case GL_INT:
+ return SWIZZLESHADER_CUBE_INT;
+ default:
+ UNREACHABLE();
+ return SWIZZLESHADER_INVALID;
+ }
+ case D3D11_SRV_DIMENSION_TEXTURE3D:
+ switch (type)
+ {
+ case GL_FLOAT:
+ return SWIZZLESHADER_3D_FLOAT;
+ case GL_UNSIGNED_INT:
+ return SWIZZLESHADER_3D_UINT;
+ case GL_INT:
+ return SWIZZLESHADER_3D_INT;
+ default:
+ UNREACHABLE();
+ return SWIZZLESHADER_INVALID;
+ }
+ case D3D11_SRV_DIMENSION_TEXTURE2DARRAY:
+ switch (type)
+ {
+ case GL_FLOAT:
+ return SWIZZLESHADER_ARRAY_FLOAT;
+ case GL_UNSIGNED_INT:
+ return SWIZZLESHADER_ARRAY_UINT;
+ case GL_INT:
+ return SWIZZLESHADER_ARRAY_INT;
+ default:
+ UNREACHABLE();
+ return SWIZZLESHADER_INVALID;
+ }
+ default:
UNREACHABLE();
return SWIZZLESHADER_INVALID;
- }
- default:
- UNREACHABLE();
- return SWIZZLESHADER_INVALID;
}
}
-Blit11::ShaderSupport Blit11::getShaderSupport(const Shader &shader)
+gl::Error Blit11::getShaderSupport(const Shader &shader, Blit11::ShaderSupport *supportOut)
{
- ID3D11Device *device = mRenderer->getDevice();
- ShaderSupport support;
-
if (shader.dimension == SHADER_2D)
{
- support.inputLayout = mQuad2DIL.resolve(device);
- support.vertexShader = mQuad2DVS.resolve(device);
- support.geometryShader = nullptr;
- support.vertexWriteFunction = Write2DVertices;
+ ANGLE_TRY(mQuad2DIL.resolve(mRenderer));
+ ANGLE_TRY(mQuad2DVS.resolve(mRenderer));
+ supportOut->inputLayout = &mQuad2DIL.getObj();
+ supportOut->vertexShader = &mQuad2DVS.getObj();
+ supportOut->geometryShader = nullptr;
+ supportOut->vertexWriteFunction = Write2DVertices;
}
else
{
ASSERT(shader.dimension == SHADER_3D);
- support.inputLayout = mQuad3DIL.resolve(device);
- support.vertexShader = mQuad3DVS.resolve(device);
- support.geometryShader = mQuad3DGS.resolve(device);
- support.vertexWriteFunction = Write3DVertices;
+ ANGLE_TRY(mQuad3DIL.resolve(mRenderer));
+ ANGLE_TRY(mQuad3DVS.resolve(mRenderer));
+ ANGLE_TRY(mQuad3DGS.resolve(mRenderer));
+ supportOut->inputLayout = &mQuad2DIL.getObj();
+ supportOut->vertexShader = &mQuad3DVS.getObj();
+ supportOut->geometryShader = &mQuad3DGS.getObj();
+ supportOut->vertexWriteFunction = Write3DVertices;
}
- return support;
+ return gl::NoError();
}
-gl::Error Blit11::swizzleTexture(ID3D11ShaderResourceView *source,
- ID3D11RenderTargetView *dest,
+gl::Error Blit11::swizzleTexture(const gl::Context *context,
+ const d3d11::SharedSRV &source,
+ const d3d11::RenderTargetView &dest,
const gl::Extents &size,
- GLenum swizzleRed,
- GLenum swizzleGreen,
- GLenum swizzleBlue,
- GLenum swizzleAlpha)
+ const gl::SwizzleState &swizzleTarget)
{
- gl::Error error = initResources();
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(initResources());
HRESULT result;
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
D3D11_SHADER_RESOURCE_VIEW_DESC sourceSRVDesc;
- source->GetDesc(&sourceSRVDesc);
+ source.get()->GetDesc(&sourceSRVDesc);
- const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(sourceSRVDesc.Format);
- const gl::InternalFormat &sourceFormatInfo = gl::GetInternalFormatInfo(dxgiFormatInfo.internalFormat);
+ GLenum componentType = d3d11::GetComponentType(sourceSRVDesc.Format);
+ if (componentType == GL_NONE)
+ {
+ // We're swizzling the depth component of a depth-stencil texture.
+ switch (sourceSRVDesc.Format)
+ {
+ case DXGI_FORMAT_R24_UNORM_X8_TYPELESS:
+ componentType = GL_UNSIGNED_NORMALIZED;
+ break;
+ case DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS:
+ componentType = GL_FLOAT;
+ break;
+ default:
+ UNREACHABLE();
+ break;
+ }
+ }
GLenum shaderType = GL_NONE;
- switch (sourceFormatInfo.componentType)
+ switch (componentType)
{
- case GL_UNSIGNED_NORMALIZED:
- case GL_SIGNED_NORMALIZED:
- case GL_FLOAT:
- shaderType = GL_FLOAT;
- break;
- case GL_INT:
- shaderType = GL_INT;
- break;
- case GL_UNSIGNED_INT:
- shaderType = GL_UNSIGNED_INT;
- break;
- default:
- UNREACHABLE();
- break;
+ case GL_UNSIGNED_NORMALIZED:
+ case GL_SIGNED_NORMALIZED:
+ case GL_FLOAT:
+ shaderType = GL_FLOAT;
+ break;
+ case GL_INT:
+ shaderType = GL_INT;
+ break;
+ case GL_UNSIGNED_INT:
+ shaderType = GL_UNSIGNED_INT;
+ break;
+ default:
+ UNREACHABLE();
+ break;
}
const Shader *shader = nullptr;
- error = getSwizzleShader(shaderType, sourceSRVDesc.ViewDimension, &shader);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(getSwizzleShader(shaderType, sourceSRVDesc.ViewDimension, &shader));
// Set vertices
D3D11_MAPPED_SUBRESOURCE mappedResource;
- result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ result =
+ deviceContext->Map(mVertexBuffer.get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal vertex buffer for swizzle, HRESULT: 0x%X.", result);
+ return gl::OutOfMemory() << "Failed to map internal vertex buffer for swizzle, "
+ << gl::FmtHR(result);
}
- const ShaderSupport &support = getShaderSupport(*shader);
+ ShaderSupport support;
+ ANGLE_TRY(getShaderSupport(*shader, &support));
- UINT stride = 0;
- UINT startIdx = 0;
+ UINT stride = 0;
UINT drawCount = 0;
D3D11_PRIMITIVE_TOPOLOGY topology;
gl::Box area(0, 0, 0, size.width, size.height, size.depth);
- support.vertexWriteFunction(area, size, area, size, mappedResource.pData, &stride, &drawCount, &topology);
+ support.vertexWriteFunction(area, size, area, size, mappedResource.pData, &stride, &drawCount,
+ &topology);
- deviceContext->Unmap(mVertexBuffer, 0);
+ deviceContext->Unmap(mVertexBuffer.get(), 0);
// Set constant buffer
- result = deviceContext->Map(mSwizzleCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ result = deviceContext->Map(mSwizzleCB.get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal constant buffer for swizzle, HRESULT: 0x%X.", result);
+ return gl::OutOfMemory() << "Failed to map internal constant buffer for swizzle, "
+ << gl::FmtHR(result);
}
- unsigned int *swizzleIndices = reinterpret_cast<unsigned int*>(mappedResource.pData);
- swizzleIndices[0] = GetSwizzleIndex(swizzleRed);
- swizzleIndices[1] = GetSwizzleIndex(swizzleGreen);
- swizzleIndices[2] = GetSwizzleIndex(swizzleBlue);
- swizzleIndices[3] = GetSwizzleIndex(swizzleAlpha);
+ unsigned int *swizzleIndices = reinterpret_cast<unsigned int *>(mappedResource.pData);
+ swizzleIndices[0] = GetSwizzleIndex(swizzleTarget.swizzleRed);
+ swizzleIndices[1] = GetSwizzleIndex(swizzleTarget.swizzleGreen);
+ swizzleIndices[2] = GetSwizzleIndex(swizzleTarget.swizzleBlue);
+ swizzleIndices[3] = GetSwizzleIndex(swizzleTarget.swizzleAlpha);
- deviceContext->Unmap(mSwizzleCB, 0);
+ deviceContext->Unmap(mSwizzleCB.get(), 0);
+
+ StateManager11 *stateManager = mRenderer->getStateManager();
// Apply vertex buffer
- deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &startIdx);
+ stateManager->setSingleVertexBuffer(&mVertexBuffer, stride, 0);
// Apply constant buffer
- deviceContext->PSSetConstantBuffers(0, 1, &mSwizzleCB);
+ stateManager->setPixelConstantBuffer(0, &mSwizzleCB);
// Apply state
- deviceContext->OMSetBlendState(nullptr, nullptr, 0xFFFFFFF);
- deviceContext->OMSetDepthStencilState(nullptr, 0xFFFFFFFF);
- deviceContext->RSSetState(mScissorDisabledRasterizerState);
+ stateManager->setSimpleBlendState(nullptr);
+ stateManager->setDepthStencilState(nullptr, 0xFFFFFFFF);
+ stateManager->setRasterizerState(&mScissorDisabledRasterizerState);
// Apply shaders
- deviceContext->IASetInputLayout(support.inputLayout);
- deviceContext->IASetPrimitiveTopology(topology);
- deviceContext->VSSetShader(support.vertexShader, nullptr, 0);
-
- deviceContext->PSSetShader(shader->pixelShader, nullptr, 0);
- deviceContext->GSSetShader(support.geometryShader, nullptr, 0);
+ stateManager->setInputLayout(support.inputLayout);
+ stateManager->setPrimitiveTopology(topology);
- // Unset the currently bound shader resource to avoid conflicts
- auto stateManager = mRenderer->getStateManager();
- stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, nullptr);
+ stateManager->setDrawShaders(support.vertexShader, support.geometryShader,
+ &shader->pixelShader);
// Apply render target
- mRenderer->setOneTimeRenderTarget(dest);
