diff options
Diffstat (limited to 'src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.cpp')
-rw-r--r-- | src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.cpp | 1047 |
1 files changed, 0 insertions, 1047 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.cpp deleted file mode 100644 index 06aea9befe..0000000000 --- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.cpp +++ /dev/null @@ -1,1047 +0,0 @@ -// -// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved. -// Use of this source code is governed by a BSD-style license that can be -// found in the LICENSE file. -// - -// Blit11.cpp: Texture copy utility class. - -#include "libGLESv2/renderer/d3d/d3d11/Blit11.h" -#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h" -#include "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h" -#include "libGLESv2/renderer/d3d/d3d11/formatutils11.h" -#include "libGLESv2/main.h" -#include "libGLESv2/formatutils.h" - -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthrough2dvs.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughdepth2dps.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2dps.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2duips.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2dips.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2dps.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2duips.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2dips.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrg2dps.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrg2duips.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrg2dips.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughr2dps.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughr2duips.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughr2dips.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughlum2dps.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha2dps.h" - -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthrough3dvs.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthrough3dgs.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3dps.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3duips.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3dips.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3dps.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3duips.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3dips.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrg3dps.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrg3duips.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrg3dips.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughr3dps.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughr3duips.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughr3dips.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughlum3dps.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha3dps.h" - -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/swizzlef2dps.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/swizzlei2dps.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/swizzleui2dps.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/swizzlef3dps.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/swizzlei3dps.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/swizzleui3dps.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/swizzlef2darrayps.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/swizzlei2darrayps.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/swizzleui2darrayps.h" - -namespace rx -{ - -static DXGI_FORMAT GetTextureFormat(ID3D11Resource *resource) -{ - ID3D11Texture2D *texture = d3d11::DynamicCastComObject<ID3D11Texture2D>(resource); - if (!texture) - { - return DXGI_FORMAT_UNKNOWN; - } - - D3D11_TEXTURE2D_DESC desc; - texture->GetDesc(&desc); - - SafeRelease(texture); - - return desc.Format; -} - -static ID3D11Resource *CreateStagingTexture(ID3D11Device *device, ID3D11DeviceContext *context, - ID3D11Resource *source, unsigned int subresource, - const gl::Extents &size, unsigned int cpuAccessFlags) -{ - D3D11_TEXTURE2D_DESC stagingDesc; - stagingDesc.Width = size.width; - stagingDesc.Height = size.height; - stagingDesc.MipLevels = 1; - stagingDesc.ArraySize = 1; - stagingDesc.Format = GetTextureFormat(source); - stagingDesc.SampleDesc.Count = 1; - stagingDesc.SampleDesc.Quality = 0; - stagingDesc.Usage = D3D11_USAGE_STAGING; - stagingDesc.CPUAccessFlags = cpuAccessFlags; - stagingDesc.MiscFlags = 0; - stagingDesc.BindFlags = 0; - - ID3D11Texture2D *stagingTexture = NULL; - HRESULT result = device->CreateTexture2D(&stagingDesc, NULL, &stagingTexture); - if (FAILED(result)) - { - ERR("Failed to create staging texture for depth stencil blit. HRESULT: 0x%X.", result); - return NULL; - } - - context->CopySubresourceRegion(stagingTexture, 0, 0, 0, 0, source, subresource, NULL); - - return stagingTexture; -} - -inline static void GenerateVertexCoords(const gl::Box &sourceArea, const gl::Extents &sourceSize, - const gl::Box &destArea, const gl::Extents &destSize, - float *x1, float *y1, float *x2, float *y2, - float *u1, float *v1, float *u2, float *v2) -{ - *x1 = (destArea.x / float(destSize.width)) * 2.0f - 1.0f; - *y1 = ((destSize.height - destArea.y - destArea.height) / float(destSize.height)) * 2.0f - 1.0f; - *x2 = ((destArea.x + destArea.width) / float(destSize.width)) * 2.0f - 1.0f; - *y2 = ((destSize.height - destArea.y) / float(destSize.height)) * 2.0f - 1.0f; - - *u1 = sourceArea.x / float(sourceSize.width); - *v1 = sourceArea.y / float(sourceSize.height); - *u2 = (sourceArea.x + sourceArea.width) / float(sourceSize.width); - *v2 = (sourceArea.y + sourceArea.height) / float(sourceSize.height); -} - -static void Write2DVertices(const gl::Box &sourceArea, const gl::Extents &sourceSize, - const gl::Box &destArea, const gl::Extents &destSize, - void *outVertices, unsigned int *outStride, unsigned int *outVertexCount, - D3D11_PRIMITIVE_TOPOLOGY *outTopology) -{ - float x1, y1, x2, y2, u1, v1, u2, v2; - GenerateVertexCoords(sourceArea, sourceSize, destArea, destSize, &x1, &y1, &x2, &y2, &u1, &v1, &u2, &v2); - - d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(outVertices); - - d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2); - d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1); - d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2); - d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1); - - *outStride = sizeof(d3d11::PositionTexCoordVertex); - *outVertexCount = 4; - *outTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; -} - -static void Write3DVertices(const gl::Box &sourceArea, const gl::Extents &sourceSize, - const gl::Box &destArea, const gl::Extents &destSize, - void *outVertices, unsigned int *outStride, unsigned int *outVertexCount, - D3D11_PRIMITIVE_TOPOLOGY *outTopology) -{ - ASSERT(sourceSize.depth > 0 && destSize.depth > 0); - - float x1, y1, x2, y2, u1, v1, u2, v2; - GenerateVertexCoords(sourceArea, sourceSize, destArea, destSize, &x1, &y1, &x2, &y2, &u1, &v1, &u2, &v2); - - d3d11::PositionLayerTexCoord3DVertex *vertices = static_cast<d3d11::PositionLayerTexCoord3DVertex*>(outVertices); - - for (int i = 0; i < destSize.depth; i++) - { - float readDepth = (float)i / std::max(destSize.depth - 1, 1); - - d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 0], x1, y1, i, u1, v2, readDepth); - d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 1], x1, y2, i, u1, v1, readDepth); - d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 2], x2, y1, i, u2, v2, readDepth); - - d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 3], x1, y2, i, u1, v1, readDepth); - d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 4], x2, y2, i, u2, v1, readDepth); - d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 5], x2, y1, i, u2, v2, readDepth); - } - - *outStride = sizeof(d3d11::PositionLayerTexCoord3DVertex); - *outVertexCount = destSize.depth * 6; - *outTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; -} - -Blit11::Blit11(Renderer11 *renderer) - : mRenderer(renderer), mBlitShaderMap(compareBlitParameters), mSwizzleShaderMap(compareSwizzleParameters), - mVertexBuffer(NULL), mPointSampler(NULL), mLinearSampler(NULL), mScissorEnabledRasterizerState(NULL), - mScissorDisabledRasterizerState(NULL), mDepthStencilState(NULL), - mQuad2DIL(NULL), mQuad2DVS(NULL), mDepthPS(NULL), - mQuad3DIL(NULL), mQuad3DVS(NULL), mQuad3DGS(NULL), - mSwizzleCB(NULL) -{ - HRESULT result; - ID3D11Device *device = mRenderer->getDevice(); - - D3D11_BUFFER_DESC vbDesc; - vbDesc.ByteWidth = std::max(sizeof(d3d11::PositionLayerTexCoord3DVertex), sizeof(d3d11::PositionTexCoordVertex)) * - 6 * renderer->getRendererCaps().max3DTextureSize; - vbDesc.Usage = D3D11_USAGE_DYNAMIC; - vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; - vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - vbDesc.MiscFlags = 0; - vbDesc.StructureByteStride = 0; - - result = device->CreateBuffer(&vbDesc, NULL, &mVertexBuffer); - ASSERT(SUCCEEDED(result)); - d3d11::SetDebugName(mVertexBuffer, "Blit11 vertex buffer"); - - D3D11_SAMPLER_DESC pointSamplerDesc; - pointSamplerDesc.Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR; - pointSamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; - pointSamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; - pointSamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; - pointSamplerDesc.MipLODBias = 0.0f; - pointSamplerDesc.MaxAnisotropy = 0; - pointSamplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER; - pointSamplerDesc.BorderColor[0] = 0.0f; - pointSamplerDesc.BorderColor[1] = 0.0f; - pointSamplerDesc.BorderColor[2] = 0.0f; - pointSamplerDesc.BorderColor[3] = 0.0f; - pointSamplerDesc.MinLOD = 0.0f; - pointSamplerDesc.MaxLOD = mRenderer->isLevel9() ? D3D11_FLOAT32_MAX : 0.0f; - - result = device->CreateSamplerState(&pointSamplerDesc, &mPointSampler); - ASSERT(SUCCEEDED(result)); - d3d11::SetDebugName(mPointSampler, "Blit11 point sampler"); - - D3D11_SAMPLER_DESC linearSamplerDesc; - linearSamplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; - linearSamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; - linearSamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; - linearSamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; - linearSamplerDesc.MipLODBias = 0.0f; - linearSamplerDesc.MaxAnisotropy = 0; - linearSamplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER; - linearSamplerDesc.BorderColor[0] = 