diff options
Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.cpp')
-rw-r--r-- | src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.cpp | 205 |
1 files changed, 79 insertions, 126 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.cpp index dfc521f14f..7d7ecb0976 100644 --- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.cpp +++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.cpp @@ -36,40 +36,25 @@ namespace rx PixelTransfer11::PixelTransfer11(Renderer11 *renderer) : mRenderer(renderer), mResourcesLoaded(false), - mBufferToTextureVS(NULL), - mBufferToTextureGS(NULL), - mParamsConstantBuffer(NULL), - mCopyRasterizerState(NULL), - mCopyDepthStencilState(NULL) + mBufferToTextureVS(), + mBufferToTextureGS(), + mParamsConstantBuffer(), + mCopyRasterizerState(), + mCopyDepthStencilState() { } PixelTransfer11::~PixelTransfer11() { - for (auto shaderMapIt = mBufferToTexturePSMap.begin(); shaderMapIt != mBufferToTexturePSMap.end(); shaderMapIt++) - { - SafeRelease(shaderMapIt->second); - } - - mBufferToTexturePSMap.clear(); - - SafeRelease(mBufferToTextureVS); - SafeRelease(mBufferToTextureGS); - SafeRelease(mParamsConstantBuffer); - SafeRelease(mCopyRasterizerState); - SafeRelease(mCopyDepthStencilState); } gl::Error PixelTransfer11::loadResources() { if (mResourcesLoaded) { - return gl::Error(GL_NO_ERROR); + return gl::NoError(); } - HRESULT result = S_OK; - ID3D11Device *device = mRenderer->getDevice(); - D3D11_RASTERIZER_DESC rasterDesc; rasterDesc.FillMode = D3D11_FILL_SOLID; rasterDesc.CullMode = D3D11_CULL_NONE; @@ -82,12 +67,7 @@ gl::Error PixelTransfer11::loadResources() rasterDesc.MultisampleEnable = FALSE; rasterDesc.AntialiasedLineEnable = FALSE; - result = device->CreateRasterizerState(&rasterDesc, &mCopyRasterizerState); - ASSERT(SUCCEEDED(result)); - if (FAILED(result)) - { - return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal pixel transfer rasterizer state, result: 0x%X.", result); - } + ANGLE_TRY(mRenderer->allocateResource(rasterDesc, &mCopyRasterizerState)); D3D11_DEPTH_STENCIL_DESC depthStencilDesc; depthStencilDesc.DepthEnable = true; @@ -105,12 +85,7 @@ gl::Error PixelTransfer11::loadResources() depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS; - result = device->CreateDepthStencilState(&depthStencilDesc, &mCopyDepthStencilState); - ASSERT(SUCCEEDED(result)); - if (FAILED(result)) - { - return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal pixel transfer depth stencil state, result: 0x%X.", result); - } + ANGLE_TRY(mRenderer->allocateResource(depthStencilDesc, &mCopyDepthStencilState)); D3D11_BUFFER_DESC constantBufferDesc = { 0 }; constantBufferDesc.ByteWidth = roundUp<UINT>(sizeof(CopyShaderParams), 32u); @@ -120,38 +95,23 @@ gl::Error PixelTransfer11::loadResources() constantBufferDesc.MiscFlags = 0; constantBufferDesc.StructureByteStride = 0; - result = device->CreateBuffer(&constantBufferDesc, NULL, &mParamsConstantBuffer); - ASSERT(SUCCEEDED(result)); - if (FAILED(result)) - { - return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal pixel transfer constant buffer, result: 0x%X.", result); - } - d3d11::SetDebugName(mParamsConstantBuffer, "PixelTransfer11 constant buffer"); + ANGLE_TRY(mRenderer->allocateResource(constantBufferDesc, &mParamsConstantBuffer)); + mParamsConstantBuffer.setDebugName("PixelTransfer11 constant buffer"); // init shaders - mBufferToTextureVS = d3d11::CompileVS(device, g_VS_BufferToTexture, "BufferToTexture VS"); - if (!mBufferToTextureVS) - { - return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal buffer to texture vertex shader."); - } + ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_VS_BufferToTexture), &mBufferToTextureVS)); + mBufferToTextureVS.setDebugName("BufferToTexture