+ stateManager->setRenderTarget(dest.get(), nullptr);
// Set the viewport
- D3D11_VIEWPORT viewport;
- viewport.TopLeftX = 0;
- viewport.TopLeftY = 0;
- viewport.Width = static_cast<FLOAT>(size.width);
- viewport.Height = static_cast<FLOAT>(size.height);
- viewport.MinDepth = 0.0f;
- viewport.MaxDepth = 1.0f;
- deviceContext->RSSetViewports(1, &viewport);
-
- // Apply textures
- stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, source);
+ stateManager->setSimpleViewport(size);
- // Apply samplers
- deviceContext->PSSetSamplers(0, 1, &mPointSampler);
+ // Apply textures and sampler
+ stateManager->setSimplePixelTextureAndSampler(source, mPointSampler);
// Draw the quad
deviceContext->Draw(drawCount, 0);
- // Unbind textures and render targets and vertex buffer
- stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, nullptr);
-
- mRenderer->unapplyRenderTargets();
-
- UINT zero = 0;
- ID3D11Buffer *const nullBuffer = nullptr;
- deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
-
- mRenderer->markAllStateDirty();
-
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error Blit11::copyTexture(ID3D11ShaderResourceView *source,
+gl::Error Blit11::copyTexture(const gl::Context *context,
+ const d3d11::SharedSRV &source,
const gl::Box &sourceArea,
const gl::Extents &sourceSize,
- ID3D11RenderTargetView *dest,
+ GLenum sourceFormat,
+ const d3d11::RenderTargetView &dest,
const gl::Box &destArea,
const gl::Extents &destSize,
const gl::Rectangle *scissor,
GLenum destFormat,
GLenum filter,
- bool maskOffAlpha)
+ bool maskOffAlpha,
+ bool unpackPremultiplyAlpha,
+ bool unpackUnmultiplyAlpha)
{
- gl::Error error = initResources();
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(initResources());
HRESULT result;
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
@@ -771,635 +1145,1009 @@ gl::Error Blit11::copyTexture(ID3D11ShaderResourceView *source,
// Determine if the source format is a signed integer format, the destFormat will already
// be GL_XXXX_INTEGER but it does not tell us if it is signed or unsigned.
D3D11_SHADER_RESOURCE_VIEW_DESC sourceSRVDesc;
- source->GetDesc(&sourceSRVDesc);
+ source.get()->GetDesc(&sourceSRVDesc);
+
+ GLenum componentType = d3d11::GetComponentType(sourceSRVDesc.Format);
- const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(sourceSRVDesc.Format);
- const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(dxgiFormatInfo.internalFormat);
+ ASSERT(componentType != GL_NONE);
+ ASSERT(componentType != GL_SIGNED_NORMALIZED);
+ bool isSigned = (componentType == GL_INT);
- bool isSigned = (internalFormatInfo.componentType == GL_INT);
- ShaderDimension dimension = (sourceSRVDesc.ViewDimension == D3D11_SRV_DIMENSION_TEXTURE3D) ? SHADER_3D : SHADER_2D;
+ ShaderDimension dimension =
+ (sourceSRVDesc.ViewDimension == D3D11_SRV_DIMENSION_TEXTURE3D) ? SHADER_3D : SHADER_2D;
const Shader *shader = nullptr;
- error = getBlitShader(destFormat, isSigned, dimension, &shader);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(getBlitShader(destFormat, sourceFormat, isSigned, unpackPremultiplyAlpha,
+ unpackUnmultiplyAlpha, dimension, &shader));
- const ShaderSupport &support = getShaderSupport(*shader);
+ ShaderSupport support;
+ ANGLE_TRY(getShaderSupport(*shader, &support));
// Set vertices
D3D11_MAPPED_SUBRESOURCE mappedResource;
- result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ result =
+ deviceContext->Map(mVertexBuffer.get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal vertex buffer for texture copy, HRESULT: 0x%X.", result);
+ return gl::OutOfMemory() << "Failed to map internal vertex buffer for texture copy, "
+ << gl::FmtHR(result);
}
- UINT stride = 0;
- UINT startIdx = 0;
+ UINT stride = 0;
UINT drawCount = 0;
D3D11_PRIMITIVE_TOPOLOGY topology;
support.vertexWriteFunction(sourceArea, sourceSize, destArea, destSize, mappedResource.pData,
&stride, &drawCount, &topology);
- deviceContext->Unmap(mVertexBuffer, 0);
+ deviceContext->Unmap(mVertexBuffer.get(), 0);
+
+ StateManager11 *stateManager = mRenderer->getStateManager();
// Apply vertex buffer
- deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &startIdx);
+ stateManager->setSingleVertexBuffer(&mVertexBuffer, stride, 0);
// Apply state
if (maskOffAlpha)
{
- ID3D11BlendState *blendState = mAlphaMaskBlendState.resolve(mRenderer->getDevice());
- ASSERT(blendState);
- deviceContext->OMSetBlendState(blendState, nullptr, 0xFFFFFFF);
+ ANGLE_TRY(mAlphaMaskBlendState.resolve(mRenderer));
+ stateManager->setSimpleBlendState(&mAlphaMaskBlendState.getObj());
}
else
{
- deviceContext->OMSetBlendState(nullptr, nullptr, 0xFFFFFFF);
+ stateManager->setSimpleBlendState(nullptr);
}
- deviceContext->OMSetDepthStencilState(nullptr, 0xFFFFFFFF);
+ stateManager->setDepthStencilState(nullptr, 0xFFFFFFFF);
if (scissor)
{
- D3D11_RECT scissorRect;
- scissorRect.left = scissor->x;
- scissorRect.right = scissor->x + scissor->width;
- scissorRect.top = scissor->y;
- scissorRect.bottom = scissor->y + scissor->height;
-
- deviceContext->RSSetScissorRects(1, &scissorRect);
- deviceContext->RSSetState(mScissorEnabledRasterizerState);
+ stateManager->setSimpleScissorRect(*scissor);
+ stateManager->setRasterizerState(&mScissorEnabledRasterizerState);
}
else
{
- deviceContext->RSSetState(mScissorDisabledRasterizerState);
+ stateManager->setRasterizerState(&mScissorDisabledRasterizerState);
}
// Apply shaders
- deviceContext->IASetInputLayout(support.inputLayout);
- deviceContext->IASetPrimitiveTopology(topology);
- deviceContext->VSSetShader(support.vertexShader, nullptr, 0);
-
- deviceContext->PSSetShader(shader->pixelShader, nullptr, 0);
- deviceContext->GSSetShader(support.geometryShader, nullptr, 0);
+ stateManager->setInputLayout(support.inputLayout);
+ stateManager->setPrimitiveTopology(topology);
- // Unset the currently bound shader resource to avoid conflicts
- auto stateManager = mRenderer->getStateManager();
- stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, nullptr);
+ stateManager->setDrawShaders(support.vertexShader, support.geometryShader,
+ &shader->pixelShader);
// Apply render target
- mRenderer->setOneTimeRenderTarget(dest);
+ stateManager->setRenderTarget(dest.get(), nullptr);
// Set the viewport
- D3D11_VIEWPORT viewport;
- viewport.TopLeftX = 0;
- viewport.TopLeftY = 0;
- viewport.Width = static_cast<FLOAT>(destSize.width);
- viewport.Height = static_cast<FLOAT>(destSize.height);
- viewport.MinDepth = 0.0f;
- viewport.MaxDepth = 1.0f;
- deviceContext->RSSetViewports(1, &viewport);
-
- // Apply textures
- stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, source);
-
- // Apply samplers
- ID3D11SamplerState *sampler = nullptr;
+ stateManager->setSimpleViewport(destSize);
+
+ // Apply texture and sampler
switch (filter)
{
- case GL_NEAREST: sampler = mPointSampler; break;
- case GL_LINEAR: sampler = mLinearSampler; break;
-
- default:
- UNREACHABLE();
- return gl::Error(GL_OUT_OF_MEMORY, "Internal error, unknown blit filter mode.");
+ case GL_NEAREST:
+ stateManager->setSimplePixelTextureAndSampler(source, mPointSampler);
+ break;
+ case GL_LINEAR:
+ stateManager->setSimplePixelTextureAndSampler(source, mLinearSampler);
+ break;
+
+ default:
+ UNREACHABLE();
+ return gl::InternalError() << "Internal error, unknown blit filter mode.";
}
- deviceContext->PSSetSamplers(0, 1, &sampler);
// Draw the quad
deviceContext->Draw(drawCount, 0);
- // Unbind textures and render targets and vertex buffer
- stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, nullptr);
-
- mRenderer->unapplyRenderTargets();
-
- UINT zero = 0;
- ID3D11Buffer *const nullBuffer = nullptr;
- deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
-
- mRenderer->markAllStateDirty();
-
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error Blit11::copyStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
- ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
+gl::Error Blit11::copyStencil(const gl::Context *context,
+ const TextureHelper11 &source,
