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-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Blit11.cpp2153
1 files changed, 0 insertions, 2153 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
deleted file mode 100644
index f032e888f1..0000000000
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Blit11.cpp
+++ /dev/null
@@ -1,2153 +0,0 @@
-//
-// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
-// Use of this source code is governed by a BSD-style license that can be
-// found in the LICENSE file.
-//
-
-// Blit11.cpp: Texture copy utility class.
-
-#include "libANGLE/renderer/d3d/d3d11/Blit11.h"
-
-#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/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/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/passthrough3d11gs.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/swizzlef3dps.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"
-
-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;
-
- 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;
-
- 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)
-{
- 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
- {
- StretchedBlitNearest_PixelByPixel(sourceArea, destArea, clippedDestArea, sourceSize,
- sourceRowPitch, destRowPitch, readOffset, writeOffset,
- copySize, srcPixelStride, destPixelStride, sourceData,
- destData);
- }
-}
-
-using DepthStencilLoader = void(const float *, uint8_t *);
-
-void LoadDepth16(const float *source, uint8_t *dest)
-{
- uint32_t convertedDepth = gl::floatToNormalized<16, uint32_t>(source[0]);
- memcpy(dest, &convertedDepth, 2u);
-}
-
-void LoadDepth24(const float *source, uint8_t *dest)
-{
- uint32_t convertedDepth = gl::floatToNormalized<24, uint32_t>(source[0]);
- memcpy(dest, &convertedDepth, 3u);
-}
-
-void LoadStencilHelper(const float *source, uint8_t *dest)
-{
- 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)
- {
- 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);
- }
- }
-}
-
-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);
-
- 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)
-{
- *x1 = (destArea.x / float(destSize.width)) * 2.0f - 1.0f;
- *y1 = ((destSize.height - destArea.y - destArea.height) / float(destSize.height)) * 2.0f - 1.0f;
- *x2 = ((destArea.x + destArea.width) / float(destSize.width)) * 2.0f - 1.0f;
- *y2 = ((destSize.height - destArea.y) / float(destSize.height)) * 2.0f - 1.0f;
-
- *u1 = sourceArea.x / float(sourceSize.width);
- *v1 = sourceArea.y / float(sourceSize.height);
- *u2 = (sourceArea.x + sourceArea.width) / float(sourceSize.width);
- *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,
- 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);
-
- 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);
- *outVertexCount = 4;
- *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,
- 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);
-
- d3d11::PositionLayerTexCoord3DVertex *vertices =
- static_cast<d3d11::PositionLayerTexCoord3DVertex *>(outVertices);
-
- for (int i = 0; i < destSize.depth; i++)
- {
- float readDepth = (float)i / std::max(destSize.depth - 1, 1);
-
- d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 0], x1, y1, i, u1, v2, readDepth);
- d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 1], x1, y2, i, u1, v1, readDepth);
- d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 2], x2, y1, i, u2, v2, readDepth);
-
- d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 3], x1, y2, i, u1, v1, readDepth);
- d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 4], x2, y2, i, u2, v1, readDepth);
- d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 5], x2, y1, i, u2, v2, readDepth);
- }
-
- *outStride = sizeof(d3d11::PositionLayerTexCoord3DVertex);
- *outVertexCount = destSize.depth * 6;
- *outTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
-}
-
-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;
- }
-
- return colorIndex;
-}
-
-D3D11_BLEND_DESC GetAlphaMaskBlendStateDesc()
-{
- D3D11_BLEND_DESC desc;
- memset(&desc, 0, sizeof(desc));
- desc.RenderTarget[0].BlendEnable = TRUE;
