From 26a029d407be480d791972afb5975cf62c9360a6 Mon Sep 17 00:00:00 2001 From: Daniel Baumann Date: Fri, 19 Apr 2024 02:47:55 +0200 Subject: Adding upstream version 124.0.1. Signed-off-by: Daniel Baumann --- .../src/libANGLE/renderer/d3d/d3d11/Blit11.cpp | 1943 ++++++++++++++++++++ 1 file changed, 1943 insertions(+) create mode 100644 gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/Blit11.cpp (limited to 'gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/Blit11.cpp') diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/Blit11.cpp b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/Blit11.cpp new file mode 100644 index 0000000000..b78ecc5dee --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/Blit11.cpp @@ -0,0 +1,1943 @@ +// +// 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. + +#include "libANGLE/renderer/d3d/d3d11/Blit11.h" + +#include + +#include "common/utilities.h" +#include "libANGLE/Context.h" +#include "libANGLE/formatutils.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/formatutils11.h" +#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h" +#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h" +#include "libANGLE/trace.h" + +namespace rx +{ + +namespace +{ + +// Include inline shaders in the anonymous namespace to make sure no symbols are exported +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough2d11vs.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughdepth2d11ps.h" + +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough3d11gs.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough3d11vs.h" + +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/resolvedepth11_ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/resolvedepthstencil11_ps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/resolvedepthstencil11_vs.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/resolvestencil11_ps.h" + +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlef2darrayps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlef2dps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlef3dps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlei2darrayps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlei2dps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlei3dps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzleui2darrayps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzleui2dps.h" +#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzleui3dps.h" + +void StretchedBlitNearest_RowByRow(const gl::Box &sourceArea, + const gl::Box &destArea, + const gl::Rectangle &clippedDestArea, + const gl::Extents &sourceSize, + unsigned int sourceRowPitch, + unsigned int destRowPitch, + size_t pixelSize, + const uint8_t *sourceData, + uint8_t *destData) +{ + int srcHeightSubOne = (sourceArea.height - 1); + size_t copySize = pixelSize * clippedDestArea.width; + size_t srcOffset = sourceArea.x * pixelSize; + size_t destOffset = clippedDestArea.x * pixelSize; + + for (int y = clippedDestArea.y; y < clippedDestArea.y + clippedDestArea.height; y++) + { + // TODO: Fix divide by zero when height == 1. http://anglebug.com/6099 + float yPerc = static_cast(y - destArea.y) / (destArea.height - 1); + + // Interpolate using the original source rectangle to determine which row to sample from + // while clamping to the edges + unsigned int readRow = static_cast( + gl::clamp(sourceArea.y + floor(yPerc * srcHeightSubOne + 0.5f), 0, srcHeightSubOne)); + unsigned int writeRow = y; + + const uint8_t *sourceRow = sourceData + readRow * sourceRowPitch + srcOffset; + uint8_t *destRow = destData + writeRow * destRowPitch + destOffset; + memcpy(destRow, sourceRow, copySize); + } +} + +void StretchedBlitNearest_PixelByPixel(const gl::Box &sourceArea, + const gl::Box &destArea, + const gl::Rectangle &clippedDestArea, + 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) +{ + auto xMax = clippedDestArea.x + clippedDestArea.width; + auto yMax = clippedDestArea.y + clippedDestArea.height; + + for (int writeRow = clippedDestArea.y; writeRow < yMax; writeRow++) + { + // Interpolate using the original source rectangle to determine which row to sample from + // while clamping to the edges + float yPerc = static_cast(writeRow - destArea.y) / (destArea.height - 1); + float yRounded = floor(yPerc * (sourceArea.height - 1) + 0.5f); + unsigned int readRow = + static_cast(gl::clamp(sourceArea.y + yRounded, 0, sourceSize.height - 1)); + + for (int writeColumn = clippedDestArea.x; writeColumn < xMax; writeColumn++) + { + // Interpolate the original source rectangle to determine which column to sample + // from while clamping to the edges + float xPerc = static_cast(writeColumn - destArea.x) / (destArea.width - 1); + float xRounded = floor(xPerc * (sourceArea.width - 1) + 0.5f); + unsigned int readColumn = static_cast( + gl::clamp(sourceArea.x + xRounded, 0, sourceSize.width - 1)); + + const uint8_t *sourcePixel = + sourceData + readRow * sourceRowPitch + readColumn * srcPixelStride + readOffset; + + uint8_t *destPixel = + destData + writeRow * destRowPitch + writeColumn * destPixelStride + writeOffset; + + memcpy(destPixel, sourcePixel, copySize); + } + } +} + +void StretchedBlitNearest(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) +{ + gl::Rectangle clippedDestArea(destArea.x, destArea.y, destArea.width, destArea.height); + if (!gl::ClipRectangle(clippedDestArea, clipRect, &clippedDestArea)) + { + return; + } + + // Determine if entire rows can be copied at once instead of each individual pixel. There + // must be no out of bounds lookups, whole rows copies, and no scale. + if (sourceArea.width == clippedDestArea.width && sourceArea.x >= 0 && + sourceArea.x + sourceArea.width <= sourceSize.width && copySize == srcPixelStride && + copySize == destPixelStride) + { + StretchedBlitNearest_RowByRow(sourceArea, destArea, clippedDestArea, sourceSize, + sourceRowPitch, destRowPitch, srcPixelStride, sourceData, + destData); + } + else + { + StretchedBlitNearest_PixelByPixel(sourceArea, destArea, clippedDestArea, sourceSize, + sourceRowPitch, destRowPitch, readOffset, writeOffset, + copySize, srcPixelStride, destPixelStride, sourceData, + destData); + } +} + +using DepthStencilLoader = void(const float *, uint8_t *); + +void LoadDepth16(const float *source, uint8_t *dest) +{ + uint32_t convertedDepth = gl::floatToNormalized<16, uint32_t>(source[0]); + memcpy(dest, &convertedDepth, 2u); +} + +void LoadDepth24(const float *source, uint8_t *dest) +{ + uint32_t convertedDepth = gl::floatToNormalized<24, uint32_t>(source[0]); + memcpy(dest, &convertedDepth, 3u); +} + +void LoadStencilHelper(const float *source, uint8_t *dest) +{ + uint32_t convertedStencil = gl::getShiftedData<8, 0>(static_cast(source[1])); + memcpy(dest, &convertedStencil, 1u); +} + +void LoadStencil8(const float *source, uint8_t *dest) +{ + // STENCIL_INDEX8 is implemented with D24S8, with the depth bits unused. Writes zero for safety. + float zero = 0.0f; + LoadDepth24(&zero, &dest[0]); + LoadStencilHelper(source, &dest[3]); +} + +void LoadDepth24Stencil8(const float *source, uint8_t *dest) +{ + LoadDepth24(source, &dest[0]); + LoadStencilHelper(source, &dest[3]); +} + +void LoadDepth32F(const float *source, uint8_t *dest) +{ + memcpy(dest, source, sizeof(float)); +} + +void LoadDepth32FStencil8(const float *source, uint8_t *dest) +{ + LoadDepth32F(source, &dest[0]); + LoadStencilHelper(source, &dest[4]); +} + +template +void CopyDepthStencil(const gl::Box &sourceArea, + const gl::Box &destArea, + const gl::Rectangle &clippedDestArea, + 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) +{ + // No stretching or subregions are supported, only full blits. + ASSERT(sourceArea == destArea); + ASSERT(sourceSize.width == sourceArea.width && sourceSize.height == sourceArea.height && + sourceSize.depth == 1); + ASSERT(clippedDestArea.width == sourceSize.width && + clippedDestArea.height == sourceSize.height); + ASSERT(readOffset == 0 && writeOffset == 0); + ASSERT(destArea.x == 0 && destArea.y == 0); + + for (int row = 0; row < destArea.height; ++row) + { + for (int column = 0; column < destArea.width; ++column) + { + ptrdiff_t offset = row * sourceRowPitch + column * srcPixelStride; + const float *sourcePixel = reinterpret_cast(sourceData + offset); + + uint8_t *destPixel = destData + row * destRowPitch + column * destPixelStride; + + loader(sourcePixel, destPixel); + } + } +} + +void Depth32FStencil8ToDepth32F(const float *source, float *dest) +{ + *dest = *source; +} + +void Depth24Stencil8ToDepth32F(const uint32_t *source, float *dest) +{ + uint32_t normDepth = source[0] & 0x00FFFFFF; + float floatDepth = gl::normalizedToFloat<24>(normDepth); + *dest = floatDepth; +} + +void BlitD24S8ToD32F(const gl::Box &sourceArea, + const gl::Box &destArea, + const gl::Rectangle &clippedDestArea, + 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) +{ + // No stretching or subregions are supported, only full blits. + ASSERT(sourceArea == destArea); + ASSERT(sourceSize.width == sourceArea.width && sourceSize.height == sourceArea.height && + sourceSize.depth == 1); + ASSERT(clippedDestArea.width == sourceSize.width && + clippedDestArea.height == sourceSize.height); + ASSERT(readOffset == 0 && writeOffset == 0); + ASSERT(destArea.x == 0 && destArea.y == 0); + + for (int row = 0; row < destArea.height; ++row) + { + for (int column = 0; column < destArea.width; ++column) + { + ptrdiff_t offset = row * sourceRowPitch + column * srcPixelStride; + const uint32_t *sourcePixel = reinterpret_cast(sourceData + offset); + + float *destPixel = + reinterpret_cast(destData + row * destRowPitch + column * destPixelStride); + + Depth24Stencil8ToDepth32F(sourcePixel, destPixel); + } + } +} + +void BlitD32FS8ToD32F(const gl::Box &sourceArea, + const gl::Box &destArea, + const gl::Rectangle &clippedDestArea, + 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) +{ + // No stretching or subregions are supported, only full blits. + ASSERT(sourceArea == destArea); + ASSERT(sourceSize.width == sourceArea.width && sourceSize.height == sourceArea.height && + sourceSize.depth == 1); + ASSERT(clippedDestArea.width == sourceSize.width && + clippedDestArea.height == sourceSize.height); + ASSERT(readOffset == 0 && writeOffset == 0); + ASSERT(destArea.x == 0 && destArea.y == 0); + + for (int row = 0; row < destArea.height; ++row) + { + for (int column = 0; column < destArea.width; ++column) + { + ptrdiff_t offset = row * sourceRowPitch + column * srcPixelStride; + const float *sourcePixel = reinterpret_cast(sourceData + offset); + float *destPixel = + reinterpret_cast(destData + row * destRowPitch + column * destPixelStride); + + Depth32FStencil8ToDepth32F(sourcePixel, destPixel); + } + } +} + +Blit11::BlitConvertFunction *GetCopyDepthStencilFunction(GLenum internalFormat) +{ + switch (internalFormat) + { + case GL_DEPTH_COMPONENT16: + return &CopyDepthStencil; + case GL_DEPTH_COMPONENT24: + return &CopyDepthStencil; + case GL_DEPTH_COMPONENT32F: + return &CopyDepthStencil; + case GL_STENCIL_INDEX8: + return &CopyDepthStencil; + case GL_DEPTH24_STENCIL8: + return &CopyDepthStencil; + case GL_DEPTH32F_STENCIL8: + return &CopyDepthStencil; + default: + UNREACHABLE(); + return nullptr; + } +} + +inline void GenerateVertexCoords(const gl::Box &sourceArea, + const gl::Extents &sourceSize, + const gl::Box &destArea, + const gl::Extents &destSize, + float *x1, + float *y1, + float *x2, + float *y2, + float *u1, + float *v1, + float *u2, + float *v2) +{ + *x1 = (destArea.x / float(destSize.width)) * 2.0f - 1.0f; + *y1 = ((destSize.height - destArea.y - destArea.height) / float(destSize.height)) * 2.0f - 1.0f; + *x2 = ((destArea.x + destArea.width) / float(destSize.width)) * 2.0f - 1.0f; + *y2 = ((destSize.height - destArea.y) / float(destSize.height)) * 2.0f - 1.0f; + + *u1 = sourceArea.x / float(sourceSize.width); + *v1 = sourceArea.y / float(sourceSize.height); + *u2 = (sourceArea.x + sourceArea.width) / float(sourceSize.width); + *v2 = (sourceArea.y + sourceArea.height) / float(sourceSize.height); +} + +void Write2DVertices(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) +{ + float x1, y1, x2, y2, u1, v1, u2, v2; + GenerateVertexCoords(sourceArea, sourceSize, destArea, destSize, &x1, &y1, &x2, &y2, &u1, &v1, + &u2, &v2); + + d3d11::PositionTexCoordVertex *vertices = + static_cast(outVertices); + + d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2); + d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1); + d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2); + d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1); + + *outStride = sizeof(d3d11::PositionTexCoordVertex); + *outVertexCount = 4; + *outTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; +} + +void Write3DVertices(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) +{ + ASSERT(sourceSize.depth > 0 && destSize.depth > 0); + + float x1, y1, x2, y2, u1, v1, u2, v2; + GenerateVertexCoords(sourceArea, sourceSize, destArea, destSize, &x1, &y1, &x2, &y2, &u1, &v1, + &u2, &v2); + + d3d11::PositionLayerTexCoord3DVertex *vertices = + static_cast(outVertices); + + for (int i = 0; i < destSize.depth; i++) + { + float readDepth = (float)i / std::max(destSize.depth - 1, 1); + + d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 0], x1, y1, i, u1, v2, readDepth); + d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 1], x1, y2, i, u1, v1, readDepth); + d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 2], x2, y1, i, u2, v2, readDepth); + + d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 3], x1, y2, i, u1, v1, readDepth); + d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 4], x2, y2, i, u2, v1, readDepth); + d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 5], x2, y1, i, u2, v2, readDepth); + } + + *outStride = sizeof(d3d11::PositionLayerTexCoord3DVertex); + *outVertexCount = destSize.depth * 6; + *outTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; +} + +unsigned int GetSwizzleIndex(GLenum swizzle) +{ + unsigned int colorIndex = 0; + + switch (swizzle) + { + case GL_RED: + colorIndex = 0; + break; + case GL_GREEN: + colorIndex = 1; + break; + case GL_BLUE: + colorIndex = 2; + break; + case GL_ALPHA: + colorIndex = 3; + break; + case GL_ZERO: + colorIndex = 4; + break; + case GL_ONE: + colorIndex = 5; + break; + default: + UNREACHABLE(); + break; + } + + return colorIndex; +} + +D3D11_BLEND_DESC GetAlphaMaskBlendStateDesc() +{ + D3D11_BLEND_DESC desc; + memset(&desc, 0, sizeof(desc)); + desc.RenderTarget[0].BlendEnable = TRUE; + desc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE; + desc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO; + desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; + desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ZERO; + desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; + desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; + desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_RED | + D3D11_COLOR_WRITE_ENABLE_GREEN | + D3D11_COLOR_WRITE_ENABLE_BLUE; + return desc; +} + +D3D11_INPUT_ELEMENT_DESC quad2DLayout[] = { + {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, + {"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0}, +}; + +D3D11_INPUT_ELEMENT_DESC quad3DLayout[] = { + {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, + {"LAYER", 0, DXGI_FORMAT_R32_UINT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0}, + {"TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0}, +}; + +DXGI_FORMAT GetStencilSRVFormat(const d3d11::Format &formatSet) +{ + switch (formatSet.texFormat) + { + case DXGI_FORMAT_R32G8X24_TYPELESS: + return DXGI_FORMAT_X32_TYPELESS_G8X24_UINT; + case DXGI_FORMAT_R24G8_TYPELESS: + return DXGI_FORMAT_X24_TYPELESS_G8_UINT; + default: + UNREACHABLE(); + return DXGI_FORMAT_UNKNOWN; + } +} + +} // namespace + +#include "libANGLE/renderer/d3d/d3d11/Blit11Helper_autogen.inc" + +Blit11::Shader::Shader() = default; + +Blit11::Shader::Shader(Shader &&other) = default; + +Blit11::Shader::~Shader() = default; + +Blit11::Shader &Blit11::Shader::operator=(Blit11::Shader &&other) = default; + +Blit11::Blit11(Renderer11 *renderer) + : mRenderer(renderer), + mResourcesInitialized(false), + mVertexBuffer(), + mPointSampler(), + mLinearSampler(), + mScissorEnabledRasterizerState(), + mScissorDisabledRasterizerState(), + mDepthStencilState(), + mQuad2DIL(quad2DLayout, + ArraySize(quad2DLayout), + g_VS_Passthrough2D, + ArraySize(g_VS_Passthrough2D), + "Blit11 2D input layout"), + mQuad2DVS(g_VS_Passthrough2D, ArraySize(g_VS_Passthrough2D), "Blit11 2D vertex shader"), + mDepthPS(g_PS_PassthroughDepth2D, + ArraySize(g_PS_PassthroughDepth2D), + "Blit11 2D depth pixel shader"), + mQuad3DIL(quad3DLayout, + ArraySize(quad3DLayout), + g_VS_Passthrough3D, + ArraySize(g_VS_Passthrough3D), + "Blit11 3D input layout"), + mQuad3DVS(g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), "Blit11 3D vertex shader"), + mQuad3DGS(g_GS_Passthrough3D, ArraySize(g_GS_Passthrough3D), "Blit11 3D geometry shader"), + mAlphaMaskBlendState(GetAlphaMaskBlendStateDesc(), "Blit11 Alpha Mask Blend"), + mSwizzleCB(), + mResolveDepthStencilVS(g_VS_ResolveDepthStencil, + ArraySize(g_VS_ResolveDepthStencil), + "Blit11::mResolveDepthStencilVS"), + mResolveDepthPS(g_PS_ResolveDepth, ArraySize(g_PS_ResolveDepth), "Blit11::mResolveDepthPS"), + mResolveDepthStencilPS(g_PS_ResolveDepthStencil, + ArraySize(g_PS_ResolveDepthStencil), + "Blit11::mResolveDepthStencilPS"), + mResolveStencilPS(g_PS_ResolveStencil, + ArraySize(g_PS_ResolveStencil), + "Blit11::mResolveStencilPS"), + mStencilSRV(), + mResolvedDepthStencilRTView() +{} + +Blit11::~Blit11() {} + +angle::Result Blit11::initResources(const gl::Context *context) +{ + if (mResourcesInitialized) + { + return angle::Result::Continue; + } + + ANGLE_TRACE_EVENT0("gpu.angle", "Blit11::initResources"); + + D3D11_BUFFER_DESC vbDesc; + vbDesc.ByteWidth = + static_cast(std::max(sizeof(d3d11::PositionLayerTexCoord3DVertex), + sizeof(d3d11::PositionTexCoordVertex)) * + 6 * mRenderer->getNativeCaps().max3DTextureSize); + vbDesc.Usage = D3D11_USAGE_DYNAMIC; + vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; + vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + vbDesc.MiscFlags = 0; + vbDesc.StructureByteStride = 0; + + Context11 *context11 = GetImplAs(context); + + ANGLE_TRY(mRenderer->allocateResource(context11, vbDesc, &mVertexBuffer)); + mVertexBuffer.setInternalName("Blit11VertexBuffer"); + + D3D11_SAMPLER_DESC pointSamplerDesc; + pointSamplerDesc.Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR; + pointSamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; + pointSamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; + pointSamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; + pointSamplerDesc.MipLODBias = 0.0f; + pointSamplerDesc.MaxAnisotropy = 0; + pointSamplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER; + pointSamplerDesc.BorderColor[0] = 0.0f; + pointSamplerDesc.BorderColor[1] = 0.0f; + pointSamplerDesc.BorderColor[2] = 0.0f; + pointSamplerDesc.BorderColor[3] = 0.0f; + pointSamplerDesc.MinLOD = 0.0f; + pointSamplerDesc.MaxLOD = FLT_MAX; + + ANGLE_TRY(mRenderer->allocateResource(context11, pointSamplerDesc, &mPointSampler)); + mPointSampler.setInternalName("Blit11PointSampler"); + + D3D11_SAMPLER_DESC linearSamplerDesc; + linearSamplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; + linearSamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; + linearSamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; + linearSamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; + linearSamplerDesc.MipLODBias = 0.0f; + linearSamplerDesc.MaxAnisotropy = 0; + linearSamplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER; + linearSamplerDesc.BorderColor[0] = 0.0f; + linearSamplerDesc.BorderColor[1] = 0.0f; + linearSamplerDesc.BorderColor[2] = 0.0f; + linearSamplerDesc.BorderColor[3] = 0.0f; + linearSamplerDesc.MinLOD = 0.0f; + linearSamplerDesc.MaxLOD = FLT_MAX; + + ANGLE_TRY(mRenderer->allocateResource(context11, linearSamplerDesc, &mLinearSampler)); + mLinearSampler.setInternalName("Blit11LinearSampler"); + + // Use a rasterizer state that will not cull so that inverted quads will not be culled + 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.MultisampleEnable = FALSE; + rasterDesc.AntialiasedLineEnable = FALSE; + + rasterDesc.ScissorEnable = TRUE; + ANGLE_TRY(mRenderer->allocateResource(context11, rasterDesc, &mScissorEnabledRasterizerState)); + mScissorEnabledRasterizerState.setInternalName("Blit11ScissoringRasterizerState"); + + rasterDesc.ScissorEnable = FALSE; + ANGLE_TRY(mRenderer->allocateResource(context11, rasterDesc, &mScissorDisabledRasterizerState)); + mScissorDisabledRasterizerState.setInternalName("Blit11NoScissoringRasterizerState"); + + 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, &mDepthStencilState)); + mDepthStencilState.setInternalName("Blit11DepthStencilState"); + + D3D11_BUFFER_DESC swizzleBufferDesc; + swizzleBufferDesc.ByteWidth = sizeof(unsigned int) * 4; + swizzleBufferDesc.Usage = D3D11_USAGE_DYNAMIC; + swizzleBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; + swizzleBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + swizzleBufferDesc.MiscFlags = 0; + swizzleBufferDesc.StructureByteStride = 