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 | 2486 |
1 files changed, 1617 insertions, 869 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Blit11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Blit11.cpp index e951e13408..f032e888f1 100644 --- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Blit11.cpp +++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Blit11.cpp @@ -10,112 +10,404 @@ #include <float.h> +#include "common/utilities.h" #include "libANGLE/formatutils.h" +#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h" #include "libANGLE/renderer/d3d/d3d11/Renderer11.h" -#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h" #include "libANGLE/renderer/d3d/d3d11/formatutils11.h" +#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h" +#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h" #include "third_party/trace_event/trace_event.h" +namespace rx +{ + +namespace +{ + +// Include inline shaders in the anonymous namespace to make sure no symbols are exported #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough2d11vs.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrougha2d11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughdepth2d11ps.h" -#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2d11ps.h" -#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2dui11ps.h" -#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2di11ps.h" -#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2d11ps.h" -#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2dui11ps.h" -#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2di11ps.h" -#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2d11ps.h" -#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2dui11ps.h" -#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2di11ps.h" -#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2d11ps.h" -#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2dui11ps.h" -#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2di11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlum2d11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha2d11ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2d11ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2di11ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2dui11ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2d11ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2di11ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2dui11ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2d11ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2di11ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2dui11ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2d11ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2di11ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2dui11ps.h" + +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_luma_ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_lumaalpha_ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgb_ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgba_ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_luma_ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_lumaalpha_ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgb_ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgba_ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_pm_rgb_ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_pm_rgba_ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_pt_rgb_ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_pt_rgba_ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_um_rgb_ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_um_rgba_ps.h" -#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough3d11vs.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough3d11gs.h" -#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3d11ps.h" -#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3dui11ps.h" -#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3di11ps.h" -#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3d11ps.h" -#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3dui11ps.h" -#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3di11ps.h" -#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3d11ps.h" -#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3dui11ps.h" -#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3di11ps.h" -#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3d11ps.h" -#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3dui11ps.h" -#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3di11ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough3d11vs.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlum3d11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha3d11ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3d11ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3di11ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3dui11ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3d11ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3di11ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3dui11ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3d11ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3di11ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3dui11ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3d11ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3di11ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3dui11ps.h" + +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/resolvedepth11_ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/resolvedepthstencil11_ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/resolvedepthstencil11_vs.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/resolvestencil11_ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlef2darrayps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlef2dps.h" -#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlei2dps.h" -#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzleui2dps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlef3dps.h" -#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlei3dps.h" -#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzleui3dps.h" -#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlef2darrayps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlei2darrayps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlei2dps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlei3dps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzleui2darrayps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzleui2dps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzleui3dps.h" -namespace rx +void StretchedBlitNearest_RowByRow(const gl::Box &sourceArea, + const gl::Box &destArea, + const gl::Rectangle &clippedDestArea, + const gl::Extents &sourceSize, + unsigned int sourceRowPitch, + unsigned int destRowPitch, + size_t pixelSize, + const uint8_t *sourceData, + uint8_t *destData) { + int srcHeightSubOne = (sourceArea.height - 1); + size_t copySize = pixelSize * destArea.width; + size_t srcOffset = sourceArea.x * pixelSize; + size_t destOffset = destArea.x * pixelSize; -namespace + for (int y = clippedDestArea.y; y < clippedDestArea.y + clippedDestArea.height; y++) + { + float yPerc = static_cast<float>(y - destArea.y) / (destArea.height - 1); + + // Interpolate using the original source rectangle to determine which row to sample from + // while clamping to the edges + unsigned int readRow = static_cast<unsigned int>( + gl::clamp(sourceArea.y + floor(yPerc * srcHeightSubOne + 0.5f), 0, srcHeightSubOne)); + unsigned int writeRow = y; + + const uint8_t *sourceRow = sourceData + readRow * sourceRowPitch + srcOffset; + uint8_t *destRow = destData + writeRow * destRowPitch + destOffset; + memcpy(destRow, sourceRow, copySize); + } +} + +void StretchedBlitNearest_PixelByPixel(const gl::Box &sourceArea, + const gl::Box &destArea, + const gl::Rectangle &clippedDestArea, + const gl::Extents &sourceSize, + unsigned int sourceRowPitch, + unsigned int destRowPitch, + ptrdiff_t readOffset, + ptrdiff_t writeOffset, + size_t copySize, + size_t srcPixelStride, + size_t destPixelStride, + const uint8_t *sourceData, + uint8_t *destData) { + auto xMax = clippedDestArea.x + clippedDestArea.width; + auto yMax = clippedDestArea.y + clippedDestArea.height; -DXGI_FORMAT GetTextureFormat(ID3D11Resource *resource) + for (int writeRow = clippedDestArea.y; writeRow < yMax; writeRow++) + { + // Interpolate using the original source rectangle to determine which row to sample from + // while clamping to the edges + float yPerc = static_cast<float>(writeRow - destArea.y) / (destArea.height - 1); + float yRounded = floor(yPerc * (sourceArea.height - 1) + 0.5f); + unsigned int readRow = + static_cast<unsigned int>(gl::clamp(sourceArea.y + yRounded, 0, sourceSize.height - 1)); + + for (int writeColumn = clippedDestArea.x; writeColumn < xMax; writeColumn++) + { + // Interpolate the original source rectangle to determine which column to sample + // from while clamping to the edges + float xPerc = static_cast<float>(writeColumn - destArea.x) / (destArea.width - 1); + float xRounded = floor(xPerc * (sourceArea.width - 1) + 0.5f); + unsigned int readColumn = static_cast<unsigned int>( + gl::clamp(sourceArea.x + xRounded, 0, sourceSize.height - 1)); + + const uint8_t *sourcePixel = + sourceData + readRow * sourceRowPitch + readColumn * srcPixelStride + readOffset; + + uint8_t *destPixel = + destData + writeRow * destRowPitch + writeColumn * destPixelStride + writeOffset; + + memcpy(destPixel, sourcePixel, copySize); + } + } +} + +void StretchedBlitNearest(const gl::Box &sourceArea, + const gl::Box &destArea, + const gl::Rectangle &clipRect, + const gl::Extents &sourceSize, + unsigned int sourceRowPitch, + unsigned int destRowPitch, + ptrdiff_t readOffset, + ptrdiff_t writeOffset, + size_t copySize, + size_t srcPixelStride, + size_t destPixelStride, + const uint8_t *sourceData, + uint8_t *destData) { - ID3D11Texture2D *texture = d3d11::DynamicCastComObject<ID3D11Texture2D>(resource); - if (!texture) + gl::Rectangle clippedDestArea(destArea.x, destArea.y, destArea.width, destArea.height); + gl::ClipRectangle(clippedDestArea, clipRect, &clippedDestArea); + + // Determine if entire rows can be copied at once instead of each individual pixel. There + // must be no out of bounds lookups, whole rows copies, and no scale. + if (sourceArea.width == clippedDestArea.width && sourceArea.x >= 0 && + sourceArea.x + sourceArea.width <= sourceSize.width && copySize == srcPixelStride && + copySize == destPixelStride) + { + StretchedBlitNearest_RowByRow(sourceArea, destArea, clippedDestArea, sourceSize, + sourceRowPitch, destRowPitch, srcPixelStride, sourceData, + destData); + } + else { - return DXGI_FORMAT_UNKNOWN; + StretchedBlitNearest_PixelByPixel(sourceArea, destArea, clippedDestArea, sourceSize, + sourceRowPitch, destRowPitch, readOffset, writeOffset, + copySize, srcPixelStride, destPixelStride, sourceData, + destData); } +} - D3D11_TEXTURE2D_DESC desc; - texture->GetDesc(&desc); +using DepthStencilLoader = void(const float *, uint8_t *); - SafeRelease(texture); +void LoadDepth16(const float *source, uint8_t *dest) +{ + uint32_t convertedDepth = gl::floatToNormalized<16, uint32_t>(source[0]); + memcpy(dest, &convertedDepth, 2u); +} - return desc.Format; +void LoadDepth24(const float *source, uint8_t *dest) +{ + uint32_t convertedDepth = gl::floatToNormalized<24, uint32_t>(source[0]); + memcpy(dest, &convertedDepth, 3u); } -ID3D11Resource *CreateStagingTexture(ID3D11Device *device, ID3D11DeviceContext *context, - ID3D11Resource *source, unsigned int subresource, - const gl::Extents &size, unsigned int cpuAccessFlags) +void LoadStencilHelper(const float *source, uint8_t *dest) { - D3D11_TEXTURE2D_DESC stagingDesc; - stagingDesc.Width = size.width; - stagingDesc.Height = size.height; - stagingDesc.MipLevels = 1; - stagingDesc.ArraySize = 1; - stagingDesc.Format = GetTextureFormat(source); - stagingDesc.SampleDesc.Count = 1; - stagingDesc.SampleDesc.Quality = 0; - stagingDesc.Usage = D3D11_USAGE_STAGING; - stagingDesc.CPUAccessFlags = cpuAccessFlags; - stagingDesc.MiscFlags = 0; - stagingDesc.BindFlags = 0; - - ID3D11Texture2D *stagingTexture = nullptr; - HRESULT result = device->CreateTexture2D(&stagingDesc, nullptr, &stagingTexture); - if (FAILED(result)) + uint32_t convertedStencil = gl::getShiftedData<8, 0>(static_cast<uint32_t>(source[1])); + memcpy(dest, &convertedStencil, 1u); +} + +void LoadStencil8(const float *source, uint8_t *dest) +{ + // STENCIL_INDEX8 is implemented with D24S8, with the depth bits unused. Writes zero for safety. + float zero = 0.0f; + LoadDepth24(&zero, &dest[0]); + LoadStencilHelper(source, &dest[3]); +} + +void LoadDepth24Stencil8(const float *source, uint8_t *dest) +{ + LoadDepth24(source, &dest[0]); + LoadStencilHelper(source, &dest[3]); +} + +void LoadDepth32F(const float *source, uint8_t *dest) +{ + memcpy(dest, source, sizeof(float)); +} + +void LoadDepth32FStencil8(const float *source, uint8_t *dest) +{ + LoadDepth32F(source, &dest[0]); + LoadStencilHelper(source, &dest[4]); +} + +template <DepthStencilLoader loader> +void CopyDepthStencil(const gl::Box &sourceArea, + const gl::Box &destArea, + const gl::Rectangle &clippedDestArea, + const gl::Extents &sourceSize, + unsigned int sourceRowPitch, + unsigned int destRowPitch, + ptrdiff_t readOffset, + ptrdiff_t writeOffset, + size_t copySize, + size_t srcPixelStride, + size_t destPixelStride, + const uint8_t *sourceData, + uint8_t *destData) +{ + // No stretching or subregions are supported, only full blits. + ASSERT(sourceArea == destArea); + ASSERT(sourceSize.width == sourceArea.width && sourceSize.height == sourceArea.height && + sourceSize.depth == 1); + ASSERT(clippedDestArea.width == sourceSize.width && + clippedDestArea.height == sourceSize.height); + ASSERT(readOffset == 0 && writeOffset == 0); + ASSERT(destArea.x == 0 && destArea.y == 0); + + for (int row = 0; row < destArea.height; ++row) + { + for (int column = 0; column < destArea.width; ++column) + { + ptrdiff_t offset = row * sourceRowPitch + column * srcPixelStride; + const float *sourcePixel = reinterpret_cast<const float *>(sourceData + offset); + + uint8_t *destPixel = destData + row * destRowPitch + column * destPixelStride; + + loader(sourcePixel, destPixel); + } + } +} + +void Depth32FStencil8ToDepth32F(const float *source, float *dest) +{ + *dest = *source; +} + +void Depth24Stencil8ToDepth32F(const uint32_t *source, float *dest) +{ + uint32_t normDepth = source[0] & 0x00FFFFFF; + float floatDepth = gl::normalizedToFloat<24>(normDepth); + *dest = floatDepth; +} + +void BlitD24S8ToD32F(const gl::Box &sourceArea, + const gl::Box &destArea, + const gl::Rectangle &clippedDestArea, + const gl::Extents &sourceSize, + unsigned int sourceRowPitch, + unsigned int destRowPitch, + ptrdiff_t readOffset, + ptrdiff_t writeOffset, + size_t copySize, + size_t srcPixelStride, + size_t destPixelStride, + const uint8_t *sourceData, + uint8_t *destData) +{ + // No stretching or subregions are supported, only full blits. + ASSERT(sourceArea == destArea); + ASSERT(sourceSize.width == sourceArea.width && sourceSize.height == sourceArea.height && + sourceSize.depth == 1); + ASSERT(clippedDestArea.width == sourceSize.width && + clippedDestArea.height == sourceSize.height); + ASSERT(readOffset == 0 && writeOffset == 0); + ASSERT(destArea.x == 0 && destArea.y == 0); + + for (int row = 0; row < destArea.height; ++row) { - ERR("Failed to create staging texture for depth stencil blit. HRESULT: 0x%X.", result); - return nullptr; + for (int column = 0; column < destArea.width; ++column) + { + ptrdiff_t offset = row * sourceRowPitch + column * srcPixelStride; + const uint32_t *sourcePixel = reinterpret_cast<const uint32_t *>(sourceData + offset); + + float *destPixel = + reinterpret_cast<float *>(destData + row * destRowPitch + column * destPixelStride); + + Depth24Stencil8ToDepth32F(sourcePixel, destPixel); + } } +} - context->CopySubresourceRegion(stagingTexture, 0, 0, 0, 0, source, subresource, nullptr); +void BlitD32FS8ToD32F(const gl::Box &sourceArea, + const gl::Box &destArea, + const gl::Rectangle &clippedDestArea, + const gl::Extents &sourceSize, + unsigned int sourceRowPitch, + unsigned int destRowPitch, + ptrdiff_t readOffset, + ptrdiff_t writeOffset, + size_t copySize, + size_t srcPixelStride, + size_t destPixelStride, + const uint8_t *sourceData, + uint8_t *destData) +{ + // No stretching or subregions are supported, only full blits. + ASSERT(sourceArea == destArea); + ASSERT(sourceSize.width == sourceArea.width && sourceSize.height == sourceArea.height && + sourceSize.depth == 1); + ASSERT(clippedDestArea.width == sourceSize.width && + clippedDestArea.height == sourceSize.height); + ASSERT(readOffset == 0 && writeOffset == 0); + ASSERT(destArea.x == 0 && destArea.y == 0); + + for (int row = 0; row < destArea.height; ++row) + { + for (int column = 0; column < destArea.width; ++column) + { + ptrdiff_t offset = row * sourceRowPitch + column * srcPixelStride; + const float *sourcePixel = reinterpret_cast<const float *>(sourceData + offset); + float *destPixel = + reinterpret_cast<float *>(destData + row * destRowPitch + column * destPixelStride); - return stagingTexture; + Depth32FStencil8ToDepth32F(sourcePixel, destPixel); + } + } +} + +Blit11::BlitConvertFunction *GetCopyDepthStencilFunction(GLenum internalFormat) +{ + switch (internalFormat) + { + case GL_DEPTH_COMPONENT16: + return &CopyDepthStencil<LoadDepth16>; + case GL_DEPTH_COMPONENT24: + return &CopyDepthStencil<LoadDepth24>; + case GL_DEPTH_COMPONENT32F: + return &CopyDepthStencil<LoadDepth32F>; + case GL_STENCIL_INDEX8: + return &CopyDepthStencil<LoadStencil8>; + case GL_DEPTH24_STENCIL8: + return &CopyDepthStencil<LoadDepth24Stencil8>; + case GL_DEPTH32F_STENCIL8: + return &CopyDepthStencil<LoadDepth32FStencil8>; + default: + UNREACHABLE(); + return nullptr; + } } -inline void GenerateVertexCoords(const gl::Box &sourceArea, const gl::Extents &sourceSize, - const gl::Box &destArea, const gl::Extents &destSize, - float *x1, float *y1, float *x2, float *y2, - float *u1, float *v1, float *u2, float *v2) +inline void GenerateVertexCoords(const gl::Box &sourceArea, + const gl::Extents &sourceSize, + const gl::Box &destArea, + const gl::Extents &destSize, + float *x1, + float *y1, + float *x2, + float *y2, + float *u1, + float *v1, + float *u2, + float *v2) { *x1 = (destArea.x / float(destSize.width)) * 2.0f - 1.0f; *y1 = ((destSize.height - destArea.y - destArea.height) / float(destSize.height)) * 2.0f - 1.0f; @@ -128,37 +420,49 @@ inline void GenerateVertexCoords(const gl::Box &sourceArea, const gl::Extents &s *v2 = (sourceArea.y + sourceArea.height) / float(sourceSize.height); } -void Write2DVertices(const gl::Box &sourceArea, const gl::Extents &sourceSize, - const gl::Box &destArea, const gl::Extents &destSize, - void *outVertices, unsigned int *outStride, unsigned int *outVertexCount, +void Write2DVertices(const gl::Box &sourceArea, + const gl::Extents &sourceSize, + const gl::Box &destArea, + const gl::Extents &destSize, + void *outVertices, + unsigned int *outStride, + unsigned int *outVertexCount, D3D11_PRIMITIVE_TOPOLOGY *outTopology) { float x1, y1, x2, y2, u1, v1, u2, v2; - GenerateVertexCoords(sourceArea, sourceSize, destArea, destSize, &x1, &y1, &x2, &y2, &u1, &v1, &u2, &v2); + GenerateVertexCoords(sourceArea, sourceSize, destArea, destSize, &x1, &y1, &x2, &y2, &u1, &v1, + &u2, &v2); - d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(outVertices); + d3d11::PositionTexCoordVertex *vertices = + static_cast<d3d11::PositionTexCoordVertex *>(outVertices); d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2); d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1); d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2); d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1); - *outStride = sizeof(d3d11::PositionTexCoordVertex); + *outStride = sizeof(d3d11::PositionTexCoordVertex); *outVertexCount = 4; - *outTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; + *outTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; } -void Write3DVertices(const gl::Box &sourceArea, const gl::Extents &sourceSize, - const gl::Box &destArea, const gl::Extents &destSize, - void *outVertices, unsigned int *outStride, unsigned int *outVertexCount, +void Write3DVertices(const gl::Box &sourceArea, + const gl::Extents &sourceSize, + const gl::Box &destArea, + const gl::Extents &destSize, + void *outVertices, + unsigned int *outStride, + unsigned int *outVertexCount, D3D11_PRIMITIVE_TOPOLOGY *outTopology) { ASSERT(sourceSize.depth > 0 && destSize.depth > 0); float x1, y1, x2, y2, u1, v1, u2, v2; - GenerateVertexCoords(sourceArea, sourceSize, destArea, destSize, &x1, &y1, &x2, &y2, &u1, &v1, &u2, &v2); + GenerateVertexCoords(sourceArea, sourceSize, destArea, destSize, &x1, &y1, &x2, &y2, &u1, &v1, + &u2, &v2); - d3d11::PositionLayerTexCoord3DVertex *vertices = static_cast<d3d11::PositionLayerTexCoord3DVertex*>(outVertices); + d3d11::PositionLayerTexCoord3DVertex *vertices = + static_cast<d3d11::PositionLayerTexCoord3DVertex *>(outVertices); for (int i = 0; i < destSize.depth; i++) { @@ -173,24 +477,38 @@ void Write3DVertices(const gl::Box &sourceArea, const gl::Extents &sourceSize, d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 5], x2, y1, i, u2, v2, readDepth); } - *outStride = sizeof(d3d11::PositionLayerTexCoord3DVertex); + *outStride = sizeof(d3d11::PositionLayerTexCoord3DVertex); *outVertexCount = destSize.depth * 6; - *outTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; + *outTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; } -inline unsigned int GetSwizzleIndex(GLenum swizzle) +unsigned int GetSwizzleIndex(GLenum swizzle) { unsigned int colorIndex = 0; switch (swizzle) { - case GL_RED: colorIndex = 0; break; - case GL_GREEN: colorIndex = 1; break; - case GL_BLUE: colorIndex = 2; break; - case GL_ALPHA: colorIndex = 3; break; - case GL_ZERO: colorIndex = 4; break; - case GL_ONE: colorIndex = 5; break; - default: UNREACHABLE(); break; + case GL_RED: + colorIndex = 0; + break; + case GL_GREEN: + colorIndex = 1; + break; + case GL_BLUE: + colorIndex = 2; + break; + case GL_ALPHA: + colorIndex = 3; + break; + case GL_ZERO: + colorIndex = 4; + break; + case GL_ONE: + colorIndex = 5; + break; + default: + UNREACHABLE(); + break; } return colorIndex; @@ -213,30 +531,50 @@ D3D11_BLEND_DESC GetAlphaMaskBlendStateDesc() return desc; } -D3D11_INPUT_ELEMENT_DESC quad2DLayout[] = -{ - { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 }, +D3D11_INPUT_ELEMENT_DESC quad2DLayout[] = { + {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, + {"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0}, }; -D3D11_INPUT_ELEMENT_DESC quad3DLayout[] = -{ - { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "LAYER", 0, DXGI_FORMAT_R32_UINT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, +D3D11_INPUT_ELEMENT_DESC quad3DLayout[] = { + {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, + {"LAYER", 0, DXGI_FORMAT_R32_UINT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0}, + {"TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0}, }; -} // namespace +DXGI_FORMAT GetStencilSRVFormat(const d3d11::Format &formatSet) +{ + switch (formatSet.texFormat) + { + case DXGI_FORMAT_R32G8X24_TYPELESS: + return DXGI_FORMAT_X32_TYPELESS_G8X24_UINT; + case DXGI_FORMAT_R24G8_TYPELESS: + return DXGI_FORMAT_X24_TYPELESS_G8_UINT; + default: + UNREACHABLE(); + return DXGI_FORMAT_UNKNOWN; + } +} + +} // namespace + +Blit11::Shader::Shader() = default; + +Blit11::Shader::Shader(Shader &&other) = default; + +Blit11::Shader::~Shader() = default; + +Blit11::Shader &Blit11::Shader::operator=(Blit11::Shader &&other) = default; Blit11::Blit11(Renderer11 *renderer) : mRenderer(renderer), mResourcesInitialized(false), - mVertexBuffer(nullptr), - mPointSampler(nullptr), - mLinearSampler(nullptr), - mScissorEnabledRasterizerState(nullptr), - mScissorDisabledRasterizerState(nullptr), - mDepthStencilState(nullptr), + mVertexBuffer(), + mPointSampler(), + mLinearSampler(), + mScissorEnabledRasterizerState(), + mScissorDisabledRasterizerState(), + mDepthStencilState(), mQuad2DIL(quad2DLayout, ArraySize(quad2DLayout), g_VS_Passthrough2D, @@ -254,516 +592,552 @@ Blit11::Blit11(Renderer11 *renderer) mQuad3DVS(g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), "Blit11 3D vertex shader"), mQuad3DGS(g_GS_Passthrough3D, ArraySize(g_GS_Passthrough3D), "Blit11 3D geometry shader"), mAlphaMaskBlendState(GetAlphaMaskBlendStateDesc(), "Blit11 Alpha Mask Blend"), - mSwizzleCB(nullptr) + mSwizzleCB(), + mResolveDepthStencilVS(g_VS_ResolveDepthStencil, + ArraySize(g_VS_ResolveDepthStencil), + "Blit11::mResolveDepthStencilVS"), + mResolveDepthPS(g_PS_ResolveDepth, ArraySize(g_PS_ResolveDepth), "Blit11::mResolveDepthPS"), + mResolveDepthStencilPS(g_PS_ResolveDepthStencil, + ArraySize(g_PS_ResolveDepthStencil), + "Blit11::mResolveDepthStencilPS"), + mResolveStencilPS(g_PS_ResolveStencil, + ArraySize(g_PS_ResolveStencil), + "Blit11::mResolveStencilPS"), + mStencilSRV(), + mResolvedDepthStencilRTView() { } Blit11::~Blit11() { - freeResources(); - - mQuad2DIL.release(); - mQuad2DVS.release(); - mDepthPS.release(); - - mQuad3DIL.release(); - mQuad3DVS.release(); - mQuad3DGS.release(); - - clearShaderMap(); } gl::Error Blit11::initResources() { if (mResourcesInitialized) { - return gl::Error(GL_NO_ERROR); + return gl::NoError(); } TRACE_EVENT0("gpu.angle", "Blit11::initResources"); - HRESULT result; - ID3D11Device *device = mRenderer->getDevice(); - D3D11_BUFFER_DESC vbDesc; vbDesc.ByteWidth = static_cast<unsigned int>(std::max(sizeof(d3d11::PositionLayerTexCoord3DVertex), sizeof(d3d11::PositionTexCoordVertex)) * - 6 * mRenderer->getRendererCaps().max3DTextureSize); - vbDesc.Usage = D3D11_USAGE_DYNAMIC; - vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; - vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - vbDesc.MiscFlags = 0; + 6 * mRenderer->getNativeCaps().max3DTextureSize); + vbDesc.Usage = D3D11_USAGE_DYNAMIC; + vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; + vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + vbDesc.MiscFlags = 0; vbDesc.StructureByteStride = 0; - result = device->CreateBuffer(&vbDesc, nullptr, &mVertexBuffer); - ASSERT(SUCCEEDED(result)); - if (FAILED(result)) - { - freeResources(); - return gl::Error(GL_OUT_OF_MEMORY, "Failed to create blit vertex buffer, HRESULT: 0x%X", - result); - } - d3d11::SetDebugName(mVertexBuffer, "Blit11 vertex buffer"); + ANGLE_TRY(mRenderer->allocateResource(vbDesc, &mVertexBuffer)); + mVertexBuffer.setDebugName("Blit11 vertex buffer"); D3D11_SAMPLER_DESC pointSamplerDesc; - pointSamplerDesc.Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR; - pointSamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; - pointSamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; - pointSamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; - pointSamplerDesc.MipLODBias = 0.0f; - pointSamplerDesc.MaxAnisotropy = 0; + pointSamplerDesc.Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR; + pointSamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; + pointSamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; + pointSamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; + pointSamplerDesc.MipLODBias = 0.0f; + pointSamplerDesc.MaxAnisotropy = 0; pointSamplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER; pointSamplerDesc.BorderColor[0] = 0.0f; pointSamplerDesc.BorderColor[1] = 0.0f; pointSamplerDesc.BorderColor[2] = 0.0f; pointSamplerDesc.BorderColor[3] = 0.0f; - pointSamplerDesc.MinLOD = 0.0f; - pointSamplerDesc.MaxLOD = FLT_MAX; + pointSamplerDesc.MinLOD = 0.0f; + pointSamplerDesc.MaxLOD = FLT_MAX; - result = device->CreateSamplerState(&pointSamplerDesc, &mPointSampler); - ASSERT(SUCCEEDED(result)); - if (FAILED(result)) - { - freeResources(); - return gl::Error(GL_OUT_OF_MEMORY, - "Failed to create blit point sampler state, HRESULT: 0x%X", result); - } - d3d11::SetDebugName(mPointSampler, "Blit11 point sampler"); + ANGLE_TRY(mRenderer->allocateResource(pointSamplerDesc, &mPointSampler)); + mPointSampler.setDebugName("Blit11 point sampler"); D3D11_SAMPLER_DESC linearSamplerDesc; - linearSamplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; - linearSamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; - linearSamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; - linearSamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; - linearSamplerDesc.MipLODBias = 0.0f; - linearSamplerDesc.MaxAnisotropy = 0; + linearSamplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; + linearSamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; + linearSamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; + linearSamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; + linearSamplerDesc.MipLODBias = 0.0f; + linearSamplerDesc.MaxAnisotropy = 0; linearSamplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER; linearSamplerDesc.BorderColor[0] = 0.0f; linearSamplerDesc.BorderColor[1] = 0.0f; linearSamplerDesc.BorderColor[2] = 0.0f; linearSamplerDesc.BorderColor[3] = 0.0f; - linearSamplerDesc.MinLOD = 0.0f; - linearSamplerDesc.MaxLOD = FLT_MAX; + linearSamplerDesc.MinLOD = 0.0f; + linearSamplerDesc.MaxLOD = FLT_MAX; - result = device->CreateSamplerState(&linearSamplerDesc, &mLinearSampler); - ASSERT(SUCCEEDED(result)); - if (FAILED(result)) - { - freeResources(); - return gl::Error(GL_OUT_OF_MEMORY, - "Failed to create blit linear sampler state, HRESULT: 0x%X", result); - } - d3d11::SetDebugName(mLinearSampler, "Blit11 linear sampler"); + ANGLE_TRY(mRenderer->allocateResource(linearSamplerDesc, &mLinearSampler)); + mLinearSampler.setDebugName("Blit11 linear sampler"); // Use a rasterizer state that will not cull so that inverted quads will not be culled D3D11_RASTERIZER_DESC rasterDesc; - rasterDesc.FillMode = D3D11_FILL_SOLID; - rasterDesc.CullMode = D3D11_CULL_NONE; + rasterDesc.FillMode = D3D11_FILL_SOLID; + rasterDesc.CullMode = D3D11_CULL_NONE; rasterDesc.FrontCounterClockwise = FALSE; - rasterDesc.DepthBias = 0; - rasterDesc.SlopeScaledDepthBias = 0.0f; - rasterDesc.DepthBiasClamp = 0.0f; - rasterDesc.DepthClipEnable = TRUE; - rasterDesc.MultisampleEnable = FALSE; + rasterDesc.DepthBias = 0; + rasterDesc.SlopeScaledDepthBias = 0.0f; + rasterDesc.DepthBiasClamp = 0.0f; + rasterDesc.DepthClipEnable = TRUE; + rasterDesc.MultisampleEnable = FALSE; rasterDesc.AntialiasedLineEnable = FALSE; rasterDesc.ScissorEnable = TRUE; - result = device->CreateRasterizerState(&rasterDesc, &mScissorEnabledRasterizerState); - ASSERT(SUCCEEDED(result)); - if (FAILED(result)) - { - freeResources(); - return gl::Error(GL_OUT_OF_MEMORY, - "Failed to create blit scissoring rasterizer state, HRESULT: 0x%X", - result); - } - d3d11::SetDebugName(mScissorEnabledRasterizerState, "Blit11 scissoring rasterizer state"); + ANGLE_TRY(mRenderer->allocateResource(rasterDesc, &mScissorEnabledRasterizerState)); + mScissorEnabledRasterizerState.setDebugName("Blit11 scissoring rasterizer state"); rasterDesc.ScissorEnable = FALSE; - result = device->CreateRasterizerState(&rasterDesc, &mScissorDisabledRasterizerState); - ASSERT(SUCCEEDED(result)); - if (FAILED(result)) - { - freeResources(); - return gl::Error(GL_OUT_OF_MEMORY, - "Failed to create blit no scissoring rasterizer state, HRESULT: 0x%X", - result); - } - d3d11::SetDebugName(mScissorDisabledRasterizerState, "Blit11 no scissoring rasterizer state"); + ANGLE_TRY(mRenderer->allocateResource(rasterDesc, &mScissorDisabledRasterizerState)); + mScissorDisabledRasterizerState.setDebugName("Blit11 no scissoring rasterizer state"); D3D11_DEPTH_STENCIL_DESC depthStencilDesc; - depthStencilDesc.DepthEnable = true; - depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; - depthStencilDesc.DepthFunc = D3D11_COMPARISON_ALWAYS; - depthStencilDesc.StencilEnable = FALSE; - depthStencilDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK; - depthStencilDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK; - depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; + depthStencilDesc.DepthEnable = TRUE; + depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; + depthStencilDesc.DepthFunc = D3D11_COMPARISON_ALWAYS; + depthStencilDesc.StencilEnable = FALSE; + depthStencilDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK; + depthStencilDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK; + depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP; - depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; - depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; - depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; - depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP; - depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; - depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS; - - result = device->CreateDepthStencilState(&depthStencilDesc, &mDepthStencilState); - ASSERT(SUCCEEDED(result)); - if (FAILED(result)) - { - freeResources(); - return gl::Error(GL_OUT_OF_MEMORY, - "Failed to create blit depth stencil state, HRESULT: 0x%X", result); - } - d3d11::SetDebugName(mDepthStencilState, "Blit11 depth stencil state"); + depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; + depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; + depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; + depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP; + depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; + depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS; + + ANGLE_TRY(mRenderer->allocateResource(depthStencilDesc, &mDepthStencilState)); + mDepthStencilState.setDebugName("Blit11 depth stencil state"); D3D11_BUFFER_DESC swizzleBufferDesc; - swizzleBufferDesc.ByteWidth = sizeof(unsigned int) * 4; - swizzleBufferDesc.Usage = D3D11_USAGE_DYNAMIC; - swizzleBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; - swizzleBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - swizzleBufferDesc.MiscFlags = 0; + swizzleBufferDesc.ByteWidth = sizeof(unsigned int) * 4; + swizzleBufferDesc.Usage = D3D11_USAGE_DYNAMIC; + swizzleBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; + swizzleBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + swizzleBufferDesc.MiscFlags = 0; swizzleBufferDesc.StructureByteStride = 0; - result = device->CreateBuffer(&swizzleBufferDesc, nullptr, &mSwizzleCB); - ASSERT(SUCCEEDED(result)); - if (FAILED(result)) - { - freeResources(); - return gl::Error(GL_OUT_OF_MEMORY, "Failed to create blit swizzle buffer, HRESULT: 0x%X", - result); - } - d3d11::SetDebugName(mSwizzleCB, "Blit11 swizzle constant buffer"); + ANGLE_TRY(mRenderer->allocateResource(swizzleBufferDesc, &mSwizzleCB)); + mSwizzleCB.setDebugName("Blit11 swizzle constant buffer"); mResourcesInitialized = true; - return gl::Error(GL_NO_ERROR); -} - -void Blit11::freeResources() -{ - SafeRelease(mVertexBuffer); - SafeRelease(mPointSampler); - SafeRelease(mLinearSampler); - SafeRelease(mScissorEnabledRasterizerState); - SafeRelease(mScissorDisabledRasterizerState); - SafeRelease(mDepthStencilState); - SafeRelease(mSwizzleCB); - - mResourcesInitialized = false; + return gl::NoError(); } // static -Blit11::BlitShaderType Blit11::GetBlitShaderType(GLenum destinationFormat, bool isSigned, ShaderDimension dimension) +Blit11::BlitShaderType Blit11::GetBlitShaderType(GLenum destinationFormat, + GLenum sourceFormat, + bool isSigned, + bool unpackPremultiplyAlpha, + bool unpackUnmultiplyAlpha, + ShaderDimension dimension) { if (dimension == SHADER_3D) { + ASSERT(!unpackPremultiplyAlpha && !unpackUnmultiplyAlpha); + if (isSigned) { switch (destinationFormat) { - case GL_RGBA_INTEGER: return BLITSHADER_3D_RGBAI; - case GL_RGB_INTEGER: return BLITSHADER_3D_RGBI; - case GL_RG_INTEGER: return BLITSHADER_3D_RGI; - case GL_RED_INTEGER: return BLITSHADER_3D_RI; - default: - UNREACHABLE(); - return BLITSHADER_INVALID; + case GL_RGBA_INTEGER: + return BLITSHADER_3D_RGBAI; + case GL_RGB_INTEGER: + return BLITSHADER_3D_RGBI; + case GL_RG_INTEGER: + return BLITSHADER_3D_RGI; + case GL_RED_INTEGER: + return BLITSHADER_3D_RI; + default: + UNREACHABLE(); + return BLITSHADER_INVALID; } } else { switch (destinationFormat) { - case GL_RGBA: return BLITSHADER_3D_RGBAF; - case GL_RGBA_INTEGER: return BLITSHADER_3D_RGBAUI; - case GL_BGRA_EXT: return BLITSHADER_3D_BGRAF; - case GL_RGB: return BLITSHADER_3D_RGBF; - case GL_RGB_INTEGER: return BLITSHADER_3D_RGBUI; - case GL_RG: return BLITSHADER_3D_RGF; - case GL_RG_INTEGER: return BLITSHADER_3D_RGUI; - case GL_RED: return BLITSHADER_3D_RF; - case GL_RED_INTEGER: return BLITSHADER_3D_RUI; - case GL_ALPHA: return BLITSHADER_3D_ALPHA; - case GL_LUMINANCE: return BLITSHADER_3D_LUMA; - case GL_LUMINANCE_ALPHA: return BLITSHADER_3D_LUMAALPHA; - default: - UNREACHABLE(); - return BLITSHADER_INVALID; + case GL_RGBA: + return BLITSHADER_3D_RGBAF; + case GL_RGBA_INTEGER: + return BLITSHADER_3D_RGBAUI; + case GL_BGRA_EXT: + return BLITSHADER_3D_BGRAF; + case GL_RGB: + return BLITSHADER_3D_RGBF; + case GL_RGB_INTEGER: + return BLITSHADER_3D_RGBUI; + case GL_RG: + return BLITSHADER_3D_RGF; + case GL_RG_INTEGER: + return BLITSHADER_3D_RGUI; + case GL_RED: + return BLITSHADER_3D_RF; + case GL_RED_INTEGER: + return BLITSHADER_3D_RUI; + case GL_ALPHA: + return BLITSHADER_3D_ALPHA; + case GL_LUMINANCE: + return BLITSHADER_3D_LUMA; + case GL_LUMINANCE_ALPHA: + return BLITSHADER_3D_LUMAALPHA; + default: + UNREACHABLE(); + return BLITSHADER_INVALID; } } } else if (isSigned) { + ASSERT(!unpackPremultiplyAlpha && !unpackUnmultiplyAlpha); + switch (destinationFormat) { - case GL_RGBA_INTEGER: return BLITSHADER_2D_RGBAI; - case GL_RGB_INTEGER: return BLITSHADER_2D_RGBI; - case GL_RG_INTEGER: return BLITSHADER_2D_RGI; - case GL_RED_INTEGER: return BLITSHADER_2D_RI; - default: - UNREACHABLE(); - return BLITSHADER_INVALID; + case GL_RGBA_INTEGER: + return BLITSHADER_2D_RGBAI; + case GL_RGB_INTEGER: + return BLITSHADER_2D_RGBI; + case GL_RG_INTEGER: + return BLITSHADER_2D_RGI; + case GL_RED_INTEGER: + return BLITSHADER_2D_RI; + default: + UNREACHABLE(); + return BLITSHADER_INVALID; } } else { - switch (destinationFormat) + bool floatToIntBlit = + !gl::IsIntegerFormat(sourceFormat) && gl::IsIntegerFormat(destinationFormat); + if (unpackPremultiplyAlpha != unpackUnmultiplyAlpha || floatToIntBlit) { - case GL_RGBA: return BLITSHADER_2D_RGBAF; - case GL_RGBA_INTEGER: return BLITSHADER_2D_RGBAUI; - case GL_BGRA_EXT: return BLITSHADER_2D_BGRAF; - case GL_RGB: return BLITSHADER_2D_RGBF; - case GL_RGB_INTEGER: return BLITSHADER_2D_RGBUI; - case GL_RG: return BLITSHADER_2D_RGF; - case GL_RG_INTEGER: return BLITSHADER_2D_RGUI; - case GL_RED: return BLITSHADER_2D_RF; - case GL_RED_INTEGER: return BLITSHADER_2D_RUI; - case GL_ALPHA: return BLITSHADER_2D_ALPHA; - case GL_LUMINANCE: return BLITSHADER_2D_LUMA; - case GL_LUMINANCE_ALPHA: return BLITSHADER_2D_LUMAALPHA; - default: - UNREACHABLE(); - return BLITSHADER_INVALID; + switch (destinationFormat) + { + case GL_RGBA: + case GL_BGRA_EXT: + ASSERT(!floatToIntBlit); + return unpackPremultiplyAlpha ? BLITSHADER_2D_RGBAF_PREMULTIPLY + : BLITSHADER_2D_RGBAF_UNMULTIPLY; + + case GL_RGB: + case GL_RG: + case GL_RED: + ASSERT(!floatToIntBlit); + return