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diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/Framebuffer11.cpp b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/Framebuffer11.cpp
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+++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/Framebuffer11.cpp
@@ -0,0 +1,452 @@
+//
+// Copyright 2014 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.
+//
+
+// Framebuffer11.cpp: Implements the Framebuffer11 class.
+
+#include "libANGLE/renderer/d3d/d3d11/Framebuffer11.h"
+
+#include "common/bitset_utils.h"
+#include "common/debug.h"
+#include "libANGLE/Context.h"
+#include "libANGLE/Framebuffer.h"
+#include "libANGLE/FramebufferAttachment.h"
+#include "libANGLE/Texture.h"
+#include "libANGLE/renderer/d3d/TextureD3D.h"
+#include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/Clear11.h"
+#include "libANGLE/renderer/d3d/d3d11/Context11.h"
+#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/TextureStorage11.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+
+using namespace angle;
+
+namespace rx
+{
+
+namespace
+{
+angle::Result MarkAttachmentsDirty(const gl::Context *context,
+ const gl::FramebufferAttachment *attachment)
+{
+ if (attachment->type() == GL_TEXTURE)
+ {
+ gl::Texture *texture = attachment->getTexture();
+
+ TextureD3D *textureD3D = GetImplAs<TextureD3D>(texture);
+
+ TextureStorage *texStorage = nullptr;
+ ANGLE_TRY(textureD3D->getNativeTexture(context, &texStorage));
+
+ if (texStorage)
+ {
+ TextureStorage11 *texStorage11 = GetAs<TextureStorage11>(texStorage);
+ ASSERT(texStorage11);
+
+ texStorage11->markLevelDirty(attachment->mipLevel());
+ }
+ }
+
+ return angle::Result::Continue;
+}
+
+UINT GetAttachmentLayer(const gl::FramebufferAttachment *attachment)
+{
+ if (attachment->type() == GL_TEXTURE &&
+ attachment->getTexture()->getType() == gl::TextureType::_3D)
+ {
+ return attachment->layer();
+ }
+ return 0;
+}
+
+} // anonymous namespace
+
+Framebuffer11::Framebuffer11(const gl::FramebufferState &data, Renderer11 *renderer)
+ : FramebufferD3D(data, renderer), mRenderer(renderer)
+{
+ ASSERT(mRenderer != nullptr);
+}
+
+Framebuffer11::~Framebuffer11() {}
+
+angle::Result Framebuffer11::markAttachmentsDirty(const gl::Context *context) const
+{
+ const auto &colorAttachments = mState.getColorAttachments();
+ for (size_t drawBuffer : mState.getEnabledDrawBuffers())
+ {
+ const gl::FramebufferAttachment &colorAttachment = colorAttachments[drawBuffer];
+ ASSERT(colorAttachment.isAttached());
+ ANGLE_TRY(MarkAttachmentsDirty(context, &colorAttachment));
+ }
+
+ const gl::FramebufferAttachment *dsAttachment = mState.getDepthOrStencilAttachment();
+ if (dsAttachment)
+ {
+ ANGLE_TRY(MarkAttachmentsDirty(context, dsAttachment));
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result Framebuffer11::clearImpl(const gl::Context *context,
+ const ClearParameters &clearParams)
+{
+ Clear11 *clearer = mRenderer->getClearer();
+
+ const gl::FramebufferAttachment *colorAttachment = mState.getFirstColorAttachment();
+ if (clearParams.scissorEnabled == true && colorAttachment != nullptr &&
+ UsePresentPathFast(mRenderer, colorAttachment))
+ {
+ // If the current framebuffer is using the default colorbuffer, and present path fast is
+ // active, and the scissor rect is enabled, then we should invert the scissor rect
+ // vertically
+ ClearParameters presentPathFastClearParams = clearParams;
+ gl::Extents framebufferSize = colorAttachment->getSize();
+ presentPathFastClearParams.scissor.y = framebufferSize.height -
+ presentPathFastClearParams.scissor.y -
+ presentPathFastClearParams.scissor.height;
+ ANGLE_TRY(clearer->clearFramebuffer(context, presentPathFastClearParams, mState));
+ }
+ else
+ {
+ ANGLE_TRY(clearer->clearFramebuffer(context, clearParams, mState));
+ }
+
+ ANGLE_TRY(markAttachmentsDirty(context));
+
+ return angle::Result::Continue;
+}
+
+angle::Result Framebuffer11::invalidate(const gl::Context *context,
+ size_t count,
+ const GLenum *attachments)
+{
+ return invalidateBase(context, count, attachments, false);
+}
+
+angle::Result Framebuffer11::discard(const gl::Context *context,
+ size_t count,
+ const GLenum *attachments)
+{
+ return invalidateBase(context, count, attachments, true);
+}
+
+angle::Result Framebuffer11::invalidateBase(const gl::Context *context,
+ size_t count,
+ const GLenum *attachments,
+ bool useEXTBehavior) const
+{
+ ID3D11DeviceContext1 *deviceContext1 = mRenderer->getDeviceContext1IfSupported();
+
+ if (!deviceContext1)
+ {
+ // DiscardView() is only supported on ID3D11DeviceContext1
+ return angle::Result::Continue;
+ }
+
+ bool foundDepth = false;
+ bool foundStencil = false;
+
+ for (size_t i = 0; i < count; ++i)
+ {
+ switch (attachments[i])
+ {
+ // Handle depth and stencil attachments. Defer discarding until later.
