| #include "precompiled.h" |
| // |
| // 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. |
| // |
| |
| // Blit11.cpp: Texture copy utility class. |
| |
| #include "libGLESv2/main.h" |
| #include "libGLESv2/formatutils.h" |
| #include "libGLESv2/renderer/d3d11/Blit11.h" |
| #include "libGLESv2/renderer/d3d11/Renderer11.h" |
| #include "libGLESv2/renderer/d3d11/renderer11_utils.h" |
| #include "libGLESv2/renderer/d3d11/formatutils11.h" |
| |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/passthrough2d11vs.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughdepth2d11ps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughrgba2d11ps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughrgba2dui11ps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughrgba2di11ps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughrgb2d11ps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughrgb2dui11ps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughrgb2di11ps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughrg2d11ps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughrg2dui11ps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughrg2di11ps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughr2d11ps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughr2dui11ps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughr2di11ps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughlum2d11ps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughlumalpha2d11ps.h" |
| |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/passthrough3d11vs.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/passthrough3d11gs.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughrgba3d11ps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughrgba3dui11ps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughrgba3di11ps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughrgb3d11ps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughrgb3dui11ps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughrgb3di11ps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughrg3d11ps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughrg3dui11ps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughrg3di11ps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughr3d11ps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughr3dui11ps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughr3di11ps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughlum3d11ps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/passthroughlumalpha3d11ps.h" |
| |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/swizzlef2dps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/swizzlei2dps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/swizzleui2dps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/swizzlef3dps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/swizzlei3dps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/swizzleui3dps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/swizzlef2darrayps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/swizzlei2darrayps.h" |
| #include "libGLESv2/renderer/d3d11/shaders/compiled/swizzleui2darrayps.h" |
| |
| namespace rx |
| { |
| |
| static DXGI_FORMAT GetTextureFormat(ID3D11Resource *resource) |
| { |
| ID3D11Texture2D *texture = d3d11::DynamicCastComObject<ID3D11Texture2D>(resource); |
| if (!texture) |
| { |
| return DXGI_FORMAT_UNKNOWN; |
| } |
| |