0; + + ANGLE_TRY(mRenderer->allocateResource(context11, swizzleBufferDesc, &mSwizzleCB)); + mSwizzleCB.setInternalName("Blit11SwizzleConstantBuffer"); + + mResourcesInitialized = true; + + return angle::Result::Continue; +} + +// static +Blit11::SwizzleShaderType Blit11::GetSwizzleShaderType(GLenum type, + D3D11_SRV_DIMENSION dimensionality) +{ + switch (dimensionality) + { + case D3D11_SRV_DIMENSION_TEXTURE2D: + switch (type) + { + case GL_FLOAT: + return SWIZZLESHADER_2D_FLOAT; + case GL_UNSIGNED_INT: + return SWIZZLESHADER_2D_UINT; + case GL_INT: + return SWIZZLESHADER_2D_INT; + default: + UNREACHABLE(); + return SWIZZLESHADER_INVALID; + } + case D3D11_SRV_DIMENSION_TEXTURECUBE: + switch (type) + { + case GL_FLOAT: + return SWIZZLESHADER_CUBE_FLOAT; + case GL_UNSIGNED_INT: + return SWIZZLESHADER_CUBE_UINT; + case GL_INT: + return SWIZZLESHADER_CUBE_INT; + default: + UNREACHABLE(); + return SWIZZLESHADER_INVALID; + } + case D3D11_SRV_DIMENSION_TEXTURE3D: + switch (type) + { + case GL_FLOAT: + return SWIZZLESHADER_3D_FLOAT; + case GL_UNSIGNED_INT: + return SWIZZLESHADER_3D_UINT; + case GL_INT: + return SWIZZLESHADER_3D_INT; + default: + UNREACHABLE(); + return SWIZZLESHADER_INVALID; + } + case D3D11_SRV_DIMENSION_TEXTURE2DARRAY: + switch (type) + { + case GL_FLOAT: + return SWIZZLESHADER_ARRAY_FLOAT; + case GL_UNSIGNED_INT: + return SWIZZLESHADER_ARRAY_UINT; + case GL_INT: + return SWIZZLESHADER_ARRAY_INT; + default: + UNREACHABLE(); + return SWIZZLESHADER_INVALID; + } + default: + UNREACHABLE(); + return SWIZZLESHADER_INVALID; + } +} + +angle::Result Blit11::getShaderSupport(const gl::Context *context, + const Shader &shader, + Blit11::ShaderSupport *supportOut) +{ + + Context11 *context11 = GetImplAs(context); + + switch (shader.dimension) + { + case SHADER_2D: + { + ANGLE_TRY(mQuad2DIL.resolve(context11, mRenderer)); + ANGLE_TRY(mQuad2DVS.resolve(context11, mRenderer)); + supportOut->inputLayout = &mQuad2DIL.getObj(); + supportOut->vertexShader = &mQuad2DVS.getObj(); + supportOut->geometryShader = nullptr; + supportOut->vertexWriteFunction = Write2DVertices; + break; + } + case SHADER_3D: + case SHADER_2DARRAY: + { + ANGLE_TRY(mQuad3DIL.resolve(context11, mRenderer)); + ANGLE_TRY(mQuad3DVS.resolve(context11, mRenderer)); + ANGLE_TRY(mQuad3DGS.resolve(context11, mRenderer)); + supportOut->inputLayout = &mQuad3DIL.getObj(); + supportOut->vertexShader = &mQuad3DVS.getObj(); + supportOut->geometryShader = &mQuad3DGS.getObj(); + supportOut->vertexWriteFunction = Write3DVertices; + break; + } + default: + UNREACHABLE(); + } + + return angle::Result::Continue; +} + +angle::Result Blit11::swizzleTexture(const gl::Context *context, + const d3d11::SharedSRV &source, + const d3d11::RenderTargetView &dest, + const gl::Extents &size, + const gl::SwizzleState &swizzleTarget) +{ + ANGLE_TRY(initResources(context)); + + ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); + + D3D11_SHADER_RESOURCE_VIEW_DESC sourceSRVDesc; + source.get()->GetDesc(&sourceSRVDesc); + + GLenum componentType = d3d11::GetComponentType(sourceSRVDesc.Format); + if (componentType == GL_NONE) + { + // We're swizzling the depth component of a depth-stencil texture. + switch (sourceSRVDesc.Format) + { + case DXGI_FORMAT_R24_UNORM_X8_TYPELESS: + componentType = GL_UNSIGNED_NORMALIZED; + break; + case DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS: + componentType = GL_FLOAT; + break; + default: + UNREACHABLE(); + break; + } + } + + GLenum shaderType = GL_NONE; + switch (componentType) + { + case GL_UNSIGNED_NORMALIZED: + case GL_SIGNED_NORMALIZED: + case GL_FLOAT: + shaderType = GL_FLOAT; + break; + case GL_INT: + shaderType = GL_INT; + break; + case GL_UNSIGNED_INT: + shaderType = GL_UNSIGNED_INT; + break; + default: + UNREACHABLE(); + break; + } + + const Shader *shader = nullptr; + ANGLE_TRY(getSwizzleShader(context, shaderType, sourceSRVDesc.ViewDimension, &shader)); + + // Set vertices + D3D11_MAPPED_SUBRESOURCE mappedResource; + ANGLE_TRY(mRenderer->mapResource(context, mVertexBuffer.get(), 0, D3D11_MAP_WRITE_DISCARD, 0, + &mappedResource)); + + ShaderSupport support; + ANGLE_TRY(getShaderSupport(context, *shader, &support)); + + UINT stride = 0; + UINT drawCount = 0; + D3D11_PRIMITIVE_TOPOLOGY topology; + + gl::Box area(0, 0, 0, size.width, size.height, size.depth); + support.vertexWriteFunction(area, size, area, size, mappedResource.pData, &stride, &drawCount, + &topology); + + deviceContext->Unmap(mVertexBuffer.get(), 0); + + // Set constant buffer + ANGLE_TRY(mRenderer->mapResource(context, mSwizzleCB.get(), 0, D3D11_MAP_WRITE_DISCARD, 0, + &mappedResource)); + + unsigned int *swizzleIndices = static_cast(mappedResource.pData); + swizzleIndices[0] = GetSwizzleIndex(swizzleTarget.swizzleRed); + swizzleIndices[1] = GetSwizzleIndex(swizzleTarget.swizzleGreen); + swizzleIndices[2] = GetSwizzleIndex(swizzleTarget.swizzleBlue); + swizzleIndices[3] = GetSwizzleIndex(swizzleTarget.swizzleAlpha); + + deviceContext->Unmap(mSwizzleCB.get(), 0); + + StateManager11 *stateManager = mRenderer->getStateManager(); + + // Apply vertex buffer + stateManager->setSingleVertexBuffer(&mVertexBuffer, stride, 0); + + // Apply constant buffer + stateManager->setPixelConstantBuffer(0, &mSwizzleCB); + + // Apply state + stateManager->setSimpleBlendState(nullptr); + stateManager->setDepthStencilState(nullptr, 0xFFFFFFFF); + stateManager->setRasterizerState(&mScissorDisabledRasterizerState); + + // Apply shaders + stateManager->setInputLayout(support.inputLayout); + stateManager->setPrimitiveTopology(topology); + + stateManager->setDrawShaders(support.vertexShader, support.geometryShader, + &shader->pixelShader); + + // Apply render target + stateManager->setRenderTarget(dest.get(), nullptr); + + // Set the viewport + stateManager->setSimpleViewport(size); + + // Apply textures and sampler + stateManager->setSimplePixelTextureAndSampler(source, mPointSampler); + + // Draw the quad + deviceContext->Draw(drawCount, 0); + + return angle::Result::Continue; +} + +angle::Result Blit11::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_TRY(initResources(context)); + + ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); + + // Determine if the source format is a signed integer format, the destFormat will already + // be GL_XXXX_INTEGER but it does not tell us if it is signed or unsigned. + D3D11_SHADER_RESOURCE_VIEW_DESC sourceSRVDesc; + source.get()->GetDesc(&sourceSRVDesc); + + GLenum componentType = d3d11::GetComponentType(sourceSRVDesc.Format); + + ASSERT(componentType != GL_NONE); + ASSERT(componentType != GL_SIGNED_NORMALIZED); + bool isSrcSigned = (componentType == GL_INT); + + D3D11_RENDER_TARGET_VIEW_DESC destRTVDesc; + dest.get()->GetDesc(&destRTVDesc); + + GLenum destComponentType = d3d11::GetComponentType(destRTVDesc.Format); + + ASSERT(componentType != GL_NONE); + bool isDestSigned = (destComponentType == GL_INT); + + ShaderDimension dimension = SHADER_INVALID; + + switch (sourceSRVDesc.ViewDimension) + { + case D3D11_SRV_DIMENSION_TEXTURE2D: + dimension = SHADER_2D; + break; + case D3D11_SRV_DIMENSION_TEXTURE3D: + dimension = SHADER_3D; + break; + case D3D11_SRV_DIMENSION_TEXTURE2DARRAY: + dimension = SHADER_2DARRAY; + break; + default: + UNREACHABLE(); + } + + const Shader *shader = nullptr; + + ANGLE_TRY(getBlitShader(context, destFormat, sourceFormat, isSrcSigned, isDestSigned, + unpackPremultiplyAlpha, unpackUnmultiplyAlpha, destTypeForDownsampling, + dimension, &shader)); + + ShaderSupport support; + ANGLE_TRY(getShaderSupport(context, *shader, &support)); + + // Set vertices + D3D11_MAPPED_SUBRESOURCE mappedResource; + ANGLE_TRY(mRenderer->mapResource(context, mVertexBuffer.get(), 0, D3D11_MAP_WRITE_DISCARD, 0, + &mappedResource)); + + UINT stride = 0; + UINT drawCount = 0; + D3D11_PRIMITIVE_TOPOLOGY topology; + + support.vertexWriteFunction(sourceArea, sourceSize, destArea, destSize, mappedResource.pData, + &stride, &drawCount, &topology); + + deviceContext->Unmap(mVertexBuffer.get(), 0); + + StateManager11 *stateManager = mRenderer->getStateManager(); + + // Apply vertex buffer + stateManager->setSingleVertexBuffer(&mVertexBuffer, stride, 0); + + // Apply state + if (maskOffAlpha) + { + ANGLE_TRY(mAlphaMaskBlendState.resolve(GetImplAs(context), mRenderer)); + stateManager->setSimpleBlendState(&mAlphaMaskBlendState.getObj()); + } + else + { + stateManager->setSimpleBlendState(nullptr); + } + stateManager->setDepthStencilState(nullptr, 0xFFFFFFFF); + + if (scissor) + { + stateManager->setSimpleScissorRect(*scissor); + stateManager->setRasterizerState(&mScissorEnabledRasterizerState); + } + else + { + stateManager->setRasterizerState(&mScissorDisabledRasterizerState); + } + + // Apply shaders + stateManager->setInputLayout(support.inputLayout); + stateManager->setPrimitiveTopology(topology); + + stateManager->setDrawShaders(support.vertexShader, support.geometryShader, + &shader->pixelShader); + + // Apply render target + stateManager->setRenderTarget(dest.get(), nullptr); + + // Set the viewport + stateManager->setSimpleViewport(destSize); + + // Apply texture and sampler + switch (filter) + { + case GL_NEAREST: + stateManager->setSimplePixelTextureAndSampler(source, mPointSampler); + break; + case GL_LINEAR: + stateManager->setSimplePixelTextureAndSampler(source, mLinearSampler); + break; + + default: + UNREACHABLE(); + ANGLE_TRY_HR(GetImplAs(context), E_FAIL, + "Internal error, unknown blit filter mode."); + } + + // Draw the quad + deviceContext->Draw(drawCount, 0); + + return angle::Result::Continue; +} + +angle::Result Blit11::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) +{ + return copyDepthStencilImpl(context, source, sourceSubresource, sourceArea, sourceSize, dest, + destSubresource, destArea, destSize, scissor, true); +} + +angle::Result Blit11::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_TRY(initResources(context)); + + ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); + + // Set vertices + D3D11_MAPPED_SUBRESOURCE mappedResource; + ANGLE_TRY(mRenderer->mapResource(context, mVertexBuffer.get(), 0, D3D11_MAP_WRITE_DISCARD, 0, + &mappedResource)); + + UINT stride = 0; + UINT drawCount = 0; + D3D11_PRIMITIVE_TOPOLOGY topology; + + Write2DVertices(sourceArea, sourceSize, destArea, destSize, mappedResource.pData, &stride, + &drawCount, &topology); + + deviceContext->Unmap(mVertexBuffer.get(), 0); + + StateManager11 *stateManager = mRenderer->getStateManager(); + + // Apply vertex buffer + stateManager->setSingleVertexBuffer(&mVertexBuffer, stride, 0); + + // Apply state + stateManager->setSimpleBlendState(nullptr); + stateManager->setDepthStencilState(&mDepthStencilState, 0xFFFFFFFF); + + if (scissor) + { + stateManager->setSimpleScissorRect(*scissor); + stateManager->setRasterizerState(&mScissorEnabledRasterizerState); + } + else + { + stateManager->setRasterizerState(&mScissorDisabledRasterizerState); + } + + Context11 *context11 = GetImplAs(context); + + ANGLE_TRY(mQuad2DIL.resolve(context11, mRenderer)); + ANGLE_TRY(mQuad2DVS.resolve(context11, mRenderer)); + ANGLE_TRY(mDepthPS.resolve(context11, mRenderer)); + + // Apply shaders + stateManager->setInputLayout(&mQuad2DIL.getObj()); + stateManager->setPrimitiveTopology(topology); + + stateManager->setDrawShaders(&mQuad2DVS.getObj(), nullptr, &mDepthPS.getObj()); + + // Apply render target + stateManager->setRenderTarget(nullptr, dest.get()); + + // Set the viewport + stateManager->setSimpleViewport(destSize); + + // Apply texture and sampler + stateManager->setSimplePixelTextureAndSampler(source, mPointSampler); + + // Draw the quad + deviceContext->Draw(drawCount, 0); + + return angle::Result::Continue; +} + +angle::Result Blit11::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) +{ + return copyDepthStencilImpl(context, source, sourceSubresource, sourceArea, sourceSize, dest, + destSubresource, destArea, destSize, scissor, false); +} + +angle::Result Blit11::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) +{ + auto srcDXGIFormat = source.getFormat(); + const auto &srcSizeInfo = d3d11::GetDXGIFormatSizeInfo(srcDXGIFormat); + unsigned int srcPixelSize = srcSizeInfo.pixelBytes; + unsigned int copyOffset = 0; + unsigned int copySize = srcPixelSize; + auto destDXGIFormat = dest.getFormat(); + const auto &destSizeInfo = d3d11::GetDXGIFormatSizeInfo(destDXGIFormat); + unsigned int destPixelSize = destSizeInfo.pixelBytes; + + ASSERT(srcDXGIFormat == destDXGIFormat || destDXGIFormat == DXGI_FORMAT_R32_TYPELESS); + + if (stencilOnly) + { + const auto &srcFormat = source.getFormatSet().format(); + + // Stencil channel should be right after the depth channel. Some views to depth/stencil + // resources have red channel for depth, in which case the depth channel bit width is in + // redBits. + ASSERT((srcFormat.redBits != 0) != (srcFormat.depthBits != 0)); + GLuint depthBits = srcFormat.redBits + srcFormat.depthBits; + // Known formats have either 24 or 32 bits of depth. + ASSERT(depthBits == 24 || depthBits == 32); + copyOffset = depthBits / 8; + + // Stencil is assumed to be 8-bit - currently this is true for all possible formats. + copySize = 1; + } + + if (srcDXGIFormat != destDXGIFormat) + { + if (srcDXGIFormat == DXGI_FORMAT_R24G8_TYPELESS) + { + ASSERT(sourceArea == destArea && sourceSize == destSize && scissor == nullptr); + return copyAndConvert(context, source, sourceSubresource, sourceArea, sourceSize, dest, + destSubresource, destArea, destSize, scissor, copyOffset, + copyOffset, copySize, srcPixelSize, destPixelSize, + BlitD24S8ToD32F); + } + ASSERT(srcDXGIFormat == DXGI_FORMAT_R32G8X24_TYPELESS); + return copyAndConvert(context, source, sourceSubresource, sourceArea, sourceSize, dest, + destSubresource, destArea, destSize, scissor, copyOffset, copyOffset, + copySize, srcPixelSize, destPixelSize, BlitD32FS8ToD32F); + } + + return copyAndConvert(context, source, sourceSubresource, sourceArea, sourceSize, dest, + destSubresource, destArea, destSize, scissor, copyOffset, copyOffset, + copySize, srcPixelSize, destPixelSize, StretchedBlitNearest); +} + +angle::Result Blit11::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_TRY(initResources(context)); + + ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); + + TextureHelper11 