+ case GL_DEPTH_STENCIL_ATTACHMENT:
+ foundDepth = true;
+ foundStencil = true;
+ break;
+ case GL_DEPTH_EXT:
+ case GL_DEPTH_ATTACHMENT:
+ foundDepth = true;
+ break;
+ case GL_STENCIL_EXT:
+ case GL_STENCIL_ATTACHMENT:
+ foundStencil = true;
+ break;
+ default:
+ {
+ // Handle color attachments
+ ASSERT((attachments[i] >= GL_COLOR_ATTACHMENT0 &&
+ attachments[i] <= GL_COLOR_ATTACHMENT15) ||
+ (attachments[i] == GL_COLOR));
+
+ size_t colorIndex =
+ (attachments[i] == GL_COLOR ? 0u : (attachments[i] - GL_COLOR_ATTACHMENT0));
+ const gl::FramebufferAttachment *colorAttachment =
+ mState.getColorAttachment(colorIndex);
+ if (colorAttachment)
+ {
+ ANGLE_TRY(invalidateAttachment(context, colorAttachment));
+ }
+ break;
+ }
+ }
+ }
+
+ bool discardDepth = false;
+ bool discardStencil = false;
+
+ // The D3D11 renderer uses the same view for depth and stencil buffers, so we must be careful.
+ if (useEXTBehavior)
+ {
+ // In the extension, if the app discards only one of the depth and stencil attachments, but
+ // those are backed by the same packed_depth_stencil buffer, then both images become
+ // undefined.
+ discardDepth = foundDepth;
+
+ // Don't bother discarding the stencil buffer if the depth buffer will already do it
+ discardStencil = foundStencil && (!discardDepth || mState.getDepthAttachment() == nullptr);
+ }
+ else
+ {
+ // In ES 3.0.4, if a specified attachment has base internal format DEPTH_STENCIL but the
+ // attachments list does not include DEPTH_STENCIL_ATTACHMENT or both DEPTH_ATTACHMENT and
+ // STENCIL_ATTACHMENT, then only the specified portion of every pixel in the subregion of
+ // pixels of the DEPTH_STENCIL buffer may be invalidated, and the other portion must be
+ // preserved.