unpackPremultiplyAlpha ? BLITSHADER_2D_RGBF_PREMULTIPLY + : BLITSHADER_2D_RGBF_UNMULTIPLY; + + case GL_RGBA_INTEGER: + if (unpackPremultiplyAlpha == unpackUnmultiplyAlpha) + { + return BLITSHADER_2D_RGBAF_TOUI; + } + else + { + return unpackPremultiplyAlpha ? BLITSHADER_2D_RGBAF_TOUI_PREMULTIPLY + : BLITSHADER_2D_RGBAF_TOUI_UNMULTIPLY; + } + + case GL_RGB_INTEGER: + case GL_RG_INTEGER: + case GL_RED_INTEGER: + if (unpackPremultiplyAlpha == unpackUnmultiplyAlpha) + { + return BLITSHADER_2D_RGBF_TOUI; + } + else + { + return unpackPremultiplyAlpha ? BLITSHADER_2D_RGBF_TOUI_PREMULTIPLY + : BLITSHADER_2D_RGBF_TOUI_UNMULTIPLY; + } + case GL_LUMINANCE: + ASSERT(!floatToIntBlit); + return unpackPremultiplyAlpha ? BLITSHADER_2D_LUMAF_PREMULTIPLY + : BLITSHADER_2D_LUMAF_UNMULTIPLY; + case GL_LUMINANCE_ALPHA: + ASSERT(!floatToIntBlit); + return unpackPremultiplyAlpha ? BLITSHADER_2D_LUMAALPHAF_PREMULTIPLY + : BLITSHADER_2D_LUMAALPHAF_UNMULTIPLY; + case GL_ALPHA: + ASSERT(!floatToIntBlit); + return BLITSHADER_2D_ALPHA; + default: + UNREACHABLE(); + return BLITSHADER_INVALID; + } + } + else + { + switch (destinationFormat) + { + case GL_RGBA: + return BLITSHADER_2D_RGBAF; + case GL_RGBA_INTEGER: + return BLITSHADER_2D_RGBAUI; + case GL_BGRA_EXT: + return BLITSHADER_2D_BGRAF; + case GL_RGB: + return BLITSHADER_2D_RGBF; + case GL_RGB_INTEGER: + return BLITSHADER_2D_RGBUI; + case GL_RG: + return BLITSHADER_2D_RGF; + case GL_RG_INTEGER: + return BLITSHADER_2D_RGUI; + case GL_RED: + return BLITSHADER_2D_RF; + case GL_RED_INTEGER: + return BLITSHADER_2D_RUI; + case GL_ALPHA: + return BLITSHADER_2D_ALPHA; + case GL_LUMINANCE: + return BLITSHADER_2D_LUMA; + case GL_LUMINANCE_ALPHA: + return BLITSHADER_2D_LUMAALPHA; + default: + UNREACHABLE(); + return BLITSHADER_INVALID; + } } } } // static -Blit11::SwizzleShaderType Blit11::GetSwizzleShaderType(GLenum type, D3D11_SRV_DIMENSION dimensionality) +Blit11::SwizzleShaderType Blit11::GetSwizzleShaderType(GLenum type, + D3D11_SRV_DIMENSION dimensionality) { switch (dimensionality) { - case D3D11_SRV_DIMENSION_TEXTURE2D: - switch (type) - { - case GL_FLOAT: return SWIZZLESHADER_2D_FLOAT; - case GL_UNSIGNED_INT: return SWIZZLESHADER_2D_UINT; - case GL_INT: return SWIZZLESHADER_2D_INT; - default: - UNREACHABLE(); - return SWIZZLESHADER_INVALID; - } - case D3D11_SRV_DIMENSION_TEXTURECUBE: - switch (type) - { - case GL_FLOAT: return SWIZZLESHADER_CUBE_FLOAT; - case GL_UNSIGNED_INT: return SWIZZLESHADER_CUBE_UINT; - case GL_INT: return SWIZZLESHADER_CUBE_INT; - default: - UNREACHABLE(); - return SWIZZLESHADER_INVALID; - } - case D3D11_SRV_DIMENSION_TEXTURE3D: - switch (type) - { - case GL_FLOAT: return SWIZZLESHADER_3D_FLOAT; - case GL_UNSIGNED_INT: return SWIZZLESHADER_3D_UINT; - case GL_INT: return SWIZZLESHADER_3D_INT; - default: - UNREACHABLE(); - return SWIZZLESHADER_INVALID; - } - case D3D11_SRV_DIMENSION_TEXTURE2DARRAY: - switch (type) - { - case GL_FLOAT: return SWIZZLESHADER_ARRAY_FLOAT; - case GL_UNSIGNED_INT: return SWIZZLESHADER_ARRAY_UINT; - case GL_INT: return SWIZZLESHADER_ARRAY_INT; - default: + case D3D11_SRV_DIMENSION_TEXTURE2D: + switch (type) + { + case GL_FLOAT: + return SWIZZLESHADER_2D_FLOAT; + case GL_UNSIGNED_INT: + return SWIZZLESHADER_2D_UINT; + case GL_INT: + return SWIZZLESHADER_2D_INT; + default: + UNREACHABLE(); + return SWIZZLESHADER_INVALID; + } + case D3D11_SRV_DIMENSION_TEXTURECUBE: + switch (type) + { + case GL_FLOAT: + return SWIZZLESHADER_CUBE_FLOAT; + case GL_UNSIGNED_INT: + return SWIZZLESHADER_CUBE_UINT; + case GL_INT: + return SWIZZLESHADER_CUBE_INT; + default: + UNREACHABLE(); + return SWIZZLESHADER_INVALID; + } + case D3D11_SRV_DIMENSION_TEXTURE3D: + switch (type) + { + case GL_FLOAT: + return SWIZZLESHADER_3D_FLOAT; + case GL_UNSIGNED_INT: + return SWIZZLESHADER_3D_UINT; + case GL_INT: + return SWIZZLESHADER_3D_INT; + default: + UNREACHABLE(); + return SWIZZLESHADER_INVALID; + } + case D3D11_SRV_DIMENSION_TEXTURE2DARRAY: + switch (type) + { + case GL_FLOAT: + return SWIZZLESHADER_ARRAY_FLOAT; + case GL_UNSIGNED_INT: + return SWIZZLESHADER_ARRAY_UINT; + case GL_INT: + return SWIZZLESHADER_ARRAY_INT; + default: + UNREACHABLE(); + return SWIZZLESHADER_INVALID; + } + default: UNREACHABLE(); return SWIZZLESHADER_INVALID; - } - default: - UNREACHABLE(); - return SWIZZLESHADER_INVALID; } } -Blit11::ShaderSupport Blit11::getShaderSupport(const Shader &shader) +gl::Error Blit11::getShaderSupport(const Shader &shader, Blit11::ShaderSupport *supportOut) { - ID3D11Device *device = mRenderer->getDevice(); - ShaderSupport support; - if (shader.dimension == SHADER_2D) { - support.inputLayout = mQuad2DIL.resolve(device); - support.vertexShader = mQuad2DVS.resolve(device); - support.geometryShader = nullptr; - support.vertexWriteFunction = Write2DVertices; + ANGLE_TRY(mQuad2DIL.resolve(mRenderer)); + ANGLE_TRY(mQuad2DVS.resolve(mRenderer)); + supportOut->inputLayout = &mQuad2DIL.getObj(); + supportOut->vertexShader = &mQuad2DVS.getObj(); + supportOut->geometryShader = nullptr; + supportOut->vertexWriteFunction = Write2DVertices; } else { ASSERT(shader.dimension == SHADER_3D); - support.inputLayout = mQuad3DIL.resolve(device); - support.vertexShader = mQuad3DVS.resolve(device); - support.geometryShader = mQuad3DGS.resolve(device); - support.vertexWriteFunction = Write3DVertices; + ANGLE_TRY(mQuad3DIL.resolve(mRenderer)); + ANGLE_TRY(mQuad3DVS.resolve(mRenderer)); + ANGLE_TRY(mQuad3DGS.resolve(mRenderer)); + supportOut->inputLayout = &mQuad2DIL.getObj(); + supportOut->vertexShader = &mQuad3DVS.getObj(); + supportOut->geometryShader = &mQuad3DGS.getObj(); + supportOut->vertexWriteFunction = Write3DVertices; } - return support; + return gl::NoError(); } -gl::Error Blit11::swizzleTexture(ID3D11ShaderResourceView *source, - ID3D11RenderTargetView *dest, +gl::Error Blit11::swizzleTexture(const gl::Context *context, + const d3d11::SharedSRV &source, + const d3d11::RenderTargetView &dest, const gl::Extents &size, - GLenum swizzleRed, - GLenum swizzleGreen, - GLenum swizzleBlue, - GLenum swizzleAlpha) + const gl::SwizzleState &swizzleTarget) { - gl::Error error = initResources(); - if (error.isError()) - { - return error; - } + ANGLE_TRY(initResources()); HRESULT result; ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); D3D11_SHADER_RESOURCE_VIEW_DESC sourceSRVDesc; - source->GetDesc(&sourceSRVDesc); + source.get()->GetDesc(&sourceSRVDesc); - const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(sourceSRVDesc.Format); - const gl::InternalFormat &sourceFormatInfo = gl::GetInternalFormatInfo(dxgiFormatInfo.internalFormat); + GLenum componentType = d3d11::GetComponentType(sourceSRVDesc.Format); + if (componentType == GL_NONE) + { + // We're swizzling the depth component of a depth-stencil texture. + switch (sourceSRVDesc.Format) + { + case DXGI_FORMAT_R24_UNORM_X8_TYPELESS: + componentType = GL_UNSIGNED_NORMALIZED; + break; + case DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS: + componentType = GL_FLOAT; + break; + default: + UNREACHABLE(); + break; + } + } GLenum shaderType = GL_NONE; - switch (sourceFormatInfo.componentType) + switch (componentType) { - case GL_UNSIGNED_NORMALIZED: - case GL_SIGNED_NORMALIZED: - case GL_FLOAT: - shaderType = GL_FLOAT; - break; - case GL_INT: - shaderType = GL_INT; - break; - case GL_UNSIGNED_INT: - shaderType = GL_UNSIGNED_INT; - break; - default: - UNREACHABLE(); - break; + case GL_UNSIGNED_NORMALIZED: + case GL_SIGNED_NORMALIZED: + case GL_FLOAT: + shaderType = GL_FLOAT; + break; + case GL_INT: + shaderType = GL_INT; + break; + case GL_UNSIGNED_INT: + shaderType = GL_UNSIGNED_INT; + break; + default: + UNREACHABLE(); + break; } const Shader *shader = nullptr; - error = getSwizzleShader(shaderType, sourceSRVDesc.ViewDimension, &shader); - if (error.isError()) - { - return error; - } + ANGLE_TRY(getSwizzleShader(shaderType, sourceSRVDesc.ViewDimension, &shader)); // Set vertices D3D11_MAPPED_SUBRESOURCE mappedResource; - result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); + result = + deviceContext->Map(mVertexBuffer.get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (FAILED(result)) { - return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal vertex buffer for swizzle, HRESULT: 0x%X.", result); + return gl::OutOfMemory() << "Failed to map internal vertex buffer for swizzle, " + << gl::FmtHR(result); } - const ShaderSupport &support = getShaderSupport(*shader); + ShaderSupport support; + ANGLE_TRY(getShaderSupport(*shader, &support)); - UINT stride = 0; - UINT startIdx = 0; + UINT stride = 0; UINT drawCount = 0; D3D11_PRIMITIVE_TOPOLOGY topology; gl::Box area(0, 0, 0, size.width, size.height, size.depth); - support.vertexWriteFunction(area, size, area, size, mappedResource.pData, &stride, &drawCount, &topology); + support.vertexWriteFunction(area, size, area, size, mappedResource.pData, &stride, &drawCount, + &topology); - deviceContext->Unmap(mVertexBuffer, 0); + deviceContext->Unmap(mVertexBuffer.get(), 0); // Set constant buffer - result = deviceContext->Map(mSwizzleCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); + result = deviceContext->Map(mSwizzleCB.get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (FAILED(result)) { - return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal constant buffer for swizzle, HRESULT: 0x%X.", result); + return gl::OutOfMemory() << "Failed to map internal constant buffer for swizzle, " + << gl::FmtHR(result); } - unsigned int *swizzleIndices = reinterpret_cast<unsigned int*>(mappedResource.pData); - swizzleIndices[0] = GetSwizzleIndex(swizzleRed); - swizzleIndices[1] = GetSwizzleIndex(swizzleGreen); - swizzleIndices[2] = GetSwizzleIndex(swizzleBlue); - swizzleIndices[3] = GetSwizzleIndex(swizzleAlpha); + unsigned int *swizzleIndices = reinterpret_cast<unsigned int *>(mappedResource.pData); + swizzleIndices[0] = GetSwizzleIndex(swizzleTarget.swizzleRed); + swizzleIndices[1] = GetSwizzleIndex(swizzleTarget.swizzleGreen); + swizzleIndices[2] = GetSwizzleIndex(swizzleTarget.swizzleBlue); + swizzleIndices[3] = GetSwizzleIndex(swizzleTarget.swizzleAlpha); - deviceContext->Unmap(mSwizzleCB, 0); + deviceContext->Unmap(mSwizzleCB.get(), 0); + + StateManager11 *stateManager = mRenderer->getStateManager(); // Apply vertex buffer - deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &startIdx); + stateManager->setSingleVertexBuffer(&mVertexBuffer, stride, 0); // Apply constant buffer - deviceContext->PSSetConstantBuffers(0, 1, &mSwizzleCB); + stateManager->setPixelConstantBuffer(0, &mSwizzleCB); // Apply state - deviceContext->OMSetBlendState(nullptr, nullptr, 0xFFFFFFF); - deviceContext->OMSetDepthStencilState(nullptr, 0xFFFFFFFF); - deviceContext->RSSetState(mScissorDisabledRasterizerState); + stateManager->setSimpleBlendState(nullptr); + stateManager->setDepthStencilState(nullptr, 0xFFFFFFFF); + stateManager->setRasterizerState(&mScissorDisabledRasterizerState); // Apply shaders - deviceContext->IASetInputLayout(support.inputLayout); - deviceContext->IASetPrimitiveTopology(topology); - deviceContext->VSSetShader(support.vertexShader, nullptr, 0); - - deviceContext->PSSetShader(shader->pixelShader, nullptr, 0); - deviceContext->GSSetShader(support.geometryShader, nullptr, 0); + stateManager->setInputLayout(support.inputLayout); + stateManager->setPrimitiveTopology(topology); - // Unset the currently bound shader resource to avoid conflicts - auto stateManager = mRenderer->getStateManager(); - stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, nullptr); + stateManager->setDrawShaders(support.vertexShader, support.geometryShader, + &shader->pixelShader); // Apply render target - mRenderer->setOneTimeRenderTarget(dest); + stateManager->setRenderTarget(dest.get(), nullptr); // Set the viewport - D3D11_VIEWPORT viewport; - viewport.TopLeftX = 0; - viewport.TopLeftY = 0; - viewport.Width = static_cast<FLOAT>(size.width); - viewport.Height = static_cast<FLOAT>(size.height); - viewport.MinDepth = 0.0f; - viewport.MaxDepth = 1.0f; - deviceContext->RSSetViewports(1, &viewport); - - // Apply textures - stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, source); + stateManager->setSimpleViewport(size); - // Apply samplers - deviceContext->PSSetSamplers(0, 1, &mPointSampler); + // Apply textures and sampler + stateManager->setSimplePixelTextureAndSampler(source, mPointSampler); // Draw the quad deviceContext->Draw(drawCount, 0); - // Unbind textures and render targets and vertex buffer - stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, nullptr); - - mRenderer->unapplyRenderTargets(); - - UINT zero = 0; - ID3D11Buffer *const nullBuffer = nullptr; - deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero); - - mRenderer->markAllStateDirty(); - - return gl::Error(GL_NO_ERROR); + return gl::NoError(); } -gl::Error Blit11::copyTexture(ID3D11ShaderResourceView *source, +gl::Error Blit11::copyTexture(const gl::Context *context, + const d3d11::SharedSRV &source, const gl::Box &sourceArea, const gl::Extents &sourceSize, - ID3D11RenderTargetView *dest, + GLenum sourceFormat, + const d3d11::RenderTargetView &dest, const gl::Box &destArea, const gl::Extents &destSize, const gl::Rectangle *scissor, GLenum destFormat, GLenum filter, - bool maskOffAlpha) + bool maskOffAlpha, + bool unpackPremultiplyAlpha, + bool unpackUnmultiplyAlpha) { - gl::Error error = initResources(); - if (error.isError()) - { - return error; - } + ANGLE_TRY(initResources()); HRESULT result; ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); @@ -771,635 +1145,1009 @@ gl::Error Blit11::copyTexture(ID3D11ShaderResourceView *source, // Determine if the source format is a signed integer format, the destFormat will already // be GL_XXXX_INTEGER but it does not tell us if it is signed or unsigned. D3D11_SHADER_RESOURCE_VIEW_DESC sourceSRVDesc; - source->GetDesc(&sourceSRVDesc); + source.get()->GetDesc(&sourceSRVDesc); + + GLenum componentType = d3d11::GetComponentType(sourceSRVDesc.Format); - const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(sourceSRVDesc.Format); - const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(dxgiFormatInfo.internalFormat); + ASSERT(componentType != GL_NONE); + ASSERT(componentType != GL_SIGNED_NORMALIZED); + bool isSigned = (componentType == GL_INT); - bool isSigned = (internalFormatInfo.componentType == GL_INT); - ShaderDimension dimension = (sourceSRVDesc.ViewDimension == D3D11_SRV_DIMENSION_TEXTURE3D) ? SHADER_3D : SHADER_2D; + ShaderDimension dimension = + (sourceSRVDesc.ViewDimension == D3D11_SRV_DIMENSION_TEXTURE3D) ? SHADER_3D : SHADER_2D; const Shader *shader = nullptr; - error = getBlitShader(destFormat, isSigned, dimension, &shader); - if (error.isError()) - { - return error; - } + ANGLE_TRY(getBlitShader(destFormat, sourceFormat, isSigned, unpackPremultiplyAlpha, + unpackUnmultiplyAlpha, dimension, &shader)); - const ShaderSupport &support = getShaderSupport(*shader); + ShaderSupport support; + ANGLE_TRY(getShaderSupport(*shader, &support)); // Set vertices D3D11_MAPPED_SUBRESOURCE mappedResource; - result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); + result = + deviceContext->Map(mVertexBuffer.get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (FAILED(result)) { - return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal vertex buffer for texture copy, HRESULT: 0x%X.", result); + return gl::OutOfMemory() << "Failed to map internal vertex buffer for texture copy, " + << gl::FmtHR(result); } - UINT stride = 0; - UINT startIdx = 0; + UINT stride = 0; UINT drawCount = 0; D3D11_PRIMITIVE_TOPOLOGY topology; support.vertexWriteFunction(sourceArea, sourceSize, destArea, destSize, mappedResource.pData, &stride, &drawCount, &topology); - deviceContext->Unmap(mVertexBuffer, 0); + deviceContext->Unmap(mVertexBuffer.get(), 0); + + StateManager11 *stateManager = mRenderer->getStateManager(); // Apply vertex buffer - deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &startIdx); + stateManager->setSingleVertexBuffer(&mVertexBuffer, stride, 0); // Apply state if (maskOffAlpha) { - ID3D11BlendState *blendState = mAlphaMaskBlendState.resolve(mRenderer->getDevice()); - ASSERT(blendState); - deviceContext->OMSetBlendState(blendState, nullptr, 0xFFFFFFF); + ANGLE_TRY(mAlphaMaskBlendState.resolve(mRenderer)); + stateManager->setSimpleBlendState(&mAlphaMaskBlendState.getObj()); } else { - deviceContext->OMSetBlendState(nullptr, nullptr, 0xFFFFFFF); + stateManager->setSimpleBlendState(nullptr); } - deviceContext->OMSetDepthStencilState(nullptr, 0xFFFFFFFF); + stateManager->setDepthStencilState(nullptr, 0xFFFFFFFF); if (scissor) { - D3D11_RECT scissorRect; - scissorRect.left = scissor->x; - scissorRect.right = scissor->x + scissor->width; - scissorRect.top = scissor->y; - scissorRect.bottom = scissor->y + scissor->height; - - deviceContext->RSSetScissorRects(1, &scissorRect); - deviceContext->RSSetState(mScissorEnabledRasterizerState); + stateManager->setSimpleScissorRect(*scissor); + stateManager->setRasterizerState(&mScissorEnabledRasterizerState); } else { - deviceContext->RSSetState(mScissorDisabledRasterizerState); + stateManager->setRasterizerState(&mScissorDisabledRasterizerState); } // Apply shaders - deviceContext->IASetInputLayout(support.inputLayout); - deviceContext->IASetPrimitiveTopology(topology); - deviceContext->VSSetShader(support.vertexShader, nullptr, 0); - - deviceContext->PSSetShader(shader->pixelShader, nullptr, 0); - deviceContext->GSSetShader(support.geometryShader, nullptr, 0); + stateManager->setInputLayout(support.inputLayout); + stateManager->setPrimitiveTopology(topology); - // Unset the currently bound shader resource to avoid conflicts - auto stateManager = mRenderer->getStateManager(); - stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, nullptr); + stateManager->setDrawShaders(support.vertexShader, support.geometryShader, + &shader->pixelShader); // Apply render target - mRenderer->setOneTimeRenderTarget(dest); + stateManager->setRenderTarget(dest.get(), nullptr); // Set the viewport - D3D11_VIEWPORT viewport; - viewport.TopLeftX = 0; - viewport.TopLeftY = 0; - viewport.Width = static_cast<FLOAT>(destSize.width); - viewport.Height = static_cast<FLOAT>(destSize.height); - viewport.MinDepth = 0.0f; - viewport.MaxDepth = 1.0f; - deviceContext->RSSetViewports(1, &viewport); - - // Apply textures - stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, source); - - // Apply samplers - ID3D11SamplerState *sampler = nullptr; + stateManager->setSimpleViewport(destSize); + + // Apply texture and sampler switch (filter) { - case GL_NEAREST: sampler = mPointSampler; break; - case GL_LINEAR: sampler = mLinearSampler; break; - - default: - UNREACHABLE(); - return gl::Error(GL_OUT_OF_MEMORY, "Internal error, unknown blit filter mode."); + case GL_NEAREST: + stateManager->setSimplePixelTextureAndSampler(source, mPointSampler); + break; + case GL_LINEAR: + stateManager->setSimplePixelTextureAndSampler(source, mLinearSampler); + break; + + default: + UNREACHABLE(); + return gl::InternalError() << "Internal error, unknown blit filter mode."; } - deviceContext->PSSetSamplers(0, 1, &sampler); // Draw the quad deviceContext->Draw(drawCount, 0); - // Unbind textures and render targets and vertex buffer - stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, nullptr); - - mRenderer->unapplyRenderTargets(); - - UINT zero = 0; - ID3D11Buffer *const nullBuffer = nullptr; - deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero); - - mRenderer->markAllStateDirty(); - - return gl::Error(GL_NO_ERROR); + return gl::NoError(); } -gl::Error Blit11::copyStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize, - ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize, +gl::Error Blit11::copyStencil(const gl::Context *context, + const TextureHelper11 &source, + unsigned int sourceSubresource, + const gl::Box &sourceArea, + const gl::Extents &sourceSize, + const TextureHelper11 &dest, + unsigned int destSubresource, + const gl::Box &destArea, + const gl::Extents &destSize, const gl::Rectangle *scissor) { - return copyDepthStencil(source, sourceSubresource, sourceArea, sourceSize, - dest, destSubresource, destArea, destSize, - scissor, true); + return copyDepthStencilImpl(source, sourceSubresource, sourceArea, sourceSize, dest, + destSubresource, destArea, destSize, scissor, true); } -gl::Error Blit11::copyDepth(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize, - ID3D11DepthStencilView *dest, const gl::Box &destArea, const gl::Extents &destSize, +gl::Error Blit11::copyDepth(const gl::Context *context, + const d3d11::SharedSRV &source, + const gl::Box &sourceArea, + const gl::Extents &sourceSize, + const d3d11::DepthStencilView &dest, + const gl::Box &destArea, + const gl::Extents &destSize, const gl::Rectangle *scissor) { - gl::Error error = initResources(); - if (error.isError()) - { - return error; - } + ANGLE_TRY(initResources()); HRESULT result; ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); // Set vertices D3D11_MAPPED_SUBRESOURCE mappedResource; - result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); + result = + deviceContext->Map(mVertexBuffer.get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (FAILED(result)) { - return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal vertex buffer for texture copy, HRESULT: 0x%X.", result); + return gl::OutOfMemory() << "Failed to map internal vertex buffer for texture copy, " + << gl::FmtHR(result); } - UINT stride = 0; - UINT startIdx = 0; + UINT stride = 0; UINT drawCount = 0; D3D11_PRIMITIVE_TOPOLOGY topology; - Write2DVertices(sourceArea, sourceSize, destArea, destSize, mappedResource.pData, - &stride, &drawCount, &topology); + Write2DVertices(sourceArea, sourceSize, destArea, destSize, mappedResource.pData, &stride, + &drawCount, &topology); - deviceContext->Unmap(mVertexBuffer, 0); + deviceContext->Unmap(mVertexBuffer.get(), 0); + + StateManager11 *stateManager = mRenderer->getStateManager(); // Apply vertex buffer - deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &startIdx); + stateManager->setSingleVertexBuffer(&mVertexBuffer, stride, 0); // Apply state - deviceContext->OMSetBlendState(nullptr, nullptr, 0xFFFFFFF); - deviceContext->OMSetDepthStencilState(mDepthStencilState, 0xFFFFFFFF); + stateManager->setSimpleBlendState(nullptr); + stateManager->setDepthStencilState(&mDepthStencilState, 0xFFFFFFFF); if (scissor) { - D3D11_RECT scissorRect; - scissorRect.left = scissor->x; - scissorRect.right = scissor->x + scissor->width; - scissorRect.top = scissor->y; - scissorRect.bottom = scissor->y + scissor->height; - - deviceContext->RSSetScissorRects(1, &scissorRect); - deviceContext->RSSetState(mScissorEnabledRasterizerState); + stateManager->setSimpleScissorRect(*scissor); + stateManager->setRasterizerState(&mScissorEnabledRasterizerState); } else { - deviceContext->RSSetState(mScissorDisabledRasterizerState); + stateManager->setRasterizerState(&mScissorDisabledRasterizerState); } - ID3D11Device *device = mRenderer->getDevice(); - ID3D11VertexShader *quad2DVS = mQuad2DVS.resolve(device); - if (quad2DVS == nullptr) - { - return gl::Error(GL_INVALID_OPERATION, "Error compiling internal 2D blit vertex shader"); - } + ANGLE_TRY(mQuad2DIL.resolve(mRenderer)); + ANGLE_TRY(mQuad2DVS.resolve(mRenderer)); + ANGLE_TRY(mDepthPS.resolve(mRenderer)); // Apply shaders - deviceContext->IASetInputLayout(mQuad2DIL.resolve(device)); - deviceContext->IASetPrimitiveTopology(topology); - deviceContext->VSSetShader(quad2DVS, nullptr, 0); + stateManager->setInputLayout(&mQuad2DIL.getObj()); + stateManager->setPrimitiveTopology(topology); - deviceContext->PSSetShader(mDepthPS.resolve(device), nullptr, 0); - deviceContext->GSSetShader(nullptr, nullptr, 0); - - // Unset the currently bound shader resource to avoid conflicts - auto stateManager = mRenderer->getStateManager(); - stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, nullptr); + stateManager->setDrawShaders(&mQuad2DVS.getObj(), nullptr, &mDepthPS.getObj()); // Apply render target - deviceContext->OMSetRenderTargets(0, nullptr, dest); + stateManager->setRenderTarget(nullptr, dest.get()); // Set the viewport - D3D11_VIEWPORT viewport; - viewport.TopLeftX = 0; - viewport.TopLeftY = 0; - viewport.Width = static_cast<FLOAT>(destSize.width); - viewport.Height = static_cast<FLOAT>(destSize.height); - viewport.MinDepth = 0.0f; - viewport.MaxDepth = 1.0f; - deviceContext->RSSetViewports(1, &viewport); - - // Apply textures - stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, source); + stateManager->setSimpleViewport(destSize); - // Apply samplers - deviceContext->PSSetSamplers(0, 1, &mPointSampler); + // Apply texture and sampler + stateManager->setSimplePixelTextureAndSampler(source, mPointSampler); // Draw the quad deviceContext->Draw(drawCount, 0); - // Unbind textures and render targets and vertex buffer - stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, nullptr); - - mRenderer->unapplyRenderTargets(); - - UINT zero = 0; - ID3D11Buffer *const nullBuffer = nullptr; - deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero); - - mRenderer->markAllStateDirty(); - - return gl::Error(GL_NO_ERROR); + return gl::NoError(); } -gl::Error Blit11::copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize, - ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize, +gl::Error Blit11::copyDepthStencil(const TextureHelper11 &source, + unsigned int sourceSubresource, + const gl::Box &sourceArea, + const gl::Extents &sourceSize, + const TextureHelper11 &dest, + unsigned int destSubresource, + const gl::Box &destArea, + const gl::Extents &destSize, const gl::Rectangle *scissor) { - return copyDepthStencil(source, sourceSubresource, sourceArea, sourceSize, - dest, destSubresource, destArea, destSize, - scissor, false); + return copyDepthStencilImpl(source, sourceSubresource, sourceArea, sourceSize, dest, + destSubresource, destArea, destSize, scissor, false); } -gl::Error Blit11::copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize, - ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize, - const gl::Rectangle *scissor, bool stencilOnly) +gl::Error Blit11::copyDepthStencilImpl(const TextureHelper11 &source, + unsigned int sourceSubresource, + const