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-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.cpp258
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diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.cpp
deleted file mode 100644
index 7d7ecb0976..0000000000
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.cpp
+++ /dev/null
@@ -1,258 +0,0 @@
-//
-// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
-// Use of this source code is governed by a BSD-style license that can be
-// found in the LICENSE file.
-//
-
-// PixelTransfer11.cpp:
-// Implementation for buffer-to-texture and texture-to-buffer copies.
-// Used to implement pixel transfers from unpack and to pack buffers.
-//
-
-#include "libANGLE/renderer/d3d/d3d11/PixelTransfer11.h"
-
-#include "libANGLE/Buffer.h"
-#include "libANGLE/Context.h"
-#include "libANGLE/formatutils.h"
-#include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
-#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
-#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
-#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
-#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
-#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h"
-#include "libANGLE/renderer/d3d/d3d11/TextureStorage11.h"
-#include "libANGLE/Texture.h"
-
-// Precompiled shaders
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_gs.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_ps_4f.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_ps_4i.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_ps_4ui.h"
-#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_vs.h"
-
-namespace rx
-{
-
-PixelTransfer11::PixelTransfer11(Renderer11 *renderer)
- : mRenderer(renderer),
- mResourcesLoaded(false),
- mBufferToTextureVS(),
- mBufferToTextureGS(),
- mParamsConstantBuffer(),
- mCopyRasterizerState(),
- mCopyDepthStencilState()
-{
-}
-
-PixelTransfer11::~PixelTransfer11()
-{
-}
-
-gl::Error PixelTransfer11::loadResources()
-{
- if (mResourcesLoaded)
- {
- return gl::NoError();
- }
-
- D3D11_RASTERIZER_DESC rasterDesc;
- rasterDesc.FillMode = D3D11_FILL_SOLID;
- rasterDesc.CullMode = D3D11_CULL_NONE;
- rasterDesc.FrontCounterClockwise = FALSE;
- rasterDesc.DepthBias = 0;
- rasterDesc.SlopeScaledDepthBias = 0.0f;
- rasterDesc.DepthBiasClamp = 0.0f;
- rasterDesc.DepthClipEnable = TRUE;
- rasterDesc.ScissorEnable = FALSE;
- rasterDesc.MultisampleEnable = FALSE;
- rasterDesc.AntialiasedLineEnable = FALSE;
-
- ANGLE_TRY(mRenderer->allocateResource(rasterDesc, &mCopyRasterizerState));
-
- D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
- depthStencilDesc.DepthEnable = true;
- depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
- depthStencilDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
- depthStencilDesc.StencilEnable = FALSE;
- depthStencilDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
- depthStencilDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
- depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
- depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
- depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
- depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
- depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
- depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
- depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
- depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
-
- ANGLE_TRY(mRenderer->allocateResource(depthStencilDesc, &mCopyDepthStencilState));
-
- D3D11_BUFFER_DESC constantBufferDesc = { 0 };
- constantBufferDesc.ByteWidth = roundUp<UINT>(sizeof(CopyShaderParams), 32u);
- constantBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
- constantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
- constantBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- constantBufferDesc.MiscFlags = 0;
- constantBufferDesc.StructureByteStride = 0;
-
- ANGLE_TRY(mRenderer->allocateResource(constantBufferDesc, &mParamsConstantBuffer));
- mParamsConstantBuffer.setDebugName("PixelTransfer11 constant buffer");
-
- // init shaders
- ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_VS_BufferToTexture), &mBufferToTextureVS));
- mBufferToTextureVS.setDebugName("BufferToTexture VS");
-
- ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_GS_BufferToTexture), &mBufferToTextureGS));
- mBufferToTextureGS.setDebugName("BufferToTexture GS");
-
- ANGLE_TRY(buildShaderMap());
-
- StructZero(&mParamsData);
-
- mResourcesLoaded = true;
-
- return gl::NoError();
-}
-
-void PixelTransfer11::setBufferToTextureCopyParams(const gl::Box &destArea, const gl::Extents &destSize, GLenum internalFormat,
- const gl::PixelUnpackState &unpack, unsigned int offset, CopyShaderParams *parametersOut)
-{
- StructZero(parametersOut);
-
- float texelCenterX = 0.5f / static_cast<float>(destSize.width - 1);
- float texelCenterY = 0.5f / static_cast<float>(destSize.height - 1);
-
- unsigned int bytesPerPixel = gl::GetSizedInternalFormatInfo(internalFormat).pixelBytes;
- unsigned int alignmentBytes = static_cast<unsigned int>(unpack.alignment);
- unsigned int alignmentPixels = (alignmentBytes <= bytesPerPixel ? 1 : alignmentBytes / bytesPerPixel);
-
- parametersOut->FirstPixelOffset = offset / bytesPerPixel;
