// // 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 "libANGLE/renderer/d3d/d3d11/PixelTransfer11.h" #include "libANGLE/Buffer.h" #include "libANGLE/Context.h" #include "libANGLE/formatutils.h" #include "libANGLE/renderer/d3d/d3d11/Buffer11.h" #include "libANGLE/renderer/d3d/d3d11/formatutils11.h" #include "libANGLE/renderer/d3d/d3d11/Renderer11.h" #include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h" #include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h" #include "libANGLE/renderer/d3d/d3d11/texture_format_table.h" #include "libANGLE/renderer/d3d/d3d11/TextureStorage11.h" #include "libANGLE/Texture.h" // Precompiled shaders #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_gs.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_ps_4f.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_ps_4i.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_ps_4ui.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_vs.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(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."); } 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(destSize.width - 1); float texelCenterY = 0.5f / static_cast(destSize.height - 1); unsigned int bytesPerPixel = gl::GetInternalFormatInfo(internalFormat).pixelBytes; unsigned int alignmentBytes = static_cast(unpack.alignment); unsigned int alignmentPixels = (alignmentBytes <= bytesPerPixel ? 1 : alignmentBytes / bytesPerPixel); parametersOut->FirstPixelOffset = offset / bytesPerPixel; parametersOut->PixelsPerRow = static_cast((unpack.rowLength > 0) ? unpack.rowLength : destArea.width); parametersOut->RowStride = roundUp(parametersOut->PixelsPerRow, alignmentPixels); parametersOut->RowsPerSlice = static_cast(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(destSize.width); parametersOut->PositionScale[1] = -2.0f / static_cast(destSize.height); parametersOut->FirstSlice = destArea.z; } gl::Error PixelTransfer11::copyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *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::GetSizedInternalFormat(unsizedFormat, sourcePixelsType); const d3d11::TextureFormat &sourceFormatInfo = d3d11::GetTextureFormatInfo(sourceFormat, mRenderer->getRenderer11DeviceCaps()); DXGI_FORMAT srvFormat = sourceFormatInfo.srvFormat; ASSERT(srvFormat != DXGI_FORMAT_UNKNOWN); Buffer11 *bufferStorage11 = GetAs(sourceBuffer.getImplementation()); ID3D11ShaderResourceView *bufferSRV = bufferStorage11->getSRV(srvFormat); ASSERT(bufferSRV != NULL); ID3D11RenderTargetView *textureRTV = GetAs(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); auto stateManager = mRenderer->getStateManager(); deviceContext->VSSetShader(mBufferToTextureVS, NULL, 0); deviceContext->GSSetShader(geometryShader, NULL, 0); deviceContext->PSSetShader(pixelShader, NULL, 0); stateManager->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 = static_cast(destSize.width); viewport.Height = static_cast(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 stateManager->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); } }