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-rw-r--r--gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.h96
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diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.h b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.h
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+++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/PixelTransfer11.h
@@ -0,0 +1,96 @@
+//
+// 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.h:
+// Buffer-to-Texture and Texture-to-Buffer data transfers.
+// Used to implement pixel unpack and pixel pack buffers in ES3.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_PIXELTRANSFER11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_PIXELTRANSFER11_H_
+
+#include <GLES2/gl2.h>
+
+#include <map>
+
+#include "common/platform.h"
+#include "libANGLE/Error.h"
+#include "libANGLE/renderer/d3d/d3d11/ResourceManager11.h"
+
+namespace gl
+{
+class Buffer;
+class Context;
+struct Box;
+struct Extents;
+struct PixelUnpackState;
+} // namespace gl
+
+namespace rx
+{
+class Renderer11;
+class RenderTargetD3D;
+
+class PixelTransfer11
+{
+ public:
+ explicit PixelTransfer11(Renderer11 *renderer);
+ ~PixelTransfer11();
+
+ // unpack: the source buffer is stored in the unpack state, and buffer strides
+ // offset: the start of the data within the unpack buffer
+ // destRenderTarget: individual slice/layer of a target texture
+ // destinationFormat/sourcePixelsType: determines shaders + shader parameters
+ // destArea: the sub-section of destRenderTarget to copy to
+ angle::Result 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);
+
+ private:
+ struct CopyShaderParams
+ {
+ unsigned int FirstPixelOffset;
+ unsigned int PixelsPerRow;
+ unsigned int RowStride;
+ unsigned int RowsPerSlice;
+ float PositionOffset[2];
+ float PositionScale[2];
+ int TexLocationOffset[2];
+ int TexLocationScale[2];
+ unsigned int FirstSlice;
+ };
+
+ static void setBufferToTextureCopyParams(const gl::Box &destArea,
+ const gl::Extents &destSize,
+ GLenum internalFormat,
+ const gl::PixelUnpackState &unpack,
+ unsigned int offset,
+ CopyShaderParams *parametersOut);
+
+ angle::Result loadResources(const gl::Context *context);
+ angle::Result buildShaderMap(const gl::Context *context);
+ const d3d11::PixelShader *findBufferToTexturePS(GLenum internalFormat) const;
+
+ Renderer11 *mRenderer;
+
+ bool mResourcesLoaded;
+ std::map<GLenum, d3d11::PixelShader> mBufferToTexturePSMap;
+ d3d11::VertexShader mBufferToTextureVS;
+ d3d11::GeometryShader mBufferToTextureGS;
+ d3d11::Buffer mParamsConstantBuffer;
+ CopyShaderParams mParamsData;
+
+ d3d11::RasterizerState mCopyRasterizerState;
+ d3d11::DepthStencilState mCopyDepthStencilState;
+};
+
+} // namespace rx
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_PIXELTRANSFER11_H_