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diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.cpp b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.cpp
new file mode 100644
index 0000000000..9649a91dd3
--- /dev/null
+++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.cpp
@@ -0,0 +1,271 @@
+//
+// 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.
+//
+
+// PixelTransfer11.cpp:
+// Implementation for buffer-to-texture and texture-to-buffer copies.
+// Used to implement pixel transfers from unpack and to pack buffers.
+//
+
+#include "libANGLE/renderer/d3d/d3d11/PixelTransfer11.h"
+
+#include "libANGLE/Buffer.h"
+#include "libANGLE/Context.h"
+#include "libANGLE/Texture.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/renderer/d3d/d3d11/Buffer11.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"
+#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h"
+#include "libANGLE/renderer/serial_utils.h"
+
+// Precompiled shaders
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_gs.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_ps_4f.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_ps_4i.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_ps_4ui.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_vs.h"
+
+namespace rx
+{
+
+PixelTransfer11::PixelTransfer11(Renderer11 *renderer)
+ : mRenderer(renderer),
+ mResourcesLoaded(false),
+ mBufferToTextureVS(),
+ mBufferToTextureGS(),
+ mParamsConstantBuffer(),
+ mCopyRasterizerState(),
+ mCopyDepthStencilState()
+{}
+
+PixelTransfer11::~PixelTransfer11() {}
+
+angle::Result PixelTransfer11::loadResources(const gl::Context *context)
+{
+ if (mResourcesLoaded)
+ {
+ return angle::Result::Continue;
+ }
+
+ D3D11_RASTERIZER_DESC rasterDesc;
+ rasterDesc.FillMode = D3D11_FILL_SOLID;
+ rasterDesc.CullMode = D3D11_CULL_NONE;
+ rasterDesc.FrontCounterClockwise = FALSE;
+ rasterDesc.DepthBias = 0;
+ rasterDesc.SlopeScaledDepthBias = 0.0f;
+ rasterDesc.DepthBiasClamp = 0.0f;
+ rasterDesc.DepthClipEnable = TRUE;
+ rasterDesc.ScissorEnable = FALSE;
+ rasterDesc.MultisampleEnable = FALSE;
+ rasterDesc.AntialiasedLineEnable = FALSE;
+
+ Context11 *context11 = GetImplAs<Context11>(context);
+
+ ANGLE_TRY(mRenderer->allocateResource(context11, rasterDesc, &mCopyRasterizerState));
+
+ D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
+ depthStencilDesc.DepthEnable = true;
+ depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
+ depthStencilDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
+ depthStencilDesc.StencilEnable = FALSE;
+ depthStencilDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
+ depthStencilDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
+ depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+ depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
+ depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+
+ ANGLE_TRY(mRenderer->allocateResource(context11, depthStencilDesc, &mCopyDepthStencilState));
+
+ D3D11_BUFFER_DESC constantBufferDesc = {};
+ constantBufferDesc.ByteWidth = roundUpPow2<UINT>(sizeof(CopyShaderParams), 32u);
+ constantBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ constantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ constantBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ constantBufferDesc.MiscFlags = 0;
+ constantBufferDesc.StructureByteStride = 0;
+
+ ANGLE_TRY(mRenderer->allocateResource(context11, constantBufferDesc, &mParamsConstantBuffer));
+ mParamsConstantBuffer.setInternalName("PixelTransfer11ConstantBuffer");
+
+ // init shaders
+ ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_VS_BufferToTexture),
+ &mBufferToTextureVS));
+ mBufferToTextureVS.setInternalName("BufferToTextureVS");
+
+ ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_GS_BufferToTexture),
