diff options
Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Blit11.cpp')
-rw-r--r-- | src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Blit11.cpp | 1059 |
1 files changed, 1059 insertions, 0 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 new file mode 100644 index 0000000000..e38b61709f --- /dev/null +++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Blit11.cpp @@ -0,0 +1,1059 @@ +// +// 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 "libANGLE/renderer/d3d/d3d11/Renderer11.h" +#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h" +#include "libANGLE/renderer/d3d/d3d11/formatutils11.h" +#include "libANGLE/formatutils.h" + +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough2d11vs.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/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/passthroughlum3d11ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha3d11ps.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/swizzleui2darrayps.h" + +namespace rx +{ + +static DXGI_FORMAT GetTextureFormat(ID3D11Resource *resource) +{ + ID3D11Texture2D *texture = d3d11::DynamicCastComObject<ID3D11Texture2D>(resource); + if (!texture) + { + return DXGI_FORMAT_UNKNOWN; + } + + D3D11_TEXTURE2D_DESC desc; + texture->GetDesc(&desc); + + SafeRelease(texture); + + return desc.Format; +} + +static ID3D11Resource *CreateStagingTexture(ID3D11Device *device, ID3D11DeviceContext *context, + ID3D11Resource *source, unsigned int subresource, + const gl::Extents &size, unsigned int cpuAccessFlags) +{ + 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 = NULL; + HRESULT result = device->CreateTexture2D(&stagingDesc, NULL, &stagingTexture); + if (FAILED(result)) + { + ERR("Failed to create staging texture for depth stencil blit. HRESULT: 0x%X.", result); + return NULL; + } + + context->CopySubresourceRegion(stagingTexture, 0, 0, 0, 0, source, subresource, NULL); + + return stagingTexture; +} + +inline static 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); +} + +static 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; +} + +static 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; +} + +Blit11::Blit11(Renderer11 *renderer) + : mRenderer(renderer), mBlitShaderMap(compareBlitParameters), mSwizzleShaderMap(compareSwizzleParameters), + mVertexBuffer(NULL), mPointSampler(NULL), mLinearSampler(NULL), mScissorEnabledRasterizerState(NULL), + mScissorDisabledRasterizerState(NULL), mDepthStencilState(NULL), + mQuad2DIL(NULL), mQuad2DVS(NULL), mDepthPS(NULL), + mQuad3DIL(NULL), mQuad3DVS(NULL), mQuad3DGS(NULL), + mSwizzleCB(NULL) +{ + HRESULT result; + ID3D11Device *device = mRenderer->getDevice(); + + D3D11_BUFFER_DESC vbDesc; + vbDesc.ByteWidth = std::max(sizeof(d3d11::PositionLayerTexCoord3DVertex), sizeof(d3d11::PositionTexCoordVertex)) * + 6 * renderer->getRendererCaps().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, NULL, &mVertexBuffer); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mVertexBuffer, "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; + + result = device->CreateSamplerState(&pointSamplerDesc, &mPointSampler); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mPointSampler, "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; + + result = device->CreateSamplerState(&linearSamplerDesc, &mLinearSampler); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mLinearSampler, "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; + result = device->CreateRasterizerState(&rasterDesc, &mScissorEnabledRasterizerState); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mScissorEnabledRasterizerState, "Blit11 scissoring rasterizer state"); + + rasterDesc.ScissorEnable = FALSE; + result = device->CreateRasterizerState(&rasterDesc, &mScissorDisabledRasterizerState); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mScissorDisabledRasterizerState, "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; + + result = device->CreateDepthStencilState(&depthStencilDesc, &mDepthStencilState); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mDepthStencilState, "Blit11 depth stencil state"); + + 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 }, + }; + + result = device->CreateInputLayout(quad2DLayout, ArraySize(quad2DLayout), g_VS_Passthrough2D, ArraySize(g_VS_Passthrough2D), &mQuad2DIL); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mQuad2DIL, "Blit11 2D input layout"); + + result = device->CreateVertexShader(g_VS_Passthrough2D, ArraySize(g_VS_Passthrough2D), NULL, &mQuad2DVS); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mQuad2DVS, "Blit11 2D vertex shader"); + + if (renderer->isES3Capable()) + { + result = device->CreatePixelShader(g_PS_PassthroughDepth2D, ArraySize(g_PS_PassthroughDepth2D), NULL, &mDepthPS); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mDepthPS, "Blit11 2D depth pixel shader"); + + 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 }, + }; + + result = device->CreateInputLayout(quad3DLayout, ArraySize(quad3DLayout), g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), &mQuad3DIL); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mQuad3DIL, "Blit11 3D input layout"); + + result = device->CreateVertexShader(g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), NULL, &mQuad3DVS); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mQuad3DVS, "Blit11 3D vertex shader"); + + result = device->CreateGeometryShader(g_GS_Passthrough3D, ArraySize(g_GS_Passthrough3D), NULL, &mQuad3DGS); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mQuad3DGS, "Renderer11 copy 3D texture geometry shader"); + } + + buildShaderMap(); + + 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; + + result = device->CreateBuffer(&swizzleBufferDesc, NULL, &mSwizzleCB); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mSwizzleCB, "Blit11 swizzle constant buffer"); +} + +Blit11::~Blit11() +{ + SafeRelease(mVertexBuffer); + SafeRelease(mPointSampler); + SafeRelease(mLinearSampler); + SafeRelease(mScissorEnabledRasterizerState); + SafeRelease(mScissorDisabledRasterizerState); + SafeRelease(mDepthStencilState); + + SafeRelease(mQuad2DIL); + SafeRelease(mQuad2DVS); + SafeRelease(mDepthPS); + + SafeRelease(mQuad3DIL); + SafeRelease(mQuad3DVS); + SafeRelease(mQuad3DGS); + + SafeRelease(mSwizzleCB); + + clearShaderMap(); +} + +static inline 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; +} + +gl::Error Blit11::swizzleTexture(ID3D11ShaderResourceView *source, ID3D11RenderTargetView *dest, const gl::Extents &size, + GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha) +{ + HRESULT result; + ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); + + D3D11_SHADER_RESOURCE_VIEW_DESC sourceSRVDesc; + source->GetDesc(&sourceSRVDesc); + + const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(sourceSRVDesc.Format); + const gl::InternalFormat &sourceFormatInfo = gl::GetInternalFormatInfo(dxgiFormatInfo.internalFormat); + + GLenum shaderType = GL_NONE; + switch (sourceFormatInfo.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; + } + + SwizzleParameters parameters = { 0 }; + parameters.mDestinationType = shaderType; + parameters.mViewDimension = sourceSRVDesc.ViewDimension; + + SwizzleShaderMap::const_iterator i = mSwizzleShaderMap.find(parameters); + if (i == mSwizzleShaderMap.end()) + { + UNREACHABLE(); + return gl::Error(GL_INVALID_OPERATION, "Internal error, missing swizzle shader."); + } + + const Shader &shader = i->second; + + // Set vertices + D3D11_MAPPED_SUBRESOURCE mappedResource; + result = deviceContext->Map(mVertexBuffer, 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); + } + + UINT stride = 0; + UINT startIdx = 0; + UINT drawCount = 0; + D3D11_PRIMITIVE_TOPOLOGY topology; + + gl::Box area(0, 0, 