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-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.cpp304
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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);
-}
-
-}