// // 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.h: // Buffer-to-Texture and Texture-to-Buffer data transfers. // Used to implement pixel unpack and pixel pack buffers in ES3. #ifndef LIBANGLE_RENDERER_D3D_D3D11_PIXELTRANSFER11_H_ #define LIBANGLE_RENDERER_D3D_D3D11_PIXELTRANSFER11_H_ #include "libANGLE/Error.h" #include "common/platform.h" #include #include namespace gl { class Buffer; struct Box; struct Extents; struct PixelUnpackState; } namespace rx { class Renderer11; class RenderTargetD3D; class PixelTransfer11 { public: explicit PixelTransfer11(Renderer11 *renderer); ~PixelTransfer11(); // unpack: the source buffer is stored in the unpack state, and buffer strides // offset: the start of the data within the unpack buffer // destRenderTarget: individual slice/layer of a target texture // destinationFormat/sourcePixelsType: determines shaders + shader parameters // destArea: the sub-section of destRenderTarget to copy to gl::Error copyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *destRenderTarget, GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea); private: struct CopyShaderParams { unsigned int FirstPixelOffset; unsigned int PixelsPerRow; unsigned int RowStride; unsigned int RowsPerSlice; float PositionOffset[2]; float PositionScale[2]; int TexLocationOffset[2]; int TexLocationScale[2]; unsigned int FirstSlice; }; static void setBufferToTextureCopyParams(const gl::Box &destArea, const gl::Extents &destSize, GLenum internalFormat, const gl::PixelUnpackState &unpack, unsigned int offset, CopyShaderParams *parametersOut); gl::Error loadResources(); gl::Error buildShaderMap(); ID3D11PixelShader *findBufferToTexturePS(GLenum internalFormat) const; Renderer11 *mRenderer; bool mResourcesLoaded; std::map mBufferToTexturePSMap; ID3D11VertexShader *mBufferToTextureVS; ID3D11GeometryShader *mBufferToTextureGS; ID3D11Buffer *mParamsConstantBuffer; CopyShaderParams mParamsData; ID3D11RasterizerState *mCopyRasterizerState; ID3D11DepthStencilState *mCopyDepthStencilState; }; } #endif // LIBANGLE_RENDERER_D3D_D3D11_PIXELTRANSFER11_H_