| D3D11_TEXTURE2D_DESC desc; |
| texture->GetDesc(&desc); |
| |
| SafeRelease(texture); |
| |
| return desc.Format; |
| } |
| |
| static ID3D11Resource *CreateStagingTexture(ID3D11Device *device, ID3D11DeviceContext *context, |
| ID3D11Resource *source, unsigned int subresource, |
| const gl::Extents &size, unsigned int cpuAccessFlags) |
| { |
| D3D11_TEXTURE2D_DESC stagingDesc; |
| stagingDesc.Width = size.width; |
| stagingDesc.Height = size.height; |
| stagingDesc.MipLevels = 1; |
| stagingDesc.ArraySize = 1; |
| stagingDesc.Format = GetTextureFormat(source); |
| stagingDesc.SampleDesc.Count = 1; |
| stagingDesc.SampleDesc.Quality = 0; |
| stagingDesc.Usage = D3D11_USAGE_STAGING; |
| stagingDesc.CPUAccessFlags = cpuAccessFlags; |
| stagingDesc.MiscFlags = 0; |
| stagingDesc.BindFlags = 0; |
| |
| ID3D11Texture2D *stagingTexture = NULL; |
| HRESULT result = device->CreateTexture2D(&stagingDesc, NULL, &stagingTexture); |
| if (FAILED(result)) |
| { |
| ERR("Failed to create staging texture for depth stencil blit. HRESULT: 0x%X.", result); |
| return NULL; |
| } |
| |
| context->CopySubresourceRegion(stagingTexture, 0, 0, 0, 0, source, subresource, NULL); |
| |
| return stagingTexture; |
| } |
| |
| inline static 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); |
| } |
| |
| static 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<d3d11::PositionTexCoordVertex*>(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; |
| } |
| |
| static 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<d3d11::PositionLayerTexCoord3DVertex*>(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; |
| } |
| |
| Blit11::Blit11(rx::Renderer11 *renderer) |
| : mRenderer(renderer), mBlitShaderMap(compareBlitParameters), mSwizzleShaderMap(compareSwizzleParameters), |
| mVertexBuffer(NULL), mPointSampler(NULL), mLinearSampler(NULL), mScissorEnabledRasterizerState(NULL), |
| mScissorDisabledRasterizerState(NULL), mDepthStencilState(NULL), |
| mQuad2DIL(NULL), mQuad2DVS(NULL), mDepthPS(NULL), |
| mQuad3DIL(NULL), mQuad3DVS(NULL), mQuad3DGS(NULL), |
| mSwizzleCB(NULL) |
| { |
| HRESULT result; |
| ID3D11Device *device = mRenderer->getDevice(); |
| |
| D3D11_BUFFER_DESC vbDesc; |
| vbDesc.ByteWidth = std::max(sizeof(d3d11::PositionLayerTexCoord3DVertex), sizeof(d3d11::PositionTexCoordVertex)) * |
| 6 * renderer->getMaxTextureDepth(); |
| vbDesc.Usage = D3D11_USAGE_DYNAMIC; |
| vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; |
| vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
| vbDesc.MiscFlags = 0; |
| vbDesc.StructureByteStride = 0; |
| |
| result = device->CreateBuffer(&vbDesc, NULL, &mVertexBuffer); |
| ASSERT(SUCCEEDED(result)); |
| d3d11::SetDebugName(mVertexBuffer, "Blit11 vertex buffer"); |
| |
| 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 = 0.0f; |
| |
| result = device->CreateSamplerState(&pointSamplerDesc, &mPointSampler); |
| ASSERT(SUCCEEDED(result)); |
| d3d11::SetDebugName(mPointSampler, "Blit11 point sampler"); |
| |
| 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 = 0.0f; |
| |
| result = device->CreateSamplerState(&linearSamplerDesc, &mLinearSampler); |
| ASSERT(SUCCEEDED(result)); |
| d3d11::SetDebugName(mLinearSampler, "Blit11 linear sampler"); |
| |
| // 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; |
| result = device->CreateRasterizerState(&rasterDesc, &mScissorEnabledRasterizerState); |
| ASSERT(SUCCEEDED(result)); |
| d3d11::SetDebugName(mScissorEnabledRasterizerState, "Blit11 scissoring rasterizer state"); |
