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//
// Copyright (c) 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.
//
// Clear11.h: Framebuffer clear utility class.
#ifndef LIBGLESV2_RENDERER_CLEAR11_H_
#define LIBGLESV2_RENDERER_CLEAR11_H_
#include "libGLESv2/angletypes.h"
#include "libGLESv2/Error.h"
#include <map>
#include <vector>
namespace gl
{
class Framebuffer;
}
namespace rx
{
class Renderer11;
class RenderTarget11;
class Clear11
{
public:
explicit Clear11(Renderer11 *renderer);
~Clear11();
// Clears the framebuffer with the supplied clear parameters, assumes that the framebuffer is currently applied.
gl::Error clearFramebuffer(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer);
private:
Renderer11 *mRenderer;
struct ClearBlendInfo
{
bool maskChannels[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT][4];
};
typedef bool (*ClearBlendInfoComparisonFunction)(const ClearBlendInfo&, const ClearBlendInfo &);
typedef std::map<ClearBlendInfo, ID3D11BlendState*, ClearBlendInfoComparisonFunction> ClearBlendStateMap;
ClearBlendStateMap mClearBlendStates;
struct MaskedRenderTarget
{
bool colorMask[4];
RenderTarget11 *renderTarget;
};
ID3D11BlendState *getBlendState(const std::vector<MaskedRenderTarget> &rts);
struct ClearShader
{
ID3D11InputLayout *inputLayout;
ID3D11VertexShader *vertexShader;
ID3D11PixelShader *pixelShader;
};
ClearShader mFloatClearShader;
ClearShader mUintClearShader;
ClearShader mIntClearShader;
template <unsigned int vsSize, unsigned int psSize>
static ClearShader CreateClearShader(ID3D11Device *device, DXGI_FORMAT colorType, const BYTE (&vsByteCode)[vsSize], const BYTE (&psByteCode)[psSize]);
struct ClearDepthStencilInfo
{
bool clearDepth;
bool clearStencil;
UINT8 stencilWriteMask;
};
typedef bool (*ClearDepthStencilInfoComparisonFunction)(const ClearDepthStencilInfo&, const ClearDepthStencilInfo &);
typedef std::map<ClearDepthStencilInfo, ID3D11DepthStencilState*, ClearDepthStencilInfoComparisonFunction> ClearDepthStencilStateMap;
ClearDepthStencilStateMap mClearDepthStencilStates;
ID3D11DepthStencilState *getDepthStencilState(const gl::ClearParameters &clearParams);
ID3D11Buffer *mVertexBuffer;
ID3D11RasterizerState *mRasterizerState;
};
}
#endif // LIBGLESV2_RENDERER_CLEAR11_H_