0.0f; - linearSamplerDesc.BorderColor[1] = 0.0f; - linearSamplerDesc.BorderColor[2] = 0.0f; - linearSamplerDesc.BorderColor[3] = 0.0f; - linearSamplerDesc.MinLOD = 0.0f; - linearSamplerDesc.MaxLOD = mRenderer->isLevel9() ? D3D11_FLOAT32_MAX : 0.0f; - - result = device->CreateSamplerState(&linearSamplerDesc, &mLinearSampler); - ASSERT(SUCCEEDED(result)); - d3d11::SetDebugName(mLinearSampler, "Blit11 linear sampler"); - - // Use a rasterizer state that will not cull so that inverted quads will not be culled - D3D11_RASTERIZER_DESC rasterDesc; - rasterDesc.FillMode = D3D11_FILL_SOLID; - rasterDesc.CullMode = D3D11_CULL_NONE; - rasterDesc.FrontCounterClockwise = FALSE; - rasterDesc.DepthBias = 0; - rasterDesc.SlopeScaledDepthBias = 0.0f; - rasterDesc.DepthBiasClamp = 0.0f; - rasterDesc.DepthClipEnable = TRUE; - rasterDesc.MultisampleEnable = FALSE; - rasterDesc.AntialiasedLineEnable = FALSE; - - rasterDesc.ScissorEnable = TRUE; - result = device->CreateRasterizerState(&rasterDesc, &mScissorEnabledRasterizerState); - ASSERT(SUCCEEDED(result)); - d3d11::SetDebugName(mScissorEnabledRasterizerState, "Blit11 scissoring rasterizer state"); - - rasterDesc.ScissorEnable = FALSE; - result = device->CreateRasterizerState(&rasterDesc, &mScissorDisabledRasterizerState); - ASSERT(SUCCEEDED(result)); - d3d11::SetDebugName(mScissorDisabledRasterizerState, "Blit11 no scissoring rasterizer state"); - - D3D11_DEPTH_STENCIL_DESC depthStencilDesc; - depthStencilDesc.DepthEnable = true; - depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; - depthStencilDesc.DepthFunc = D3D11_COMPARISON_ALWAYS; - depthStencilDesc.StencilEnable = FALSE; - depthStencilDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK; - depthStencilDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK; - depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; - depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP; - depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; - depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; - depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; - depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP; - depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; - depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS; - - result = device->CreateDepthStencilState(&depthStencilDesc, &mDepthStencilState); - ASSERT(SUCCEEDED(result)); - d3d11::SetDebugName(mDepthStencilState, "Blit11 depth stencil state"); - - D3D11_INPUT_ELEMENT_DESC quad2DLayout[] = - { - { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 }, - }; - - result = device->CreateInputLayout(quad2DLayout, ArraySize(quad2DLayout), g_VS_Passthrough2D, ArraySize(g_VS_Passthrough2D), &mQuad2DIL); - ASSERT(SUCCEEDED(result)); - d3d11::SetDebugName(mQuad2DIL, "Blit11 2D input layout"); - - result = device->CreateVertexShader(g_VS_Passthrough2D, ArraySize(g_VS_Passthrough2D), NULL, &mQuad2DVS); - ASSERT(SUCCEEDED(result)); - d3d11::SetDebugName(mQuad2DVS, "Blit11 2D vertex shader"); - - if (!renderer->isLevel9()) - { - result = device->CreatePixelShader(g_PS_PassthroughDepth2D, ArraySize(g_PS_PassthroughDepth2D), NULL, &mDepthPS); - ASSERT(SUCCEEDED(result)); - d3d11::SetDebugName(mDepthPS, "Blit11 2D depth pixel shader"); - - D3D11_INPUT_ELEMENT_DESC quad3DLayout[] = - { - { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "LAYER", 0, DXGI_FORMAT_R32_UINT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, - }; - - result = device->CreateInputLayout(quad3DLayout, ArraySize(quad3DLayout), g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), &mQuad3DIL); - ASSERT(SUCCEEDED(result)); - d3d11::SetDebugName(mQuad3DIL, "Blit11 3D input layout"); - - result = device->CreateVertexShader(g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), NULL, &mQuad3DVS); - ASSERT(SUCCEEDED(result)); - d3d11::SetDebugName(mQuad3DVS, "Blit11 3D vertex shader"); - - result = device->CreateGeometryShader(g_GS_Passthrough3D, ArraySize(g_GS_Passthrough3D), NULL, &mQuad3DGS); - ASSERT(SUCCEEDED(result)); - d3d11::SetDebugName(mQuad3DGS, "Renderer11 copy 3D texture geometry shader"); - } - - buildShaderMap(); - - D3D11_BUFFER_DESC swizzleBufferDesc; - swizzleBufferDesc.ByteWidth = sizeof(unsigned int) * 4; - swizzleBufferDesc.Usage = D3D11_USAGE_DYNAMIC; - swizzleBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; - swizzleBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - swizzleBufferDesc.MiscFlags = 0; - swizzleBufferDesc.StructureByteStride = 0; - - result = device->CreateBuffer(&swizzleBufferDesc, NULL, &mSwizzleCB); - ASSERT(SUCCEEDED(result)); - d3d11::SetDebugName(mSwizzleCB, "Blit11 swizzle constant buffer"); -} - -Blit11::~Blit11() -{ - SafeRelease(mVertexBuffer); - SafeRelease(mPointSampler); - SafeRelease(mLinearSampler); - SafeRelease(mScissorEnabledRasterizerState); - SafeRelease(mScissorDisabledRasterizerState); - SafeRelease(mDepthStencilState); - - SafeRelease(mQuad2DIL); - SafeRelease(mQuad2DVS); - SafeRelease(mDepthPS); - - SafeRelease(mQuad3DIL); - SafeRelease(mQuad3DVS); - SafeRelease(mQuad3DGS); - - SafeRelease(mSwizzleCB); - - clearShaderMap(); -} - -static inline unsigned int GetSwizzleIndex(GLenum swizzle) -{ - unsigned int colorIndex = 0; - - switch (swizzle) - { - case GL_RED: colorIndex = 0; break; - case GL_GREEN: colorIndex = 1; break; - case GL_BLUE: colorIndex = 2; break; - case GL_ALPHA: colorIndex = 3; break; - case GL_ZERO: colorIndex = 4; break; - case GL_ONE: colorIndex = 5; break; - default: UNREACHABLE(); break; - } - - return colorIndex; -} - -gl::Error Blit11::swizzleTexture(ID3D11ShaderResourceView *source, ID3D11RenderTargetView *dest, const gl::Extents &size, - GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha) -{ - HRESULT result; - ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); - - D3D11_SHADER_RESOURCE_VIEW_DESC sourceSRVDesc; - source->GetDesc(&sourceSRVDesc); - - const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(sourceSRVDesc.Format); - const gl::InternalFormat &sourceFormatInfo = gl::GetInternalFormatInfo(dxgiFormatInfo.internalFormat); - - GLenum shaderType = GL_NONE; - switch (sourceFormatInfo.componentType) - { - case GL_UNSIGNED_NORMALIZED: - case GL_SIGNED_NORMALIZED: - case GL_FLOAT: - shaderType = GL_FLOAT; - break; - case GL_INT: - shaderType = GL_INT; - break; - case GL_UNSIGNED_INT: - shaderType = GL_UNSIGNED_INT; - break; - default: - UNREACHABLE(); - break; - } - - SwizzleParameters parameters = { 0 }; - parameters.mDestinationType = shaderType; - parameters.mViewDimension = sourceSRVDesc.ViewDimension; - - SwizzleShaderMap::const_iterator i = mSwizzleShaderMap.find(parameters); - if (i == mSwizzleShaderMap.end()) - { - UNREACHABLE(); - return gl::Error(GL_INVALID_OPERATION, "Internal error, missing swizzle shader."); - } - - const Shader &shader = i->second; - - // Set vertices - D3D11_MAPPED_SUBRESOURCE mappedResource; - result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); - if (FAILED(result)) - { - return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal vertex buffer for swizzle, HRESULT: 0x%X.", result); - } - - UINT stride = 0; - UINT startIdx = 0; - UINT drawCount = 0; - D3D11_PRIMITIVE_TOPOLOGY topology; - - gl::Box area(0, 0, 0, size.width, size.height, size.depth); - shader.mVertexWriteFunction(area, size, area, size, mappedResource.pData, &stride, &drawCount, &topology); - - deviceContext->Unmap(mVertexBuffer, 0); - - // Set constant buffer - result = deviceContext->Map(mSwizzleCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); - if (FAILED(result)) - { - return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal constant buffer for swizzle, HRESULT: 0x%X.", result); - } - - unsigned int *swizzleIndices = reinterpret_cast<unsigned int*>(mappedResource.pData); - swizzleIndices[0] = GetSwizzleIndex(swizzleRed); - swizzleIndices[1] = GetSwizzleIndex(swizzleGreen); - swizzleIndices[2] = GetSwizzleIndex(swizzleBlue); - swizzleIndices[3] = GetSwizzleIndex(swizzleAlpha); - - deviceContext->Unmap(mSwizzleCB, 0); - - // Apply vertex buffer - deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &startIdx); - - // Apply constant buffer - deviceContext->PSSetConstantBuffers(0, 1, &mSwizzleCB); - - // Apply state - deviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF); - deviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF); - deviceContext->RSSetState(mScissorDisabledRasterizerState); - - // Apply shaders - deviceContext->IASetInputLayout(shader.mInputLayout); - deviceContext->IASetPrimitiveTopology(topology); - deviceContext->VSSetShader(shader.mVertexShader, NULL, 0); - - deviceContext->PSSetShader(shader.mPixelShader, NULL, 0); - deviceContext->GSSetShader(shader.mGeometryShader, NULL, 0); - - // Unset the currently bound shader resource to avoid conflicts - mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL); - - // Apply render target - mRenderer->setOneTimeRenderTarget(dest); - - // Set the viewport - D3D11_VIEWPORT viewport; - viewport.TopLeftX = 0; - viewport.TopLeftY = 0; - viewport.Width = size.width; - viewport.Height = size.height; - viewport.MinDepth = 0.0f; - viewport.MaxDepth = 1.0f; - deviceContext->RSSetViewports(1, &viewport); - - // Apply textures - mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, source); - - // Apply samplers - deviceContext->PSSetSamplers(0, 1, &mPointSampler); - - // Draw the quad - deviceContext->Draw(drawCount, 0); - - // Unbind textures and render targets and vertex buffer - mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL); - - mRenderer->unapplyRenderTargets(); - - UINT zero = 0; - ID3D11Buffer *const nullBuffer = NULL; - deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero); - - mRenderer->markAllStateDirty(); - - return gl::Error(GL_NO_ERROR); -} - -gl::Error Blit11::copyTexture(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize, - ID3D11RenderTargetView *dest, const gl::Box &destArea, const gl::Extents &destSize, - const gl::Rectangle *scissor, GLenum destFormat, GLenum filter) -{ - HRESULT result; - ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); - - // Determine if the source format is a signed integer format, the destFormat will already - // be GL_XXXX_INTEGER but it does not tell us if it is signed or unsigned. - D3D11_SHADER_RESOURCE_VIEW_DESC sourceSRVDesc; - source->GetDesc(&sourceSRVDesc); - - const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(sourceSRVDesc.Format); - const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(dxgiFormatInfo.internalFormat); - - BlitParameters