- parametersOut->PixelsPerRow = static_cast<unsigned int>((unpack.rowLength > 0) ? unpack.rowLength : destArea.width);
- parametersOut->RowStride = roundUp(parametersOut->PixelsPerRow, alignmentPixels);
- parametersOut->RowsPerSlice = static_cast<unsigned int>(destArea.height);
- parametersOut->PositionOffset[0] = texelCenterX + (destArea.x / float(destSize.width)) * 2.0f - 1.0f;
- parametersOut->PositionOffset[1] = texelCenterY + ((destSize.height - destArea.y - 1) / float(destSize.height)) * 2.0f - 1.0f;
- parametersOut->PositionScale[0] = 2.0f / static_cast<float>(destSize.width);
- parametersOut->PositionScale[1] = -2.0f / static_cast<float>(destSize.height);
- parametersOut->FirstSlice = destArea.z;
-}
-
-gl::Error PixelTransfer11::copyBufferToTexture(const gl::Context *context,
- const gl::PixelUnpackState &unpack,
- unsigned int offset,
- RenderTargetD3D *destRenderTarget,
- GLenum destinationFormat,
- GLenum sourcePixelsType,
- const gl::Box &destArea)
-{
- ANGLE_TRY(loadResources());
-
- gl::Extents destSize = destRenderTarget->getExtents();
-
- ASSERT(destArea.x >= 0 && destArea.x + destArea.width <= destSize.width &&
- destArea.y >= 0 && destArea.y + destArea.height <= destSize.height &&
- destArea.z >= 0 && destArea.z + destArea.depth <= destSize.depth );
-
- const gl::Buffer &sourceBuffer =
- *context->getGLState().getTargetBuffer(gl::BufferBinding::PixelUnpack);
-
- ASSERT(mRenderer->supportsFastCopyBufferToTexture(destinationFormat));
-
- const d3d11::PixelShader *pixelShader = findBufferToTexturePS(destinationFormat);
- ASSERT(pixelShader);
-
- // The SRV must be in the proper read format, which may be different from the destination format
- // EG: for half float data, we can load full precision floats with implicit conversion
- GLenum unsizedFormat = gl::GetUnsizedFormat(destinationFormat);
- const gl::InternalFormat &sourceglFormatInfo =
- gl::GetInternalFormatInfo(unsizedFormat, sourcePixelsType);
-
- const d3d11::Format &sourceFormatInfo = d3d11::Format::Get(
- sourceglFormatInfo.sizedInternalFormat, mRenderer->getRenderer11DeviceCaps());
- DXGI_FORMAT srvFormat = sourceFormatInfo.srvFormat;
- ASSERT(srvFormat != DXGI_FORMAT_UNKNOWN);
- Buffer11 *bufferStorage11 = GetAs<Buffer11>(sourceBuffer.getImplementation());
- const d3d11::ShaderResourceView *bufferSRV = nullptr;
- ANGLE_TRY_RESULT(bufferStorage11->getSRV(context, srvFormat), bufferSRV);
- ASSERT(bufferSRV != nullptr);
-
- const d3d11::RenderTargetView &textureRTV =
- GetAs<RenderTarget11>(destRenderTarget)->getRenderTargetView();
- ASSERT(textureRTV.valid());
-
- CopyShaderParams shaderParams;
- setBufferToTextureCopyParams(destArea, destSize, sourceglFormatInfo.sizedInternalFormat, unpack,
- offset, &shaderParams);
-
- ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
-
- // Are we doing a 2D or 3D copy?
- const auto *geometryShader = ((destSize.depth > 1) ? &mBufferToTextureGS : nullptr);
- StateManager11 *stateManager = mRenderer->getStateManager();
-
- stateManager->setDrawShaders(&mBufferToTextureVS, geometryShader, pixelShader);
- stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, bufferSRV);
- stateManager->setInputLayout(nullptr);
- stateManager->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
-
- stateManager->setSingleVertexBuffer(nullptr, 0, 0);
- stateManager->setSimpleBlendState(nullptr);
- stateManager->setDepthStencilState(&mCopyDepthStencilState, 0xFFFFFFFF);
- stateManager->setRasterizerState(&mCopyRasterizerState);
-
- stateManager->setRenderTarget(textureRTV.get(), nullptr);
-
- if (!StructEquals(mParamsData, shaderParams))
- {
- d3d11::SetBufferData(deviceContext, mParamsConstantBuffer.get(), shaderParams);
- mParamsData = shaderParams;
- }
-
- stateManager->setVertexConstantBuffer(0, &mParamsConstantBuffer);
-
- // Set the viewport
- stateManager->setSimpleViewport(destSize);
-
- UINT numPixels = (destArea.width * destArea.height * destArea.depth);
- deviceContext->Draw(numPixels, 0);
-
- return gl::NoError();
-}
-
-gl::Error PixelTransfer11::buildShaderMap()
-{
- d3d11::PixelShader bufferToTextureFloat;
- d3d11::PixelShader bufferToTextureInt;
- d3d11::PixelShader bufferToTextureUint;
-
- ANGLE_TRY(
- mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4F), &bufferToTextureFloat));
- ANGLE_TRY(
- mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4I), &bufferToTextureInt));
- ANGLE_TRY(
- mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4UI), &bufferToTextureUint));
-
- bufferToTextureFloat.setDebugName("BufferToTexture RGBA ps");
- bufferToTextureInt.setDebugName("BufferToTexture RGBA-I ps");
- bufferToTextureUint.setDebugName("BufferToTexture RGBA-UI ps");
-
- mBufferToTexturePSMap[GL_FLOAT] = std::move(bufferToTextureFloat);
- mBufferToTexturePSMap[GL_INT] = std::move(bufferToTextureInt);
- mBufferToTexturePSMap[GL_UNSIGNED_INT] = std::move(bufferToTextureUint);
-
- return gl::NoError();
-}
-
-const d3d11::PixelShader *PixelTransfer11::findBufferToTexturePS(GLenum internalFormat) const
-{
- GLenum componentType = gl::GetSizedInternalFormatInfo(internalFormat).componentType;
- if (componentType == GL_SIGNED_NORMALIZED || componentType == GL_UNSIGNED_NORMALIZED)
- {
- componentType = GL_FLOAT;
- }
-
- auto shaderMapIt = mBufferToTexturePSMap.find(componentType);
- return (shaderMapIt == mBufferToTexturePSMap.end() ? nullptr : &shaderMapIt->second);
-}
-
-} // namespace rx