VS"); - mBufferToTextureGS = d3d11::CompileGS(device, g_GS_BufferToTexture, "BufferToTexture GS"); - if (!mBufferToTextureGS) - { - return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal buffer to texture geometry shader."); - } + ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_GS_BufferToTexture), &mBufferToTextureGS)); + mBufferToTextureGS.setDebugName("BufferToTexture GS"); - gl::Error error = buildShaderMap(); - if (error.isError()) - { - return error; - } + ANGLE_TRY(buildShaderMap()); StructZero(&mParamsData); mResourcesLoaded = true; - return gl::Error(GL_NO_ERROR); + return gl::NoError(); } void PixelTransfer11::setBufferToTextureCopyParams(const gl::Box &destArea, const gl::Extents &destSize, GLenum internalFormat, @@ -162,7 +122,7 @@ void PixelTransfer11::setBufferToTextureCopyParams(const gl::Box &destArea, cons float texelCenterX = 0.5f / static_cast<float>(destSize.width - 1); float texelCenterY = 0.5f / static_cast<float>(destSize.height - 1); - unsigned int bytesPerPixel = gl::GetInternalFormatInfo(internalFormat).pixelBytes; + unsigned int bytesPerPixel = gl::GetSizedInternalFormatInfo(internalFormat).pixelBytes; unsigned int alignmentBytes = static_cast<unsigned int>(unpack.alignment); unsigned int alignmentPixels = (alignmentBytes <= bytesPerPixel ? 1 : alignmentBytes / bytesPerPixel); @@ -177,14 +137,15 @@ void PixelTransfer11::setBufferToTextureCopyParams(const gl::Box &destArea, cons parametersOut->FirstSlice = destArea.z; } -gl::Error PixelTransfer11::copyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *destRenderTarget, - GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea) +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) { - gl::Error error = loadResources(); - if (error.isError()) - { - return error; - } + ANGLE_TRY(loadResources()); gl::Extents destSize = destRenderTarget->getExtents(); @@ -192,114 +153,106 @@ gl::Error PixelTransfer11::copyBufferToTexture(const gl::PixelUnpackState &unpac destArea.y >= 0 && destArea.y + destArea.height <= destSize.height && destArea.z >= 0 && destArea.z + destArea.depth <= destSize.depth ); - const gl::Buffer &sourceBuffer = *unpack.pixelBuffer.get(); + const gl::Buffer &sourceBuffer = + *context->getGLState().getTargetBuffer(gl::BufferBinding::PixelUnpack); ASSERT(mRenderer->supportsFastCopyBufferToTexture(destinationFormat)); - ID3D11PixelShader *pixelShader = findBufferToTexturePS(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::GetInternalFormatInfo(destinationFormat).format; - GLenum sourceFormat = gl::GetSizedInternalFormat(unsizedFormat, sourcePixelsType); + GLenum unsizedFormat = gl::GetUnsizedFormat(destinationFormat); + const gl::InternalFormat &sourceglFormatInfo = + gl::GetInternalFormatInfo(unsizedFormat, sourcePixelsType); - const d3d11::TextureFormat &sourceFormatInfo = d3d11::GetTextureFormatInfo(sourceFormat, mRenderer->getRenderer11DeviceCaps()); + 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()); - ID3D11ShaderResourceView *bufferSRV = bufferStorage11->getSRV(srvFormat); - ASSERT(bufferSRV != NULL); + const d3d11::ShaderResourceView *bufferSRV = nullptr; + ANGLE_TRY_RESULT(bufferStorage11->getSRV(context, srvFormat), bufferSRV); + ASSERT(bufferSRV != nullptr); - ID3D11RenderTargetView *textureRTV = GetAs<RenderTarget11>(destRenderTarget)->getRenderTargetView(); - ASSERT(textureRTV != NULL); + const d3d11::RenderTargetView &textureRTV = + GetAs<RenderTarget11>(destRenderTarget)->getRenderTargetView(); + ASSERT(textureRTV.valid()); CopyShaderParams shaderParams; - setBufferToTextureCopyParams(destArea, destSize, sourceFormat, unpack, offset, &shaderParams); + setBufferToTextureCopyParams(destArea, destSize, sourceglFormatInfo.sizedInternalFormat, unpack, + offset, &shaderParams); ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); - ID3D11Buffer *nullBuffer = NULL; - UINT zero = 0; - // Are we doing a 2D or 3D copy? - ID3D11GeometryShader *geometryShader = ((destSize.depth > 1) ? mBufferToTextureGS : NULL); - auto stateManager = mRenderer->getStateManager(); + const auto *geometryShader = ((destSize.depth > 1) ? &mBufferToTextureGS : nullptr); + StateManager11 *stateManager = mRenderer->getStateManager(); - deviceContext->VSSetShader(mBufferToTextureVS, NULL, 0); - deviceContext->GSSetShader(geometryShader, NULL, 0); - deviceContext->PSSetShader(pixelShader, NULL, 0); + stateManager->setDrawShaders(&mBufferToTextureVS, geometryShader, pixelShader); stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, bufferSRV); - deviceContext->IASetInputLayout(NULL); - deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST); + stateManager->setInputLayout(nullptr); + stateManager->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST); - deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero); - deviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF); - deviceContext->OMSetDepthStencilState(mCopyDepthStencilState, 0xFFFFFFFF); - deviceContext->RSSetState(mCopyRasterizerState); + stateManager->setSingleVertexBuffer(nullptr, 0, 0); + stateManager->setSimpleBlendState(nullptr); + stateManager->setDepthStencilState(&mCopyDepthStencilState, 0xFFFFFFFF); + stateManager->setRasterizerState(&mCopyRasterizerState); - mRenderer->setOneTimeRenderTarget(textureRTV); + stateManager->setRenderTarget(textureRTV.get(), nullptr); if (!StructEquals(mParamsData, shaderParams)) { - d3d11::SetBufferData(deviceContext, mParamsConstantBuffer, shaderParams); + d3d11::SetBufferData(deviceContext, mParamsConstantBuffer.get(), shaderParams); mParamsData = shaderParams; } - deviceContext->VSSetConstantBuffers(0, 1, &mParamsConstantBuffer); + stateManager->setVertexConstantBuffer(0, &mParamsConstantBuffer); // 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); + stateManager->setSimpleViewport(destSize); UINT numPixels = (destArea.width * destArea.height * destArea.depth); deviceContext->Draw(numPixels, 0); - // Unbind textures and render targets and vertex buffer - stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL); - deviceContext->VSSetConstantBuffers(0, 1, &nullBuffer); - - mRenderer->markAllStateDirty(); - - return gl::Error(GL_NO_ERROR); + return gl::NoError(); } gl::Error PixelTransfer11::buildShaderMap() { - ID3D11Device *device = mRenderer->getDevice(); - - mBufferToTexturePSMap[GL_FLOAT] = d3d11::CompilePS(device, g_PS_BufferToTexture_4F, "BufferToTexture RGBA ps"); - mBufferToTexturePSMap[GL_INT] = d3d11::CompilePS(device, g_PS_BufferToTexture_4I, "BufferToTexture RGBA-I ps"); - mBufferToTexturePSMap[GL_UNSIGNED_INT] = d3d11::CompilePS(device, g_PS_BufferToTexture_4UI, "BufferToTexture RGBA-UI ps"); - - // Check that all the shaders were created successfully - for (auto shaderMapIt = mBufferToTexturePSMap.begin(); shaderMapIt != mBufferToTexturePSMap.end(); shaderMapIt++) - { - if (shaderMapIt->second == NULL) - { - return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal buffer to texture pixel shader."); - } - } - - return gl::Error(GL_NO_ERROR); + 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(); } -ID3D11PixelShader *PixelTransfer11::findBufferToTexturePS(GLenum internalFormat) const +const d3d11::PixelShader *PixelTransfer11::findBufferToTexturePS(GLenum internalFormat) const { - GLenum componentType = gl::GetInternalFormatInfo(internalFormat).componentType; + 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() ? NULL : shaderMapIt->second); + return (shaderMapIt == mBufferToTexturePSMap.end() ? nullptr : &shaderMapIt->second); } -} +} // namespace rx |