- desc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
- desc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
- desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
- desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ZERO;
- desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
- desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
- desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_RED |
- D3D11_COLOR_WRITE_ENABLE_GREEN |
- D3D11_COLOR_WRITE_ENABLE_BLUE;
- 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 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},
-};
-
-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(),
- mPointSampler(),
- mLinearSampler(),
- mScissorEnabledRasterizerState(),
- mScissorDisabledRasterizerState(),
- mDepthStencilState(),
- mQuad2DIL(quad2DLayout,
- ArraySize(quad2DLayout),
- g_VS_Passthrough2D,
- ArraySize(g_VS_Passthrough2D),
- "Blit11 2D input layout"),
- mQuad2DVS(g_VS_Passthrough2D, ArraySize(g_VS_Passthrough2D), "Blit11 2D vertex shader"),
- mDepthPS(g_PS_PassthroughDepth2D,
- ArraySize(g_PS_PassthroughDepth2D),
- "Blit11 2D depth pixel shader"),
- mQuad3DIL(quad3DLayout,
- ArraySize(quad3DLayout),
- g_VS_Passthrough3D,
- ArraySize(g_VS_Passthrough3D),
- "Blit11 3D input layout"),
- 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(),
- 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()
-{
-}
-
-gl::Error Blit11::initResources()
-{
- if (mResourcesInitialized)
- {
- return gl::NoError();
- }
-
- TRACE_EVENT0("gpu.angle", "Blit11::initResources");
-
- D3D11_BUFFER_DESC vbDesc;
- vbDesc.ByteWidth =
- static_cast<unsigned int>(std::max(sizeof(d3d11::PositionLayerTexCoord3DVertex),
- sizeof(d3d11::PositionTexCoordVertex)) *
- 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;
-
- 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.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;
-
- 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.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;
-
- 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.FrontCounterClockwise = FALSE;
- rasterDesc.DepthBias = 0;
- rasterDesc.SlopeScaledDepthBias = 0.0f;
- rasterDesc.DepthBiasClamp = 0.0f;
- rasterDesc.DepthClipEnable = TRUE;
- rasterDesc.MultisampleEnable = FALSE;
- rasterDesc.AntialiasedLineEnable = FALSE;
-
- rasterDesc.ScissorEnable = TRUE;
- ANGLE_TRY(mRenderer->allocateResource(rasterDesc, &mScissorEnabledRasterizerState));
- mScissorEnabledRasterizerState.setDebugName("Blit11 scissoring rasterizer state");
-
- rasterDesc.ScissorEnable = FALSE;
- 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.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;
-
- 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.StructureByteStride = 0;
-
- ANGLE_TRY(mRenderer->allocateResource(swizzleBufferDesc, &mSwizzleCB));
- mSwizzleCB.setDebugName("Blit11 swizzle constant buffer");
-
- mResourcesInitialized = true;
-
- return gl::NoError();
-}
-
-// static
-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;
- }
- }
- 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;
- }
- }
- }
- 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;
- }
- }
- else
- {
- bool floatToIntBlit =
- !gl::IsIntegerFormat(sourceFormat) && gl::IsIntegerFormat(destinationFormat);
- if (unpackPremultiplyAlpha != unpackUnmultiplyAlpha || floatToIntBlit)
- {
- 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)
-{
- 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:
- UNREACHABLE();
- return SWIZZLESHADER_INVALID;
- }
- default:
- UNREACHABLE();
- return SWIZZLESHADER_INVALID;
- }
-}
-
-gl::Error Blit11::getShaderSupport(const Shader &shader, Blit11::ShaderSupport *supportOut)
-{
- if (shader.dimension == SHADER_2D)
- {
- 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);
- 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 gl::NoError();
-}
-
-gl::Error Blit11::swizzleTexture(const gl::Context *context,
- const d3d11::SharedSRV &source,
- const d3d11::RenderTargetView &dest,
- const gl::Extents &size,
- const gl::SwizzleState &swizzleTarget)
-{
- ANGLE_TRY(initResources());