+ &mBufferToTextureGS));
+ mBufferToTextureGS.setInternalName("BufferToTextureGS");
+
+ ANGLE_TRY(buildShaderMap(context));
+
+ StructZero(&mParamsData);
+
+ mResourcesLoaded = true;
+
+ return angle::Result::Continue;
+}
+
+void PixelTransfer11::setBufferToTextureCopyParams(const gl::Box &destArea,
+ const gl::Extents &destSize,
+ GLenum internalFormat,
+ const gl::PixelUnpackState &unpack,
+ unsigned int offset,
+ CopyShaderParams *parametersOut)
+{
+ StructZero(parametersOut);
+
+ float texelCenterX = 0.5f / static_cast<float>(destSize.width);
+ float texelCenterY = 0.5f / static_cast<float>(destSize.height);
+
+ unsigned int bytesPerPixel = gl::GetSizedInternalFormatInfo(internalFormat).pixelBytes;
+ unsigned int alignmentBytes = static_cast<unsigned int>(unpack.alignment);
+ unsigned int alignmentPixels =
+ (alignmentBytes <= bytesPerPixel ? 1 : alignmentBytes / bytesPerPixel);
+
+ parametersOut->FirstPixelOffset = offset / bytesPerPixel;
+ parametersOut->PixelsPerRow =
+ static_cast<unsigned int>((unpack.rowLength > 0) ? unpack.rowLength : destArea.width);
+ parametersOut->RowStride = roundUp(parametersOut->PixelsPerRow, alignmentPixels);
+ parametersOut->RowsPerSlice = static_cast<unsigned int>(destArea.height);
+ parametersOut->PositionOffset[0] =
+ texelCenterX + (destArea.x / float(destSize.width)) * 2.0f - 1.0f;
+ parametersOut->PositionOffset[1] =
+ texelCenterY + ((destSize.height - destArea.y - 1) / float(destSize.height)) * 2.0f - 1.0f;
+ parametersOut->PositionScale[0] = 2.0f / static_cast<float>(destSize.width);
+ parametersOut->PositionScale[1] = -2.0f / static_cast<float>(destSize.height);
+ parametersOut->FirstSlice = destArea.z;
+}
+
+angle::Result PixelTransfer11::copyBufferToTexture(const gl::Context *context,
+ const gl::PixelUnpackState &unpack,
+ gl::Buffer *unpackBuffer,
+ unsigned int offset,
+ RenderTargetD3D *destRenderTarget,
+ GLenum destinationFormat,
+ GLenum sourcePixelsType,
+ const gl::Box &destArea)
+{
+ ASSERT(unpackBuffer);
+
+ ANGLE_TRY(loadResources(context));
+
+ gl::Extents destSize = destRenderTarget->getExtents();
+
+ ASSERT(destArea.x >= 0 && destArea.x + destArea.width <= destSize.width && destArea.y >= 0 &&
+ destArea.y + destArea.height <= destSize.height && destArea.z >= 0 &&
+ destArea.z + destArea.depth <= destSize.depth);
+
+ ASSERT(mRenderer->supportsFastCopyBufferToTexture(destinationFormat));
+
+ const d3d11::PixelShader *pixelShader = findBufferToTexturePS(destinationFormat);
+ ASSERT(pixelShader);
+
+ // The SRV must be in the proper read format, which may be different from the destination format
+ // EG: for half float data, we can load full precision floats with implicit conversion
+ GLenum unsizedFormat = gl::GetUnsizedFormat(destinationFormat);
+ const gl::InternalFormat &sourceglFormatInfo =
+ gl::GetInternalFormatInfo(unsizedFormat, sourcePixelsType);
+
+ const d3d11::Format &sourceFormatInfo = d3d11::Format::Get(
+ sourceglFormatInfo.sizedInternalFormat, mRenderer->getRenderer11DeviceCaps());
+ DXGI_FORMAT srvFormat = sourceFormatInfo.srvFormat;
+ ASSERT(srvFormat != DXGI_FORMAT_UNKNOWN);
+ Buffer11 *bufferStorage11 = GetAs<Buffer11>(unpackBuffer->getImplementation());
+ const d3d11::ShaderResourceView *bufferSRV = nullptr;
+ ANGLE_TRY(bufferStorage11->getSRV(context, srvFormat, &bufferSRV));
+ ASSERT(bufferSRV != nullptr);
+
+ const d3d11::RenderTargetView &textureRTV =
+ GetAs<RenderTarget11>(destRenderTarget)->getRenderTargetView();
+ ASSERT(textureRTV.valid());
+
+ CopyShaderParams shaderParams;
+ setBufferToTextureCopyParams(destArea, destSize, sourceglFormatInfo.sizedInternalFormat, unpack,
+ offset, &shaderParams);
+
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ // Are we doing a 2D or 3D copy?