| |
| rasterDesc.ScissorEnable = FALSE; |
| result = device->CreateRasterizerState(&rasterDesc, &mScissorDisabledRasterizerState); |
| ASSERT(SUCCEEDED(result)); |
| d3d11::SetDebugName(mScissorDisabledRasterizerState, "Blit11 no scissoring rasterizer state"); |
| |
| 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; |
| |
| result = device->CreateDepthStencilState(&depthStencilDesc, &mDepthStencilState); |
| ASSERT(SUCCEEDED(result)); |
| d3d11::SetDebugName(mDepthStencilState, "Blit11 depth stencil state"); |
| |
| 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 }, |
| }; |
| |
| result = device->CreateInputLayout(quad2DLayout, ArraySize(quad2DLayout), g_VS_Passthrough2D, ArraySize(g_VS_Passthrough2D), &mQuad2DIL); |
| ASSERT(SUCCEEDED(result)); |
| d3d11::SetDebugName(mQuad2DIL, "Blit11 2D input layout"); |
| |
| result = device->CreateVertexShader(g_VS_Passthrough2D, ArraySize(g_VS_Passthrough2D), NULL, &mQuad2DVS); |
| ASSERT(SUCCEEDED(result)); |
| d3d11::SetDebugName(mQuad2DVS, "Blit11 2D vertex shader"); |
| |
| result = device->CreatePixelShader(g_PS_PassthroughDepth2D, ArraySize(g_PS_PassthroughDepth2D), NULL, &mDepthPS); |
| ASSERT(SUCCEEDED(result)); |
| d3d11::SetDebugName(mDepthPS, "Blit11 2D depth pixel shader"); |
| |
| 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 }, |
| }; |
| |
| result = device->CreateInputLayout(quad3DLayout, ArraySize(quad3DLayout), g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), &mQuad3DIL); |
| ASSERT(SUCCEEDED(result)); |
| d3d11::SetDebugName(mQuad3DIL, "Blit11 3D input layout"); |
| |
| result = device->CreateVertexShader(g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), NULL, &mQuad3DVS); |
| ASSERT(SUCCEEDED(result)); |
| d3d11::SetDebugName(mQuad3DVS, "Blit11 3D vertex shader"); |
| |
| result = device->CreateGeometryShader(g_GS_Passthrough3D, ArraySize(g_GS_Passthrough3D), NULL, &mQuad3DGS); |
| ASSERT(SUCCEEDED(result)); |
| d3d11::SetDebugName(mQuad3DGS, "Renderer11 copy 3D texture geometry shader"); |
| |
| buildShaderMap(); |
| |
| 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; |
| |
| result = device->CreateBuffer(&swizzleBufferDesc, NULL, &mSwizzleCB); |
| ASSERT(SUCCEEDED(result)); |
| d3d11::SetDebugName(mSwizzleCB, "Blit11 swizzle constant buffer"); |
| } |
| |
| Blit11::~Blit11() |
| { |
| SafeRelease(mVertexBuffer); |
| SafeRelease(mPointSampler); |
| SafeRelease(mLinearSampler); |
| SafeRelease(mScissorEnabledRasterizerState); |
| SafeRelease(mScissorDisabledRasterizerState); |
| SafeRelease(mDepthStencilState); |
| |
| SafeRelease(mQuad2DIL); |
| SafeRelease(mQuad2DVS); |
| SafeRelease(mDepthPS); |
| |
| SafeRelease(mQuad3DIL); |
| SafeRelease(mQuad3DVS); |
| SafeRelease(mQuad3DGS); |
| |
| SafeRelease(mSwizzleCB); |
| |
| clearShaderMap(); |
| } |
| |
| static inline 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; |
| } |
| |
| bool Blit11::swizzleTexture(ID3D11ShaderResourceView *source, ID3D11RenderTargetView *dest, const gl::Extents &size, |
| GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha) |
| { |
| HRESULT result; |
| ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); |
| |
| D3D11_SHADER_RESOURCE_VIEW_DESC sourceSRVDesc; |
| source->GetDesc(&sourceSRVDesc); |
| GLenum sourceInternalFormat = d3d11_gl::GetInternalFormat(sourceSRVDesc.Format, mRenderer->getCurrentClientVersion()); |
| |
| GLenum shaderType = GL_NONE; |
| switch (gl::GetComponentType(sourceInternalFormat, mRenderer->getCurrentClientVersion())) |