sourceStaging; + ANGLE_TRY(mRenderer->createStagingTexture(context, ResourceType::Texture2D, + source.getFormatSet(), sourceSize, + StagingAccess::READ, &sourceStaging)); + + deviceContext->CopySubresourceRegion(sourceStaging.get(), 0, 0, 0, 0, source.get(), + sourceSubresource, nullptr); + + D3D11_MAPPED_SUBRESOURCE sourceMapping; + ANGLE_TRY( + mRenderer->mapResource(context, sourceStaging.get(), 0, D3D11_MAP_READ, 0, &sourceMapping)); + + D3D11_MAPPED_SUBRESOURCE destMapping; + angle::Result error = + mRenderer->mapResource(context, destStaging.get(), 0, D3D11_MAP_WRITE, 0, &destMapping); + if (error == angle::Result::Stop) + { + deviceContext->Unmap(sourceStaging.get(), 0); + return error; + } + + // Clip dest area to the destination size + gl::Rectangle clipRect = gl::Rectangle(0, 0, destSize.width, destSize.height); + + // Clip dest area to the scissor + if (scissor) + { + if (!gl::ClipRectangle(clipRect, *scissor, &clipRect)) + { + return angle::Result::Continue; + } + } + + convertFunction(sourceArea, destArea, clipRect, sourceSize, sourceMapping.RowPitch, + destMapping.RowPitch, readOffset, writeOffset, copySize, srcPixelStride, + destPixelStride, static_cast(sourceMapping.pData), + static_cast(destMapping.pData)); + + deviceContext->Unmap(sourceStaging.get(), 0); + deviceContext->Unmap(destStaging.get(), 0); + + return angle::Result::Continue; +} + +angle::Result Blit11::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_TRY(initResources(context)); + + ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); + + // HACK: Create the destination staging buffer as a read/write texture so + // ID3D11DevicContext::UpdateSubresource can be called + // using it's mapped data as a source + TextureHelper11 destStaging; + ANGLE_TRY(mRenderer->createStagingTexture(context, ResourceType::Texture2D, dest.getFormatSet(), + destSize, StagingAccess::READ_WRITE, &destStaging)); + + deviceContext->CopySubresourceRegion(destStaging.get(), 0, 0, 0, 0, dest.get(), destSubresource, + nullptr); + + ANGLE_TRY(copyAndConvertImpl(context, source, sourceSubresource, sourceArea, sourceSize, + destStaging, destArea, destSize, scissor, readOffset, writeOffset, + copySize, srcPixelStride, destPixelStride, convertFunction)); + + // Work around timeouts/TDRs in older NVIDIA drivers. + if (mRenderer->getFeatures().depthStencilBlitExtraCopy.enabled) + { + D3D11_MAPPED_SUBRESOURCE mapped; + ANGLE_TRY( + mRenderer->mapResource(context, destStaging.get(), 0, D3D11_MAP_READ, 0, &mapped)); + deviceContext->UpdateSubresource(dest.get(), destSubresource, nullptr, mapped.pData, + mapped.RowPitch, mapped.DepthPitch); + deviceContext->Unmap(destStaging.get(), 0); + } + else + { + deviceContext->CopySubresourceRegion(dest.get(), destSubresource, 0, 0, 0, + destStaging.get(), 0, nullptr); + } + + return angle::Result::Continue; +} + +angle::Result Blit11::addBlitShaderToMap(const gl::Context *context, + BlitShaderType blitShaderType, + ShaderDimension dimension, + const ShaderData &shaderData, + const char *name) +{ + ASSERT(mBlitShaderMap.find(blitShaderType) == mBlitShaderMap.end()); + + d3d11::PixelShader ps; + ANGLE_TRY(mRenderer->allocateResource(GetImplAs(context), shaderData, &ps)); + ps.setInternalName(name); + + Shader shader; + shader.dimension = dimension; + shader.pixelShader = std::move(ps); + + mBlitShaderMap[blitShaderType] = std::move(shader); + return angle::Result::Continue; +} + +angle::Result Blit11::addSwizzleShaderToMap(const gl::Context *context, + SwizzleShaderType swizzleShaderType, + ShaderDimension dimension, + const ShaderData &shaderData, + const char *name) +{ + ASSERT(mSwizzleShaderMap.find(swizzleShaderType) == mSwizzleShaderMap.end()); + + d3d11::PixelShader ps; + ANGLE_TRY(mRenderer->allocateResource(GetImplAs(context), shaderData, &ps)); + ps.setInternalName(name); + + Shader shader; + shader.dimension = dimension; + shader.pixelShader = std::move(ps); + + mSwizzleShaderMap[swizzleShaderType] = std::move(shader); + return angle::Result::Continue; +} + +void Blit11::clearShaderMap() +{ + mBlitShaderMap.clear(); + mSwizzleShaderMap.clear(); +} + +Blit11::BlitShaderOperation Blit11::getBlitShaderOperation(GLenum destinationFormat, + GLenum sourceFormat, + bool isSrcSigned, + bool isDestSigned, + bool unpackPremultiplyAlpha, + bool unpackUnmultiplyAlpha, + GLenum destTypeForDownsampling) +{ + bool floatToIntBlit = + !gl::IsIntegerFormat(sourceFormat) && gl::IsIntegerFormat(destinationFormat); + + if (isSrcSigned) + { + ASSERT(!unpackPremultiplyAlpha && !unpackUnmultiplyAlpha); + switch (destinationFormat) + { + case GL_RGBA_INTEGER: + return RGBAI; + case GL_RGB_INTEGER: + return RGBI; + case GL_RG_INTEGER: + return RGI; + case GL_RED_INTEGER: + return RI; + default: + UNREACHABLE(); + return OPERATION_INVALID; + } + } + else if (isDestSigned) + { + ASSERT(floatToIntBlit); + + switch (destinationFormat) + { + case GL_RGBA_INTEGER: + if (unpackPremultiplyAlpha == unpackUnmultiplyAlpha) + { + return RGBAF_TOI; + } + return unpackPremultiplyAlpha ? RGBAF_TOI_PREMULTIPLY : RGBAF_TOI_UNMULTIPLY; + case GL_RGB_INTEGER: + case GL_RG_INTEGER: + case GL_RED_INTEGER: + if (unpackPremultiplyAlpha == unpackUnmultiplyAlpha) + { + return RGBF_TOI; + } + return unpackPremultiplyAlpha ? RGBF_TOI_PREMULTIPLY : RGBF_TOI_UNMULTIPLY; + default: + UNREACHABLE(); + return OPERATION_INVALID; + } + } + else + { + // Check for the downsample formats first + switch (destTypeForDownsampling) + { + case GL_UNSIGNED_SHORT_4_4_4_4: + ASSERT(destinationFormat == GL_RGBA && !floatToIntBlit); + if (unpackPremultiplyAlpha == unpackUnmultiplyAlpha) + { + return RGBAF_4444; + } + else if (unpackPremultiplyAlpha) + { + return RGBAF_4444_PREMULTIPLY; + } + else + { + return RGBAF_4444_UNMULTIPLY; + } + + case GL_UNSIGNED_SHORT_5_6_5: + ASSERT(destinationFormat == GL_RGB && !floatToIntBlit); + if (unpackPremultiplyAlpha == unpackUnmultiplyAlpha) + { + return RGBF_565; + } + else + { + return unpackPremultiplyAlpha ? RGBF_565_PREMULTIPLY : RGBF_565_UNMULTIPLY; + } + case GL_UNSIGNED_SHORT_5_5_5_1: + if (unpackPremultiplyAlpha == unpackUnmultiplyAlpha) + { + return RGBAF_5551; + } + else + { + return unpackPremultiplyAlpha ? RGBAF_5551_PREMULTIPLY : RGBAF_5551_UNMULTIPLY; + } + + default: + // By default, use the regular passthrough/multiply/unmultiply shaders. The above + // shaders are only needed for some emulated texture formats. + break; + } + + if (unpackPremultiplyAlpha != unpackUnmultiplyAlpha || floatToIntBlit) + { + switch (destinationFormat) + { + case GL_RGBA: + case GL_BGRA_EXT: + ASSERT(!floatToIntBlit); + return unpackPremultiplyAlpha ? RGBAF_PREMULTIPLY : RGBAF_UNMULTIPLY; + case GL_RGB: + case GL_RG: + case GL_RED: + if (unpackPremultiplyAlpha == unpackUnmultiplyAlpha) + { + return RGBF_TOUI; + } + else + { + return unpackPremultiplyAlpha ? RGBF_PREMULTIPLY : RGBF_UNMULTIPLY; + } + case GL_RGBA_INTEGER: + if (unpackPremultiplyAlpha == unpackUnmultiplyAlpha) + { + return RGBAF_TOUI; + } + else + { + return unpackPremultiplyAlpha ? RGBAF_TOUI_PREMULTIPLY + : RGBAF_TOUI_UNMULTIPLY; + } + case