0, size.width, size.height, size.depth); + shader.mVertexWriteFunction(area, size, area, size, mappedResource.pData, &stride, &drawCount, &topology); + + deviceContext->Unmap(mVertexBuffer, 0); + + // Set constant buffer + result = deviceContext->Map(mSwizzleCB, 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); + } + + 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); + + deviceContext->Unmap(mSwizzleCB, 0); + + // Apply vertex buffer + deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &startIdx); + + // Apply constant buffer + deviceContext->PSSetConstantBuffers(0, 1, &mSwizzleCB); + + // Apply state + deviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF); + deviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF); + deviceContext->RSSetState(mScissorDisabledRasterizerState); + + // Apply shaders + deviceContext->IASetInputLayout(shader.mInputLayout); + deviceContext->IASetPrimitiveTopology(topology); + deviceContext->VSSetShader(shader.mVertexShader, NULL, 0); + + deviceContext->PSSetShader(shader.mPixelShader, NULL, 0); + deviceContext->GSSetShader(shader.mGeometryShader, NULL, 0); + + // Unset the currently bound shader resource to avoid conflicts + mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL); + + // Apply render target + mRenderer->setOneTimeRenderTarget(dest); + + // Set the viewport + D3D11_VIEWPORT viewport; + viewport.TopLeftX = 0; + viewport.TopLeftY = 0; + viewport.Width = size.width; + viewport.Height = size.height; + viewport.MinDepth = 0.0f; + viewport.MaxDepth = 1.0f; + deviceContext->RSSetViewports(1, &viewport); + + // Apply textures + mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, source); + + // Apply samplers + deviceContext->PSSetSamplers(0, 1, &mPointSampler); + + // Draw the quad + deviceContext->Draw(drawCount, 0); + + // Unbind textures and render targets and vertex buffer + mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL); + + mRenderer->unapplyRenderTargets(); + + UINT zero = 0; + ID3D11Buffer *const nullBuffer = NULL; + deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero); + + mRenderer->markAllStateDirty(); + + return gl::Error(GL_NO_ERROR); +} + +gl::Error Blit11::copyTexture(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize, + ID3D11RenderTargetView *dest, const gl::Box &destArea, const gl::Extents &destSize, + const gl::Rectangle *scissor, GLenum destFormat, GLenum filter) +{ + 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->GetDesc(&sourceSRVDesc); + + const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(sourceSRVDesc.Format); + const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(dxgiFormatInfo.internalFormat); + + BlitParameters parameters = { 0 }; + parameters.mDestinationFormat = destFormat; + parameters.mSignedInteger = (internalFormatInfo.componentType == GL_INT); + parameters.m3DBlit = sourceSRVDesc.ViewDimension == D3D11_SRV_DIMENSION_TEXTURE3D; + + BlitShaderMap::const_iterator i = mBlitShaderMap.find(parameters); + if (i == mBlitShaderMap.end()) + { + UNREACHABLE(); + return gl::Error(GL_OUT_OF_MEMORY, "Could not find appropriate shader for internal texture blit."); + } + + const Shader& shader = i->second; + + // Set vertices + D3D11_MAPPED_SUBRESOURCE mappedResource; + result = deviceContext->Map(mVertexBuffer, 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); + } + + UINT stride = 0; + UINT startIdx = 0; + UINT drawCount = 0; + D3D11_PRIMITIVE_TOPOLOGY topology; + + shader.mVertexWriteFunction(sourceArea, sourceSize, destArea, destSize, mappedResource.pData, + &stride, &drawCount, &topology); + + deviceContext->Unmap(mVertexBuffer, 0); + + // Apply vertex buffer + deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &startIdx); + + // Apply state + deviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF); + deviceContext->OMSetDepthStencilState(NULL, 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); + } + else + { + deviceContext->RSSetState(mScissorDisabledRasterizerState); + } + + // Apply shaders + deviceContext->IASetInputLayout(shader.mInputLayout); + deviceContext->IASetPrimitiveTopology(topology); + deviceContext->VSSetShader(shader.mVertexShader, NULL, 0); + + deviceContext->PSSetShader(shader.mPixelShader, NULL, 0); + deviceContext->GSSetShader(shader.mGeometryShader, NULL, 0); + + // Unset the currently bound shader resource to avoid conflicts + mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL); + + // Apply render target + mRenderer->setOneTimeRenderTarget(dest); + + // Set the viewport + D3D11_VIEWPORT viewport; + viewport.TopLeftX = 0; + viewport.TopLeftY = 0; + viewport.Width = destSize.width; + viewport.Height = destSize.height; + viewport.MinDepth = 0.0f; + viewport.MaxDepth = 1.0f; + deviceContext->RSSetViewports(1, &viewport); + + // Apply textures + mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, source); + + // Apply samplers + ID3D11SamplerState *sampler = NULL; + 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."); + } + deviceContext->PSSetSamplers(0, 1, &sampler); + + // Draw the quad + deviceContext->Draw(drawCount, 0); + + // Unbind textures and render targets and vertex buffer + mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL); + + mRenderer->unapplyRenderTargets(); + + UINT zero = 0; + ID3D11Buffer *const nullBuffer = NULL; + deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero); + + mRenderer->markAllStateDirty(); + + return gl::Error(GL_NO_ERROR); +} + +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, + const gl::Rectangle *scissor) +{ + return copyDepthStencil(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, + const gl::Rectangle *scissor) +{ + HRESULT result; + ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); + + // Set vertices + D3D11_MAPPED_SUBRESOURCE mappedResource; + result = deviceContext->Map(mVertexBuffer, 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); + } + + UINT stride = 0; + UINT startIdx = 0; + UINT drawCount = 0; + D3D11_PRIMITIVE_TOPOLOGY topology; + + Write2DVertices(sourceArea, sourceSize, destArea, destSize, mappedResource.pData, + &stride, &drawCount, &topology); + + deviceContext->Unmap(mVertexBuffer, 0); + + // Apply vertex buffer + deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &startIdx); + + // Apply state + deviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF); + deviceContext->OMSetDepthStencilState(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); + } + else + { + deviceContext->RSSetState(mScissorDisabledRasterizerState); + } + + // Apply shaders + deviceContext->IASetInputLayout(mQuad2DIL); + deviceContext->IASetPrimitiveTopology(topology); + deviceContext->VSSetShader(mQuad2DVS, NULL, 0); + + deviceContext->PSSetShader(mDepthPS, NULL, 0); + deviceContext->GSSetShader(NULL, NULL, 0); + + // Unset the currently bound shader resource to avoid conflicts + mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL); + + // Apply render target + deviceContext->OMSetRenderTargets(0, NULL, dest); + + // Set the viewport + D3D11_VIEWPORT viewport; + viewport.TopLeftX = 0; + viewport.TopLeftY = 0; + viewport.Width = destSize.width; + viewport.Height = destSize.height; + viewport.MinDepth = 0.0f; + viewport.MaxDepth = 1.0f; + deviceContext->RSSetViewports(1, &viewport); + + // Apply textures + mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, source); + + // Apply samplers + deviceContext->PSSetSamplers(0, 1, &mPointSampler); + + // Draw the quad + deviceContext->Draw(drawCount, 0); + + // Unbind textures and render targets and vertex buffer + mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL); + + mRenderer->unapplyRenderTargets(); + + UINT zero = 0; + ID3D11Buffer *const nullBuffer = NULL; + deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero); + + mRenderer->markAllStateDirty(); + + return