-
- HRESULT result;
- ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
-
- D3D11_SHADER_RESOURCE_VIEW_DESC sourceSRVDesc;
- source.get()->GetDesc(&sourceSRVDesc);
-
- 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 (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;
- }
-
- const Shader *shader = nullptr;
- ANGLE_TRY(getSwizzleShader(shaderType, sourceSRVDesc.ViewDimension, &shader));
-
- // Set vertices
- D3D11_MAPPED_SUBRESOURCE mappedResource;
- result =
- deviceContext->Map(mVertexBuffer.get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
- if (FAILED(result))
- {
- return gl::OutOfMemory() << "Failed to map internal vertex buffer for swizzle, "
- << gl::FmtHR(result);
- }
-
- ShaderSupport support;
- ANGLE_TRY(getShaderSupport(*shader, &support));
-
- 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);
-
- deviceContext->Unmap(mVertexBuffer.get(), 0);
-
- // Set constant buffer
- result = deviceContext->Map(mSwizzleCB.get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
- if (FAILED(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(swizzleTarget.swizzleRed);
- swizzleIndices[1] = GetSwizzleIndex(swizzleTarget.swizzleGreen);
- swizzleIndices[2] = GetSwizzleIndex(swizzleTarget.swizzleBlue);
- swizzleIndices[3] = GetSwizzleIndex(swizzleTarget.swizzleAlpha);
-
- deviceContext->Unmap(mSwizzleCB.get(), 0);
-
- StateManager11 *stateManager = mRenderer->getStateManager();
-
- // Apply vertex buffer
- stateManager->setSingleVertexBuffer(&mVertexBuffer, stride, 0);
-
- // Apply constant buffer
- stateManager->setPixelConstantBuffer(0, &mSwizzleCB);
-
- // Apply state
- stateManager->setSimpleBlendState(nullptr);
- stateManager->setDepthStencilState(nullptr, 0xFFFFFFFF);
- stateManager->setRasterizerState(&mScissorDisabledRasterizerState);
-
- // Apply shaders
- stateManager->setInputLayout(support.inputLayout);
- stateManager->setPrimitiveTopology(topology);
-
- stateManager->setDrawShaders(support.vertexShader, support.geometryShader,
- &shader->pixelShader);
-
- // Apply render target
- stateManager->setRenderTarget(dest.get(), nullptr);
-
- // Set the viewport
- stateManager->setSimpleViewport(size);
-
- // Apply textures and sampler
- stateManager->setSimplePixelTextureAndSampler(source, mPointSampler);
-
- // Draw the quad
- deviceContext->Draw(drawCount, 0);
-
- return gl::NoError();
-}
-
-gl::Error Blit11::copyTexture(const gl::Context *context,
- const d3d11::SharedSRV &source,
- const gl::Box &sourceArea,
- const gl::Extents &sourceSize,
- 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 unpackPremultiplyAlpha,
- bool unpackUnmultiplyAlpha)
-{
- ANGLE_TRY(initResources());
-
- HRESULT result;
- ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
-
- // 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.get()->GetDesc(&sourceSRVDesc);
-
- GLenum componentType = d3d11::GetComponentType(sourceSRVDesc.Format);
-
- ASSERT(componentType != GL_NONE);
- ASSERT(componentType != GL_SIGNED_NORMALIZED);
- bool isSigned = (componentType == GL_INT);
-
- ShaderDimension dimension =
- (sourceSRVDesc.ViewDimension == D3D11_SRV_DIMENSION_TEXTURE3D) ? SHADER_3D : SHADER_2D;
-
- const Shader *shader = nullptr;
- ANGLE_TRY(getBlitShader(destFormat, sourceFormat, isSigned, unpackPremultiplyAlpha,
- unpackUnmultiplyAlpha, dimension, &shader));
-
- ShaderSupport support;
- ANGLE_TRY(getShaderSupport(*shader, &support));
-
- // Set vertices
- D3D11_MAPPED_SUBRESOURCE mappedResource;
- result =
- deviceContext->Map(mVertexBuffer.get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
- if (FAILED(result))
- {
- return gl::OutOfMemory() << "Failed to map internal vertex buffer for texture copy, "
- << gl::FmtHR(result);
- }
-
- UINT stride = 0;
- UINT drawCount = 0;
- D3D11_PRIMITIVE_TOPOLOGY topology;
-
- support.vertexWriteFunction(sourceArea, sourceSize, destArea, destSize, mappedResource.pData,
- &stride, &drawCount, &topology);
-
- deviceContext->Unmap(mVertexBuffer.get(), 0);
-
- StateManager11 *stateManager = mRenderer->getStateManager();
-
- // Apply vertex buffer
- stateManager->setSingleVertexBuffer(&mVertexBuffer, stride, 0);