+ unsigned int sourceSubresource,
+ const gl::Box &sourceArea,
+ const gl::Extents &sourceSize,
+ const TextureHelper11 &dest,
+ unsigned int destSubresource,
+ const gl::Box &destArea,
+ const gl::Extents &destSize,
const gl::Rectangle *scissor)
{
- return copyDepthStencil(source, sourceSubresource, sourceArea, sourceSize,
- dest, destSubresource, destArea, destSize,
- scissor, true);
+ return copyDepthStencilImpl(source, sourceSubresource, sourceArea, sourceSize, dest,
+ destSubresource, destArea, destSize, scissor, true);
}
-gl::Error Blit11::copyDepth(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize,
- ID3D11DepthStencilView *dest, const gl::Box &destArea, const gl::Extents &destSize,
+gl::Error Blit11::copyDepth(const gl::Context *context,
+ const d3d11::SharedSRV &source,
+ const gl::Box &sourceArea,
+ const gl::Extents &sourceSize,
+ const d3d11::DepthStencilView &dest,
+ const gl::Box &destArea,
+ const gl::Extents &destSize,
const gl::Rectangle *scissor)
{
- gl::Error error = initResources();
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(initResources());
HRESULT result;
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
// Set vertices
D3D11_MAPPED_SUBRESOURCE mappedResource;
- result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ result =
+ deviceContext->Map(mVertexBuffer.get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal vertex buffer for texture copy, HRESULT: 0x%X.", result);
+ return gl::OutOfMemory() << "Failed to map internal vertex buffer for texture copy, "
+ << gl::FmtHR(result);
}
- UINT stride = 0;
- UINT startIdx = 0;
+ UINT stride = 0;
UINT drawCount = 0;
D3D11_PRIMITIVE_TOPOLOGY topology;
- Write2DVertices(sourceArea, sourceSize, destArea, destSize, mappedResource.pData,
- &stride, &drawCount, &topology);
+ Write2DVertices(sourceArea, sourceSize, destArea, destSize, mappedResource.pData, &stride,
+ &drawCount, &topology);
- deviceContext->Unmap(mVertexBuffer, 0);
+ deviceContext->Unmap(mVertexBuffer.get(), 0);
+
+ StateManager11 *stateManager = mRenderer->getStateManager();
// Apply vertex buffer
- deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &startIdx);
+ stateManager->setSingleVertexBuffer(&mVertexBuffer, stride, 0);
// Apply state
- deviceContext->OMSetBlendState(nullptr, nullptr, 0xFFFFFFF);
- deviceContext->OMSetDepthStencilState(mDepthStencilState, 0xFFFFFFFF);
+ stateManager->setSimpleBlendState(nullptr);
+ stateManager->setDepthStencilState(&mDepthStencilState, 0xFFFFFFFF);
if (scissor)
{
- D3D11_RECT scissorRect;
- scissorRect.left = scissor->x;
- scissorRect.right = scissor->x + scissor->width;
- scissorRect.top = scissor->y;
- scissorRect.bottom = scissor->y + scissor->height;
-
- deviceContext->RSSetScissorRects(1, &scissorRect);
- deviceContext->RSSetState(mScissorEnabledRasterizerState);
+ stateManager->setSimpleScissorRect(*scissor);
+ stateManager->setRasterizerState(&mScissorEnabledRasterizerState);
}
else
{
- deviceContext->RSSetState(mScissorDisabledRasterizerState);
+ stateManager->setRasterizerState(&mScissorDisabledRasterizerState);
}
- ID3D11Device *device = mRenderer->getDevice();
- ID3D11VertexShader *quad2DVS = mQuad2DVS.resolve(device);
- if (quad2DVS == nullptr)
- {
- return gl::Error(GL_INVALID_OPERATION, "Error compiling internal 2D blit vertex shader");
- }
+ ANGLE_TRY(mQuad2DIL.resolve(mRenderer));
+ ANGLE_TRY(mQuad2DVS.resolve(mRenderer));
+ ANGLE_TRY(mDepthPS.resolve(mRenderer));
// Apply shaders
- deviceContext->IASetInputLayout(mQuad2DIL.resolve(device));
- deviceContext->IASetPrimitiveTopology(topology);
- deviceContext->VSSetShader(quad2DVS, nullptr, 0);
+ stateManager->setInputLayout(&mQuad2DIL.getObj());
+ stateManager->setPrimitiveTopology(topology);
- deviceContext->PSSetShader(mDepthPS.resolve(device), nullptr, 0);
- deviceContext->GSSetShader(nullptr, nullptr, 0);
-
- // Unset the currently bound shader resource to avoid conflicts
- auto stateManager = mRenderer->getStateManager();
- stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, nullptr);
+ stateManager->setDrawShaders(&mQuad2DVS.getObj(), nullptr, &mDepthPS.getObj());
// Apply render target
- deviceContext->OMSetRenderTargets(0, nullptr, dest);
+ stateManager->setRenderTarget(nullptr, dest.get());
// Set the viewport
- D3D11_VIEWPORT viewport;
- viewport.TopLeftX = 0;
- viewport.TopLeftY = 0;
- viewport.Width = static_cast<FLOAT>(destSize.width);
- viewport.Height = static_cast<FLOAT>(destSize.height);
- viewport.MinDepth = 0.0f;
- viewport.MaxDepth = 1.0f;
- deviceContext->RSSetViewports(1, &viewport);
-
- // Apply textures
- stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, source);
+ stateManager->setSimpleViewport(destSize);
- // Apply samplers
- deviceContext->PSSetSamplers(0, 1, &mPointSampler);
+ // Apply texture and sampler
+ stateManager->setSimplePixelTextureAndSampler(source, mPointSampler);
// Draw the quad
deviceContext->Draw(drawCount, 0);
- // Unbind textures and render targets and vertex buffer
- stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, nullptr);
-
- mRenderer->unapplyRenderTargets();
-
- UINT zero = 0;
- ID3D11Buffer *const nullBuffer = nullptr;
- deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
-
- mRenderer->markAllStateDirty();
-
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error Blit11::copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
- ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
+gl::Error Blit11::copyDepthStencil(const TextureHelper11 &source,
+ unsigned int sourceSubresource,
+ const gl::Box &sourceArea,
+ const gl::Extents &sourceSize,
+ const TextureHelper11 &dest,
+ unsigned int destSubresource,
+ const gl::Box &destArea,
+ const gl::Extents &destSize,
const gl::Rectangle *scissor)
{
- return copyDepthStencil(source, sourceSubresource, sourceArea, sourceSize,
- dest, destSubresource, destArea, destSize,
- scissor, false);
+ return copyDepthStencilImpl(source, sourceSubresource, sourceArea, sourceSize, dest,
+ destSubresource, destArea, destSize, scissor, false);
}
-gl::Error Blit11::copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
- ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
- const gl::Rectangle *scissor, bool stencilOnly)
+gl::Error Blit11::copyDepthStencilImpl(const TextureHelper11 &source,
+ unsigned int sourceSubresource,
+ const gl::Box &sourceArea,
+ const gl::Extents &sourceSize,
+ const TextureHelper11 &dest,
+ unsigned int destSubresource,
+ const gl::Box &destArea,
+ const gl::Extents &destSize,
+ const gl::Rectangle *scissor,
+ bool stencilOnly)
{
- gl::Error error = initResources();
- if (error.isError())
- {
- return error;
- }
+ auto srcDXGIFormat = source.getFormat();
+ const auto &srcSizeInfo = d3d11::GetDXGIFormatSizeInfo(srcDXGIFormat);
+ unsigned int srcPixelSize = srcSizeInfo.pixelBytes;
+ unsigned int copyOffset = 0;
+ unsigned int copySize = srcPixelSize;
+ auto destDXGIFormat = dest.getFormat();
+ const auto &destSizeInfo = d3d11::GetDXGIFormatSizeInfo(destDXGIFormat);
+ unsigned int destPixelSize = destSizeInfo.pixelBytes;
- ID3D11Device *device = mRenderer->getDevice();
- ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+ ASSERT(srcDXGIFormat == destDXGIFormat || destDXGIFormat == DXGI_FORMAT_R32_TYPELESS);
- ID3D11Resource *sourceStaging = CreateStagingTexture(device, deviceContext, source, sourceSubresource, sourceSize, D3D11_CPU_ACCESS_READ);
- // HACK: Create the destination staging buffer as a read/write texture so ID3D11DevicContext::UpdateSubresource can be called
- // using it's mapped data as a source
- ID3D11Resource *destStaging = CreateStagingTexture(device, deviceContext, dest, destSubresource, destSize, D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE);
+ if (stencilOnly)
+ {
+ const auto &srcFormat = source.getFormatSet().format();
+
+ // Stencil channel should be right after the depth channel. Some views to depth/stencil
+ // resources have red channel for depth, in which case the depth channel bit width is in
+ // redBits.