gl::Error(GL_NO_ERROR); +} + +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) +{ + return copyDepthStencil(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) +{ + ID3D11Device *device = mRenderer->getDevice(); + ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); + + 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 (!sourceStaging || !destStaging) + { + SafeRelease(sourceStaging); + SafeRelease(destStaging); + return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal staging textures for depth stencil blit."); + } + + DXGI_FORMAT format = GetTextureFormat(source); + ASSERT(format == GetTextureFormat(dest)); + + 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; + + // 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); + } + + D3D11_MAPPED_SUBRESOURCE sourceMapping; + HRESULT result = deviceContext->Map(sourceStaging, 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); + } + + D3D11_MAPPED_SUBRESOURCE destMapping; + result = deviceContext->Map(destStaging, 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); + } + + 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); + + // Clip dest area to the scissor + if (scissor) + { + gl::ClipRectangle(clippedDestArea, *scissor, &clippedDestArea); + } + + // 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; + + 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 = 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; + + void *destRow = reinterpret_cast<char*>(destMapping.pData) + + writeRow * destMapping.RowPitch + + destArea.x * pixelSize; + + 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); + + // Interpolate the original source rectangle to determine which column to sample from while clamping to the edges + unsigned int readColumn = gl::clamp(sourceArea.x + floor(xPerc * (sourceArea.width - 1) + 0.5f), 0, sourceSize.width - 1); + unsigned int writeColumn = x; + + void *sourcePixel = reinterpret_cast<char*>(sourceMapping.pData) + + readRow * sourceMapping.RowPitch + + readColumn * pixelSize + + copyOffset; + + void *destPixel = reinterpret_cast<char*>(destMapping.pData) + + writeRow * destMapping.RowPitch + + writeColumn * pixelSize + + copyOffset; + + memcpy(destPixel, sourcePixel, copySize); + } + } + } + + // HACK: Use ID3D11DevicContext::UpdateSubresource which causes an extra copy compared to ID3D11DevicContext::CopySubresourceRegion + // according to MSDN. + deviceContext->UpdateSubresource(dest, destSubresource, NULL, 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, NULL); + + SafeRelease(sourceStaging); + SafeRelease(destStaging); + + return gl::Error(GL_NO_ERROR); +} + +bool Blit11::compareBlitParameters(const Blit11::BlitParameters &a, const Blit11::BlitParameters &b) +{ + return memcmp(&a, &b, sizeof(Blit11::BlitParameters)) < 0; +} + +bool Blit11::compareSwizzleParameters(const SwizzleParameters &a, const SwizzleParameters &b) +{ + return memcmp(&a, &b, sizeof(Blit11::SwizzleParameters)) < 0; +} + +void Blit11::add2DBlitShaderToMap(GLenum destFormat, bool signedInteger, ID3D11PixelShader *ps) +{ + BlitParameters params = { 0 }; + params.mDestinationFormat = destFormat; + params.mSignedInteger = signedInteger; + params.m3DBlit = false; + + ASSERT(mBlitShaderMap.find(params) == mBlitShaderMap.end()); + ASSERT(ps); + + Shader shader; + shader.mVertexWriteFunction = Write2DVertices; + shader.mInputLayout = mQuad2DIL; + shader.mVertexShader = mQuad2DVS; + shader.mGeometryShader = NULL; + shader.mPixelShader = ps; + + mBlitShaderMap[params] = shader; +} + +void Blit11::add3DBlitShaderToMap(GLenum destFormat, bool signedInteger, ID3D11PixelShader *ps) +{ + BlitParameters params = { 0 }; + params.mDestinationFormat = destFormat; + params.mSignedInteger = signedInteger; + params.m3DBlit = true; + + ASSERT(mBlitShaderMap.find(params) == mBlitShaderMap.end()); + ASSERT(ps); + + Shader