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-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.cpp253
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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
new file mode 100644
index 0000000000..07040342c7
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.cpp
@@ -0,0 +1,253 @@
+#include "precompiled.h"
+//
+// 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/formatutils.h"
+#include "libGLESv2/Texture.h"
+#include "libGLESv2/Buffer.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/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),
+ mBufferToTextureVS(NULL),
+ mBufferToTextureGS(NULL),
+ mParamsConstantBuffer(NULL),
+ mCopyRasterizerState(NULL),
+ mCopyDepthStencilState(NULL)
+{
+ 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));
+
+ 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));
+
+ D3D11_BUFFER_DESC constantBufferDesc = { 0 };
+ constantBufferDesc.ByteWidth = rx::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));
+ d3d11::SetDebugName(mParamsConstantBuffer, "PixelTransfer11 constant buffer");
+
+ StructZero(&mParamsData);
+
+ // init shaders
+ if (mRenderer->isLevel9())
+ return;
+
+ mBufferToTextureVS = d3d11::CompileVS(device, g_VS_BufferToTexture, "BufferToTexture VS");
+ mBufferToTextureGS = d3d11::CompileGS(device, g_GS_BufferToTexture, "BufferToTexture GS");
+
+ buildShaderMap();
+}
+
+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);
+}
+
+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::GetPixelBytes(internalFormat);
+ 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);
+}
+
+bool PixelTransfer11::copyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget,
+ GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea)
+{
+ gl::Extents destSize = destRenderTarget->getExtents();
+
+ if (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 )
+ {
+ return false;
+ }
+
+ 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::GetFormat(destinationFormat);
+ GLenum sourceFormat = gl::GetSizedInternalFormat(unsizedFormat, sourcePixelsType);
+
+ DXGI_FORMAT srvFormat = gl_d3d11::GetSRVFormat(sourceFormat);
+ 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();
+
+ ID3D11ShaderResourceView *nullSRV = NULL;
+ 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);
+ deviceContext->PSSetShaderResources(0, 1, &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
+ deviceContext->PSSetShaderResources(0, 1, &nullSRV);
+ deviceContext->VSSetConstantBuffers(0, 1, &nullBuffer);
+
+ mRenderer->markAllStateDirty();
+
+ return true;
+}
+
+void 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");
+}
+
+ID3D11PixelShader *PixelTransfer11::findBufferToTexturePS(GLenum internalFormat) const
+{
+ GLenum componentType = gl::GetComponentType(internalFormat);
+
+ if (componentType == GL_SIGNED_NORMALIZED || componentType == GL_UNSIGNED_NORMALIZED)
+ {
+ componentType = GL_FLOAT;
+ }
+
+ auto shaderMapIt = mBufferToTexturePSMap.find(componentType);
+ return (shaderMapIt == mBufferToTexturePSMap.end() ? NULL : shaderMapIt->second);
+}
+
+}