+ ASSERT((srcFormat.redBits != 0) != (srcFormat.depthBits != 0));
+ GLuint depthBits = srcFormat.redBits + srcFormat.depthBits;
+ // Known formats have either 24 or 32 bits of depth.
+ ASSERT(depthBits == 24 || depthBits == 32);
+ copyOffset = depthBits / 8;
+
+ // Stencil is assumed to be 8-bit - currently this is true for all possible formats.
+ copySize = 1;
+ }
- if (!sourceStaging || !destStaging)
+ if (srcDXGIFormat != destDXGIFormat)
{
- SafeRelease(sourceStaging);
- SafeRelease(destStaging);
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal staging textures for depth stencil blit.");
+ if (srcDXGIFormat == DXGI_FORMAT_R24G8_TYPELESS)
+ {
+ ASSERT(sourceArea == destArea && sourceSize == destSize && scissor == nullptr);
+ return copyAndConvert(source, sourceSubresource, sourceArea, sourceSize, dest,
+ destSubresource, destArea, destSize, scissor, copyOffset,
+ copyOffset, copySize, srcPixelSize, destPixelSize,
+ BlitD24S8ToD32F);
+ }
+ ASSERT(srcDXGIFormat == DXGI_FORMAT_R32G8X24_TYPELESS);
+ return copyAndConvert(source, sourceSubresource, sourceArea, sourceSize, dest,
+ destSubresource, destArea, destSize, scissor, copyOffset, copyOffset,
+ copySize, srcPixelSize, destPixelSize, BlitD32FS8ToD32F);
}
- DXGI_FORMAT format = GetTextureFormat(source);
- ASSERT(format == GetTextureFormat(dest));
+ return copyAndConvert(source, sourceSubresource, sourceArea, sourceSize, dest, destSubresource,
+ destArea, destSize, scissor, copyOffset, copyOffset, copySize,
+ srcPixelSize, destPixelSize, StretchedBlitNearest);
+}
- const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(format);
- unsigned int pixelSize = dxgiFormatInfo.pixelBytes;
- unsigned int copyOffset = 0;
- unsigned int copySize = pixelSize;
- if (stencilOnly)
- {
- copyOffset = dxgiFormatInfo.depthBits / 8;
- copySize = dxgiFormatInfo.stencilBits / 8;
+gl::Error Blit11::copyAndConvertImpl(const TextureHelper11 &source,
+ unsigned int sourceSubresource,
+ const gl::Box &sourceArea,
+ const gl::Extents &sourceSize,
+ const TextureHelper11 &destStaging,
+ const gl::Box &destArea,
+ const gl::Extents &destSize,
+ const gl::Rectangle *scissor,
+ size_t readOffset,
+ size_t writeOffset,
+ size_t copySize,
+ size_t srcPixelStride,
+ size_t destPixelStride,
+ BlitConvertFunction *convertFunction)
+{
+ ANGLE_TRY(initResources());
- // It would be expensive to have non-byte sized stencil sizes since it would
- // require reading from the destination, currently there aren't any though.
- ASSERT(dxgiFormatInfo.stencilBits % 8 == 0 &&
- dxgiFormatInfo.depthBits % 8 == 0);
- }
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ TextureHelper11 sourceStaging;
+ ANGLE_TRY_RESULT(mRenderer->createStagingTexture(ResourceType::Texture2D, source.getFormatSet(),
+ sourceSize, StagingAccess::READ),
+ sourceStaging);
+
+ deviceContext->CopySubresourceRegion(sourceStaging.get(), 0, 0, 0, 0, source.get(),
+ sourceSubresource, nullptr);
D3D11_MAPPED_SUBRESOURCE sourceMapping;
- HRESULT result = deviceContext->Map(sourceStaging, 0, D3D11_MAP_READ, 0, &sourceMapping);
+ HRESULT result = deviceContext->Map(sourceStaging.get(), 0, D3D11_MAP_READ, 0, &sourceMapping);
if (FAILED(result))
{
- SafeRelease(sourceStaging);
- SafeRelease(destStaging);
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal source staging texture for depth stencil blit, HRESULT: 0x%X.", result);
+ return gl::OutOfMemory()
+ << "Failed to map internal source staging texture for depth stencil blit, "
+ << gl::FmtHR(result);
}
D3D11_MAPPED_SUBRESOURCE destMapping;
- result = deviceContext->Map(destStaging, 0, D3D11_MAP_WRITE, 0, &destMapping);
+ result = deviceContext->Map(destStaging.get(), 0, D3D11_MAP_WRITE, 0, &destMapping);
if (FAILED(result))
{
- deviceContext->Unmap(sourceStaging, 0);
- SafeRelease(sourceStaging);
- SafeRelease(destStaging);
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal destination staging texture for depth stencil blit, HRESULT: 0x%X.", result);
+ deviceContext->Unmap(sourceStaging.get(), 0);
+ return gl::OutOfMemory()
+ << "Failed to map internal destination staging texture for depth stencil blit, "
+ << gl::FmtHR(result);
}
- gl::Rectangle clippedDestArea(destArea.x, destArea.y, destArea.width, destArea.height);
-
// Clip dest area to the destination size
- gl::ClipRectangle(clippedDestArea, gl::Rectangle(0, 0, destSize.width, destSize.height), &clippedDestArea);
+ gl::Rectangle clipRect = gl::Rectangle(0, 0, destSize.width, destSize.height);
// Clip dest area to the scissor
if (scissor)
{
- gl::ClipRectangle(clippedDestArea, *scissor, &clippedDestArea);
+ gl::ClipRectangle(clipRect, *scissor, &clipRect);
}
- // Determine if entire rows can be copied at once instead of each individual pixel, requires that there is
- // no out of bounds lookups required, the entire pixel is copied and no stretching
- bool wholeRowCopy = sourceArea.width == clippedDestArea.width &&
- sourceArea.x >= 0 && sourceArea.x + sourceArea.width <= sourceSize.width &&
- copySize == pixelSize;
+ convertFunction(sourceArea, destArea, clipRect, sourceSize, sourceMapping.RowPitch,
+ destMapping.RowPitch, readOffset, writeOffset, copySize, srcPixelStride,
+ destPixelStride, static_cast<const uint8_t *>(sourceMapping.pData),
+ static_cast<uint8_t *>(destMapping.pData));
- for (int y = clippedDestArea.y; y < clippedDestArea.y + clippedDestArea.height; y++)
- {
- float yPerc = static_cast<float>(y - destArea.y) / (destArea.height - 1);
+ deviceContext->Unmap(sourceStaging.get(), 0);
+ deviceContext->Unmap(destStaging.get(), 0);
- // Interpolate using the original source rectangle to determine which row to sample from while clamping to the edges
- unsigned int readRow = static_cast<unsigned int>(gl::clamp(sourceArea.y + floor(yPerc * (sourceArea.height - 1) + 0.5f), 0, sourceSize.height - 1));
- unsigned int writeRow = y;
-
- if (wholeRowCopy)
- {
- void *sourceRow = reinterpret_cast<char*>(sourceMapping.pData) +
- readRow * sourceMapping.RowPitch +
- sourceArea.x * pixelSize;
+ return gl::NoError();
+}
- void *destRow = reinterpret_cast<char*>(destMapping.pData) +
- writeRow * destMapping.RowPitch +
- destArea.x * pixelSize;
+gl::Error Blit11::copyAndConvert(const TextureHelper11 &source,
+ unsigned int sourceSubresource,
+ const gl::Box &sourceArea,
+ const gl::Extents &sourceSize,
+ const TextureHelper11 &dest,
+ unsigned int destSubresource,
+ const gl::Box &destArea,
+ const gl::Extents &destSize,
+ const gl::Rectangle *scissor,
+ size_t readOffset,
+ size_t writeOffset,
+ size_t copySize,
+ size_t srcPixelStride,
+ size_t destPixelStride,
+ BlitConvertFunction *convertFunction)
+{
+ ANGLE_TRY(initResources());
- memcpy(destRow, sourceRow, pixelSize * destArea.width);
- }
- else
- {
- for (int x = clippedDestArea.x; x < clippedDestArea.x + clippedDestArea.width; x++)
- {
- float xPerc = static_cast<float>(x - destArea.x) / (destArea.width - 1);
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
- // Interpolate the original source rectangle to determine which column to sample from while clamping to the edges
- unsigned int readColumn = static_cast<unsigned int>(gl::clamp(sourceArea.x + floor(xPerc * (sourceArea.width - 1) + 0.5f), 0, sourceSize.width - 1));
- unsigned int writeColumn = x;
+ // HACK: Create the destination staging buffer as a read/write texture so
+ // ID3D11DevicContext::UpdateSubresource can be called
+ // using it's mapped data as a source
+ TextureHelper11 destStaging;
+ ANGLE_TRY_RESULT(mRenderer->createStagingTexture(ResourceType::Texture2D, dest.getFormatSet(),
+ destSize, StagingAccess::READ_WRITE),
+ destStaging);
- void *sourcePixel = reinterpret_cast<char*>(sourceMapping.pData) +
- readRow * sourceMapping.RowPitch +
- readColumn * pixelSize +
- copyOffset;
+ deviceContext->CopySubresourceRegion(destStaging.get(), 0, 0, 0, 0, dest.get(), destSubresource,
+ nullptr);
- void *destPixel = reinterpret_cast<char*>(destMapping.pData) +
- writeRow * destMapping.RowPitch +
- writeColumn * pixelSize +
- copyOffset;
+ ANGLE_TRY(copyAndConvertImpl(source, sourceSubresource, sourceArea, sourceSize, destStaging,
+ destArea, destSize, scissor, readOffset, writeOffset, copySize,
+ srcPixelStride, destPixelStride, convertFunction));
- memcpy(destPixel, sourcePixel, copySize);
- }
- }
+ // Work around timeouts/TDRs in older NVIDIA drivers.
