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//
// 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.
#ifndef LIBANGLE_RENDERER_D3D_D3D11_BLIT11_H_
#define LIBANGLE_RENDERER_D3D_D3D11_BLIT11_H_
#include "common/angleutils.h"
#include "libANGLE/Error.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/d3d/d3d11/ResourceManager11.h"
#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
#include <map>
namespace rx
{
class Renderer11;
class Blit11 : angle::NonCopyable
{
public:
explicit Blit11(Renderer11 *renderer);
~Blit11();
angle::Result swizzleTexture(const gl::Context *context,
const d3d11::SharedSRV &source,
const d3d11::RenderTargetView &dest,
const gl::Extents &size,
const gl::SwizzleState &swizzleTarget);
// Set destTypeForDownsampling to GL_NONE to skip downsampling
angle::Result copyTexture(const gl::Context *context,
const d3d11::SharedSRV &source,
const gl::Box &sourceArea,
const gl::Extents &sourceSize,
GLenum sourceFormat,
const d3d11::RenderTargetView &dest,
const gl::Box &destArea,
const gl::Extents &destSize,
const gl::Rectangle *scissor,
GLenum destFormat,
GLenum destTypeForDownsampling,
GLenum filter,
bool maskOffAlpha,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha);
angle::Result copyStencil(const gl::Context *context,
const TextureHelper11 &source,
unsigned int sourceSubresource,
const gl::Box &sourceArea,
const gl::Extents &sourceSize,
const TextureHelper11 &dest,
unsigned int destSubresource,
const gl::Box &destArea,
const gl::Extents &destSize,
const gl::Rectangle *scissor);
angle::Result copyDepth(const gl::Context *context,
const d3d11::SharedSRV &source,
const gl::Box &sourceArea,
const gl::Extents &sourceSize,
const d3d11::DepthStencilView &dest,
const gl::Box &destArea,
const gl::Extents &destSize,
const gl::Rectangle *scissor);
angle::Result copyDepthStencil(const gl::Context *context,
const TextureHelper11 &source,
unsigned int sourceSubresource,
const gl::Box &sourceArea,
const gl::Extents &sourceSize,
const TextureHelper11 &dest,
unsigned int destSubresource,
const gl::Box &destArea,
const gl::Extents &destSize,
const gl::Rectangle *scissor);
angle::Result resolveDepth(const gl::Context *context,
RenderTarget11 *depth,
TextureHelper11 *textureOut);
angle::Result resolveStencil(const gl::Context *context,
RenderTarget11 *depthStencil,
bool alsoDepth,
TextureHelper11 *textureOut);
using BlitConvertFunction = void(const gl::Box &sourceArea,
const gl::Box &destArea,
const gl::Rectangle &clipRect,
const gl::Extents &sourceSize,
unsigned int sourceRowPitch,
unsigned int destRowPitch,
ptrdiff_t readOffset,
ptrdiff_t writeOffset,
size_t copySize,
size_t srcPixelStride,
size_t destPixelStride,
const uint8_t *sourceData,
uint8_t *destData);
private:
enum BlitShaderOperation : unsigned int;
enum BlitShaderType : unsigned int;
enum SwizzleShaderType
{
SWIZZLESHADER_INVALID,
SWIZZLESHADER_2D_FLOAT,
SWIZZLESHADER_2D_UINT,
SWIZZLESHADER_2D_INT,
SWIZZLESHADER_CUBE_FLOAT,
SWIZZLESHADER_CUBE_UINT,
SWIZZLESHADER_CUBE_INT,
SWIZZLESHADER_3D_FLOAT,
SWIZZLESHADER_3D_UINT,
SWIZZLESHADER_3D_INT,
SWIZZLESHADER_ARRAY_FLOAT,
SWIZZLESHADER_ARRAY_UINT,
SWIZZLESHADER_ARRAY_INT,
};
typedef void (*WriteVertexFunction)(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);
enum ShaderDimension
{
SHADER_INVALID,
SHADER_2D,
SHADER_3D,
SHADER_2DARRAY
};
struct Shader
{
Shader();
Shader(Shader &&other);
~Shader();
Shader &operator=(Shader &&other);
ShaderDimension dimension;
d3d11::PixelShader pixelShader;
};
struct ShaderSupport
{
const d3d11::InputLayout *inputLayout;
const d3d11::VertexShader *vertexShader;
const d3d11::GeometryShader *geometryShader;
WriteVertexFunction vertexWriteFunction;
};
angle::Result initResources(const gl::Context *context);
angle::Result getShaderSupport(const gl::Context *context,
const Shader &shader,
ShaderSupport *supportOut);
static BlitShaderOperation getBlitShaderOperation(GLenum destinationFormat,
GLenum sourceFormat,