| { |
| 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; |
| } |
| |
| SwizzleParameters parameters = { 0 }; |
| parameters.mDestinationType = shaderType; |
| parameters.mViewDimension = sourceSRVDesc.ViewDimension; |
| |
| SwizzleShaderMap::const_iterator i = mSwizzleShaderMap.find(parameters); |
| if (i == mSwizzleShaderMap.end()) |
| { |
| UNREACHABLE(); |
| return false; |
| } |
| |
| const Shader &shader = i->second; |
| |
| // Set vertices |
| D3D11_MAPPED_SUBRESOURCE mappedResource; |
| result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); |
| if (FAILED(result)) |
| { |
| ERR("Failed to map vertex buffer for texture swizzle, HRESULT: 0x%X.", result); |
| return false; |
| } |
| |
| UINT stride = 0; |
| UINT startIdx = 0; |
| UINT drawCount = 0; |
| D3D11_PRIMITIVE_TOPOLOGY topology; |
| |
| gl::Box area(0, 0, 0, size.width, size.height, size.depth); |
| shader.mVertexWriteFunction(area, size, area, size, mappedResource.pData, &stride, &drawCount, &topology); |
| |
| deviceContext->Unmap(mVertexBuffer, 0); |
| |
| // Set constant buffer |
| result = deviceContext->Map(mSwizzleCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); |
| if (FAILED(result)) |
| { |
| ERR("Failed to map constant buffer for texture swizzle, HRESULT: 0x%X.", result); |
| return false; |
| } |
| |
| unsigned int *swizzleIndices = reinterpret_cast<unsigned int*>(mappedResource.pData); |
| swizzleIndices[0] = GetSwizzleIndex(swizzleRed); |
| swizzleIndices[1] = GetSwizzleIndex(swizzleGreen); |
| swizzleIndices[2] = GetSwizzleIndex(swizzleBlue); |
| swizzleIndices[3] = GetSwizzleIndex(swizzleAlpha); |
| |
| deviceContext->Unmap(mSwizzleCB, 0); |
| |
| // Apply vertex buffer |
| deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &startIdx); |
| |
| // Apply constant buffer |
| deviceContext->PSSetConstantBuffers(0, 1, &mSwizzleCB); |
| |
| // Apply state |
| deviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF); |
| deviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF); |
| deviceContext->RSSetState(mScissorDisabledRasterizerState); |
| |
| // Apply shaders |
| deviceContext->IASetInputLayout(shader.mInputLayout); |
| deviceContext->IASetPrimitiveTopology(topology); |
| deviceContext->VSSetShader(shader.mVertexShader, NULL, 0); |
| |
| deviceContext->PSSetShader(shader.mPixelShader, NULL, 0); |
| deviceContext->GSSetShader(shader.mGeometryShader, NULL, 0); |
| |
| // Unset the currently bound shader resource to avoid conflicts |
| ID3D11ShaderResourceView *const nullSRV = NULL; |
| deviceContext->PSSetShaderResources(0, 1, &nullSRV); |
| |
| // Apply render target |
| mRenderer->setOneTimeRenderTarget(dest); |
| |
| // Set the viewport |
| D3D11_VIEWPORT viewport; |
| viewport.TopLeftX = 0; |
| viewport.TopLeftY = 0; |
| viewport.Width = size.width; |
| viewport.Height = size.height; |
| viewport.MinDepth = 0.0f; |
| viewport.MaxDepth = 1.0f; |
| deviceContext->RSSetViewports(1, &viewport); |
| |
| // Apply textures |
| deviceContext->PSSetShaderResources(0, 1, &source); |
| |
| // Apply samplers |
| deviceContext->PSSetSamplers(0, 1, &mPointSampler); |
| |
| // Draw the quad |
| deviceContext->Draw(drawCount, 0); |
| |
| // Unbind textures and render targets and vertex buffer |
| deviceContext->PSSetShaderResources(0, 1, &nullSRV); |
| |
| mRenderer->unapplyRenderTargets(); |
| |
| UINT zero = 0; |
| ID3D11Buffer *const nullBuffer = NULL; |
| deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero); |
| |
