// // 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 "libANGLE/renderer/d3d/d3d11/Blit11.h" #include #include "libANGLE/renderer/d3d/d3d11/Renderer11.h" #include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h" #include "libANGLE/renderer/d3d/d3d11/formatutils11.h" #include "libANGLE/formatutils.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough2d11vs.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughdepth2d11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2d11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2dui11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2di11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2d11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2dui11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2di11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2d11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2dui11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2di11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2d11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2dui11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2di11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlum2d11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha2d11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough3d11vs.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough3d11gs.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3d11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3dui11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3di11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3d11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3dui11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3di11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3d11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3dui11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3di11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3d11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3dui11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3di11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlum3d11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha3d11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlef2dps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlei2dps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzleui2dps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlef3dps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlei3dps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzleui3dps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlef2darrayps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlei2darrayps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzleui2darrayps.h" namespace rx { static DXGI_FORMAT GetTextureFormat(ID3D11Resource *resource) { ID3D11Texture2D *texture = d3d11::DynamicCastComObject(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(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(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 = FLT_MAX; 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 = FLT_MAX; 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->isES3Capable()) { 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(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 = sourceSRVDesc.ViewDimension == D3D11_SRV_DIMENSION_TEXTURE3D; 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(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(sourceMapping.pData) + readRow * sourceMapping.RowPitch + sourceArea.x * pixelSize; void *destRow = reinterpret_cast(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(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(sourceMapping.pData) + readRow * sourceMapping.RowPitch + readColumn * pixelSize + copyOffset; void *destPixel = reinterpret_cast(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(); // 2D shaders (OpenGL ES 2+) 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")); // 2D shaders (OpenGL ES 3+) if (mRenderer->isES3Capable()) { 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" )); } // 3D shaders (OpenGL ES 3+) if (mRenderer->isES3Capable()) { 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")); } // Swizzling shaders (OpenGL ES 3+) if (mRenderer->isES3Capable()) { addSwizzleShaderToMap(GL_FLOAT, D3D_SRV_DIMENSION_TEXTURE2D, d3d11::CompilePS(device, g_PS_SwizzleF2D, "Blit11 2D F swizzle 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(); } }