+ if (mRenderer->getWorkarounds().depthStencilBlitExtraCopy)
+ {
+ D3D11_MAPPED_SUBRESOURCE mapped;
+ deviceContext->Map(destStaging.get(), 0, D3D11_MAP_READ, 0, &mapped);
+ deviceContext->UpdateSubresource(dest.get(), destSubresource, nullptr, mapped.pData,
+ mapped.RowPitch, mapped.DepthPitch);
+ deviceContext->Unmap(destStaging.get(), 0);
+ }
+ else
+ {
+ deviceContext->CopySubresourceRegion(dest.get(), destSubresource, 0, 0, 0,
+ destStaging.get(), 0, nullptr);
}
- // HACK: Use ID3D11DevicContext::UpdateSubresource which causes an extra copy compared to ID3D11DevicContext::CopySubresourceRegion
- // according to MSDN.
- deviceContext->UpdateSubresource(dest, destSubresource, nullptr, destMapping.pData, destMapping.RowPitch, destMapping.DepthPitch);
-
- deviceContext->Unmap(sourceStaging, 0);
- deviceContext->Unmap(destStaging, 0);
-
- // TODO: Determine why this call to ID3D11DevicContext::CopySubresourceRegion causes a TDR timeout on some
- // systems when called repeatedly.
- // deviceContext->CopySubresourceRegion(dest, destSubresource, 0, 0, 0, destStaging, 0, nullptr);
-
- SafeRelease(sourceStaging);
- SafeRelease(destStaging);
-
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-void Blit11::addBlitShaderToMap(BlitShaderType blitShaderType, ShaderDimension dimension, ID3D11PixelShader *ps)
+gl::Error Blit11::addBlitShaderToMap(BlitShaderType blitShaderType,
+ ShaderDimension dimension,
+ const ShaderData &shaderData,
+ const char *name)
{
ASSERT(mBlitShaderMap.find(blitShaderType) == mBlitShaderMap.end());
- ASSERT(ps);
+
+ d3d11::PixelShader ps;
+ ANGLE_TRY(mRenderer->allocateResource(shaderData, &ps));
+ ps.setDebugName(name);
Shader shader;
- shader.dimension = dimension;
- shader.pixelShader = ps;
+ shader.dimension = dimension;
+ shader.pixelShader = std::move(ps);
- mBlitShaderMap[blitShaderType] = shader;
+ mBlitShaderMap[blitShaderType] = std::move(shader);
+ return gl::NoError();
}
-void Blit11::addSwizzleShaderToMap(SwizzleShaderType swizzleShaderType, ShaderDimension dimension, ID3D11PixelShader *ps)
+gl::Error Blit11::addSwizzleShaderToMap(SwizzleShaderType swizzleShaderType,
+ ShaderDimension dimension,
+ const ShaderData &shaderData,
+ const char *name)
{
ASSERT(mSwizzleShaderMap.find(swizzleShaderType) == mSwizzleShaderMap.end());
- ASSERT(ps);
+
+ d3d11::PixelShader ps;
+ ANGLE_TRY(mRenderer->allocateResource(shaderData, &ps));
+ ps.setDebugName(name);
Shader shader;
- shader.dimension = dimension;
- shader.pixelShader = ps;
+ shader.dimension = dimension;
+ shader.pixelShader = std::move(ps);
- mSwizzleShaderMap[swizzleShaderType] = shader;
+ mSwizzleShaderMap[swizzleShaderType] = std::move(shader);
+ return gl::NoError();
}
void Blit11::clearShaderMap()
{
- for (auto &blitShader : mBlitShaderMap)
- {
- SafeRelease(blitShader.second.pixelShader);
- }
mBlitShaderMap.clear();
-
- for (auto &swizzleShader : mSwizzleShaderMap)
- {
- SafeRelease(swizzleShader.second.pixelShader);
- }
mSwizzleShaderMap.clear();
}
-gl::Error Blit11::getBlitShader(GLenum destFormat, bool isSigned, ShaderDimension dimension, const Shader **shader)
+gl::Error Blit11::getBlitShader(GLenum destFormat,
+ GLenum sourceFormat,
+ bool isSigned,
+ bool unpackPremultiplyAlpha,
+ bool unpackUnmultiplyAlpha,
+ ShaderDimension dimension,
+ const Shader **shader)
{
- BlitShaderType blitShaderType = GetBlitShaderType(destFormat, isSigned, dimension);
+ BlitShaderType blitShaderType =
+ GetBlitShaderType(destFormat, sourceFormat, isSigned, unpackPremultiplyAlpha,
+ unpackUnmultiplyAlpha, dimension);
if (blitShaderType == BLITSHADER_INVALID)
{
- return gl::Error(GL_INVALID_OPERATION, "Internal blit shader type mismatch");
+ return gl::InternalError() << "Internal blit shader type mismatch";
}
auto blitShaderIt = mBlitShaderMap.find(blitShaderType);
if (blitShaderIt != mBlitShaderMap.end())
{
*shader = &blitShaderIt->second;
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
ASSERT(dimension == SHADER_2D || mRenderer->isES3Capable());
- ID3D11Device *device = mRenderer->getDevice();
-
switch (blitShaderType)
{
- case BLITSHADER_2D_RGBAF:
- addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D RGBA pixel shader"));
- break;
- case BLITSHADER_2D_BGRAF:
- addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D BGRA pixel shader"));
- break;
- case BLITSHADER_2D_RGBF:
- addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGB2D, "Blit11 2D RGB pixel shader"));
- break;
- case BLITSHADER_2D_RGF:
- addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRG2D, "Blit11 2D RG pixel shader"));
- break;
- case BLITSHADER_2D_RF:
- addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughR2D, "Blit11 2D R pixel shader"));
- break;
- case BLITSHADER_2D_ALPHA:
- addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D alpha pixel shader"));
- break;
- case BLITSHADER_2D_LUMA:
- addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughLum2D, "Blit11 2D lum pixel shader"));
- break;
- case BLITSHADER_2D_LUMAALPHA:
- addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughLumAlpha2D, "Blit11 2D luminance alpha pixel shader"));
- break;
- case BLITSHADER_2D_RGBAUI:
- addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGBA2DUI, "Blit11 2D RGBA UI pixel shader"));
- break;
- case BLITSHADER_2D_RGBAI:
- addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGBA2DI, "Blit11 2D RGBA I pixel shader"));
- break;
- case BLITSHADER_2D_RGBUI:
- addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGB2DUI, "Blit11 2D RGB UI pixel shader"));
- break;
- case BLITSHADER_2D_RGBI:
- addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGB2DI, "Blit11 2D RGB I pixel shader"));
- break;
- case BLITSHADER_2D_RGUI:
- addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRG2DUI, "Blit11 2D RG UI pixel shader"));
- break;
- case BLITSHADER_2D_RGI:
- addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRG2DI, "Blit11 2D RG I pixel shader"));
- break;
- case BLITSHADER_2D_RUI:
- addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughR2DUI, "Blit11 2D R UI pixel shader"));
- break;
- case BLITSHADER_2D_RI:
- addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughR2DI, "Blit11 2D R I pixel shader"));
- break;
- case BLITSHADER_3D_RGBAF:
- addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D RGBA pixel shader"));
- break;
- case BLITSHADER_3D_RGBAUI:
- addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRGBA3DUI, "Blit11 3D UI RGBA pixel shader"));
- break;
- case BLITSHADER_3D_RGBAI:
- addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRGBA3DI, "Blit11 3D I RGBA pixel shader"));
- break;
- case BLITSHADER_3D_BGRAF:
- addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D BGRA pixel shader"));
- break;
- case BLITSHADER_3D_RGBF:
- addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRGB3D, "Blit11 3D RGB pixel shader"));
- break;
- case BLITSHADER_3D_RGBUI:
- addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRGB3DUI, "Blit11 3D RGB UI pixel shader"));
- break;
- case BLITSHADER_3D_RGBI:
- addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRGB3DI, "Blit11 3D RGB I pixel shader"));
- break;
- case BLITSHADER_3D_RGF:
- addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRG3D, "Blit11 3D RG pixel shader"));
- break;
- case BLITSHADER_3D_RGUI:
- addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRG3DUI, "Blit11 3D RG UI pixel shader"));
- break;
- case BLITSHADER_3D_RGI:
- addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRG3DI, "Blit11 3D RG I pixel shader"));
- break;