+ const auto *geometryShader = ((destSize.depth > 1) ? &mBufferToTextureGS : nullptr);
+ StateManager11 *stateManager = mRenderer->getStateManager();
+
+ stateManager->setDrawShaders(&mBufferToTextureVS, geometryShader, pixelShader);
+ stateManager->setShaderResource(gl::ShaderType::Fragment, 0, bufferSRV);
+ stateManager->setInputLayout(nullptr);
+ stateManager->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
+
+ stateManager->setSingleVertexBuffer(nullptr, 0, 0);
+ stateManager->setSimpleBlendState(nullptr);
+ stateManager->setDepthStencilState(&mCopyDepthStencilState, 0xFFFFFFFF);
+ stateManager->setRasterizerState(&mCopyRasterizerState);
+
+ stateManager->setRenderTarget(textureRTV.get(), nullptr);
+
+ if (!StructEquals(mParamsData, shaderParams))
+ {
+ d3d11::SetBufferData(deviceContext, mParamsConstantBuffer.get(), shaderParams);
+ mParamsData = shaderParams;
+ }
+
+ stateManager->setVertexConstantBuffer(0, &mParamsConstantBuffer);
+
+ // Set the viewport
+ stateManager->setSimpleViewport(destSize);
+
+ UINT numPixels = (shaderParams.PixelsPerRow * destArea.height * destArea.depth);
+ deviceContext->Draw(numPixels, 0);
+
+ return angle::Result::Continue;
+}
+
+angle::Result PixelTransfer11::buildShaderMap(const gl::Context *context)
+{
+ d3d11::PixelShader bufferToTextureFloat;
+ d3d11::PixelShader bufferToTextureInt;
+ d3d11::PixelShader bufferToTextureUint;
+
+ Context11 *context11 = GetImplAs<Context11>(context);
+
+ ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_PS_BufferToTexture_4F),
+ &bufferToTextureFloat));
+ ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_PS_BufferToTexture_4I),
+ &bufferToTextureInt));
+ ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_PS_BufferToTexture_4UI),
+ &bufferToTextureUint));
+
+ bufferToTextureFloat.setInternalName("BufferToTextureRGBA.ps");
+ bufferToTextureInt.setInternalName("BufferToTextureRGBA-I.ps");
+ bufferToTextureUint.setInternalName("BufferToTextureRGBA-UI.ps");
+
+ mBufferToTexturePSMap[GL_FLOAT] = std::move(bufferToTextureFloat);
+ mBufferToTexturePSMap[GL_INT] = std::move(bufferToTextureInt);
+ mBufferToTexturePSMap[GL_UNSIGNED_INT] = std::move(bufferToTextureUint);
+
+ return angle::Result::Continue;
+}
+
+const d3d11::PixelShader *PixelTransfer11::findBufferToTexturePS(GLenum internalFormat) const
+{
+ GLenum componentType = gl::GetSizedInternalFormatInfo(internalFormat).componentType;
+ if (componentType == GL_SIGNED_NORMALIZED || componentType == GL_UNSIGNED_NORMALIZED)
+ {
+ componentType = GL_FLOAT;
+ }
+
+ auto shaderMapIt = mBufferToTexturePSMap.find(componentType);
+ return (shaderMapIt == mBufferToTexturePSMap.end() ? nullptr : &shaderMapIt->second);
+}
+
+} // namespace rx