parameters = { 0 }; - parameters.mDestinationFormat = destFormat; - parameters.mSignedInteger = (internalFormatInfo.componentType == GL_INT); - parameters.m3DBlit = sourceArea.depth > 1; - - BlitShaderMap::const_iterator i = mBlitShaderMap.find(parameters); - if (i == mBlitShaderMap.end()) - { - UNREACHABLE(); - return gl::Error(GL_OUT_OF_MEMORY, "Could not find appropriate shader for internal texture blit."); - } - - const Shader& shader = i->second; - - // Set vertices - D3D11_MAPPED_SUBRESOURCE mappedResource; - result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); - if (FAILED(result)) - { - return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal vertex buffer for texture copy, HRESULT: 0x%X.", result); - } - - UINT stride = 0; - UINT startIdx = 0; - UINT drawCount = 0; - D3D11_PRIMITIVE_TOPOLOGY topology; - - shader.mVertexWriteFunction(sourceArea, sourceSize, destArea, destSize, mappedResource.pData, - &stride, &drawCount, &topology); - - deviceContext->Unmap(mVertexBuffer, 0); - - // Apply vertex buffer - deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &startIdx); - - // Apply state - deviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF); - deviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF); - - if (scissor) - { - D3D11_RECT scissorRect; - scissorRect.left = scissor->x; - scissorRect.right = scissor->x + scissor->width; - scissorRect.top = scissor->y; - scissorRect.bottom = scissor->y + scissor->height; - - deviceContext->RSSetScissorRects(1, &scissorRect); - deviceContext->RSSetState(mScissorEnabledRasterizerState); - } - else - { - deviceContext->RSSetState(mScissorDisabledRasterizerState); - } - - // Apply shaders - deviceContext->IASetInputLayout(shader.mInputLayout); - deviceContext->IASetPrimitiveTopology(topology); - deviceContext->VSSetShader(shader.mVertexShader, NULL, 0); - - deviceContext->PSSetShader(shader.mPixelShader, NULL, 0); - deviceContext->GSSetShader(shader.mGeometryShader, NULL, 0); - - // Unset the currently bound shader resource to avoid conflicts - mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL); - - // Apply render target - mRenderer->setOneTimeRenderTarget(dest); - - // Set the viewport - D3D11_VIEWPORT viewport; - viewport.TopLeftX = 0; - viewport.TopLeftY = 0; - viewport.Width = destSize.width; - viewport.Height = destSize.height; - viewport.MinDepth = 0.0f; - viewport.MaxDepth = 1.0f; - deviceContext->RSSetViewports(1, &viewport); - - // Apply textures - mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, source); - - // Apply samplers - ID3D11SamplerState *sampler = NULL; - switch (filter) - { - case GL_NEAREST: sampler = mPointSampler; break; - case GL_LINEAR: sampler = mLinearSampler; break; - - default: - UNREACHABLE(); - return gl::Error(GL_OUT_OF_MEMORY, "Internal error, unknown blit filter mode."); - } - deviceContext->PSSetSamplers(0, 1, &sampler); - - // Draw the quad - deviceContext->Draw(drawCount, 0); - - // Unbind textures and render targets and vertex buffer - mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL); - - mRenderer->unapplyRenderTargets(); - - UINT zero = 0; - ID3D11Buffer *const nullBuffer = NULL; - deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero); - - mRenderer->markAllStateDirty(); - - return gl::Error(GL_NO_ERROR); -} - -gl::Error Blit11::copyStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize, - ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize, - const gl::Rectangle *scissor) -{ - return copyDepthStencil(source, sourceSubresource, sourceArea, sourceSize, - dest, destSubresource, destArea, destSize, - scissor, true); -} - -gl::Error Blit11::copyDepth(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize, - ID3D11DepthStencilView *dest, const gl::Box &destArea, const gl::Extents &destSize, - const gl::Rectangle *scissor) -{ - HRESULT result; - ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); - - // Set vertices - D3D11_MAPPED_SUBRESOURCE mappedResource; - result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); - if (FAILED(result)) - { - return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal vertex buffer for texture copy, HRESULT: 0x%X.", result); - } - - UINT stride = 0; - UINT startIdx = 0; - UINT drawCount = 0; - D3D11_PRIMITIVE_TOPOLOGY topology; - - Write2DVertices(sourceArea, sourceSize, destArea, destSize, mappedResource.pData, - &stride, &drawCount, &topology); - - deviceContext->Unmap(mVertexBuffer, 0); - - // Apply vertex buffer - deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &startIdx); - - // Apply state - deviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF); - deviceContext->OMSetDepthStencilState(mDepthStencilState, 0xFFFFFFFF); - - if (scissor) - { - D3D11_RECT scissorRect; - scissorRect.left = scissor->x; - scissorRect.right = scissor->x + scissor->width; - scissorRect.top = scissor->y; - scissorRect.bottom = scissor->y + scissor->height; - - deviceContext->RSSetScissorRects(1, &scissorRect); - deviceContext->RSSetState(mScissorEnabledRasterizerState); - } - else - { - deviceContext->RSSetState(mScissorDisabledRasterizerState); - } - - // Apply shaders - deviceContext->IASetInputLayout(mQuad2DIL); - deviceContext->IASetPrimitiveTopology(topology); - deviceContext->VSSetShader(mQuad2DVS, NULL, 