| mRenderer->markAllStateDirty(); |
| |
| return true; |
| } |
| |
| bool Blit11::copyTexture(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize, |
| ID3D11RenderTargetView *dest, const gl::Box &destArea, const gl::Extents &destSize, |
| const gl::Rectangle *scissor, GLenum destFormat, GLenum filter) |
| { |
| HRESULT result; |
| 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->GetDesc(&sourceSRVDesc); |
| GLenum sourceInternalFormat = d3d11_gl::GetInternalFormat(sourceSRVDesc.Format, mRenderer->getCurrentClientVersion()); |
| |
| BlitParameters parameters = { 0 }; |
| parameters.mDestinationFormat = destFormat; |
| parameters.mSignedInteger = gl::GetComponentType(sourceInternalFormat, mRenderer->getCurrentClientVersion()) == GL_INT; |
| parameters.m3DBlit = sourceArea.depth > 1; |
| |
| BlitShaderMap::const_iterator i = mBlitShaderMap.find(parameters); |
| if (i == mBlitShaderMap.end()) |
| { |
| UNREACHABLE(); |
| return false; |
| } |
| |
| const Shader& shader = i->second; |
| |
| // Set vertices |
| D3D11_MAPPED_SUBRESOURCE mappedResource; |
| result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); |
| if (FAILED(result)) |
| { |
| ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result); |
| return false; |
| } |
| |
| UINT stride = 0; |
| UINT startIdx = 0; |
| UINT drawCount = 0; |
| D3D11_PRIMITIVE_TOPOLOGY topology; |
| |
| shader.mVertexWriteFunction(sourceArea, sourceSize, destArea, destSize, mappedResource.pData, |
| &stride, &drawCount, &topology); |
| |
| deviceContext->Unmap(mVertexBuffer, 0); |
| |
| // Apply vertex buffer |
| deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &startIdx); |
| |
| // Apply state |
| deviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF); |
| deviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF); |
| |
| if (scissor) |
| { |
| D3D11_RECT scissorRect; |
| scissorRect.left = scissor->x; |
| scissorRect.right = scissor->x + scissor->width; |
| scissorRect.top = scissor->y; |
| scissorRect.bottom = scissor->y + scissor->height; |
| |
| deviceContext->RSSetScissorRects(1, &scissorRect); |
| deviceContext->RSSetState(mScissorEnabledRasterizerState); |
| } |
| else |
| { |
| deviceContext->RSSetState(mScissorDisabledRasterizerState); |
| } |
| |
| // Apply shaders |
| deviceContext->IASetInputLayout(shader.mInputLayout); |
| deviceContext->IASetPrimitiveTopology(topology); |
| deviceContext->VSSetShader(shader.mVertexShader, NULL, 0); |
| |
| deviceContext->PSSetShader(shader.mPixelShader, NULL, 0); |
| deviceContext->GSSetShader(shader.mGeometryShader, NULL, 0); |
| |
| // Unset the currently bound shader resource to avoid conflicts |
| ID3D11ShaderResourceView *const nullSRV = NULL; |
| deviceContext->PSSetShaderResources(0, 1, &nullSRV); |
| |
| // Apply render target |
| mRenderer->setOneTimeRenderTarget(dest); |
| |
| // Set the viewport |
| D3D11_VIEWPORT viewport; |
| viewport.TopLeftX = 0; |
| viewport.TopLeftY = 0; |
| viewport.Width = destSize.width; |
| viewport.Height = destSize.height; |
| viewport.MinDepth = 0.0f; |
| viewport.MaxDepth = 1.0f; |
| deviceContext->RSSetViewports(1, &viewport); |
| |
| // Apply textures |
| deviceContext->PSSetShaderResources(0, 1, &source); |
| |
| // Apply samplers |
| ID3D11SamplerState *sampler = NULL; |
| switch (filter) |
| { |
| case GL_NEAREST: sampler = mPointSampler; break; |
| case GL_LINEAR: sampler = mLinearSampler; break; |
| default: UNREACHABLE(); return false; |
| } |
| deviceContext->PSSetSamplers(0, 1, &sampler); |