shader; + shader.mVertexWriteFunction = Write3DVertices; + shader.mInputLayout = mQuad3DIL; + shader.mVertexShader = mQuad3DVS; + shader.mGeometryShader = mQuad3DGS; + shader.mPixelShader = ps; + + mBlitShaderMap[params] = shader; +} + +void Blit11::addSwizzleShaderToMap(GLenum destType, D3D11_SRV_DIMENSION viewDimension, ID3D11PixelShader *ps) +{ + SwizzleParameters params = { 0 }; + params.mDestinationType = destType; + params.mViewDimension = viewDimension; + + ASSERT(mSwizzleShaderMap.find(params) == mSwizzleShaderMap.end()); + ASSERT(ps); + + Shader shader; + switch (viewDimension) + { + case D3D_SRV_DIMENSION_TEXTURE2D: + shader.mVertexWriteFunction = Write2DVertices; + shader.mInputLayout = mQuad2DIL; + shader.mVertexShader = mQuad2DVS; + shader.mGeometryShader = NULL; + break; + + case D3D_SRV_DIMENSION_TEXTURE3D: + case D3D_SRV_DIMENSION_TEXTURE2DARRAY: + case D3D_SRV_DIMENSION_TEXTURECUBE: + shader.mVertexWriteFunction = Write3DVertices; + shader.mInputLayout = mQuad3DIL; + shader.mVertexShader = mQuad3DVS; + shader.mGeometryShader = mQuad3DGS; + break; + + default: + UNREACHABLE(); + break; + } + shader.mPixelShader = ps; + + mSwizzleShaderMap[params] = shader; +} + +void Blit11::buildShaderMap() +{ + ID3D11Device *device = mRenderer->getDevice(); + + // 2D shaders (OpenGL ES 2+) + add2DBlitShaderToMap(GL_RGBA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D RGBA pixel shader" )); + add2DBlitShaderToMap(GL_BGRA_EXT, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D BGRA pixel shader" )); + add2DBlitShaderToMap(GL_RGB, false, d3d11::CompilePS(device, g_PS_PassthroughRGB2D, "Blit11 2D RGB pixel shader" )); + add2DBlitShaderToMap(GL_RG, false, d3d11::CompilePS(device, g_PS_PassthroughRG2D, "Blit11 2D RG pixel shader" )); + add2DBlitShaderToMap(GL_RED, false, d3d11::CompilePS(device, g_PS_PassthroughR2D, "Blit11 2D R pixel shader" )); + add2DBlitShaderToMap(GL_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D alpha pixel shader" )); + add2DBlitShaderToMap(GL_LUMINANCE, false, d3d11::CompilePS(device, g_PS_PassthroughLum2D, "Blit11 2D lum pixel shader" )); + add2DBlitShaderToMap(GL_LUMINANCE_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughLumAlpha2D, "Blit11 2D luminance alpha pixel shader")); + + // 2D shaders (OpenGL ES 3+) + if (mRenderer->isES3Capable()) + { + add2DBlitShaderToMap(GL_RGBA_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2DUI, "Blit11 2D RGBA UI pixel shader" )); + add2DBlitShaderToMap(GL_RGBA_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGBA2DI, "Blit11 2D RGBA I pixel shader" )); + add2DBlitShaderToMap(GL_RGB_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGB2DUI, "Blit11 2D RGB UI pixel shader" )); + add2DBlitShaderToMap(GL_RGB_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGB2DI, "Blit11 2D RGB I pixel shader" )); + add2DBlitShaderToMap(GL_RG_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRG2DUI, "Blit11 2D RG UI pixel shader" )); + add2DBlitShaderToMap(GL_RG_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRG2DI, "Blit11 2D RG I pixel shader" )); + add2DBlitShaderToMap(GL_RED_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughR2DUI, "Blit11 2D R UI pixel shader" )); + add2DBlitShaderToMap(GL_RED_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughR2DI, "Blit11 2D R I pixel shader" )); + } + + // 3D shaders (OpenGL ES 3+) + if (mRenderer->isES3Capable()) + { + add3DBlitShaderToMap(GL_RGBA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D RGBA pixel shader" )); + add3DBlitShaderToMap(GL_RGBA_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3DUI, "Blit11 3D UI RGBA pixel shader" )); + add3DBlitShaderToMap(GL_RGBA_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGBA3DI, "Blit11 3D I RGBA pixel shader" )); + add3DBlitShaderToMap(GL_BGRA_EXT, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D