summaryrefslogtreecommitdiffstats
path: root/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/Blit11.h
diff options
context:
space:
mode:
Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/Blit11.h')
-rw-r--r--gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/Blit11.h300
1 files changed, 300 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/Blit11.h b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/Blit11.h
new file mode 100644
index 0000000000..cef491137d
--- /dev/null
+++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/Blit11.h
@@ -0,0 +1,300 @@
+//
+// Copyright 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_