| |
| // Draw the quad |
| deviceContext->Draw(drawCount, 0); |
| |
| // Unbind textures and render targets and vertex buffer |
| deviceContext->PSSetShaderResources(0, 1, &nullSRV); |
| |
| mRenderer->unapplyRenderTargets(); |
| |
| UINT zero = 0; |
| ID3D11Buffer *const nullBuffer = NULL; |
| deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero); |
| |
| mRenderer->markAllStateDirty(); |
| |
| return true; |
| } |
| |
| bool Blit11::copyStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize, |
| ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize, |
| const gl::Rectangle *scissor) |
| { |
| return copyDepthStencil(source, sourceSubresource, sourceArea, sourceSize, |
| dest, destSubresource, destArea, destSize, |
| scissor, true); |
| } |
| |
| bool Blit11::copyDepth(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize, |
| ID3D11DepthStencilView *dest, const gl::Box &destArea, const gl::Extents &destSize, |
| const gl::Rectangle *scissor) |
| { |
| HRESULT result; |
| ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); |
| |
| // Set vertices |
| D3D11_MAPPED_SUBRESOURCE mappedResource; |
| result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); |
| if (FAILED(result)) |
| { |
| ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result); |
| return false; |
| } |
| |
| UINT stride = 0; |
| UINT startIdx = 0; |
| UINT drawCount = 0; |
| D3D11_PRIMITIVE_TOPOLOGY topology; |
| |
| Write2DVertices(sourceArea, sourceSize, destArea, destSize, mappedResource.pData, |
| &stride, &drawCount, &topology); |
| |
| deviceContext->Unmap(mVertexBuffer, 0); |
| |
| // Apply vertex buffer |
| deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &startIdx); |
| |
| // Apply state |
| deviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF); |
| deviceContext->OMSetDepthStencilState(mDepthStencilState, 0xFFFFFFFF); |
| |
| if (scissor) |
| { |
| D3D11_RECT scissorRect; |
| scissorRect.left = scissor->x; |
| scissorRect.right = scissor->x + scissor->width; |
| scissorRect.top = scissor->y; |
| scissorRect.bottom = scissor->y + scissor->height; |
| |
| deviceContext->RSSetScissorRects(1, &scissorRect); |
| deviceContext->RSSetState(mScissorEnabledRasterizerState); |
| } |
| else |
| { |
| deviceContext->RSSetState(mScissorDisabledRasterizerState); |
| } |
| |
| // Apply shaders |
| deviceContext->IASetInputLayout(mQuad2DIL); |
| deviceContext->IASetPrimitiveTopology(topology); |
| deviceContext->VSSetShader(mQuad2DVS, NULL, 0); |
| |
| deviceContext->PSSetShader(mDepthPS, NULL, 0); |
| deviceContext->GSSetShader(NULL, NULL, 0); |
| |
| // Unset the currently bound shader resource to avoid conflicts |
| ID3D11ShaderResourceView *const nullSRV = NULL; |
| deviceContext->PSSetShaderResources(0, 1, &nullSRV); |
| |
| // Apply render target |
| deviceContext->OMSetRenderTargets(0, NULL, dest); |
| |
| // Set the viewport |
| D3D11_VIEWPORT viewport; |
| viewport.TopLeftX = 0; |
| viewport.TopLeftY = 0; |
| viewport.Width = destSize.width; |
| viewport.Height = destSize.height; |
| viewport.MinDepth = 0.0f; |
| viewport.MaxDepth = 1.0f; |
| deviceContext->RSSetViewports(1, &viewport); |
| |
| // Apply textures |
| deviceContext->PSSetShaderResources(0, 1, &source); |
| |
| // Apply samplers |
| deviceContext->PSSetSamplers(0, 1, &mPointSampler); |
| |
| // Draw the quad |
| deviceContext->Draw(drawCount, 0); |
| |
| // Unbind textures and render targets and vertex buffer |