BGRA pixel shader" )); + add3DBlitShaderToMap(GL_RGB, false, d3d11::CompilePS(device, g_PS_PassthroughRGB3D, "Blit11 3D RGB pixel shader" )); + add3DBlitShaderToMap(GL_RGB_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGB3DUI, "Blit11 3D RGB UI pixel shader" )); + add3DBlitShaderToMap(GL_RGB_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGB3DI, "Blit11 3D RGB I pixel shader" )); + add3DBlitShaderToMap(GL_RG, false, d3d11::CompilePS(device, g_PS_PassthroughRG3D, "Blit11 3D RG pixel shader" )); + add3DBlitShaderToMap(GL_RG_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRG3DUI, "Blit11 3D RG UI pixel shader" )); + add3DBlitShaderToMap(GL_RG_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRG3DI, "Blit11 3D RG I pixel shader" )); + add3DBlitShaderToMap(GL_RED, false, d3d11::CompilePS(device, g_PS_PassthroughR3D, "Blit11 3D R pixel shader" )); + add3DBlitShaderToMap(GL_RED_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughR3DUI, "Blit11 3D R UI pixel shader" )); + add3DBlitShaderToMap(GL_RED_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughR3DI, "Blit11 3D R I pixel shader" )); + add3DBlitShaderToMap(GL_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D alpha pixel shader" )); + add3DBlitShaderToMap(GL_LUMINANCE, false, d3d11::CompilePS(device, g_PS_PassthroughLum3D, "Blit11 3D luminance pixel shader" )); + add3DBlitShaderToMap(GL_LUMINANCE_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughLumAlpha3D, "Blit11 3D luminance alpha pixel shader")); + } + + // Swizzling shaders (OpenGL ES 3+) + if (mRenderer->isES3Capable()) + { + addSwizzleShaderToMap(GL_FLOAT, D3D_SRV_DIMENSION_TEXTURE2D, d3d11::CompilePS(device, g_PS_SwizzleF2D, "Blit11 2D F swizzle pixel shader" )); + addSwizzleShaderToMap(GL_UNSIGNED_INT, D3D_SRV_DIMENSION_TEXTURE2D, d3d11::CompilePS(device, g_PS_SwizzleUI2D, "Blit11 2D UI swizzle pixel shader")); + addSwizzleShaderToMap(GL_INT, D3D_SRV_DIMENSION_TEXTURE2D, d3d11::CompilePS(device, g_PS_SwizzleI2D, "Blit11 2D I swizzle pixel shader" )); + + addSwizzleShaderToMap(GL_FLOAT, D3D_SRV_DIMENSION_TEXTURECUBE, d3d11::CompilePS(device, g_PS_SwizzleF2DArray, "Blit11 2D Cube F swizzle pixel shader" )); + addSwizzleShaderToMap(GL_UNSIGNED_INT, D3D_SRV_DIMENSION_TEXTURECUBE, d3d11::CompilePS(device, g_PS_SwizzleUI2DArray, "Blit11 2D Cube UI swizzle pixel shader")); + addSwizzleShaderToMap(GL_INT, D3D_SRV_DIMENSION_TEXTURECUBE, d3d11::CompilePS(device, g_PS_SwizzleI2DArray, "Blit11 2D Cube I swizzle pixel shader" )); + + addSwizzleShaderToMap(GL_FLOAT, D3D_SRV_DIMENSION_TEXTURE3D, d3d11::CompilePS(device, g_PS_SwizzleF3D, "Blit11 3D F swizzle pixel shader" )); + addSwizzleShaderToMap(GL_UNSIGNED_INT, D3D_SRV_DIMENSION_TEXTURE3D, d3d11::CompilePS(device, g_PS_SwizzleUI3D, "Blit11 3D UI swizzle pixel shader")); + addSwizzleShaderToMap(GL_INT, D3D_SRV_DIMENSION_TEXTURE3D, d3d11::CompilePS(device, g_PS_SwizzleI3D, "Blit11 3D I swizzle pixel shader" )); + + addSwizzleShaderToMap(GL_FLOAT, D3D_SRV_DIMENSION_TEXTURE2DARRAY, d3d11::CompilePS(device, g_PS_SwizzleF2DArray, "Blit11 2D Array F swizzle pixel shader" )); + addSwizzleShaderToMap(GL_UNSIGNED_INT, D3D_SRV_DIMENSION_TEXTURE2DARRAY, d3d11::CompilePS(device, g_PS_SwizzleUI2DArray, "Blit11 2D Array UI swizzle pixel shader")); + addSwizzleShaderToMap(GL_INT, D3D_SRV_DIMENSION_TEXTURE2DARRAY, d3d11::CompilePS(device, g_PS_SwizzleI2DArray, "Blit11 2D Array I swizzle pixel shader" )); + } +} + +void Blit11::clearShaderMap() +{ + for (BlitShaderMap::iterator i = mBlitShaderMap.begin(); i != mBlitShaderMap.end(); ++i) + { + Shader &shader = i->second; + SafeRelease(shader.mPixelShader); + } + mBlitShaderMap.clear(); + + for (SwizzleShaderMap::iterator i = mSwizzleShaderMap.begin(); i != mSwizzleShaderMap.end(); ++i) + { + Shader &shader = i->second; + SafeRelease(shader.mPixelShader); + } + mSwizzleShaderMap.clear(); +} + +} |