- case BLITSHADER_3D_RF:
- addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughR3D, "Blit11 3D R pixel shader"));
- break;
- case BLITSHADER_3D_RUI:
- addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughR3DUI, "Blit11 3D R UI pixel shader"));
- break;
- case BLITSHADER_3D_RI:
- addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughR3DI, "Blit11 3D R I pixel shader"));
- break;
- case BLITSHADER_3D_ALPHA:
- addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D alpha pixel shader"));
- break;
- case BLITSHADER_3D_LUMA:
- addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughLum3D, "Blit11 3D luminance pixel shader"));
- break;
- case BLITSHADER_3D_LUMAALPHA:
- addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughLumAlpha3D, "Blit11 3D luminance alpha pixel shader"));
- break;
- default:
- UNREACHABLE();
- return gl::Error(GL_INVALID_OPERATION, "Internal error");
+ case BLITSHADER_2D_RGBAF:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D,
+ ShaderData(g_PS_PassthroughRGBA2D),
+ "Blit11 2D RGBA pixel shader"));
+ break;
+ case BLITSHADER_2D_BGRAF:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D,
+ ShaderData(g_PS_PassthroughRGBA2D),
+ "Blit11 2D BGRA pixel shader"));
+ break;
+ case BLITSHADER_2D_RGBF:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D,
+ ShaderData(g_PS_PassthroughRGB2D),
+ "Blit11 2D RGB pixel shader"));
+ break;
+ case BLITSHADER_2D_RGF:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D,
+ ShaderData(g_PS_PassthroughRG2D),
+ "Blit11 2D RG pixel shader"));
+ break;
+ case BLITSHADER_2D_RF:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, ShaderData(g_PS_PassthroughR2D),
+ "Blit11 2D R pixel shader"));
+ break;
+ case BLITSHADER_2D_ALPHA:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, ShaderData(g_PS_PassthroughA2D),
+ "Blit11 2D alpha pixel shader"));
+ break;
+ case BLITSHADER_2D_LUMA:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D,
+ ShaderData(g_PS_PassthroughLum2D),
+ "Blit11 2D lum pixel shader"));
+ break;
+ case BLITSHADER_2D_LUMAALPHA:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D,
+ ShaderData(g_PS_PassthroughLumAlpha2D),
+ "Blit11 2D luminance alpha pixel shader"));
+ break;
+ case BLITSHADER_2D_RGBAUI:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D,
+ ShaderData(g_PS_PassthroughRGBA2DUI),
+ "Blit11 2D RGBA UI pixel shader"));
+ break;
+ case BLITSHADER_2D_RGBAI:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D,
+ ShaderData(g_PS_PassthroughRGBA2DI),
+ "Blit11 2D RGBA I pixel shader"));
+ break;
+ case BLITSHADER_2D_RGBUI:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D,
+ ShaderData(g_PS_PassthroughRGB2DUI),
+ "Blit11 2D RGB UI pixel shader"));
+ break;
+ case BLITSHADER_2D_RGBI:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D,
+ ShaderData(g_PS_PassthroughRGB2DI),
+ "Blit11 2D RGB I pixel shader"));
+ break;
+ case BLITSHADER_2D_RGUI:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D,
+ ShaderData(g_PS_PassthroughRG2DUI),
+ "Blit11 2D RG UI pixel shader"));
+ break;
+ case BLITSHADER_2D_RGI:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D,
+ ShaderData(g_PS_PassthroughRG2DI),
+ "Blit11 2D RG I pixel shader"));
+ break;
+ case BLITSHADER_2D_RUI:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D,
+ ShaderData(g_PS_PassthroughR2DUI),
+ "Blit11 2D R UI pixel shader"));
+ break;
+ case BLITSHADER_2D_RI:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D,
+ ShaderData(g_PS_PassthroughR2DI),
+ "Blit11 2D R I pixel shader"));
+ break;
+ case BLITSHADER_3D_RGBAF:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_3D,
+ ShaderData(g_PS_PassthroughRGBA3D),
+ "Blit11 3D RGBA pixel shader"));
+ break;
+ case BLITSHADER_3D_RGBAUI:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_3D,
+ ShaderData(g_PS_PassthroughRGBA3DUI),
+ "Blit11 3D UI RGBA pixel shader"));
+ break;
+ case BLITSHADER_3D_RGBAI:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_3D,
+ ShaderData(g_PS_PassthroughRGBA3DI),
+ "Blit11 3D I RGBA pixel shader"));
+ break;
+ case BLITSHADER_3D_BGRAF:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_3D,
+ ShaderData(g_PS_PassthroughRGBA3D),
+ "Blit11 3D BGRA pixel shader"));
+ break;
+ case BLITSHADER_3D_RGBF:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_3D,
+ ShaderData(g_PS_PassthroughRGB3D),
+ "Blit11 3D RGB pixel shader"));
+ break;
+ case BLITSHADER_3D_RGBUI:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_3D,
+ ShaderData(g_PS_PassthroughRGB3DUI),
+ "Blit11 3D RGB UI pixel shader"));
+ break;
+ case BLITSHADER_3D_RGBI:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_3D,
+ ShaderData(g_PS_PassthroughRGB3DI),
+ "Blit11 3D RGB I pixel shader"));
+ break;
+ case BLITSHADER_3D_RGF:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_3D,
+ ShaderData(g_PS_PassthroughRG3D),
+ "Blit11 3D RG pixel shader"));
+ break;
+ case BLITSHADER_3D_RGUI:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_3D,
+ ShaderData(g_PS_PassthroughRG3DUI),
+ "Blit11 3D RG UI pixel shader"));
+ break;
+ case BLITSHADER_3D_RGI:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_3D,
+ ShaderData(g_PS_PassthroughRG3DI),
+ "Blit11 3D RG I pixel shader"));
+ break;
+ case BLITSHADER_3D_RF:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_3D, ShaderData(g_PS_PassthroughR3D),
+ "Blit11 3D R pixel shader"));
+ break;
+ case BLITSHADER_3D_RUI:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_3D,
+ ShaderData(g_PS_PassthroughR3DUI),
+ "Blit11 3D R UI pixel shader"));
+ break;
+ case BLITSHADER_3D_RI:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_3D,
+ ShaderData(g_PS_PassthroughR3DI),
+ "Blit11 3D R I pixel shader"));
+ break;
+ case BLITSHADER_3D_ALPHA:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_3D,
+ ShaderData(g_PS_PassthroughRGBA3D),
+ "Blit11 3D alpha pixel shader"));
+ break;
+ case BLITSHADER_3D_LUMA:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_3D,
+ ShaderData(g_PS_PassthroughLum3D),
+ "Blit11 3D luminance pixel shader"));
+ break;
+ case BLITSHADER_3D_LUMAALPHA:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_3D,
+ ShaderData(g_PS_PassthroughLumAlpha3D),
+ "Blit11 3D luminance alpha pixel shader"));
+ break;
+
+ case BLITSHADER_2D_RGBAF_PREMULTIPLY:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, ShaderData(g_PS_FtoF_PM_RGBA),
+ "Blit11 2D RGBA premultiply pixel shader"));
+ break;
+
+ case BLITSHADER_2D_RGBAF_UNMULTIPLY:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, ShaderData(g_PS_FtoF_UM_RGBA),
+ "Blit11 2D RGBA unmultiply pixel shader"));
+ break;
+
+ case BLITSHADER_2D_RGBF_PREMULTIPLY:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, ShaderData(g_PS_FtoF_PM_RGB),
+ "Blit11 2D RGB premultiply pixel shader"));
+ break;
+
+ case BLITSHADER_2D_RGBF_UNMULTIPLY:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, ShaderData(g_PS_FtoF_UM_RGB),
+ "Blit11 2D RGB unmultiply pixel shader"));
+ break;
+
+ case BLITSHADER_2D_RGBAF_TOUI:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, ShaderData(g_PS_FtoU_PT_RGBA),
+ "Blit11 2D RGBA to uint pixel shader"));
+ break;
+
+ case BLITSHADER_2D_RGBAF_TOUI_PREMULTIPLY:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, ShaderData(g_PS_FtoU_PM_RGBA),
+ "Blit11 2D RGBA to uint premultiply pixel shader"));
+ break;
+
+ case BLITSHADER_2D_RGBAF_TOUI_UNMULTIPLY:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, ShaderData(g_PS_FtoU_UM_RGBA),
+ "Blit11 2D RGBA to uint unmultiply pixel shader"));
+ break;
+
