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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 00:47:55 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 00:47:55 +0000 |
commit | 26a029d407be480d791972afb5975cf62c9360a6 (patch) | |
tree | f435a8308119effd964b339f76abb83a57c29483 /gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/RenderTarget11.h | |
parent | Initial commit. (diff) | |
download | firefox-26a029d407be480d791972afb5975cf62c9360a6.tar.xz firefox-26a029d407be480d791972afb5975cf62c9360a6.zip |
Adding upstream version 124.0.1.upstream/124.0.1
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/RenderTarget11.h')
-rw-r--r-- | gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/RenderTarget11.h | 133 |
1 files changed, 133 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/RenderTarget11.h b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/RenderTarget11.h new file mode 100644 index 0000000000..8467831e3b --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/RenderTarget11.h @@ -0,0 +1,133 @@ +// +// Copyright 2012 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. +// + +// RenderTarget11.h: Defines a DX11-specific wrapper for ID3D11View pointers +// retained by Renderbuffers. + +#ifndef LIBANGLE_RENDERER_D3D_D3D11_RENDERTARGET11_H_ +#define LIBANGLE_RENDERER_D3D_D3D11_RENDERTARGET11_H_ + +#include "libANGLE/renderer/d3d/RenderTargetD3D.h" +#include "libANGLE/renderer/d3d/d3d11/ResourceManager11.h" +#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h" +#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h" + +namespace rx +{ +class SwapChain11; +class Renderer11; + +class RenderTarget11 : public RenderTargetD3D +{ + public: + RenderTarget11(const d3d11::Format &formatSet); + ~RenderTarget11() override; + + virtual const TextureHelper11 &getTexture() const = 0; + virtual const d3d11::RenderTargetView &getRenderTargetView() const = 0; + virtual const d3d11::DepthStencilView &getDepthStencilView() const = 0; + virtual angle::Result getShaderResourceView(const gl::Context *context, + const d3d11::SharedSRV **outSRV) = 0; + virtual angle::Result getBlitShaderResourceView(const gl::Context *context, + const d3d11::SharedSRV **outSRV) = 0; + + virtual unsigned int getSubresourceIndex() const = 0; + + const d3d11::Format &getFormatSet() const { return mFormatSet; } + + protected: + const d3d11::Format &mFormatSet; +}; + +class TextureRenderTarget11 : public RenderTarget11 +{ + public: + // TextureRenderTarget11 takes ownership of any D3D11 resources it is given and will AddRef them + TextureRenderTarget11(d3d11::RenderTargetView &&rtv, + const TextureHelper11 &resource, + const d3d11::SharedSRV &srv, + const d3d11::SharedSRV &blitSRV, + GLenum internalFormat, + const d3d11::Format &formatSet, + GLsizei width, + GLsizei height, + GLsizei depth, + GLsizei samples); + TextureRenderTarget11(d3d11::DepthStencilView &&dsv, + const TextureHelper11 &resource, + const d3d11::SharedSRV &srv, + GLenum internalFormat, + const d3d11::Format &formatSet, + GLsizei width, + GLsizei height, + GLsizei depth, + GLsizei samples); + ~TextureRenderTarget11() override; + + GLsizei getWidth() const override; + GLsizei getHeight() const override; + GLsizei getDepth() const override; + GLenum getInternalFormat() const override; + GLsizei getSamples() const override; + + const TextureHelper11 &getTexture() const override; + const d3d11::RenderTargetView &getRenderTargetView() const override; + const d3d11::DepthStencilView &getDepthStencilView() const override; + angle::Result getShaderResourceView(const gl::Context *context, + const d3d11::SharedSRV **outSRV) override; + angle::Result getBlitShaderResourceView(const gl::Context *context, + const d3d11::SharedSRV **outSRV) override; + + unsigned int getSubresourceIndex() const override; + + private: + GLsizei mWidth; + GLsizei mHeight; + GLsizei mDepth; + GLenum mInternalFormat; + GLsizei mSamples; + + unsigned int mSubresourceIndex; + TextureHelper11 mTexture; + d3d11::RenderTargetView mRenderTarget; + d3d11::DepthStencilView mDepthStencil; + d3d11::SharedSRV mShaderResource; + + // Shader resource view to use with internal blit shaders. Not set for depth/stencil render + // targets. + d3d11::SharedSRV mBlitShaderResource; +}; + +class SurfaceRenderTarget11 : public RenderTarget11 +{ + public: + SurfaceRenderTarget11(SwapChain11 *swapChain, Renderer11 *renderer, bool depth); + ~SurfaceRenderTarget11() override; + + GLsizei getWidth() const override; + GLsizei getHeight() const override; + GLsizei getDepth() const override; + GLenum getInternalFormat() const override; + GLsizei getSamples() const override; + + const TextureHelper11 &getTexture() const override; + const d3d11::RenderTargetView &getRenderTargetView() const override; + const d3d11::DepthStencilView &getDepthStencilView() const override; + angle::Result getShaderResourceView(const gl::Context *context, + const d3d11::SharedSRV **outSRV) override; + angle::Result getBlitShaderResourceView(const gl::Context *context, + const d3d11::SharedSRV **outSRV) override; + + unsigned int getSubresourceIndex() const override; + + private: + SwapChain11 *mSwapChain; + bool mDepth; +}; + +} // namespace rx + +#endif // LIBANGLE_RENDERER_D3D_D3D11_RENDERTARGET11_H_ |