gl::Box &sourceArea, + const gl::Extents &sourceSize, + const TextureHelper11 &dest, + unsigned int destSubresource, + const gl::Box &destArea, + const gl::Extents &destSize, + const gl::Rectangle *scissor, + bool stencilOnly) { - gl::Error error = initResources(); - if (error.isError()) - { - return error; - } + auto srcDXGIFormat = source.getFormat(); + const auto &srcSizeInfo = d3d11::GetDXGIFormatSizeInfo(srcDXGIFormat); + unsigned int srcPixelSize = srcSizeInfo.pixelBytes; + unsigned int copyOffset = 0; + unsigned int copySize = srcPixelSize; + auto destDXGIFormat = dest.getFormat(); + const auto &destSizeInfo = d3d11::GetDXGIFormatSizeInfo(destDXGIFormat); + unsigned int destPixelSize = destSizeInfo.pixelBytes; - ID3D11Device *device = mRenderer->getDevice(); - ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); + ASSERT(srcDXGIFormat == destDXGIFormat || destDXGIFormat == DXGI_FORMAT_R32_TYPELESS); - ID3D11Resource *sourceStaging = CreateStagingTexture(device, deviceContext, source, sourceSubresource, sourceSize, D3D11_CPU_ACCESS_READ); - // HACK: Create the destination staging buffer as a read/write texture so ID3D11DevicContext::UpdateSubresource can be called - // using it's mapped data as a source - ID3D11Resource *destStaging = CreateStagingTexture(device, deviceContext, dest, destSubresource, destSize, D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE); + if (stencilOnly) + { + const auto &srcFormat = source.getFormatSet().format(); + + // Stencil channel should be right after the depth channel. Some views to depth/stencil + // resources have red channel for depth, in which case the depth channel bit width is in + // redBits. + ASSERT((srcFormat.redBits != 0) != (srcFormat.depthBits != 0)); + GLuint depthBits = srcFormat.redBits + srcFormat.depthBits; + // Known formats have either 24 or 32 bits of depth. + ASSERT(depthBits == 24 || depthBits == 32); + copyOffset = depthBits / 8; + + // Stencil is assumed to be 8-bit - currently this is true for all possible formats. + copySize = 1; + } - if (!sourceStaging || !destStaging) + if (srcDXGIFormat != destDXGIFormat) { - SafeRelease(sourceStaging); - SafeRelease(destStaging); - return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal staging textures for depth stencil blit."); + if (srcDXGIFormat == DXGI_FORMAT_R24G8_TYPELESS) + { + ASSERT(sourceArea == destArea && sourceSize == destSize && scissor == nullptr); + return copyAndConvert(source, sourceSubresource, sourceArea, sourceSize, dest, + destSubresource, destArea, destSize, scissor, copyOffset, + copyOffset, copySize, srcPixelSize, destPixelSize, + BlitD24S8ToD32F); + } + ASSERT(srcDXGIFormat == DXGI_FORMAT_R32G8X24_TYPELESS); + return copyAndConvert(source, sourceSubresource, sourceArea, sourceSize, dest, + destSubresource, destArea, destSize, scissor, copyOffset, copyOffset, + copySize, srcPixelSize, destPixelSize, BlitD32FS8ToD32F); } - DXGI_FORMAT format = GetTextureFormat(source); - ASSERT(format == GetTextureFormat(dest)); + return copyAndConvert(source, sourceSubresource, sourceArea, sourceSize, dest, destSubresource, + destArea, destSize, scissor, copyOffset, copyOffset, copySize, + srcPixelSize, destPixelSize, StretchedBlitNearest); +} - const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(format); - unsigned int pixelSize = dxgiFormatInfo.pixelBytes; - unsigned int copyOffset = 0; - unsigned int copySize = pixelSize; - if (stencilOnly) - { - copyOffset = dxgiFormatInfo.depthBits / 8; - copySize = dxgiFormatInfo.stencilBits / 8; +gl::Error Blit11::copyAndConvertImpl(const TextureHelper11 &source, + unsigned int sourceSubresource, + const gl::Box &sourceArea, + const gl::Extents &sourceSize, + const TextureHelper11 &destStaging, + const gl::Box &destArea, + const gl::Extents &destSize, + const gl::Rectangle *scissor, + size_t readOffset, + size_t writeOffset, + size_t copySize, + size_t srcPixelStride, + size_t destPixelStride, + BlitConvertFunction *convertFunction) +{ + ANGLE_TRY(initResources()); - // It would be expensive to have non-byte sized stencil sizes since it would - // require reading from the destination, currently there aren't any though. - ASSERT(dxgiFormatInfo.stencilBits % 8 == 0 && - dxgiFormatInfo.depthBits % 8 == 0); - } + ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); + + TextureHelper11 sourceStaging; + ANGLE_TRY_RESULT(mRenderer->createStagingTexture(ResourceType::Texture2D, source.getFormatSet(), + sourceSize, StagingAccess::READ), + sourceStaging); + + deviceContext->CopySubresourceRegion(sourceStaging.get(), 0, 0, 0, 0, source.get(), + sourceSubresource, nullptr); D3D11_MAPPED_SUBRESOURCE sourceMapping; - HRESULT result = deviceContext->Map(sourceStaging, 0, D3D11_MAP_READ, 0, &sourceMapping); + HRESULT result = deviceContext->Map(sourceStaging.get(), 0, D3D11_MAP_READ, 0, &sourceMapping); if (FAILED(result)) { - SafeRelease(sourceStaging); - SafeRelease(destStaging); - return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal source staging texture for depth stencil blit, HRESULT: 0x%X.", result); + return gl::OutOfMemory() + << "Failed to map internal source staging texture for depth stencil blit, " + << gl::FmtHR(result); } D3D11_MAPPED_SUBRESOURCE destMapping; - result = deviceContext->Map(destStaging, 0, D3D11_MAP_WRITE, 0, &destMapping); + result = deviceContext->Map(destStaging.get(), 0, D3D11_MAP_WRITE, 0, &destMapping); if (FAILED(result)) { - deviceContext->Unmap(sourceStaging, 0); - SafeRelease(sourceStaging); - SafeRelease(destStaging); - return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal destination staging texture for depth stencil blit, HRESULT: 0x%X.", result); + deviceContext->Unmap(sourceStaging.get(), 0); + return gl::OutOfMemory() + << "Failed to map internal destination staging texture for depth stencil blit, " + << gl::FmtHR(result); } - gl::Rectangle clippedDestArea(destArea.x, destArea.y, destArea.width, destArea.height); - // Clip dest area to the destination size - gl::ClipRectangle(clippedDestArea, gl::Rectangle(0, 0, destSize.width, destSize.height), &clippedDestArea); + gl::Rectangle clipRect = gl::Rectangle(0, 0, destSize.width, destSize.height); // Clip dest area to the scissor if (scissor) { - gl::ClipRectangle(clippedDestArea, *scissor, &clippedDestArea); + gl::ClipRectangle(clipRect, *scissor, &clipRect); } - // Determine if entire rows can be copied at once instead of each individual pixel, requires that there is - // no out of bounds lookups required, the entire pixel is copied and no stretching - bool wholeRowCopy = sourceArea.width == clippedDestArea.width && - sourceArea.x >= 0 && sourceArea.x + sourceArea.width <= sourceSize.width && - copySize == pixelSize; + convertFunction(sourceArea, destArea, clipRect, sourceSize, sourceMapping.RowPitch, + destMapping.RowPitch, readOffset, writeOffset, copySize, srcPixelStride, + destPixelStride, static_cast<const uint8_t *>(sourceMapping.pData), + static_cast<uint8_t *>(destMapping.pData)); - for (int y = clippedDestArea.y; y < clippedDestArea.y + clippedDestArea.height; y++) - { - float yPerc = static_cast<float>(y - destArea.y) / (destArea.height - 1); + deviceContext->Unmap(sourceStaging.get(), 0); + deviceContext->Unmap(destStaging.get(), 0); - // Interpolate using the original source rectangle to determine which row to sample from while clamping to the edges - unsigned int readRow = static_cast<unsigned int>(gl::clamp(sourceArea.y + floor(yPerc * (sourceArea.height - 1) + 0.5f), 0, sourceSize.height - 1)); - unsigned int writeRow = y; - - if (wholeRowCopy) - { - void *sourceRow = reinterpret_cast<char*>(sourceMapping.pData) + - readRow * sourceMapping.RowPitch + - sourceArea.x * pixelSize; + return gl::NoError(); +} - void *destRow = reinterpret_cast<char*>(destMapping.pData) + - writeRow * destMapping.RowPitch + - destArea.x * pixelSize; +gl::Error Blit11::copyAndConvert(const TextureHelper11 &source, + unsigned int sourceSubresource, + const gl::Box &sourceArea, + const gl::Extents &sourceSize, + const TextureHelper11 &dest, + unsigned int destSubresource, + const gl::Box &destArea, + const gl::Extents &destSize, + const gl::Rectangle *scissor, + size_t readOffset, + size_t writeOffset, + size_t copySize, + size_t srcPixelStride, + size_t destPixelStride, + BlitConvertFunction *convertFunction) +{ + ANGLE_TRY(initResources()); - memcpy(destRow, sourceRow, pixelSize * destArea.width); - } - else - { - for (int x = clippedDestArea.x; x < clippedDestArea.x + clippedDestArea.width; x++) - { - float xPerc = static_cast<float>(x - destArea.x) / (destArea.width - 1); + ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); - // Interpolate the original source rectangle to determine which column to sample from while clamping to the edges - unsigned int readColumn = static_cast<unsigned int>(gl::clamp(sourceArea.x + floor(xPerc * (sourceArea.width - 1) + 0.5f), 0, sourceSize.width - 1)); - unsigned int writeColumn = x; + // HACK: Create the destination staging buffer as a read/write texture so + // ID3D11DevicContext::UpdateSubresource can be called + // using it's mapped data as a source + TextureHelper11 destStaging; + ANGLE_TRY_RESULT(mRenderer->createStagingTexture(ResourceType::Texture2D, dest.getFormatSet(), + destSize, StagingAccess::READ_WRITE), + destStaging); - void *sourcePixel = reinterpret_cast<char*>(sourceMapping.pData) + - readRow * sourceMapping.RowPitch + - readColumn * pixelSize + - copyOffset; + deviceContext->CopySubresourceRegion(destStaging.get(), 0, 0, 0, 0, dest.get(), destSubresource, + nullptr); - void *destPixel = reinterpret_cast<char*>(destMapping.pData) + - writeRow * destMapping.RowPitch + - writeColumn * pixelSize + - copyOffset; + ANGLE_TRY(copyAndConvertImpl(source, sourceSubresource, sourceArea, sourceSize, destStaging, + destArea, destSize, scissor, readOffset, writeOffset, copySize, + srcPixelStride, destPixelStride, convertFunction)); - memcpy(destPixel, sourcePixel, copySize); - } - } + // Work around timeouts/TDRs in older NVIDIA drivers. + if (mRenderer->getWorkarounds().depthStencilBlitExtraCopy) + { + D3D11_MAPPED_SUBRESOURCE mapped; + deviceContext->Map(destStaging.get(), 0, D3D11_MAP_READ, 0, &mapped); + deviceContext->UpdateSubresource(dest.get(), destSubresource, nullptr, mapped.pData, + mapped.RowPitch, mapped.DepthPitch); + deviceContext->Unmap(destStaging.get(), 0); + } + else + { + deviceContext->CopySubresourceRegion(dest.get(), destSubresource, 0, 0, 0, + destStaging.get(), 0, nullptr); } - // HACK: Use ID3D11DevicContext::UpdateSubresource which causes an extra copy compared to ID3D11DevicContext::CopySubresourceRegion - // according to MSDN. - deviceContext->UpdateSubresource(dest, destSubresource, nullptr, destMapping.pData, destMapping.RowPitch, destMapping.DepthPitch); - - deviceContext->Unmap(sourceStaging, 0); - deviceContext->Unmap(destStaging, 0); - - // TODO: Determine why this call to ID3D11DevicContext::CopySubresourceRegion causes a TDR timeout on some - // systems when called repeatedly. - // deviceContext->CopySubresourceRegion(dest, destSubresource, 0, 0, 0, destStaging, 0, nullptr); - - SafeRelease(sourceStaging); - SafeRelease(destStaging); - - return gl::Error(GL_NO_ERROR); + return gl::NoError(); } -void Blit11::addBlitShaderToMap(BlitShaderType blitShaderType, ShaderDimension dimension, ID3D11PixelShader *ps) +gl::Error Blit11::addBlitShaderToMap(BlitShaderType blitShaderType, + ShaderDimension dimension, + const ShaderData &shaderData, + const char *name) { ASSERT(mBlitShaderMap.find(blitShaderType) == mBlitShaderMap.end()); - ASSERT(ps); + + d3d11::PixelShader ps; + ANGLE_TRY(mRenderer->allocateResource(shaderData, &ps)); + ps.setDebugName(name); Shader shader; - shader.dimension = dimension; - shader.pixelShader = ps; + shader.dimension = dimension; + shader.pixelShader = std::move(ps); - mBlitShaderMap[blitShaderType] = shader; + mBlitShaderMap[blitShaderType] = std::move(shader); + return gl::NoError(); } -void Blit11::addSwizzleShaderToMap(SwizzleShaderType swizzleShaderType, ShaderDimension dimension, ID3D11PixelShader *ps) +gl::Error Blit11::addSwizzleShaderToMap(SwizzleShaderType swizzleShaderType, + ShaderDimension dimension, + const ShaderData &shaderData, + const char *name) { ASSERT(mSwizzleShaderMap.find(swizzleShaderType) == mSwizzleShaderMap.end()); - ASSERT(ps); + + d3d11::PixelShader ps; + ANGLE_TRY(mRenderer->allocateResource(shaderData, &ps)); + ps.setDebugName(name); Shader shader; - shader.dimension = dimension; - shader.pixelShader = ps; + shader.dimension = dimension; + shader.pixelShader = std::move(ps); - mSwizzleShaderMap[swizzleShaderType] = shader; + mSwizzleShaderMap[swizzleShaderType] = std::move(shader); + return gl::NoError(); } void Blit11::clearShaderMap() { - for (auto &blitShader : mBlitShaderMap) - { - SafeRelease(blitShader.second.pixelShader); - } mBlitShaderMap.clear(); - - for (auto &swizzleShader : mSwizzleShaderMap) - { - SafeRelease(swizzleShader.second.pixelShader); - } mSwizzleShaderMap.clear(); } -gl::Error Blit11::getBlitShader(GLenum destFormat, bool isSigned, ShaderDimension dimension, const Shader **shader) +gl::Error Blit11::getBlitShader(GLenum destFormat, + GLenum sourceFormat, + bool isSigned, + bool unpackPremultiplyAlpha, + bool unpackUnmultiplyAlpha, + ShaderDimension dimension, + const Shader **shader) { - BlitShaderType blitShaderType = GetBlitShaderType(destFormat, isSigned, dimension); + BlitShaderType blitShaderType = + GetBlitShaderType(destFormat, sourceFormat, isSigned, unpackPremultiplyAlpha, + unpackUnmultiplyAlpha, dimension); if (blitShaderType == BLITSHADER_INVALID) { - return gl::Error(GL_INVALID_OPERATION, "Internal blit shader type mismatch"); + return gl::InternalError() << "Internal blit shader type mismatch"; } auto blitShaderIt = mBlitShaderMap.find(blitShaderType); if (blitShaderIt != mBlitShaderMap.end()) { *shader = &blitShaderIt->second; - return gl::Error(GL_NO_ERROR); + return gl::NoError(); } ASSERT(dimension == SHADER_2D || mRenderer->isES3Capable()); - ID3D11Device *device = mRenderer->getDevice(); - switch (blitShaderType) { - case BLITSHADER_2D_RGBAF: - addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D RGBA pixel shader")); - break; - case BLITSHADER_2D_BGRAF: - addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D BGRA pixel shader")); - break; - case BLITSHADER_2D_RGBF: - addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGB2D, "Blit11 2D RGB pixel shader")); - break; - case BLITSHADER_2D_RGF: - addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRG2D, "Blit11 2D RG pixel shader")); - break; - case BLITSHADER_2D_RF: - addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughR2D, "Blit11 2D R pixel shader")); - break; - case BLITSHADER_2D_ALPHA: - addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D alpha pixel shader")); - break; - case BLITSHADER_2D_LUMA: - addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughLum2D, "Blit11 2D lum pixel shader")); - break; - case BLITSHADER_2D_LUMAALPHA: - addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughLumAlpha2D, "Blit11 2D luminance alpha pixel shader")); - break; - case BLITSHADER_2D_RGBAUI: - addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGBA2DUI, "Blit11 2D RGBA UI pixel shader")); - break; - case BLITSHADER_2D_RGBAI: - addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGBA2DI, "Blit11 2D RGBA I pixel shader")); - break; - case BLITSHADER_2D_RGBUI: - addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGB2DUI, "Blit11 2D RGB UI pixel shader")); - break; - case BLITSHADER_2D_RGBI: - addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGB2DI, "Blit11 2D RGB I pixel shader")); - break; - case BLITSHADER_2D_RGUI: - addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRG2DUI, "Blit11 2D RG UI pixel shader")); - break; - case BLITSHADER_2D_RGI: - addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRG2DI, "Blit11 2D RG I pixel shader")); - break; - case BLITSHADER_2D_RUI: - addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughR2DUI, "Blit11 2D R UI pixel shader")); - break; - case BLITSHADER_2D_RI: - addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughR2DI, "Blit11 2D R I pixel shader")); - break; - case BLITSHADER_3D_RGBAF: - addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D RGBA pixel shader")); - break; - case BLITSHADER_3D_RGBAUI: - addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRGBA3DUI, "Blit11 3D UI RGBA pixel shader")); - break; - case BLITSHADER_3D_RGBAI: - addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRGBA3DI, "Blit11 3D I RGBA pixel shader")); - break; - case BLITSHADER_3D_BGRAF: - addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D BGRA pixel shader")); - break; - case BLITSHADER_3D_RGBF: - addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRGB3D, "Blit11 3D RGB pixel shader")); - break; - case BLITSHADER_3D_RGBUI: - addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRGB3DUI, "Blit11 3D RGB UI pixel shader")); - break; - case BLITSHADER_3D_RGBI: - addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRGB3DI, "Blit11 3D RGB I pixel shader")); - break; - case BLITSHADER_3D_RGF: - addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRG3D, "Blit11 3D RG pixel shader")); - break; - case BLITSHADER_3D_RGUI: - addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRG3DUI, "Blit11 3D RG UI pixel shader")); - break; - case BLITSHADER_3D_RGI: - addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRG3DI, "Blit11 3D RG I pixel shader")); - break; - case BLITSHADER_3D_RF: - addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughR3D, "Blit11 3D R pixel shader")); - break; - case BLITSHADER_3D_RUI: - addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughR3DUI, "Blit11 3D R UI pixel shader")); - break; - case BLITSHADER_3D_RI: - addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughR3DI, "Blit11 3D R I pixel shader")); - break; - case BLITSHADER_3D_ALPHA: - addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D alpha pixel shader")); - break; - case BLITSHADER_3D_LUMA: - addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughLum3D, "Blit11 3D luminance pixel shader")); - break; - case BLITSHADER_3D_LUMAALPHA: - addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughLumAlpha3D, "Blit11 3D luminance alpha pixel shader")); - break; - default: - UNREACHABLE(); - return gl::Error(GL_INVALID_OPERATION, "Internal error"); + case BLITSHADER_2D_RGBAF: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, + ShaderData(g_PS_PassthroughRGBA2D), + "Blit11 2D RGBA pixel shader")); + break; + case BLITSHADER_2D_BGRAF: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, + ShaderData(g_PS_PassthroughRGBA2D), + "Blit11 2D BGRA pixel shader")); + break; + case BLITSHADER_2D_RGBF: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, + ShaderData(g_PS_PassthroughRGB2D), + "Blit11 2D RGB pixel shader")); + break; + case BLITSHADER_2D_RGF: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, + ShaderData(g_PS_PassthroughRG2D), + "Blit11 2D RG pixel shader")); + break; + case BLITSHADER_2D_RF: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, ShaderData(g_PS_PassthroughR2D), + "Blit11 2D R pixel shader")); + break; + case BLITSHADER_2D_ALPHA: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, ShaderData(g_PS_PassthroughA2D), + "Blit11 2D alpha pixel shader")); + break; + case BLITSHADER_2D_LUMA: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, + ShaderData(g_PS_PassthroughLum2D), + "Blit11 2D lum pixel shader")); + break; + case BLITSHADER_2D_LUMAALPHA: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, + ShaderData(g_PS_PassthroughLumAlpha2D), + "Blit11 2D luminance alpha pixel shader")); + break; + case BLITSHADER_2D_RGBAUI: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, + ShaderData(g_PS_PassthroughRGBA2DUI), + "Blit11 2D RGBA UI pixel shader")); + break; + case BLITSHADER_2D_RGBAI: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, + ShaderData(g_PS_PassthroughRGBA2DI), + "Blit11 2D RGBA I pixel shader")); + break; + case BLITSHADER_2D_RGBUI: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, + ShaderData(g_PS_PassthroughRGB2DUI), + "Blit11 2D RGB UI pixel shader")); + break; + case BLITSHADER_2D_RGBI: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, + ShaderData(g_PS_PassthroughRGB2DI), + "Blit11 2D RGB I pixel shader")); + break; + case BLITSHADER_2D_RGUI: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, + ShaderData(g_PS_PassthroughRG2DUI), + "Blit11 2D RG UI pixel shader")); + break; + case BLITSHADER_2D_RGI: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, + ShaderData(g_PS_PassthroughRG2DI), + "Blit11 2D RG I pixel shader")); + break; + case BLITSHADER_2D_RUI: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, + ShaderData(g_PS_PassthroughR2DUI), + "Blit11 2D R UI pixel shader")); + break; + case BLITSHADER_2D_RI: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, + ShaderData(g_PS_PassthroughR2DI), + "Blit11 2D R I pixel shader")); + break; + case BLITSHADER_3D_RGBAF: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_3D, + ShaderData(g_PS_PassthroughRGBA3D), + "Blit11 3D RGBA pixel shader")); + break; + case BLITSHADER_3D_RGBAUI: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_3D, + ShaderData(g_PS_PassthroughRGBA3DUI), + "Blit11 3D UI RGBA pixel shader")); + break; + case BLITSHADER_3D_RGBAI: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_3D, + ShaderData(g_PS_PassthroughRGBA3DI), + "Blit11 3D I RGBA pixel shader")); + break; + case BLITSHADER_3D_BGRAF: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_3D, + ShaderData(g_PS_PassthroughRGBA3D), + "Blit11 3D BGRA pixel shader")); + break; + case BLITSHADER_3D_RGBF: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_3D, + ShaderData(g_PS_PassthroughRGB3D), + "Blit11 3D RGB pixel shader")); + break; + case BLITSHADER_3D_RGBUI: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_3D, + ShaderData(g_PS_PassthroughRGB3DUI), + "Blit11 3D RGB UI pixel shader")); + break; + case BLITSHADER_3D_RGBI: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_3D, + ShaderData(g_PS_PassthroughRGB3DI), + "Blit11 3D RGB I pixel shader")); + break; + case BLITSHADER_3D_RGF: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_3D, + ShaderData(g_PS_PassthroughRG3D), + "Blit11 3D RG pixel shader")); + break; + case BLITSHADER_3D_RGUI: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_3D, + ShaderData(g_PS_PassthroughRG3DUI), + "Blit11 3D RG UI pixel shader")); + break; + case BLITSHADER_3D_RGI: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_3D, + ShaderData(g_PS_PassthroughRG3DI), + "Blit11 3D RG I pixel shader")); + break; + case BLITSHADER_3D_RF: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_3D, ShaderData(g_PS_PassthroughR3D), + "Blit11 3D R pixel shader")); + break; + case BLITSHADER_3D_RUI: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_3D, + ShaderData(g_PS_PassthroughR3DUI), + "Blit11 3D R UI pixel shader")); + break; + case BLITSHADER_3D_RI: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_3D, + ShaderData(g_PS_PassthroughR3DI), + "Blit11 3D R I pixel shader")); + break; + case BLITSHADER_3D_ALPHA: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_3D, + ShaderData(g_PS_PassthroughRGBA3D), + "Blit11 3D alpha pixel shader")); + break; + case BLITSHADER_3D_LUMA: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_3D, + ShaderData(g_PS_PassthroughLum3D), + "Blit11 3D luminance pixel shader")); + break; + case BLITSHADER_3D_LUMAALPHA: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_3D, + ShaderData(g_PS_PassthroughLumAlpha3D), + "Blit11 3D luminance alpha pixel shader")); + break; + + case BLITSHADER_2D_RGBAF_PREMULTIPLY: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, ShaderData(g_PS_FtoF_PM_RGBA), + "Blit11 2D RGBA premultiply pixel shader")); + break; + + case BLITSHADER_2D_RGBAF_UNMULTIPLY: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, ShaderData(g_PS_FtoF_UM_RGBA), + "Blit11 2D RGBA unmultiply pixel shader")); + break; + + case BLITSHADER_2D_RGBF_PREMULTIPLY: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, ShaderData(g_PS_FtoF_PM_RGB), + "Blit11 2D RGB premultiply pixel shader")); + break; + + case BLITSHADER_2D_RGBF_UNMULTIPLY: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, ShaderData(g_PS_FtoF_UM_RGB), + "Blit11 2D RGB unmultiply pixel shader")); + break; + + case BLITSHADER_2D_RGBAF_TOUI: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, ShaderData(g_PS_FtoU_PT_RGBA), + "Blit11 2D RGBA to uint pixel shader")); + break; + + case BLITSHADER_2D_RGBAF_TOUI_PREMULTIPLY: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, ShaderData(g_PS_FtoU_PM_RGBA), + "Blit11 2D RGBA to uint premultiply pixel shader")); + break; + + case BLITSHADER_2D_RGBAF_TOUI_UNMULTIPLY: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, ShaderData(g_PS_FtoU_UM_RGBA), + "Blit11 2D RGBA to uint unmultiply pixel shader")); + break; + + case BLITSHADER_2D_RGBF_TOUI: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, ShaderData(g_PS_FtoU_PT_RGB), + "Blit11 2D RGB to uint pixel shader")); + break; + + case BLITSHADER_2D_RGBF_TOUI_PREMULTIPLY: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, ShaderData(g_PS_FtoU_PM_RGB), + "Blit11 2D RGB to uint premultiply pixel shader")); + break; + + case BLITSHADER_2D_RGBF_TOUI_UNMULTIPLY: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, ShaderData(g_PS_FtoU_UM_RGB), + "Blit11 2D RGB to uint unmultiply pixel shader")); + break; + case BLITSHADER_2D_LUMAF_PREMULTIPLY: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, ShaderData(g_PS_FtoF_PM_LUMA), + "Blit11 2D LUMA premultiply pixel shader")); + break; + case BLITSHADER_2D_LUMAF_UNMULTIPLY: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, ShaderData(g_PS_FtoF_UM_LUMA), + "Blit11 2D LUMA unmultiply pixel shader")); + break; + case BLITSHADER_2D_LUMAALPHAF_PREMULTIPLY: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, + ShaderData(g_PS_FtoF_PM_LUMAALPHA), + "Blit11 2D LUMAALPHA premultiply pixel shader")); + break; + case BLITSHADER_2D_LUMAALPHAF_UNMULTIPLY: + ANGLE_TRY(addBlitShaderToMap(blitShaderType, SHADER_2D, + ShaderData(g_PS_FtoF_UM_LUMAALPHA), + "Blit11 