+ discardDepth = (foundDepth && foundStencil) ||
+ (foundDepth && (mState.getStencilAttachment() == nullptr));
+ discardStencil = (foundStencil && (mState.getDepthAttachment() == nullptr));
+ }
+
+ if (discardDepth && mState.getDepthAttachment())
+ {
+ ANGLE_TRY(invalidateAttachment(context, mState.getDepthAttachment()));
+ }
+
+ if (discardStencil && mState.getStencilAttachment())
+ {
+ ANGLE_TRY(invalidateAttachment(context, mState.getStencilAttachment()));
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result Framebuffer11::invalidateSub(const gl::Context *context,
+ size_t count,
+ const GLenum *attachments,
+ const gl::Rectangle &area)
+{
+ // A no-op implementation conforms to the spec, so don't call UNIMPLEMENTED()
+ return angle::Result::Continue;
+}
+
+angle::Result Framebuffer11::invalidateAttachment(const gl::Context *context,
+ const gl::FramebufferAttachment *attachment) const
+{
+ ID3D11DeviceContext1 *deviceContext1 = mRenderer->getDeviceContext1IfSupported();
+ ASSERT(deviceContext1);
+ ASSERT(attachment && attachment->isAttached());
+
+ RenderTarget11 *renderTarget = nullptr;
+ ANGLE_TRY(attachment->getRenderTarget(context, 0, &renderTarget));
+ const auto &rtv = renderTarget->getRenderTargetView();
+
+ if (rtv.valid())
+ {
+ deviceContext1->DiscardView(rtv.get());
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result Framebuffer11::readPixelsImpl(const gl::Context *context,
+ const gl::Rectangle &area,
+ GLenum format,
+ GLenum type,
+ size_t outputPitch,
+ const gl::PixelPackState &pack,
+ gl::Buffer *packBuffer,
+ uint8_t *pixels)
+{
+ const gl::FramebufferAttachment *readAttachment = mState.getReadPixelsAttachment(format);
+ ASSERT(readAttachment);
+
+ if (packBuffer != nullptr)
+ {
+ Buffer11 *packBufferStorage = GetImplAs<Buffer11>(packBuffer);
+ const angle::Format &angleFormat = GetFormatFromFormatType(format, type);
+ PackPixelsParams packParams(area, angleFormat, static_cast<GLuint>(outputPitch),
+ pack.reverseRowOrder, packBuffer,
+ reinterpret_cast<ptrdiff_t>(pixels));
+
+ return packBufferStorage->packPixels(context, *readAttachment, packParams);
+ }
+
+ return mRenderer->readFromAttachment(context, *readAttachment, area, format, type,
+ static_cast<GLuint>(outputPitch), pack, pixels);
+}
+
+angle::Result Framebuffer11::blitImpl(const gl::Context *context,
+ const gl::Rectangle &sourceArea,
+ const gl::Rectangle &destArea,
+ const gl::Rectangle *scissor,
+ bool blitRenderTarget,
+ bool blitDepth,
+ bool blitStencil,
+ GLenum filter,
+ const gl::Framebuffer *sourceFramebuffer)
+{
+ if (blitRenderTarget)
+ {
+ const gl::FramebufferAttachment *readBuffer = sourceFramebuffer->getReadColorAttachment();
+ ASSERT(readBuffer);
+
+ RenderTargetD3D *readRenderTarget = nullptr;
+ ANGLE_TRY(readBuffer->getRenderTarget(context, 0, &readRenderTarget));
+ ASSERT(readRenderTarget);
+
+ const auto &colorAttachments = mState.getColorAttachments();
+ const auto &drawBufferStates = mState.getDrawBufferStates();
+ UINT readLayer = GetAttachmentLayer(readBuffer);
+
+ for (size_t colorAttachment = 0; colorAttachment < colorAttachments.size();
+ colorAttachment++)
+ {
+ const gl::FramebufferAttachment &drawBuffer = colorAttachments[colorAttachment];
+
+ if (drawBuffer.isAttached() && drawBufferStates[colorAttachment] != GL_NONE)
+ {
+ RenderTargetD3D *drawRenderTarget = nullptr;
+ ANGLE_TRY(drawBuffer.getRenderTarget(
+ context, drawBuffer.getRenderToTextureSamples(), &drawRenderTarget));
+ ASSERT(drawRenderTarget);
+
+ const bool invertColorSource = UsePresentPathFast(mRenderer, readBuffer);
+ gl::Rectangle actualSourceArea = sourceArea;
+ if (invertColorSource)
+ {
+ RenderTarget11 *readRenderTarget11 = GetAs<RenderTarget11>(readRenderTarget);
+ actualSourceArea.y = readRenderTarget11->getHeight() - sourceArea.y;
+ actualSourceArea.height = -sourceArea.height;
+ }
+
+ const bool invertColorDest = UsePresentPathFast(mRenderer, &drawBuffer);
+ gl::Rectangle actualDestArea = destArea;
+ UINT drawLayer = GetAttachmentLayer(&drawBuffer);
+