-
- // Apply state
- if (maskOffAlpha)
- {
- ANGLE_TRY(mAlphaMaskBlendState.resolve(mRenderer));
- stateManager->setSimpleBlendState(&mAlphaMaskBlendState.getObj());
- }
- else
- {
- stateManager->setSimpleBlendState(nullptr);
- }
- stateManager->setDepthStencilState(nullptr, 0xFFFFFFFF);
-
- if (scissor)
- {
- stateManager->setSimpleScissorRect(*scissor);
- stateManager->setRasterizerState(&mScissorEnabledRasterizerState);
- }
- else
- {
- stateManager->setRasterizerState(&mScissorDisabledRasterizerState);
- }
-
- // Apply shaders
- stateManager->setInputLayout(support.inputLayout);
- stateManager->setPrimitiveTopology(topology);
-
- stateManager->setDrawShaders(support.vertexShader, support.geometryShader,
- &shader->pixelShader);
-
- // Apply render target
- stateManager->setRenderTarget(dest.get(), nullptr);
-
- // Set the viewport
- stateManager->setSimpleViewport(destSize);
-
- // Apply texture and sampler
- switch (filter)
- {
- 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.";
- }
-
- // Draw the quad
- deviceContext->Draw(drawCount, 0);
-
- return gl::NoError();
-}
-
-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 copyDepthStencilImpl(source, sourceSubresource, sourceArea, sourceSize, dest,
- destSubresource, destArea, destSize, scissor, true);
-}
-
-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)
-{
- ANGLE_TRY(initResources());
-
- HRESULT result;
- ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
-
- // Set vertices
- D3D11_MAPPED_SUBRESOURCE mappedResource;
- result =
- deviceContext->Map(mVertexBuffer.get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
- if (FAILED(result))
- {
- return gl::OutOfMemory() << "Failed to map internal vertex buffer for texture copy, "
- << gl::FmtHR(result);
- }
-
- UINT stride = 0;
- UINT drawCount = 0;
- D3D11_PRIMITIVE_TOPOLOGY topology;
-
- Write2DVertices(sourceArea, sourceSize, destArea, destSize, mappedResource.pData, &stride,
- &drawCount, &topology);
-
- deviceContext->Unmap(mVertexBuffer.get(), 0);
-
- StateManager11 *stateManager = mRenderer->getStateManager();
-
- // Apply vertex buffer
- stateManager->setSingleVertexBuffer(&mVertexBuffer, stride, 0);
-
- // Apply state
- stateManager->setSimpleBlendState(nullptr);
- stateManager->setDepthStencilState(&mDepthStencilState, 0xFFFFFFFF);
-
- if (scissor)
- {
- stateManager->setSimpleScissorRect(*scissor);
- stateManager->setRasterizerState(&mScissorEnabledRasterizerState);
- }
- else
- {
- stateManager->setRasterizerState(&mScissorDisabledRasterizerState);
- }
-
- ANGLE_TRY(mQuad2DIL.resolve(mRenderer));
- ANGLE_TRY(mQuad2DVS.resolve(mRenderer));
- ANGLE_TRY(mDepthPS.resolve(mRenderer));
-
- // Apply shaders
- stateManager->setInputLayout(&mQuad2DIL.getObj());
- stateManager->setPrimitiveTopology(topology);
-
- stateManager->setDrawShaders(&mQuad2DVS.getObj(), nullptr, &mDepthPS.getObj());
-
- // Apply render target
- stateManager->setRenderTarget(nullptr, dest.get());
-
- // Set the viewport
- stateManager->setSimpleViewport(destSize);
-
- // Apply texture and sampler
- stateManager->setSimplePixelTextureAndSampler(source, mPointSampler);
-
- // Draw the quad
- deviceContext->Draw(drawCount, 0);
-
- return gl::NoError();
-}
-
-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 copyDepthStencilImpl(source, sourceSubresource, sourceArea, sourceSize, dest,
- destSubresource, destArea, destSize, scissor, false);
-}
-
-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)
-{
- 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;
-
- ASSERT(srcDXGIFormat == destDXGIFormat || destDXGIFormat == DXGI_FORMAT_R32_TYPELESS);
-
- 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 (srcDXGIFormat != destDXGIFormat)
- {
- 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);
- }
-
- return copyAndConvert(source, sourceSubresource, sourceArea, sourceSize, dest, destSubresource,
- destArea, destSize, scissor, copyOffset, copyOffset, copySize,
- srcPixelSize, destPixelSize, StretchedBlitNearest);
-}
-
-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());
-