2D LUMAALPHA unmultiply pixel shader")); + break; + + default: + UNREACHABLE(); + return gl::InternalError() << "Internal error"; } blitShaderIt = mBlitShaderMap.find(blitShaderType); ASSERT(blitShaderIt != mBlitShaderMap.end()); *shader = &blitShaderIt->second; - return gl::Error(GL_NO_ERROR); + return gl::NoError(); } -gl::Error Blit11::getSwizzleShader(GLenum type, D3D11_SRV_DIMENSION viewDimension, const Shader **shader) +gl::Error Blit11::getSwizzleShader(GLenum type, + D3D11_SRV_DIMENSION viewDimension, + const Shader **shader) { SwizzleShaderType swizzleShaderType = GetSwizzleShaderType(type, viewDimension); if (swizzleShaderType == SWIZZLESHADER_INVALID) { - return gl::Error(GL_INVALID_OPERATION, "Swizzle shader type not found"); + return gl::InternalError() << "Swizzle shader type not found"; } auto swizzleShaderIt = mSwizzleShaderMap.find(swizzleShaderType); if (swizzleShaderIt != mSwizzleShaderMap.end()) { *shader = &swizzleShaderIt->second; - return gl::Error(GL_NO_ERROR); + return gl::NoError(); } // Swizzling shaders (OpenGL ES 3+) ASSERT(mRenderer->isES3Capable()); - ID3D11Device *device = mRenderer->getDevice(); - switch (swizzleShaderType) { - case SWIZZLESHADER_2D_FLOAT: - addSwizzleShaderToMap(swizzleShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_SwizzleF2D, "Blit11 2D F swizzle pixel shader")); - break; - case SWIZZLESHADER_2D_UINT: - addSwizzleShaderToMap(swizzleShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_SwizzleUI2D, "Blit11 2D UI swizzle pixel shader")); - break; - case SWIZZLESHADER_2D_INT: - addSwizzleShaderToMap(swizzleShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_SwizzleI2D, "Blit11 2D I swizzle pixel shader")); - break; - case SWIZZLESHADER_CUBE_FLOAT: - addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleF2DArray, "Blit11 2D Cube F swizzle pixel shader")); - break; - case SWIZZLESHADER_CUBE_UINT: - addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleUI2DArray, "Blit11 2D Cube UI swizzle pixel shader")); - break; - case SWIZZLESHADER_CUBE_INT: - addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleI2DArray, "Blit11 2D Cube I swizzle pixel shader")); - break; - case SWIZZLESHADER_3D_FLOAT: - addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleF3D, "Blit11 3D F swizzle pixel shader")); - break; - case SWIZZLESHADER_3D_UINT: - addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleUI3D, "Blit11 3D UI swizzle pixel shader")); - break; - case SWIZZLESHADER_3D_INT: - addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleI3D, "Blit11 3D I swizzle pixel shader")); - break; - case SWIZZLESHADER_ARRAY_FLOAT: - addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleF2DArray, "Blit11 2D Array F swizzle pixel shader")); - break; - case SWIZZLESHADER_ARRAY_UINT: - addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleUI2DArray, "Blit11 2D Array UI swizzle pixel shader")); - break; - case SWIZZLESHADER_ARRAY_INT: - addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleI2DArray, "Blit11 2D Array I swizzle pixel shader")); - break; - default: - UNREACHABLE(); - return gl::Error(GL_INVALID_OPERATION, "Internal error"); + case SWIZZLESHADER_2D_FLOAT: + ANGLE_TRY(addSwizzleShaderToMap(swizzleShaderType, SHADER_2D, + ShaderData(g_PS_SwizzleF2D), + "Blit11 2D F swizzle pixel shader")); + break; + case SWIZZLESHADER_2D_UINT: + ANGLE_TRY(addSwizzleShaderToMap(swizzleShaderType, SHADER_2D, + ShaderData(g_PS_SwizzleUI2D), + "Blit11 2D UI swizzle pixel shader")); + break; + case SWIZZLESHADER_2D_INT: + ANGLE_TRY(addSwizzleShaderToMap(swizzleShaderType, SHADER_2D, + ShaderData(g_PS_SwizzleI2D), + "Blit11 2D I swizzle pixel shader")); + break; + case SWIZZLESHADER_CUBE_FLOAT: + ANGLE_TRY(addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, + ShaderData(g_PS_SwizzleF2DArray), + "Blit11 2D Cube F swizzle pixel shader")); + break; + case SWIZZLESHADER_CUBE_UINT: + ANGLE_TRY(addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, + ShaderData(g_PS_SwizzleUI2DArray), + "Blit11 2D Cube UI swizzle pixel shader")); + break; + case SWIZZLESHADER_CUBE_INT: + ANGLE_TRY(addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, + ShaderData(g_PS_SwizzleI2DArray), + "Blit11 2D Cube I swizzle pixel shader")); + break; + case SWIZZLESHADER_3D_FLOAT: + ANGLE_TRY(addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, + ShaderData(g_PS_SwizzleF3D), + "Blit11 3D F swizzle pixel shader")); + break; + case SWIZZLESHADER_3D_UINT: + ANGLE_TRY(addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, + ShaderData(g_PS_SwizzleUI3D), + "Blit11 3D UI swizzle pixel shader")); + break; + case SWIZZLESHADER_3D_INT: + ANGLE_TRY(addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, + ShaderData(g_PS_SwizzleI3D), + "Blit11 3D I swizzle pixel shader")); + break; + case SWIZZLESHADER_ARRAY_FLOAT: + ANGLE_TRY(addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, + ShaderData(g_PS_SwizzleF2DArray), + "Blit11 2D Array F swizzle pixel shader")); + break; + case SWIZZLESHADER_ARRAY_UINT: + ANGLE_TRY(addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, + ShaderData(g_PS_SwizzleUI2DArray), + "Blit11 2D Array UI swizzle pixel shader")); + break; + case SWIZZLESHADER_ARRAY_INT: + ANGLE_TRY(addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, + ShaderData(g_PS_SwizzleI2DArray), + "Blit11 2D Array I swizzle pixel shader")); + break; + default: + UNREACHABLE(); + return gl::InternalError() << "Internal error"; } swizzleShaderIt = mSwizzleShaderMap.find(swizzleShaderType); ASSERT(swizzleShaderIt != mSwizzleShaderMap.end()); *shader = &swizzleShaderIt->second; - return gl::Error(GL_NO_ERROR); + return gl::NoError(); } +gl::ErrorOrResult<TextureHelper11> Blit11::resolveDepth(const gl::Context *context, + RenderTarget11 *depth) +{ + ANGLE_TRY(initResources()); + + // Multisampled depth stencil SRVs are not available in feature level 10.0 + ASSERT(mRenderer->getRenderer11DeviceCaps().featureLevel > D3D_FEATURE_LEVEL_10_0); + + const auto &extents = depth->getExtents(); + auto *deviceContext = mRenderer->getDeviceContext(); + auto *stateManager = mRenderer->getStateManager(); + + ANGLE_TRY(initResolveDepthOnly(depth->getFormatSet(), extents)); + + ANGLE_TRY(mResolveDepthStencilVS.resolve(mRenderer)); + ANGLE_TRY(mResolveDepthPS.resolve(mRenderer)); + + // Apply the necessary state changes to the D3D11 immediate device context. + stateManager->setInputLayout(nullptr); + stateManager->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + stateManager->setDrawShaders(&mResolveDepthStencilVS.getObj(), nullptr, + &mResolveDepthPS.getObj()); + stateManager->setRasterizerState(nullptr); + stateManager->setDepthStencilState(&mDepthStencilState, 0xFFFFFFFF); + stateManager->setRenderTargets(nullptr, 0, mResolvedDepthDSView.get()); + stateManager->setSimpleBlendState(nullptr); + stateManager->setSimpleViewport(extents); + + // Set the viewport + stateManager->setShaderResourceShared(gl::SAMPLER_PIXEL, 0, &depth->getShaderResourceView()); + + // Trigger the blit on the GPU. + deviceContext->Draw(6, 0); + + return mResolvedDepth; } + +gl::Error Blit11::initResolveDepthOnly(const d3d11::Format &format, const gl::Extents &extents) +{ + if (mResolvedDepth.valid() && extents == mResolvedDepth.getExtents() && + format.texFormat == mResolvedDepth.getFormat()) + { + return gl::NoError(); + } + + D3D11_TEXTURE2D_DESC textureDesc; + textureDesc.Width = extents.width; + textureDesc.Height = extents.height; + textureDesc.MipLevels = 1; + textureDesc.ArraySize = 1; + textureDesc.Format = format.texFormat; + textureDesc.SampleDesc.Count = 1; + textureDesc.SampleDesc.Quality = 0; + textureDesc.Usage = D3D11_USAGE_DEFAULT; + textureDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE; + textureDesc.CPUAccessFlags = 0; + textureDesc.MiscFlags = 0; + + ANGLE_TRY(mRenderer->allocateTexture(textureDesc, format, &mResolvedDepth)); + mResolvedDepth.setDebugName("Blit11::mResolvedDepth"); + + D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc; + dsvDesc.Flags = 0; + dsvDesc.Format = format.dsvFormat; + dsvDesc.Texture2D.MipSlice = 0; + dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; + + ANGLE_TRY(mRenderer->allocateResource(dsvDesc, mResolvedDepth.get(), &mResolvedDepthDSView)); + mResolvedDepthDSView.setDebugName("Blit11::mResolvedDepthDSView"); + + // Possibly D3D11 bug or undefined behaviour: Clear the DSV so that our first render + // works as expected. Otherwise the results of the first use seem to be incorrect. + ID3D11DeviceContext *context = mRenderer->getDeviceContext(); + context->ClearDepthStencilView(mResolvedDepthDSView.get(), D3D11_CLEAR_DEPTH, 1.0f, 0); + + return gl::NoError(); +} + +gl::Error Blit11::initResolveDepthStencil(const gl::Extents &extents) +{ + // Check if we need to recreate depth stencil view + if (mResolvedDepthStencil.valid() && extents == mResolvedDepthStencil.getExtents()) + { + ASSERT(mResolvedDepthStencil.getFormat() == DXGI_FORMAT_R32G32_FLOAT); + return gl::NoError(); + } + + if (mResolvedDepthStencil.valid()) + { + releaseResolveDepthStencilResources(); + } + + const auto &formatSet = d3d11::Format::Get(GL_RG32F, mRenderer->getRenderer11DeviceCaps()); + + D3D11_TEXTURE2D_DESC textureDesc; + textureDesc.Width = extents.width; + textureDesc.Height = extents.height; + textureDesc.MipLevels = 1; + textureDesc.ArraySize = 1; + textureDesc.Format = formatSet.texFormat; + textureDesc.SampleDesc.Count = 1; + textureDesc.SampleDesc.Quality = 0; + textureDesc.Usage = D3D11_USAGE_DEFAULT; + textureDesc.BindFlags = D3D11_BIND_RENDER_TARGET; + textureDesc.CPUAccessFlags = 0; + textureDesc.MiscFlags = 0; + + ANGLE_TRY(mRenderer->allocateTexture(textureDesc, formatSet, &mResolvedDepthStencil)); + mResolvedDepthStencil.setDebugName("Blit11::mResolvedDepthStencil"); + + ANGLE_TRY(mRenderer->allocateResourceNoDesc(mResolvedDepthStencil.get(), + &mResolvedDepthStencilRTView)); + mResolvedDepthStencilRTView.setDebugName("Blit11::mResolvedDepthStencilRTView"); + + return gl::NoError(); +} + +gl::ErrorOrResult<TextureHelper11> Blit11::resolveStencil(const gl::Context *context, + RenderTarget11 *depthStencil, + bool alsoDepth) +{ + ANGLE_TRY(initResources()); + + // Multisampled depth stencil SRVs are not available in feature level 10.0 + ASSERT(mRenderer->getRenderer11DeviceCaps().featureLevel > D3D_FEATURE_LEVEL_10_0); + + const auto &extents = depthStencil->getExtents(); + + ANGLE_TRY(initResolveDepthStencil(extents)); + + ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); + auto *stateManager = mRenderer->getStateManager(); + ID3D11Resource *stencilResource = depthStencil->getTexture().get(); + + // Check if we need to re-create the stencil SRV. + if (mStencilSRV.valid()) + { + ID3D11Resource *priorResource = nullptr; + mStencilSRV.get()->GetResource(&priorResource); + + if (stencilResource != priorResource) + { + mStencilSRV.reset(); + } + + SafeRelease(priorResource); + } + + if (!mStencilSRV.valid()) + { + D3D11_SHADER_RESOURCE_VIEW_DESC srViewDesc; + srViewDesc.Format = GetStencilSRVFormat(depthStencil->getFormatSet()); + srViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMS; + + ANGLE_TRY(mRenderer->allocateResource(srViewDesc, stencilResource, &mStencilSRV)); + mStencilSRV.setDebugName("Blit11::mStencilSRV"); + } + + // Notify the Renderer that all state should be invalidated. + ANGLE_TRY(mResolveDepthStencilVS.resolve(mRenderer)); + + // Resolving the depth buffer works by sampling the depth in the shader using a SRV, then + // writing to the resolved depth buffer using SV_Depth. We can't use this method for stencil + // because SV_StencilRef isn't supported until HLSL 5.1/D3D11.3. + const d3d11::PixelShader *pixelShader = nullptr; + if (alsoDepth) + { + ANGLE_TRY(mResolveDepthStencilPS.resolve(mRenderer)); + pixelShader = &mResolveDepthStencilPS.getObj(); + } + else + { + ANGLE_TRY(mResolveStencilPS.resolve(mRenderer)); + pixelShader = &mResolveStencilPS.getObj(); + } + + // Apply the necessary state changes to the D3D11 immediate device context. + stateManager->setInputLayout(nullptr); + stateManager->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + stateManager->setDrawShaders(&mResolveDepthStencilVS.getObj(), nullptr, pixelShader); + stateManager->setRasterizerState(nullptr); + stateManager->setDepthStencilState(nullptr, 0xFFFFFFFF); + stateManager->setRenderTarget(mResolvedDepthStencilRTView.get(), nullptr); + stateManager->setSimpleBlendState(nullptr); + + // Set the viewport + stateManager->setSimpleViewport(extents); + stateManager->setShaderResourceShared(gl::SAMPLER_PIXEL, 0, + &depthStencil->getShaderResourceView()); + stateManager->setShaderResource(gl::SAMPLER_PIXEL, 1, &mStencilSRV); + + // Trigger the blit on the GPU. + deviceContext->Draw(6, 0); + + gl::Box copyBox(0, 0, 0, extents.width, extents.height, 1); + + TextureHelper11 dest; + ANGLE_TRY_RESULT( + mRenderer->createStagingTexture(ResourceType::Texture2D, depthStencil->getFormatSet(), + extents, StagingAccess::READ_WRITE), + dest); + + const auto ©Function = 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 |