| deviceContext->PSSetShaderResources(0, 1, &nullSRV); |
| |
| mRenderer->unapplyRenderTargets(); |
| |
| UINT zero = 0; |
| ID3D11Buffer *const nullBuffer = NULL; |
| deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero); |
| |
| mRenderer->markAllStateDirty(); |
| |
| return true; |
| } |
| |
| bool Blit11::copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize, |
| ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize, |
| const gl::Rectangle *scissor) |
| { |
| return copyDepthStencil(source, sourceSubresource, sourceArea, sourceSize, |
| dest, destSubresource, destArea, destSize, |
| scissor, false); |
| } |
| |
| bool Blit11::copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize, |
| ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize, |
| const gl::Rectangle *scissor, bool stencilOnly) |
| { |
| ID3D11Device *device = mRenderer->getDevice(); |
| ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); |
| |
| ID3D11Resource *sourceStaging = CreateStagingTexture(device, deviceContext, source, sourceSubresource, sourceSize, D3D11_CPU_ACCESS_READ); |
| // 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 |
| ID3D11Resource *destStaging = CreateStagingTexture(device, deviceContext, dest, destSubresource, destSize, D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE); |
| |
| if (!sourceStaging || !destStaging) |
| { |
| SafeRelease(sourceStaging); |
| SafeRelease(destStaging); |
| return false; |
| } |
| |
| DXGI_FORMAT format = GetTextureFormat(source); |
| ASSERT(format == GetTextureFormat(dest)); |
| |
| unsigned int pixelSize = d3d11::GetFormatPixelBytes(format); |
| unsigned int copyOffset = 0; |
| unsigned int copySize = pixelSize; |
| if (stencilOnly) |
| { |
| copyOffset = d3d11::GetStencilOffset(format) / 8; |
| copySize = d3d11::GetStencilBits(format) / 8; |
| |
| // It would be expensive to have non-byte sized stencil sizes since it would |
| // require reading from the destination, currently there aren't any though. |
| ASSERT(d3d11::GetStencilBits(format) % 8 == 0 && |
| d3d11::GetStencilOffset(format) % 8 == 0); |
| } |
| |
| D3D11_MAPPED_SUBRESOURCE sourceMapping, destMapping; |
| deviceContext->Map(sourceStaging, 0, D3D11_MAP_READ, 0, &sourceMapping); |
| deviceContext->Map(destStaging, 0, D3D11_MAP_WRITE, 0, &destMapping); |
| |
| if (!sourceMapping.pData || !destMapping.pData) |
| { |
| if (!sourceMapping.pData) |
| { |
| deviceContext->Unmap(sourceStaging, 0); |
| } |
| if (!destMapping.pData) |
| { |
| deviceContext->Unmap(destStaging, 0); |
| } |
| SafeRelease(sourceStaging); |
| SafeRelease(destStaging); |
| return false; |
| } |
| |
| gl::Rectangle clippedDestArea(destArea.x, destArea.y, destArea.width, destArea.height); |
| |
| // Clip dest area to the destination size |
| gl::ClipRectangle(clippedDestArea, gl::Rectangle(0, 0, destSize.width, destSize.height), &clippedDestArea); |
| |
| // Clip dest area to the scissor |
| if (scissor) |
| { |
| gl::ClipRectangle(clippedDestArea, *scissor, &clippedDestArea); |
| } |
| |
| // Determine if entire rows can be copied at once instead of each individual pixel, requires that there is |
| // no out of bounds lookups required, the entire pixel is copied and no stretching |
| bool wholeRowCopy = sourceArea.width == clippedDestArea.width && |
| sourceArea.x >= 0 && sourceArea.x + sourceArea.width <= sourceSize.width && |
| copySize == pixelSize; |
| |
| for (int y = clippedDestArea.y; y < clippedDestArea.y + clippedDestArea.height; y++) |
| { |