0); - - deviceContext->PSSetShader(mDepthPS, NULL, 0); - deviceContext->GSSetShader(NULL, NULL, 0); - - // Unset the currently bound shader resource to avoid conflicts - mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL); - - // Apply render target - deviceContext->OMSetRenderTargets(0, NULL, dest); - - // Set the viewport - D3D11_VIEWPORT viewport; - viewport.TopLeftX = 0; - viewport.TopLeftY = 0; - viewport.Width = destSize.width; - viewport.Height = destSize.height; - viewport.MinDepth = 0.0f; - viewport.MaxDepth = 1.0f; - deviceContext->RSSetViewports(1, &viewport); - - // Apply textures - mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, source); - - // Apply samplers - deviceContext->PSSetSamplers(0, 1, &mPointSampler); - - // Draw the quad - deviceContext->Draw(drawCount, 0); - - // Unbind textures and render targets and vertex buffer - mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL); - - mRenderer->unapplyRenderTargets(); - - UINT zero = 0; - ID3D11Buffer *const nullBuffer = NULL; - deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero); - - mRenderer->markAllStateDirty(); - - return gl::Error(GL_NO_ERROR); -} - -gl::Error Blit11::copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize, - ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize, - const gl::Rectangle *scissor) -{ - return copyDepthStencil(source, sourceSubresource, sourceArea, sourceSize, - dest, destSubresource, destArea, destSize, - scissor, false); -} - -gl::Error Blit11::copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize, - ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize, - const gl::Rectangle *scissor, bool stencilOnly) -{ - ID3D11Device *device = mRenderer->getDevice(); - ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); - - ID3D11Resource *sourceStaging = CreateStagingTexture(device, deviceContext, source, sourceSubresource, sourceSize, D3D11_CPU_ACCESS_READ); - // HACK: Create the destination staging buffer as a read/write texture so ID3D11DevicContext::UpdateSubresource can be called - // using it's mapped data as a source - ID3D11Resource *destStaging = CreateStagingTexture(device, deviceContext, dest, destSubresource, destSize, D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE); - - if (!sourceStaging || !destStaging) - { - SafeRelease(sourceStaging); - SafeRelease(destStaging); - return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal staging textures for depth stencil blit."); - } - - DXGI_FORMAT format = GetTextureFormat(source); - ASSERT(format == GetTextureFormat(dest)); - - const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(format); - unsigned int pixelSize = dxgiFormatInfo.pixelBytes; - unsigned int copyOffset = 0; - unsigned int copySize = pixelSize; - if (stencilOnly) - { - copyOffset = dxgiFormatInfo.depthBits / 8; - copySize = dxgiFormatInfo.stencilBits / 8; - - // It would be expensive to have non-byte sized stencil sizes since it would - // require reading from the destination, currently there aren't any though. - ASSERT(dxgiFormatInfo.stencilBits % 8 == 0 && - dxgiFormatInfo.depthBits % 8 == 0); - } - - D3D11_MAPPED_SUBRESOURCE sourceMapping; - HRESULT result = deviceContext->Map(sourceStaging, 0, D3D11_MAP_READ, 0, &sourceMapping); - if (FAILED(result)) - { - SafeRelease(sourceStaging); - SafeRelease(destStaging); - return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal source staging texture for depth stencil blit, HRESULT: 0x%X.", result); - } - - D3D11_MAPPED_SUBRESOURCE destMapping; - result = deviceContext->Map(destStaging, 0, D3D11_MAP_WRITE, 0, &destMapping); - if (FAILED(result)) - { - deviceContext->Unmap(sourceStaging, 0); - SafeRelease(sourceStaging); - SafeRelease(destStaging); - return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal destination staging texture for depth stencil blit, HRESULT: 0x%X.", result); - } - - gl::Rectangle clippedDestArea(destArea.x, destArea.y, destArea.width, destArea.height); - - // Clip dest area to the destination size - gl::ClipRectangle(clippedDestArea, gl::Rectangle(0, 0, destSize.width, destSize.height), &clippedDestArea); - - // Clip dest area to the scissor - if (scissor) - { - gl::ClipRectangle(clippedDestArea, *scissor, &clippedDestArea); - } - - // Determine if entire rows can be copied at once instead of each individual pixel, requires that there is - // no out of bounds lookups required, the entire pixel is copied and no stretching - bool wholeRowCopy = sourceArea.width == clippedDestArea.width && - sourceArea.x >= 0 && sourceArea.x + sourceArea.width <= sourceSize.width && - copySize == pixelSize; - - for (int y = clippedDestArea.y; y < clippedDestArea.y + clippedDestArea.height; y++) - { - float yPerc = static_cast<float>(y - destArea.y) / (destArea.height - 1); - - // Interpolate using the original source rectangle to determine which row to sample from while clamping to the edges - unsigned int readRow = gl::clamp(sourceArea.y + floor(yPerc * (sourceArea.height - 1) + 0.5f), 0, sourceSize.height - 1); - unsigned int writeRow = y; - - if (wholeRowCopy) - { - void *sourceRow = reinterpret_cast<char*>(sourceMapping.pData) + - readRow * sourceMapping.RowPitch + - sourceArea.x * pixelSize; - - void *destRow = reinterpret_cast<char*>(destMapping.pData) + - writeRow * destMapping.RowPitch + - destArea.x * pixelSize; - - memcpy(destRow, sourceRow, pixelSize * destArea.width); - } - else - { - for (int x = clippedDestArea.x; x < clippedDestArea.x + clippedDestArea.width; x++) - { - float xPerc = static_cast<float>(x - destArea.x) / (destArea.width - 1); - - // Interpolate the original source rectangle to determine which column to sample from while clamping to the edges - unsigned int readColumn = gl::clamp(sourceArea.x + floor(xPerc * (sourceArea.width - 1) + 0.5f), 0, sourceSize.width - 1); - unsigned int writeColumn = x; - - void *sourcePixel = reinterpret_cast<char*>(sourceMapping.pData) + - readRow * sourceMapping.RowPitch + - readColumn * pixelSize + - copyOffset; - - void *destPixel = reinterpret_cast<char*>(destMapping.pData) + - writeRow * destMapping.RowPitch + - writeColumn * pixelSize + - copyOffset; - - memcpy(destPixel, sourcePixel, copySize); - } - } - } - - // HACK: Use ID3D11DevicContext::UpdateSubresource which causes an extra copy compared to ID3D11DevicContext::CopySubresourceRegion - // according to MSDN. - deviceContext->UpdateSubresource(dest, destSubresource, NULL, destMapping.pData, destMapping.RowPitch, destMapping.DepthPitch); - - deviceContext->Unmap(sourceStaging, 0); - deviceContext->Unmap(destStaging, 0); - - // TODO: Determine why this call to ID3D11DevicContext::CopySubresourceRegion causes a TDR timeout on some - // systems when called repeatedly. - // deviceContext->CopySubresourceRegion(dest, destSubresource, 0, 0, 0, destStaging, 0, NULL); - - SafeRelease(sourceStaging); - SafeRelease(destStaging); - - return gl::Error(GL_NO_ERROR); -} - -bool Blit11::compareBlitParameters(const Blit11::BlitParameters &a, const Blit11::BlitParameters &b) -{ - return memcmp(&a, &b, sizeof(Blit11::BlitParameters)) < 0; -} - -bool Blit11::compareSwizzleParameters(const SwizzleParameters &a, const SwizzleParameters &b) -{ - return memcmp(&a, &b, sizeof(Blit11::SwizzleParameters)) < 0; -} - -void Blit11::add2DBlitShaderToMap(GLenum destFormat, bool signedInteger, ID3D11PixelShader *ps) -{ - BlitParameters params = { 0 }; - params.mDestinationFormat = destFormat; - params.mSignedInteger = signedInteger; - params.m3DBlit = false; - - ASSERT(mBlitShaderMap.find(params) == mBlitShaderMap.end()); - ASSERT(ps); - - Shader shader; - shader.mVertexWriteFunction = Write2DVertices; - shader.mInputLayout = mQuad2DIL; - shader.mVertexShader = mQuad2DVS; - shader.mGeometryShader = NULL; - shader.mPixelShader = ps; - - mBlitShaderMap[params] = shader; -} - -void Blit11::add3DBlitShaderToMap(GLenum destFormat, bool signedInteger, ID3D11PixelShader *ps) -{ - BlitParameters params = { 0 }; - params.mDestinationFormat = destFormat; - params.mSignedInteger = signedInteger; - params.m3DBlit = true; - - ASSERT(mBlitShaderMap.find(params) == mBlitShaderMap.end()); - ASSERT(ps); - - Shader shader; - shader.mVertexWriteFunction = Write3DVertices; - shader.mInputLayout = mQuad3DIL; - shader.mVertexShader = mQuad3DVS; - shader.mGeometryShader = mQuad3DGS; - shader.mPixelShader = ps; - - mBlitShaderMap[params] = shader; -} - -void Blit11::addSwizzleShaderToMap(GLenum destType, D3D11_SRV_DIMENSION viewDimension, ID3D11PixelShader *ps) -{ - SwizzleParameters params = { 0 }; - params.mDestinationType = destType; - params.mViewDimension = viewDimension; - - ASSERT(mSwizzleShaderMap.find(params) == mSwizzleShaderMap.end()); - ASSERT(ps); - - Shader shader; - switch (viewDimension) - { - case D3D_SRV_DIMENSION_TEXTURE2D: - shader.mVertexWriteFunction = Write2DVertices; - shader.mInputLayout = mQuad2DIL; - shader.mVertexShader = mQuad2DVS; - shader.mGeometryShader = NULL; - break; - - case D3D_SRV_DIMENSION_TEXTURE3D: - case D3D_SRV_DIMENSION_TEXTURE2DARRAY: - case D3D_SRV_DIMENSION_TEXTURECUBE: - shader.mVertexWriteFunction = Write3DVertices; - shader.mInputLayout = mQuad3DIL; - shader.mVertexShader = mQuad3DVS; - shader.mGeometryShader = mQuad3DGS; - break; - - default: - UNREACHABLE(); - break; - } - shader.mPixelShader = ps; - - mSwizzleShaderMap[params] = shader; -} - -void Blit11::buildShaderMap() -{ - ID3D11Device *device = mRenderer->getDevice(); - - add2DBlitShaderToMap(GL_RGBA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D RGBA pixel shader" )); - add2DBlitShaderToMap(GL_BGRA_EXT, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D BGRA pixel shader" )); - add2DBlitShaderToMap(GL_RGB, false, d3d11::CompilePS(device, g_PS_PassthroughRGB2D, "Blit11 2D RGB pixel shader" )); - add2DBlitShaderToMap(GL_RG, false, d3d11::CompilePS(device, g_PS_PassthroughRG2D, "Blit11 2D RG pixel shader" )); - add2DBlitShaderToMap(GL_RED, false, d3d11::CompilePS(device, g_PS_PassthroughR2D, "Blit11 2D R pixel shader" )); - add2DBlitShaderToMap(GL_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D alpha pixel shader" )); - add2DBlitShaderToMap(GL_LUMINANCE, false, d3d11::CompilePS(device, g_PS_PassthroughLum2D, "Blit11 2D lum pixel shader" )); - add2DBlitShaderToMap(GL_LUMINANCE_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughLumAlpha2D, "Blit11 2D luminance alpha pixel