+ case BLITSHADER_2D_RGBF_TOUI:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, ShaderData(g_PS_FtoU_PT_RGB),
+ "Blit11 2D RGB to uint pixel shader"));
+ break;
+
+ case BLITSHADER_2D_RGBF_TOUI_PREMULTIPLY:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, ShaderData(g_PS_FtoU_PM_RGB),
+ "Blit11 2D RGB to uint premultiply pixel shader"));
+ break;
+
+ case BLITSHADER_2D_RGBF_TOUI_UNMULTIPLY:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, ShaderData(g_PS_FtoU_UM_RGB),
+ "Blit11 2D RGB to uint unmultiply pixel shader"));
+ break;
+ case BLITSHADER_2D_LUMAF_PREMULTIPLY:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, ShaderData(g_PS_FtoF_PM_LUMA),
+ "Blit11 2D LUMA premultiply pixel shader"));
+ break;
+ case BLITSHADER_2D_LUMAF_UNMULTIPLY:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, ShaderData(g_PS_FtoF_UM_LUMA),
+ "Blit11 2D LUMA unmultiply pixel shader"));
+ break;
+ case BLITSHADER_2D_LUMAALPHAF_PREMULTIPLY:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D,
+ ShaderData(g_PS_FtoF_PM_LUMAALPHA),
+ "Blit11 2D LUMAALPHA premultiply pixel shader"));
+ break;
+ case BLITSHADER_2D_LUMAALPHAF_UNMULTIPLY:
+ ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D,
+ ShaderData(g_PS_FtoF_UM_LUMAALPHA),
+ "Blit11 2D LUMAALPHA unmultiply pixel shader"));
+ break;
+
+ default:
+ UNREACHABLE();
+ return gl::InternalError() << "Internal error";
}
blitShaderIt = mBlitShaderMap.find(blitShaderType);
ASSERT(blitShaderIt != mBlitShaderMap.end());
*shader = &blitShaderIt->second;
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error Blit11::getSwizzleShader(GLenum type, D3D11_SRV_DIMENSION viewDimension, const Shader **shader)
+gl::Error Blit11::getSwizzleShader(GLenum type,
+ D3D11_SRV_DIMENSION viewDimension,
+ const Shader **shader)
{
SwizzleShaderType swizzleShaderType = GetSwizzleShaderType(type, viewDimension);
if (swizzleShaderType == SWIZZLESHADER_INVALID)
{
- return gl::Error(GL_INVALID_OPERATION, "Swizzle shader type not found");
+ return gl::InternalError() << "Swizzle shader type not found";
}
auto swizzleShaderIt = mSwizzleShaderMap.find(swizzleShaderType);
if (swizzleShaderIt != mSwizzleShaderMap.end())
{
*shader = &swizzleShaderIt->second;
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
// Swizzling shaders (OpenGL ES 3+)
ASSERT(mRenderer->isES3Capable());
- ID3D11Device *device = mRenderer->getDevice();
-
switch (swizzleShaderType)
{
- case SWIZZLESHADER_2D_FLOAT:
- addSwizzleShaderToMap(swizzleShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_SwizzleF2D, "Blit11 2D F swizzle pixel shader"));
- break;
- case SWIZZLESHADER_2D_UINT:
- addSwizzleShaderToMap(swizzleShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_SwizzleUI2D, "Blit11 2D UI swizzle pixel shader"));
- break;
- case SWIZZLESHADER_2D_INT:
- addSwizzleShaderToMap(swizzleShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_SwizzleI2D, "Blit11 2D I swizzle pixel shader"));
- break;
- case SWIZZLESHADER_CUBE_FLOAT:
- addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleF2DArray, "Blit11 2D Cube F swizzle pixel shader"));
- break;
- case SWIZZLESHADER_CUBE_UINT:
- addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleUI2DArray, "Blit11 2D Cube UI swizzle pixel shader"));
- break;
- case SWIZZLESHADER_CUBE_INT:
- addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleI2DArray, "Blit11 2D Cube I swizzle pixel shader"));
- break;
- case SWIZZLESHADER_3D_FLOAT:
- addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleF3D, "Blit11 3D F swizzle pixel shader"));
- break;
- case SWIZZLESHADER_3D_UINT:
- addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleUI3D, "Blit11 3D UI swizzle pixel shader"));
- break;
- case SWIZZLESHADER_3D_INT:
- addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleI3D, "Blit11 3D I swizzle pixel shader"));
- break;
- case SWIZZLESHADER_ARRAY_FLOAT:
- addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleF2DArray, "Blit11 2D Array F swizzle pixel shader"));
- break;
- case SWIZZLESHADER_ARRAY_UINT:
- addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleUI2DArray, "Blit11 2D Array UI swizzle pixel shader"));
- break;
- case SWIZZLESHADER_ARRAY_INT:
- addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleI2DArray, "Blit11 2D Array I swizzle pixel shader"));
- break;
- default:
- UNREACHABLE();
- return gl::Error(GL_INVALID_OPERATION, "Internal error");
+ case SWIZZLESHADER_2D_FLOAT:
+ ANGLE_TRY(addSwizzleShaderToMap(swizzleShaderType, SHADER_2D,
+ ShaderData(g_PS_SwizzleF2D),
+ "Blit11 2D F swizzle pixel shader"));
+ break;
+ case SWIZZLESHADER_2D_UINT:
+ ANGLE_TRY(addSwizzleShaderToMap(swizzleShaderType, SHADER_2D,
+ ShaderData(g_PS_SwizzleUI2D),
+ "Blit11 2D UI swizzle pixel shader"));
+ break;
+ case SWIZZLESHADER_2D_INT:
+ ANGLE_TRY(addSwizzleShaderToMap(swizzleShaderType, SHADER_2D,
+ ShaderData(g_PS_SwizzleI2D),
+ "Blit11 2D I swizzle pixel shader"));
+ break;
+ case SWIZZLESHADER_CUBE_FLOAT:
+ ANGLE_TRY(addSwizzleShaderToMap(swizzleShaderType, SHADER_3D,
+ ShaderData(g_PS_SwizzleF2DArray),
+ "Blit11 2D Cube F swizzle pixel shader"));
+ break;
+ case SWIZZLESHADER_CUBE_UINT:
+ ANGLE_TRY(addSwizzleShaderToMap(swizzleShaderType, SHADER_3D,
+ ShaderData(g_PS_SwizzleUI2DArray),
+ "Blit11 2D Cube UI swizzle pixel shader"));
+ break;
+ case SWIZZLESHADER_CUBE_INT:
+ ANGLE_TRY(addSwizzleShaderToMap(swizzleShaderType, SHADER_3D,
+ ShaderData(g_PS_SwizzleI2DArray),
+ "Blit11 2D Cube I swizzle pixel shader"));
+ break;
+ case SWIZZLESHADER_3D_FLOAT:
+ ANGLE_TRY(addSwizzleShaderToMap(swizzleShaderType, SHADER_3D,
+ ShaderData(g_PS_SwizzleF3D),
+ "Blit11 3D F swizzle pixel shader"));
+ break;
+ case SWIZZLESHADER_3D_UINT:
+ ANGLE_TRY(addSwizzleShaderToMap(swizzleShaderType, SHADER_3D,
+ ShaderData(g_PS_SwizzleUI3D),
+ "Blit11 3D UI swizzle pixel shader"));
+ break;
+ case SWIZZLESHADER_3D_INT:
+ ANGLE_TRY(addSwizzleShaderToMap(swizzleShaderType, SHADER_3D,
+ ShaderData(g_PS_SwizzleI3D),
+ "Blit11 3D I swizzle pixel shader"));
+ break;
+ case SWIZZLESHADER_ARRAY_FLOAT:
+ ANGLE_TRY(addSwizzleShaderToMap(swizzleShaderType, SHADER_3D,
+ ShaderData(g_PS_SwizzleF2DArray),
+ "Blit11 2D Array F swizzle pixel shader"));
+ break;
+ case SWIZZLESHADER_ARRAY_UINT:
+ ANGLE_TRY(addSwizzleShaderToMap(swizzleShaderType, SHADER_3D,
+ ShaderData(g_PS_SwizzleUI2DArray),
+ "Blit11 2D Array UI swizzle pixel shader"));
+ break;
+ case SWIZZLESHADER_ARRAY_INT:
+ ANGLE_TRY(addSwizzleShaderToMap(swizzleShaderType, SHADER_3D,
+ ShaderData(g_PS_SwizzleI2DArray),
+ "Blit11 2D Array I swizzle pixel shader"));
+ break;
+ default:
+ UNREACHABLE();
+ return gl::InternalError() << "Internal error";
}
swizzleShaderIt = mSwizzleShaderMap.find(swizzleShaderType);
ASSERT(swizzleShaderIt != mSwizzleShaderMap.end());
*shader = &swizzleShaderIt->second;
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
+gl::ErrorOrResult<TextureHelper11> Blit11::resolveDepth(const gl::Context *context,
+ RenderTarget11 *depth)
+{
+ ANGLE_TRY(initResources());
+
+ // Multisampled depth stencil SRVs are not available in feature level 10.0
+ ASSERT(mRenderer->getRenderer11DeviceCaps().featureLevel > D3D_FEATURE_LEVEL_10_0);
+
+ const auto &extents = depth->getExtents();
+ auto *deviceContext = mRenderer->getDeviceContext();
+ auto *stateManager = mRenderer->getStateManager();
+
+ ANGLE_TRY(initResolveDepthOnly(depth->getFormatSet(), extents));
+
+ ANGLE_TRY(mResolveDepthStencilVS.resolve(mRenderer));
+ ANGLE_TRY(mResolveDepthPS.resolve(mRenderer));
+
+ // Apply the necessary state changes to the D3D11 immediate device context.
