diff options
Diffstat (limited to 'src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.cpp')
-rw-r--r-- | src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.cpp | 304 |
1 files changed, 0 insertions, 304 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.cpp deleted file mode 100644 index 6a3d3475ee..0000000000 --- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.cpp +++ /dev/null @@ -1,304 +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 "libGLESv2/renderer/d3d/d3d11/PixelTransfer11.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/renderer/d3d/d3d11/Buffer11.h" -#include "libGLESv2/renderer/d3d/d3d11/TextureStorage11.h" -#include "libGLESv2/renderer/d3d/d3d11/RenderTarget11.h" -#include "libGLESv2/formatutils.h" -#include "libGLESv2/Texture.h" -#include "libGLESv2/Buffer.h" -#include "libGLESv2/Context.h" - -// Precompiled shaders -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/buffertotexturevs.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/buffertotexturegs.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/buffertotexture_4fps.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/buffertotexture_4ips.h" -#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/buffertotexture_4uips.h" - -namespace rx -{ - -PixelTransfer11::PixelTransfer11(Renderer11 *renderer) - : mRenderer(renderer), - mResourcesLoaded(false), - mBufferToTextureVS(NULL), - mBufferToTextureGS(NULL), - mParamsConstantBuffer(NULL), - mCopyRasterizerState(NULL), - mCopyDepthStencilState(NULL) -{ -} - -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); - } - - HRESULT result = S_OK; - ID3D11Device *device = mRenderer->getDevice(); - - 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; - - 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); - } - - 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, &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); - } - - 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; - - 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"); - - // 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."); - } - - if (!mRenderer->isLevel9()) - { - 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."); - } - } - - gl::Error error = buildShaderMap(); - if (error.isError()) - { - return error; - } - - StructZero(&mParamsData); - - mResourcesLoaded = true; - - return gl::Error(GL_NO_ERROR); -} - -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::GetInternalFormatInfo(internalFormat).pixelBytes; - unsigned int alignmentBytes = static_cast<unsigned int>(unpack.alignment); - unsigned int alignmentPixels = (alignmentBytes <= bytesPerPixel ? 1 : alignmentBytes / bytesPerPixel); - - parametersOut->FirstPixelOffset = offset; - parametersOut->PixelsPerRow = static_cast<unsigned int>(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); -} - -gl::Error PixelTransfer11::copyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget, - GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea) -{ - gl::Error error = loadResources(); - if (error.isError()) - { - return error; - } - - 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 = *unpack.pixelBuffer.get(); - - ASSERT(mRenderer->supportsFastCopyBufferToTexture(destinationFormat)); - - ID3D11PixelShader *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::GetFormatTypeInfo(unsizedFormat, sourcePixelsType).internalFormat; - - const d3d11::TextureFormat &sourceFormatInfo = d3d11::GetTextureFormatInfo(sourceFormat); - DXGI_FORMAT srvFormat = sourceFormatInfo.srvFormat; - ASSERT(srvFormat != DXGI_FORMAT_UNKNOWN); - Buffer11 *bufferStorage11 = Buffer11::makeBuffer11(sourceBuffer.getImplementation()); - ID3D11ShaderResourceView *bufferSRV = bufferStorage11->getSRV(srvFormat); - ASSERT(bufferSRV != NULL); - - ID3D11RenderTargetView *textureRTV = RenderTarget11::makeRenderTarget11(destRenderTarget)->getRenderTargetView(); - ASSERT(textureRTV != NULL); - - CopyShaderParams shaderParams; - setBufferToTextureCopyParams(destArea, destSize, sourceFormat, 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); - - deviceContext->VSSetShader(mBufferToTextureVS, NULL, 0); - deviceContext->GSSetShader(geometryShader, NULL, 0); - deviceContext->PSSetShader(pixelShader, NULL, 0); - mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, bufferSRV); - deviceContext->IASetInputLayout(NULL); - deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST); - - deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero); - deviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF); - deviceContext->OMSetDepthStencilState(mCopyDepthStencilState, 0xFFFFFFFF); - deviceContext->RSSetState(mCopyRasterizerState); - - mRenderer->setOneTimeRenderTarget(textureRTV); - - if (!StructEquals(mParamsData, shaderParams)) - { - d3d11::SetBufferData(deviceContext, mParamsConstantBuffer, shaderParams); - mParamsData = shaderParams; - } - - deviceContext->VSSetConstantBuffers(0, 1, &mParamsConstantBuffer); - - // 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); - - UINT numPixels = (destArea.width * destArea.height * destArea.depth); - deviceContext->Draw(numPixels, 0); - - // Unbind textures and render targets and vertex buffer - mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL); - deviceContext->VSSetConstantBuffers(0, 1, &nullBuffer); - - mRenderer->markAllStateDirty(); - - return gl::Error(GL_NO_ERROR); -} - -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); -} - -ID3D11PixelShader *PixelTransfer11::findBufferToTexturePS(GLenum internalFormat) const -{ - GLenum componentType = gl::GetInternalFormatInfo(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); -} - -} |