bool isSrcSigned,
bool isDestSigned,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
GLenum destTypeForDownsampling);
static BlitShaderType getBlitShaderType(BlitShaderOperation operation,
ShaderDimension dimension);
static SwizzleShaderType GetSwizzleShaderType(GLenum type, D3D11_SRV_DIMENSION dimensionality);
angle::Result copyDepthStencilImpl(const gl::Context *context,
const TextureHelper11 &source,
unsigned int sourceSubresource,
const gl::Box &sourceArea,
const gl::Extents &sourceSize,
const TextureHelper11 &dest,
unsigned int destSubresource,
const gl::Box &destArea,
const gl::Extents &destSize,
const gl::Rectangle *scissor,
bool stencilOnly);
angle::Result copyAndConvertImpl(const gl::Context *context,
const TextureHelper11 &source,
unsigned int sourceSubresource,
const gl::Box &sourceArea,
const gl::Extents &sourceSize,
const TextureHelper11 &destStaging,
const gl::Box &destArea,
const gl::Extents &destSize,
const gl::Rectangle *scissor,
size_t readOffset,
size_t writeOffset,
size_t copySize,
size_t srcPixelStride,
size_t destPixelStride,
BlitConvertFunction *convertFunction);
angle::Result copyAndConvert(const gl::Context *context,
const TextureHelper11 &source,
unsigned int sourceSubresource,
const gl::Box &sourceArea,
const gl::Extents &sourceSize,
const TextureHelper11 &dest,
unsigned int destSubresource,
const gl::Box &destArea,
const gl::Extents &destSize,
const gl::Rectangle *scissor,
size_t readOffset,
size_t writeOffset,
size_t copySize,
size_t srcPixelStride,
size_t destPixelStride,
BlitConvertFunction *convertFunction);
angle::Result mapBlitShader(const gl::Context *context, BlitShaderType blitShaderType);
angle::Result addBlitShaderToMap(const gl::Context *context,
BlitShaderType blitShaderType,
ShaderDimension dimension,
const ShaderData &shaderData,
const char *name);
angle::Result getBlitShader(const gl::Context *context,
GLenum destFormat,
GLenum sourceFormat,
bool isSrcSigned,
bool isDestSigned,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
GLenum destTypeForDownsampling,
ShaderDimension dimension,
const Shader **shaderOut);
angle::Result getSwizzleShader(const gl::Context *context,
GLenum type,
D3D11_SRV_DIMENSION viewDimension,
const Shader **shaderOut);
angle::Result addSwizzleShaderToMap(const gl::Context *context,
SwizzleShaderType swizzleShaderType,
ShaderDimension dimension,
const ShaderData &shaderData,
const char *name);
void clearShaderMap();
void releaseResolveDepthStencilResources();
angle::Result initResolveDepthOnly(const gl::Context *context,
const d3d11::Format &format,
const gl::Extents &extents);
angle::Result initResolveDepthStencil(const gl::Context *context, const gl::Extents &extents);
Renderer11 *mRenderer;
std::map<BlitShaderType, Shader> mBlitShaderMap;
std::map<SwizzleShaderType, Shader> mSwizzleShaderMap;
bool mResourcesInitialized;
d3d11::Buffer mVertexBuffer;
d3d11::SamplerState mPointSampler;
d3d11::SamplerState mLinearSampler;
d3d11::RasterizerState mScissorEnabledRasterizerState;
d3d11::RasterizerState mScissorDisabledRasterizerState;
d3d11::DepthStencilState mDepthStencilState;
d3d11::LazyInputLayout mQuad2DIL;
d3d11::LazyShader<ID3D11VertexShader> mQuad2DVS;
d3d11::LazyShader<ID3D11PixelShader> mDepthPS;
d3d11::LazyInputLayout mQuad3DIL;
d3d11::LazyShader<ID3D11VertexShader> mQuad3DVS;
d3d11::LazyShader<ID3D11GeometryShader> mQuad3DGS;
d3d11::LazyBlendState mAlphaMaskBlendState;
d3d11::Buffer mSwizzleCB;
d3d11::LazyShader<ID3D11VertexShader> mResolveDepthStencilVS;
d3d11::LazyShader<ID3D11PixelShader> mResolveDepthPS;
d3d11::LazyShader<ID3D11PixelShader> mResolveDepthStencilPS;
d3d11::LazyShader<ID3D11PixelShader> mResolveStencilPS;
d3d11::ShaderResourceView mStencilSRV;
TextureHelper11 mResolvedDepthStencil;
d3d11::RenderTargetView mResolvedDepthStencilRTView;
TextureHelper11 mResolvedDepth;
d3d11::DepthStencilView mResolvedDepthDSView;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_D3D11_BLIT11_H_