GL_RGB_INTEGER: + case GL_RG_INTEGER: + case GL_RED_INTEGER: + if (unpackPremultiplyAlpha == unpackUnmultiplyAlpha) + { + return RGBF_TOUI; + } + else + { + return unpackPremultiplyAlpha ? RGBF_TOUI_PREMULTIPLY + : RGBF_TOUI_UNMULTIPLY; + } + case GL_LUMINANCE: + ASSERT(!floatToIntBlit); + return unpackPremultiplyAlpha ? LUMAF_PREMULTIPLY : LUMAF_UNMULTIPLY; + + case GL_LUMINANCE_ALPHA: + ASSERT(!floatToIntBlit); + return unpackPremultiplyAlpha ? LUMAALPHAF_PREMULTIPLY : LUMAALPHAF_UNMULTIPLY; + case GL_ALPHA: + return ALPHA; + default: + UNREACHABLE(); + return OPERATION_INVALID; + } + } + else + { + switch (destinationFormat) + { + case GL_RGBA: + return RGBAF; + case GL_RGBA_INTEGER: + return RGBAUI; + case GL_BGRA_EXT: + return BGRAF; + case GL_RGB: + return RGBF; + case GL_RGB_INTEGER: + return RGBUI; + case GL_RG: + return RGF; + case GL_RG_INTEGER: + return RGUI; + case GL_RED: + return RF; + case GL_RED_INTEGER: + return RUI; + case GL_ALPHA: + return ALPHA; + case GL_LUMINANCE: + return LUMA; + case GL_LUMINANCE_ALPHA: + return LUMAALPHA; + default: + UNREACHABLE(); + return OPERATION_INVALID; + } + } + } +} + +angle::Result Blit11::getBlitShader(const gl::Context *context, + GLenum destFormat, + GLenum sourceFormat, + bool isSrcSigned, + bool isDestSigned, + bool unpackPremultiplyAlpha, + bool unpackUnmultiplyAlpha, + GLenum destTypeForDownsampling, + ShaderDimension dimension, + const Shader **shader) +{ + BlitShaderOperation blitShaderOperation = OPERATION_INVALID; + + blitShaderOperation = getBlitShaderOperation(destFormat, sourceFormat, isSrcSigned, + isDestSigned, unpackPremultiplyAlpha, + unpackUnmultiplyAlpha, destTypeForDownsampling); + + BlitShaderType blitShaderType = BLITSHADER_INVALID; + + blitShaderType = getBlitShaderType(blitShaderOperation, dimension); + + ANGLE_CHECK_HR(GetImplAs(context), blitShaderType != BLITSHADER_INVALID, + "Internal blit shader type mismatch", E_FAIL); + + auto blitShaderIt = mBlitShaderMap.find(blitShaderType); + if (blitShaderIt != mBlitShaderMap.end()) + { + *shader = &blitShaderIt->second; + return angle::Result::Continue; + } + + ASSERT(dimension == SHADER_2D || mRenderer->isES3Capable()); + + ANGLE_TRY(mapBlitShader(context, blitShaderType)); + + blitShaderIt = mBlitShaderMap.find(blitShaderType); + ASSERT(blitShaderIt != mBlitShaderMap.end()); + *shader = &blitShaderIt->second; + return angle::Result::Continue; +} + +angle::Result Blit11::getSwizzleShader(const gl::Context *context, + GLenum type, + D3D11_SRV_DIMENSION viewDimension, + const Shader **shader) +{ + SwizzleShaderType swizzleShaderType = GetSwizzleShaderType(type, viewDimension); + + ANGLE_CHECK_HR(GetImplAs(context), swizzleShaderType != SWIZZLESHADER_INVALID, + "Swizzle shader type not found", E_FAIL); + + auto swizzleShaderIt = mSwizzleShaderMap.find(swizzleShaderType); + if (swizzleShaderIt != mSwizzleShaderMap.end()) + { + *shader = &swizzleShaderIt->second; + return angle::Result::Continue; + } + + // Swizzling shaders (OpenGL ES 3+) + ASSERT(mRenderer->isES3Capable()); + + switch (swizzleShaderType) + { + case SWIZZLESHADER_2D_FLOAT: + ANGLE_TRY(addSwizzleShaderToMap(context, swizzleShaderType, SHADER_2D, + ShaderData(g_PS_SwizzleF2D), + "Blit11 2D F swizzle pixel shader")); + break; + case SWIZZLESHADER_2D_UINT: + ANGLE_TRY(addSwizzleShaderToMap(context, swizzleShaderType, SHADER_2D, + ShaderData(g_PS_SwizzleUI2D), + "Blit11 2D UI swizzle pixel shader")); + break; + case SWIZZLESHADER_2D_INT: + ANGLE_TRY(addSwizzleShaderToMap(context, swizzleShaderType, SHADER_2D, + ShaderData(g_PS_SwizzleI2D), + "Blit11 2D I swizzle pixel shader")); + break; + case SWIZZLESHADER_CUBE_FLOAT: + ANGLE_TRY(addSwizzleShaderToMap(context, swizzleShaderType, SHADER_3D, + ShaderData(g_PS_SwizzleF2DArray), + "Blit11 2D Cube F swizzle pixel shader")); + break; + case SWIZZLESHADER_CUBE_UINT: + ANGLE_TRY(addSwizzleShaderToMap(context, swizzleShaderType, SHADER_3D, + ShaderData(g_PS_SwizzleUI2DArray), + "Blit11 2D Cube UI swizzle pixel shader")); + break; + case SWIZZLESHADER_CUBE_INT: + ANGLE_TRY(addSwizzleShaderToMap(context, swizzleShaderType, SHADER_3D, + ShaderData(g_PS_SwizzleI2DArray), + "Blit11 2D Cube I swizzle pixel shader")); + break; + case SWIZZLESHADER_3D_FLOAT: + ANGLE_TRY(addSwizzleShaderToMap(context, swizzleShaderType, SHADER_3D, + ShaderData(g_PS_SwizzleF3D), + "Blit11 3D F swizzle pixel shader")); + break; + case SWIZZLESHADER_3D_UINT: + ANGLE_TRY(addSwizzleShaderToMap(context, swizzleShaderType, SHADER_3D, + ShaderData(g_PS_SwizzleUI3D), + "Blit11 3D UI swizzle pixel shader")); + break; + case SWIZZLESHADER_3D_INT: + ANGLE_TRY(addSwizzleShaderToMap(context, swizzleShaderType, SHADER_3D, + ShaderData(g_PS_SwizzleI3D), + "Blit11 3D I swizzle pixel shader")); + break; + case SWIZZLESHADER_ARRAY_FLOAT: + ANGLE_TRY(addSwizzleShaderToMap(context, swizzleShaderType, SHADER_3D, + ShaderData(g_PS_SwizzleF2DArray), + "Blit11 2D Array F swizzle pixel shader")); + break; + case SWIZZLESHADER_ARRAY_UINT: + ANGLE_TRY(addSwizzleShaderToMap(context, swizzleShaderType, SHADER_3D, + ShaderData(g_PS_SwizzleUI2DArray), + "Blit11 2D Array UI swizzle pixel shader")); + break; + case SWIZZLESHADER_ARRAY_INT: + ANGLE_TRY(addSwizzleShaderToMap(context, swizzleShaderType, SHADER_3D, + ShaderData(g_PS_SwizzleI2DArray), + "Blit11 2D Array I swizzle pixel shader")); + break; + default: + ANGLE_HR_UNREACHABLE(GetImplAs(context)); + } + + swizzleShaderIt = mSwizzleShaderMap.find(swizzleShaderType); + ASSERT(swizzleShaderIt != mSwizzleShaderMap.end()); + *shader = &swizzleShaderIt->second; + return angle::Result::Continue; +} + +angle::Result Blit11::resolveDepth(const gl::Context *context, + RenderTarget11 *depth, + TextureHelper11 *textureOut) +{ + ANGLE_TRY(initResources(context)); + + // Multisampled depth stencil SRVs are not available in feature level 10.0 + ASSERT(mRenderer->getRenderer11DeviceCaps().featureLevel > D3D_FEATURE_LEVEL_10_0); + + const auto &extents = depth->getExtents(); + auto *deviceContext = mRenderer->getDeviceContext(); + auto *stateManager = mRenderer->getStateManager(); + + ANGLE_TRY(initResolveDepthOnly(context, depth->getFormatSet(), extents)); + + Context11 *context11 = GetImplAs(context); + + ANGLE_TRY(mResolveDepthStencilVS.resolve(context11, mRenderer)); + ANGLE_TRY(mResolveDepthPS.resolve(context11, mRenderer)); + + // Apply the necessary state changes to the D3D11 immediate device context. + stateManager->setInputLayout(nullptr); + stateManager->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + stateManager->setDrawShaders(&mResolveDepthStencilVS.getObj(), nullptr, + &mResolveDepthPS.getObj()); + stateManager->setRasterizerState(nullptr); + stateManager->setDepthStencilState(&mDepthStencilState, 0xFFFFFFFF); + stateManager->setRenderTargets(nullptr, 0, mResolvedDepthDSView.get()); + stateManager->setSimpleBlendState(nullptr); + stateManager->setSimpleViewport(extents); + + // Set the viewport + const d3d11::SharedSRV *srv; + ANGLE_TRY(depth->getShaderResourceView(context, &srv)); + + stateManager->setShaderResourceShared(gl::ShaderType::Fragment, 