+ const auto &surfaceTextureOffset = mState.getSurfaceTextureOffset();
+ actualDestArea.x = actualDestArea.x + surfaceTextureOffset.x;
+ actualDestArea.y = actualDestArea.y + surfaceTextureOffset.y;
+
+ if (invertColorDest)
+ {
+ RenderTarget11 *drawRenderTarget11 = GetAs<RenderTarget11>(drawRenderTarget);
+ actualDestArea.y = drawRenderTarget11->getHeight() - destArea.y;
+ actualDestArea.height = -destArea.height;
+ }
+
+ ANGLE_TRY(mRenderer->blitRenderbufferRect(context, actualSourceArea, actualDestArea,
+ readLayer, drawLayer, readRenderTarget,
+ drawRenderTarget, filter, scissor,
+ blitRenderTarget, false, false));
+ }
+ }
+ }
+
+ if (blitDepth || blitStencil)
+ {
+ const gl::FramebufferAttachment *readBuffer =
+ sourceFramebuffer->getDepthOrStencilAttachment();
+ ASSERT(readBuffer);
+ RenderTargetD3D *readRenderTarget = nullptr;
+ ANGLE_TRY(readBuffer->getRenderTarget(context, 0, &readRenderTarget));
+ ASSERT(readRenderTarget);
+
+ const bool invertSource = UsePresentPathFast(mRenderer, readBuffer);
+ gl::Rectangle actualSourceArea = sourceArea;
+ if (invertSource)
+ {
+ RenderTarget11 *readRenderTarget11 = GetAs<RenderTarget11>(readRenderTarget);
+ actualSourceArea.y = readRenderTarget11->getHeight() - sourceArea.y;
+ actualSourceArea.height = -sourceArea.height;
+ }
+
+ const gl::FramebufferAttachment *drawBuffer = mState.getDepthOrStencilAttachment();
+ ASSERT(drawBuffer);
+ RenderTargetD3D *drawRenderTarget = nullptr;
+ ANGLE_TRY(drawBuffer->getRenderTarget(context, drawBuffer->getRenderToTextureSamples(),
+ &drawRenderTarget));
+ ASSERT(drawRenderTarget);
+
+ bool invertDest = UsePresentPathFast(mRenderer, drawBuffer);
+ gl::Rectangle actualDestArea = destArea;
+ if (invertDest)
+ {
+ RenderTarget11 *drawRenderTarget11 = GetAs<RenderTarget11>(drawRenderTarget);
+ actualDestArea.y = drawRenderTarget11->getHeight() - destArea.y;
+ actualDestArea.height = -destArea.height;
+ }
+
+ ANGLE_TRY(mRenderer->blitRenderbufferRect(context, actualSourceArea, actualDestArea, 0, 0,
+ readRenderTarget, drawRenderTarget, filter,
+ scissor, false, blitDepth, blitStencil));
+ }
+
+ ANGLE_TRY(markAttachmentsDirty(context));
+ return angle::Result::Continue;
+}
+
+const gl::InternalFormat &Framebuffer11::getImplementationColorReadFormat(
+ const gl::Context *context) const
+{
+ Context11 *context11 = GetImplAs<Context11>(context);
+ const Renderer11DeviceCaps &caps = context11->getRenderer()->getRenderer11DeviceCaps();
+ GLenum sizedFormat = mState.getReadAttachment()->getFormat().info->sizedInternalFormat;
+ const angle::Format &angleFormat = d3d11::Format::Get(sizedFormat, caps).format();
+ return gl::GetSizedInternalFormatInfo(angleFormat.fboImplementationInternalFormat);
+}
+
+angle::Result Framebuffer11::syncState(const gl::Context *context,
+ GLenum binding,
+ const gl::Framebuffer::DirtyBits &dirtyBits,
+ gl::Command command)
+{
+ ANGLE_TRY(mRenderTargetCache.update(context, mState, dirtyBits));
+ ANGLE_TRY(FramebufferD3D::syncState(context, binding, dirtyBits, command));
+
+ // Call this last to allow the state manager to take advantage of the cached render targets.
+ mRenderer->getStateManager()->invalidateRenderTarget();
+
+ // Call this to syncViewport for framebuffer default parameters.
+ if (mState.getDefaultWidth() != 0 || mState.getDefaultHeight() != 0)
+ {
+ mRenderer->getStateManager()->invalidateViewport(context);
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result Framebuffer11::getSamplePosition(const gl::Context *context,
+ size_t index,
+ GLfloat *xy) const
+{
+ const gl::FramebufferAttachment *attachment = mState.getFirstNonNullAttachment();
+ ASSERT(attachment);
+ GLsizei sampleCount = attachment->getSamples();
+
+ rx::GetSamplePosition(sampleCount, index, xy);
+ return angle::Result::Continue;
+}
+
+RenderTarget11 *Framebuffer11::getFirstRenderTarget() const
+{
+ for (auto *renderTarget : mRenderTargetCache.getColors())
+ {
+ if (renderTarget)
+ {
+ return renderTarget;
+ }
+ }
+
+ return mRenderTargetCache.getDepthStencil();
+}
+
+} // namespace rx