- 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.get(), 0, D3D11_MAP_READ, 0, &sourceMapping);
- if (FAILED(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.get(), 0, D3D11_MAP_WRITE, 0, &destMapping);
- if (FAILED(result))
- {
- deviceContext->Unmap(sourceStaging.get(), 0);
- return gl::OutOfMemory()
- << "Failed to map internal destination staging texture for depth stencil blit, "
- << gl::FmtHR(result);
- }
-
- // Clip dest area to the destination size
- gl::Rectangle clipRect = gl::Rectangle(0, 0, destSize.width, destSize.height);
-
- // Clip dest area to the scissor
- if (scissor)
- {
- gl::ClipRectangle(clipRect, *scissor, &clipRect);
- }
-
- 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));
-
- deviceContext->Unmap(sourceStaging.get(), 0);
- deviceContext->Unmap(destStaging.get(), 0);
-
- return gl::NoError();
-}
-
-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());
-
- ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
-
- // 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);
-
- deviceContext->CopySubresourceRegion(destStaging.get(), 0, 0, 0, 0, dest.get(), destSubresource,
- nullptr);
-
- ANGLE_TRY(copyAndConvertImpl(source, sourceSubresource, sourceArea, sourceSize, destStaging,
- destArea, destSize, scissor, readOffset, writeOffset, copySize,
- srcPixelStride, destPixelStride, convertFunction));
-
- // 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);
- }
-
- return gl::NoError();
-}
-
-gl::Error Blit11::addBlitShaderToMap(BlitShaderType blitShaderType,
- ShaderDimension dimension,
- const ShaderData &shaderData,
- const char *name)
-{
- ASSERT(mBlitShaderMap.find(blitShaderType) == mBlitShaderMap.end());
-
- d3d11::PixelShader ps;
- ANGLE_TRY(mRenderer->allocateResource(shaderData, &ps));
- ps.setDebugName(name);
-
- Shader shader;
- shader.dimension = dimension;
- shader.pixelShader = std::move(ps);
-
- mBlitShaderMap[blitShaderType] = std::move(shader);
- return gl::NoError();
-}
-
-gl::Error Blit11::addSwizzleShaderToMap(SwizzleShaderType swizzleShaderType,
- ShaderDimension dimension,
- const ShaderData &shaderData,
- const char *name)
-{
- ASSERT(mSwizzleShaderMap.find(swizzleShaderType) == mSwizzleShaderMap.end());
-
- d3d11::PixelShader ps;
- ANGLE_TRY(mRenderer->allocateResource(shaderData, &ps));
- ps.setDebugName(name);
-
- Shader shader;
- shader.dimension = dimension;
- shader.pixelShader = std::move(ps);
-
- mSwizzleShaderMap[swizzleShaderType] = std::move(shader);
- return gl::NoError();
-}
-
-void Blit11::clearShaderMap()
-{
- mBlitShaderMap.clear();
- mSwizzleShaderMap.clear();
-}
-
-gl::Error Blit11::getBlitShader(GLenum destFormat,
- GLenum sourceFormat,
- bool isSigned,
- bool unpackPremultiplyAlpha,
- bool unpackUnmultiplyAlpha,
- ShaderDimension dimension,
- const Shader **shader)
-{
- BlitShaderType blitShaderType =
- GetBlitShaderType(destFormat, sourceFormat, isSigned, unpackPremultiplyAlpha,
- unpackUnmultiplyAlpha, dimension);
-
- if (blitShaderType == BLITSHADER_INVALID)
- {
- return gl::InternalError() << "Internal blit shader type mismatch";
- }
-
- auto blitShaderIt = mBlitShaderMap.find(blitShaderType);
- if (blitShaderIt != mBlitShaderMap.end())
- {
- *shader = &blitShaderIt->second;
- return gl::NoError();
- }
-
- ASSERT(dimension == SHADER_2D || mRenderer->isES3Capable());
-
- switch (blitShaderType)
- {
- 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::NoError();
-}
-
-gl::Error Blit11::getSwizzleShader(GLenum type,
- D3D11_SRV_DIMENSION viewDimension,
- const Shader **shader)
-{
- SwizzleShaderType swizzleShaderType = GetSwizzleShaderType(type, viewDimension);
-
- if (swizzleShaderType == SWIZZLESHADER_INVALID)
- {
- return gl::InternalError() << "Swizzle shader type not found";
- }
-
- auto swizzleShaderIt = mSwizzleShaderMap.find(swizzleShaderType);
- if (swizzleShaderIt != mSwizzleShaderMap.end())
- {
- *shader = &swizzleShaderIt->second;
- return gl::NoError();
- }
-
- // Swizzling shaders (OpenGL ES 3+)
- ASSERT(mRenderer->isES3Capable());
-
- switch (swizzleShaderType)
- {
- 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::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