0, srv); + + // Trigger the blit on the GPU. + deviceContext->Draw(6, 0); + + *textureOut = mResolvedDepth; + return angle::Result::Continue; +} + +angle::Result Blit11::initResolveDepthOnly(const gl::Context *context, + const d3d11::Format &format, + const gl::Extents &extents) +{ + if (mResolvedDepth.valid() && extents == mResolvedDepth.getExtents() && + format.texFormat == mResolvedDepth.getFormat()) + { + return angle::Result::Continue; + } + + D3D11_TEXTURE2D_DESC textureDesc; + textureDesc.Width = extents.width; + textureDesc.Height = extents.height; + textureDesc.MipLevels = 1; + textureDesc.ArraySize = 1; + textureDesc.Format = format.texFormat; + textureDesc.SampleDesc.Count = 1; + textureDesc.SampleDesc.Quality = 0; + textureDesc.Usage = D3D11_USAGE_DEFAULT; + textureDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE; + textureDesc.CPUAccessFlags = 0; + textureDesc.MiscFlags = 0; + + Context11 *context11 = GetImplAs(context); + + ANGLE_TRY(mRenderer->allocateTexture(context11, textureDesc, format, &mResolvedDepth)); + mResolvedDepth.setInternalName("Blit11::mResolvedDepth"); + + D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc; + dsvDesc.Flags = 0; + dsvDesc.Format = format.dsvFormat; + dsvDesc.Texture2D.MipSlice = 0; + dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; + + ANGLE_TRY(mRenderer->allocateResource(context11, dsvDesc, mResolvedDepth.get(), + &mResolvedDepthDSView)); + mResolvedDepthDSView.setInternalName("Blit11::mResolvedDepthDSView"); + + // Possibly D3D11 bug or undefined behaviour: Clear the DSV so that our first render + // works as expected. Otherwise the results of the first use seem to be incorrect. + ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); + deviceContext->ClearDepthStencilView(mResolvedDepthDSView.get(), D3D11_CLEAR_DEPTH, 1.0f, 0); + + return angle::Result::Continue; +} + +angle::Result Blit11::initResolveDepthStencil(const gl::Context *context, + const gl::Extents &extents) +{ + // Check if we need to recreate depth stencil view + if (mResolvedDepthStencil.valid() && extents == mResolvedDepthStencil.getExtents()) + { + ASSERT(mResolvedDepthStencil.getFormat() == DXGI_FORMAT_R32G32_FLOAT); + return angle::Result::Continue; + } + + if (mResolvedDepthStencil.valid()) + { + releaseResolveDepthStencilResources(); + } + + const auto &formatSet = d3d11::Format::Get(GL_RG32F, mRenderer->getRenderer11DeviceCaps()); + + D3D11_TEXTURE2D_DESC textureDesc; + textureDesc.Width = extents.width; + textureDesc.Height = extents.height; + textureDesc.MipLevels = 1; + textureDesc.ArraySize = 1; + textureDesc.Format = formatSet.texFormat; + textureDesc.SampleDesc.Count = 1; + textureDesc.SampleDesc.Quality = 0; + textureDesc.Usage = D3D11_USAGE_DEFAULT; + textureDesc.BindFlags = D3D11_BIND_RENDER_TARGET; + textureDesc.CPUAccessFlags = 0; + textureDesc.MiscFlags = 0; + + Context11 *context11 = GetImplAs(context); + + ANGLE_TRY( + mRenderer->allocateTexture(context11, textureDesc, formatSet, &mResolvedDepthStencil)); + mResolvedDepthStencil.setInternalName("Blit11::mResolvedDepthStencil"); + + ANGLE_TRY(mRenderer->allocateResourceNoDesc(context11, mResolvedDepthStencil.get(), + &mResolvedDepthStencilRTView)); + mResolvedDepthStencilRTView.setInternalName("Blit11::mResolvedDepthStencilRTView"); + + return angle::Result::Continue; +} + +angle::Result Blit11::resolveStencil(const gl::Context *context, + RenderTarget11 *depthStencil, + bool alsoDepth, + TextureHelper11 *textureOut) +{ + ANGLE_TRY(initResources(context)); + + // Multisampled depth stencil SRVs are not available in feature level 10.0 + ASSERT(mRenderer->getRenderer11DeviceCaps().featureLevel > D3D_FEATURE_LEVEL_10_0); + + const auto &extents = depthStencil->getExtents(); + + ANGLE_TRY(initResolveDepthStencil(context, extents)); + + ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); + auto *stateManager = mRenderer->getStateManager(); + ID3D11Resource *stencilResource = depthStencil->getTexture().get(); + + // Check if we need to re-create the stencil SRV. + if (mStencilSRV.valid()) + { + ID3D11Resource *priorResource = nullptr; + mStencilSRV.get()->GetResource(&priorResource); + + if (stencilResource != priorResource) + { + mStencilSRV.reset(); + } + + SafeRelease(priorResource); + } + + Context11 *context11 = GetImplAs(context); + + if (!mStencilSRV.valid()) + { + D3D11_SHADER_RESOURCE_VIEW_DESC srViewDesc; + srViewDesc.Format = GetStencilSRVFormat(depthStencil->getFormatSet()); + srViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMS; + + ANGLE_TRY( + mRenderer->allocateResource(context11, srViewDesc, stencilResource, &mStencilSRV)); + mStencilSRV.setInternalName("Blit11::mStencilSRV"); + } + + // Notify the Renderer that all state should be invalidated. + ANGLE_TRY(mResolveDepthStencilVS.resolve(context11, mRenderer)); + + // Resolving the depth buffer works by sampling the depth in the shader using a SRV, then + // writing to the resolved depth buffer using SV_Depth. We can't use this method for stencil + // because SV_StencilRef isn't supported until HLSL 5.1/D3D11.3. + const d3d11::PixelShader *pixelShader = nullptr; + if (alsoDepth) + { + ANGLE_TRY(mResolveDepthStencilPS.resolve(context11, mRenderer)); + pixelShader = &mResolveDepthStencilPS.getObj(); + } + else + { + ANGLE_TRY(mResolveStencilPS.resolve(context11, mRenderer)); + pixelShader = &mResolveStencilPS.getObj(); + } + + // Apply the necessary state changes to the D3D11 immediate device context. + stateManager->setInputLayout(nullptr); + stateManager->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + stateManager->setDrawShaders(&mResolveDepthStencilVS.getObj(), nullptr, pixelShader); + stateManager->setRasterizerState(nullptr); + stateManager->setDepthStencilState(nullptr, 0xFFFFFFFF); + stateManager->setRenderTarget(mResolvedDepthStencilRTView.get(), nullptr); + stateManager->setSimpleBlendState(nullptr); + + // Set the viewport + stateManager->setSimpleViewport(extents); + const d3d11::SharedSRV *srv; + ANGLE_TRY(depthStencil->getShaderResourceView(context, &srv)); + stateManager->setShaderResourceShared(gl::ShaderType::Fragment, 0, srv); + stateManager->setShaderResource(gl::ShaderType::Fragment, 1, &mStencilSRV); + + // Trigger the blit on the GPU. + deviceContext->Draw(6, 0); + + gl::Box copyBox(0, 0, 0, extents.width, extents.height, 1); + + ANGLE_TRY(mRenderer->createStagingTexture(context, ResourceType::Texture2D, + depthStencil->getFormatSet(), extents, + StagingAccess::READ_WRITE, textureOut)); + + const auto ©Function = GetCopyDepthStencilFunction(depthStencil->getInternalFormat()); + const auto &dsFormatSet = depthStencil->getFormatSet(); + const auto &dsDxgiInfo = d3d11::GetDXGIFormatSizeInfo(dsFormatSet.texFormat); + + ANGLE_TRY(copyAndConvertImpl(context, mResolvedDepthStencil, 0, copyBox, extents, *textureOut, + copyBox, extents, nullptr, 0, 0, 0, 8u, dsDxgiInfo.pixelBytes, + copyFunction)); + + return angle::Result::Continue; +} + +void Blit11::releaseResolveDepthStencilResources() +{ + mStencilSRV.reset(); + mResolvedDepthStencilRTView.reset(); +} + +} // namespace rx -- cgit v1.2.3