shader")); - - addSwizzleShaderToMap(GL_FLOAT, D3D_SRV_DIMENSION_TEXTURE2D, d3d11::CompilePS(device, g_PS_SwizzleF2D, "Blit11 2D F swizzle pixel shader" )); - - if (mRenderer->isLevel9()) - return; - - add2DBlitShaderToMap(GL_RGBA_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2DUI, "Blit11 2D RGBA UI pixel shader" )); - add2DBlitShaderToMap(GL_RGBA_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGBA2DI, "Blit11 2D RGBA I pixel shader" )); - add2DBlitShaderToMap(GL_RGB_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGB2DUI, "Blit11 2D RGB UI pixel shader" )); - add2DBlitShaderToMap(GL_RGB_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGB2DI, "Blit11 2D RGB I pixel shader" )); - add2DBlitShaderToMap(GL_RG_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRG2DUI, "Blit11 2D RG UI pixel shader" )); - add2DBlitShaderToMap(GL_RG_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRG2DI, "Blit11 2D RG I pixel shader" )); - add2DBlitShaderToMap(GL_RED_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughR2DUI, "Blit11 2D R UI pixel shader" )); - add2DBlitShaderToMap(GL_RED_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughR2DI, "Blit11 2D R I pixel shader" )); - add3DBlitShaderToMap(GL_RGBA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D RGBA pixel shader" )); - add3DBlitShaderToMap(GL_RGBA_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3DUI, "Blit11 3D UI RGBA pixel shader" )); - add3DBlitShaderToMap(GL_RGBA_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGBA3DI, "Blit11 3D I RGBA pixel shader" )); - add3DBlitShaderToMap(GL_BGRA_EXT, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D BGRA pixel shader" )); - add3DBlitShaderToMap(GL_RGB, false, d3d11::CompilePS(device, g_PS_PassthroughRGB3D, "Blit11 3D RGB pixel shader" )); - add3DBlitShaderToMap(GL_RGB_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGB3DUI, "Blit11 3D RGB UI pixel shader" )); - add3DBlitShaderToMap(GL_RGB_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGB3DI, "Blit11 3D RGB I pixel shader" )); - add3DBlitShaderToMap(GL_RG, false, d3d11::CompilePS(device, g_PS_PassthroughRG3D, "Blit11 3D RG pixel shader" )); - add3DBlitShaderToMap(GL_RG_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRG3DUI, "Blit11 3D RG UI pixel shader" )); - add3DBlitShaderToMap(GL_RG_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRG3DI, "Blit11 3D RG I pixel shader" )); - add3DBlitShaderToMap(GL_RED, false, d3d11::CompilePS(device, g_PS_PassthroughR3D, "Blit11 3D R pixel shader" )); - add3DBlitShaderToMap(GL_RED_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughR3DUI, "Blit11 3D R UI pixel shader" )); - add3DBlitShaderToMap(GL_RED_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughR3DI, "Blit11 3D R I pixel shader" )); - add3DBlitShaderToMap(GL_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D alpha pixel shader" )); - add3DBlitShaderToMap(GL_LUMINANCE, false, d3d11::CompilePS(device, g_PS_PassthroughLum3D, "Blit11 3D luminance pixel shader" )); - add3DBlitShaderToMap(GL_LUMINANCE_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughLumAlpha3D, "Blit11 3D luminance alpha pixel shader")); - - addSwizzleShaderToMap(GL_UNSIGNED_INT, D3D_SRV_DIMENSION_TEXTURE2D, d3d11::CompilePS(device, g_PS_SwizzleUI2D, "Blit11 2D UI swizzle pixel shader")); - addSwizzleShaderToMap(GL_INT, D3D_SRV_DIMENSION_TEXTURE2D, d3d11::CompilePS(device, g_PS_SwizzleI2D, "Blit11 2D I swizzle pixel shader" )); - - addSwizzleShaderToMap(GL_FLOAT, D3D_SRV_DIMENSION_TEXTURECUBE, d3d11::CompilePS(device, g_PS_SwizzleF2DArray, "Blit11 2D Cube F swizzle pixel shader" )); - addSwizzleShaderToMap(GL_UNSIGNED_INT, D3D_SRV_DIMENSION_TEXTURECUBE, d3d11::CompilePS(device, g_PS_SwizzleUI2DArray, "Blit11 2D Cube UI swizzle pixel shader")); - addSwizzleShaderToMap(GL_INT, D3D_SRV_DIMENSION_TEXTURECUBE, d3d11::CompilePS(device, g_PS_SwizzleI2DArray, "Blit11 2D Cube I swizzle pixel shader" )); - - addSwizzleShaderToMap(GL_FLOAT, D3D_SRV_DIMENSION_TEXTURE3D, d3d11::CompilePS(device, g_PS_SwizzleF3D, "Blit11 3D F swizzle pixel shader" )); - addSwizzleShaderToMap(GL_UNSIGNED_INT, D3D_SRV_DIMENSION_TEXTURE3D, d3d11::CompilePS(device, g_PS_SwizzleUI3D, "Blit11 3D UI swizzle pixel shader")); - addSwizzleShaderToMap(GL_INT, D3D_SRV_DIMENSION_TEXTURE3D, d3d11::CompilePS(device, g_PS_SwizzleI3D, "Blit11 3D I swizzle pixel shader" )); - - addSwizzleShaderToMap(GL_FLOAT, D3D_SRV_DIMENSION_TEXTURE2DARRAY, d3d11::CompilePS(device, g_PS_SwizzleF2DArray, "Blit11 2D Array F swizzle pixel shader" )); - addSwizzleShaderToMap(GL_UNSIGNED_INT, D3D_SRV_DIMENSION_TEXTURE2DARRAY, d3d11::CompilePS(device, g_PS_SwizzleUI2DArray, "Blit11 2D Array UI swizzle pixel shader")); - addSwizzleShaderToMap(GL_INT, D3D_SRV_DIMENSION_TEXTURE2DARRAY, d3d11::CompilePS(device, g_PS_SwizzleI2DArray, "Blit11 2D Array I swizzle pixel shader" )); -} - -void Blit11::clearShaderMap() -{ - for (BlitShaderMap::iterator i = mBlitShaderMap.begin(); i != mBlitShaderMap.end(); ++i) - { - Shader &shader = i->second; - SafeRelease(shader.mPixelShader); - } - mBlitShaderMap.clear(); - - for (SwizzleShaderMap::iterator i = mSwizzleShaderMap.begin(); i != mSwizzleShaderMap.end(); ++i) - { - Shader &shader = i->second; - SafeRelease(shader.mPixelShader); - } - mSwizzleShaderMap.clear(); -} - -} |