+ stateManager->setInputLayout(nullptr);
+ stateManager->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ stateManager->setDrawShaders(&mResolveDepthStencilVS.getObj(), nullptr,
+ &mResolveDepthPS.getObj());
+ stateManager->setRasterizerState(nullptr);
+ stateManager->setDepthStencilState(&mDepthStencilState, 0xFFFFFFFF);
+ stateManager->setRenderTargets(nullptr, 0, mResolvedDepthDSView.get());
+ stateManager->setSimpleBlendState(nullptr);
+ stateManager->setSimpleViewport(extents);
+
+ // Set the viewport
+ stateManager->setShaderResourceShared(gl::SAMPLER_PIXEL, 0, &depth->getShaderResourceView());
+
+ // Trigger the blit on the GPU.
+ deviceContext->Draw(6, 0);
+
+ return mResolvedDepth;
}
+
+gl::Error Blit11::initResolveDepthOnly(const d3d11::Format &format, const gl::Extents &extents)
+{
+ if (mResolvedDepth.valid() && extents == mResolvedDepth.getExtents() &&
+ format.texFormat == mResolvedDepth.getFormat())
+ {
+ return gl::NoError();
+ }
+
+ D3D11_TEXTURE2D_DESC textureDesc;
+ textureDesc.Width = extents.width;
+ textureDesc.Height = extents.height;
+ textureDesc.MipLevels = 1;
+ textureDesc.ArraySize = 1;
+ textureDesc.Format = format.texFormat;
+ textureDesc.SampleDesc.Count = 1;
+ textureDesc.SampleDesc.Quality = 0;
+ textureDesc.Usage = D3D11_USAGE_DEFAULT;
+ textureDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
+ textureDesc.CPUAccessFlags = 0;
+ textureDesc.MiscFlags = 0;
+
+ ANGLE_TRY(mRenderer->allocateTexture(textureDesc, format, &mResolvedDepth));
+ mResolvedDepth.setDebugName("Blit11::mResolvedDepth");
+
+ D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
+ dsvDesc.Flags = 0;
+ dsvDesc.Format = format.dsvFormat;
+ dsvDesc.Texture2D.MipSlice = 0;
+ dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
+
+ ANGLE_TRY(mRenderer->allocateResource(dsvDesc, mResolvedDepth.get(), &mResolvedDepthDSView));
+ mResolvedDepthDSView.setDebugName("Blit11::mResolvedDepthDSView");
+
+ // Possibly D3D11 bug or undefined behaviour: Clear the DSV so that our first render
+ // works as expected. Otherwise the results of the first use seem to be incorrect.
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+ context->ClearDepthStencilView(mResolvedDepthDSView.get(), D3D11_CLEAR_DEPTH, 1.0f, 0);
+
+ return gl::NoError();
+}
+
+gl::Error Blit11::initResolveDepthStencil(const gl::Extents &extents)
+{
+ // Check if we need to recreate depth stencil view
+ if (mResolvedDepthStencil.valid() && extents == mResolvedDepthStencil.getExtents())
+ {
+ ASSERT(mResolvedDepthStencil.getFormat() == DXGI_FORMAT_R32G32_FLOAT);
+ return gl::NoError();
+ }
+
+ if (mResolvedDepthStencil.valid())
+ {
+ releaseResolveDepthStencilResources();
+ }
+
+ const auto &formatSet = d3d11::Format::Get(GL_RG32F, mRenderer->getRenderer11DeviceCaps());
+
+ D3D11_TEXTURE2D_DESC textureDesc;
+ textureDesc.Width = extents.width;
+ textureDesc.Height = extents.height;
+ textureDesc.MipLevels = 1;
+ textureDesc.ArraySize = 1;
+ textureDesc.Format = formatSet.texFormat;
+ textureDesc.SampleDesc.Count = 1;
+ textureDesc.SampleDesc.Quality = 0;
+ textureDesc.Usage = D3D11_USAGE_DEFAULT;
+ textureDesc.BindFlags = D3D11_BIND_RENDER_TARGET;
+ textureDesc.CPUAccessFlags = 0;
+ textureDesc.MiscFlags = 0;
+
+ ANGLE_TRY(mRenderer->allocateTexture(textureDesc, formatSet, &mResolvedDepthStencil));
+ mResolvedDepthStencil.setDebugName("Blit11::mResolvedDepthStencil");
+
+ ANGLE_TRY(mRenderer->allocateResourceNoDesc(mResolvedDepthStencil.get(),
+ &mResolvedDepthStencilRTView));
+ mResolvedDepthStencilRTView.setDebugName("Blit11::mResolvedDepthStencilRTView");
+
+ return gl::NoError();
+}
+
+gl::ErrorOrResult<TextureHelper11> Blit11::resolveStencil(const gl::Context *context,
+ RenderTarget11 *depthStencil,
+ bool alsoDepth)
+{
+ ANGLE_TRY(initResources());
+
+ // Multisampled depth stencil SRVs are not available in feature level 10.0
+ ASSERT(mRenderer->getRenderer11DeviceCaps().featureLevel > D3D_FEATURE_LEVEL_10_0);
+
+ const auto &extents = depthStencil->getExtents();
+
+ ANGLE_TRY(initResolveDepthStencil(extents));
+
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+ auto *stateManager = mRenderer->getStateManager();
+ ID3D11Resource *stencilResource = depthStencil->getTexture().get();
+
+ // Check if we need to re-create the stencil SRV.
+ if (mStencilSRV.valid())
+ {
+ ID3D11Resource *priorResource = nullptr;
+ mStencilSRV.get()->GetResource(&priorResource);
+
+ if (stencilResource != priorResource)
+ {
+ mStencilSRV.reset();
+ }
+
+ SafeRelease(priorResource);
+ }
+
+ if (!mStencilSRV.valid())
+ {
+ D3D11_SHADER_RESOURCE_VIEW_DESC srViewDesc;
+ srViewDesc.Format = GetStencilSRVFormat(depthStencil->getFormatSet());
+ srViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMS;
+
+ ANGLE_TRY(mRenderer->allocateResource(srViewDesc, stencilResource, &mStencilSRV));
+ mStencilSRV.setDebugName("Blit11::mStencilSRV");
+ }
+
+ // Notify the Renderer that all state should be invalidated.
+ ANGLE_TRY(mResolveDepthStencilVS.resolve(mRenderer));
+
+ // Resolving the depth buffer works by sampling the depth in the shader using a SRV, then
+ // writing to the resolved depth buffer using SV_Depth. We can't use this method for stencil
+ // because SV_StencilRef isn't supported until HLSL 5.1/D3D11.3.
+ const d3d11::PixelShader *pixelShader = nullptr;
+ if (alsoDepth)
+ {
+ ANGLE_TRY(mResolveDepthStencilPS.resolve(mRenderer));
+ pixelShader = &mResolveDepthStencilPS.getObj();
+ }
+ else
+ {
+ ANGLE_TRY(mResolveStencilPS.resolve(mRenderer));
+ pixelShader = &mResolveStencilPS.getObj();
+ }
+
+ // Apply the necessary state changes to the D3D11 immediate device context.
+ stateManager->setInputLayout(nullptr);
+ stateManager->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ stateManager->setDrawShaders(&mResolveDepthStencilVS.getObj(), nullptr, pixelShader);
+ stateManager->setRasterizerState(nullptr);
+ stateManager->setDepthStencilState(nullptr, 0xFFFFFFFF);
+ stateManager->setRenderTarget(mResolvedDepthStencilRTView.get(), nullptr);
+ stateManager->setSimpleBlendState(nullptr);
+
+ // Set the viewport
+ stateManager->setSimpleViewport(extents);
+ stateManager->setShaderResourceShared(gl::SAMPLER_PIXEL, 0,
+ &depthStencil->getShaderResourceView());
+ stateManager->setShaderResource(gl::SAMPLER_PIXEL, 1, &mStencilSRV);
+
+ // Trigger the blit on the GPU.
+ deviceContext->Draw(6, 0);
+
+ gl::Box copyBox(0, 0, 0, extents.width, extents.height, 1);
+
+ TextureHelper11 dest;
+ ANGLE_TRY_RESULT(
+ mRenderer->createStagingTexture(ResourceType::Texture2D, depthStencil->getFormatSet(),
+ extents, StagingAccess::READ_WRITE),
+ dest);
+
+ const auto &copyFunction = GetCopyDepthStencilFunction(depthStencil->getInternalFormat());
+ const auto &dsFormatSet = depthStencil->getFormatSet();
+ const auto &dsDxgiInfo = d3d11::GetDXGIFormatSizeInfo(dsFormatSet.texFormat);
+
+ ANGLE_TRY(copyAndConvertImpl(mResolvedDepthStencil, 0, copyBox, extents, dest, copyBox, extents,
+ nullptr, 0, 0, 0, 8u, dsDxgiInfo.pixelBytes, copyFunction));
+
+ // Return the resolved depth texture, which the caller must Release.
+ return dest;
+}
+
+void Blit11::releaseResolveDepthStencilResources()
+{
+ mStencilSRV.reset();
+ mResolvedDepthStencilRTView.reset();
+}
+
+} // namespace rx