| float yPerc = static_cast<float>(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 = gl::clamp(sourceArea.y + floor(yPerc * (sourceArea.height - 1) + 0.5f), 0, sourceSize.height - 1); |
| unsigned int writeRow = y; |
| |
| if (wholeRowCopy) |
| { |
| void *sourceRow = reinterpret_cast<char*>(sourceMapping.pData) + |
| readRow * sourceMapping.RowPitch + |
| sourceArea.x * pixelSize; |
| |
| void *destRow = reinterpret_cast<char*>(destMapping.pData) + |
| writeRow * destMapping.RowPitch + |
| destArea.x * pixelSize; |
| |
| memcpy(destRow, sourceRow, pixelSize * destArea.width); |
| } |
| else |
| { |
| for (int x = clippedDestArea.x; x < clippedDestArea.x + clippedDestArea.width; x++) |
| { |
| float xPerc = static_cast<float>(x - destArea.x) / (destArea.width - 1); |
| |
| // Interpolate the original source rectangle to determine which column to sample from while clamping to the edges |
| unsigned int readColumn = gl::clamp(sourceArea.x + floor(xPerc * (sourceArea.width - 1) + 0.5f), 0, sourceSize.width - 1); |
| unsigned int writeColumn = x; |
| |
| void *sourcePixel = reinterpret_cast<char*>(sourceMapping.pData) + |
| readRow * sourceMapping.RowPitch + |
| readColumn * pixelSize + |
| copyOffset; |
| |
| void *destPixel = reinterpret_cast<char*>(destMapping.pData) + |
| writeRow * destMapping.RowPitch + |
| writeColumn * pixelSize + |
| copyOffset; |
| |
| memcpy(destPixel, sourcePixel, copySize); |
| } |
| } |
| } |
| |
| // HACK: Use ID3D11DevicContext::UpdateSubresource which causes an extra copy compared to ID3D11DevicContext::CopySubresourceRegion |
| // according to MSDN. |
| deviceContext->UpdateSubresource(dest, destSubresource, NULL, destMapping.pData, destMapping.RowPitch, destMapping.DepthPitch); |
| |
| deviceContext->Unmap(sourceStaging, 0); |
| deviceContext->Unmap(destStaging, 0); |
| |
| // TODO: Determine why this call to ID3D11DevicContext::CopySubresourceRegion causes a TDR timeout on some |
| // systems when called repeatedly. |
| // deviceContext->CopySubresourceRegion(dest, destSubresource, 0, 0, 0, destStaging, 0, NULL); |
| |
| SafeRelease(sourceStaging); |
| SafeRelease(destStaging); |
| |
| return true; |
| } |
| |
| bool Blit11::compareBlitParameters(const Blit11::BlitParameters &a, const Blit11::BlitParameters &b) |
| { |
| return memcmp(&a, &b, sizeof(Blit11::BlitParameters)) < 0; |
| } |
| |
| bool Blit11::compareSwizzleParameters(const SwizzleParameters &a, const SwizzleParameters &b) |
| { |
| return memcmp(&a, &b, sizeof(Blit11::SwizzleParameters)) < 0; |
| } |
| |
| void Blit11::add2DBlitShaderToMap(GLenum destFormat, bool signedInteger, ID3D11PixelShader *ps) |
| { |
| BlitParameters params = { 0 }; |
| params.mDestinationFormat = destFormat; |
| params.mSignedInteger = signedInteger; |
| params.m3DBlit = false; |
| |
| ASSERT(mBlitShaderMap.find(params) == mBlitShaderMap.end()); |
| ASSERT(ps); |
| |
| Shader shader; |
| shader.mVertexWriteFunction = Write2DVertices; |
| shader.mInputLayout = mQuad2DIL; |
| shader.mVertexShader = mQuad2DVS; |
| shader.mGeometryShader = NULL; |
| shader.mPixelShader = ps; |
| |
| mBlitShaderMap[params] = shader; |
| } |
| |
| void Blit11::add3DBlitShaderToMap(GLenum destFormat, bool signedInteger, ID3D11PixelShader *ps) |
| { |
| BlitParameters params = { 0 }; |
| params.mDestinationFormat = destFormat; |
| params.mSignedInteger = signedInteger; |
| params.m3DBlit = true; |
| |
| ASSERT(mBlitShaderMap.find(params) == mBlitShaderMap.end()); |
| ASSERT(ps); |
| |
| Shader shader; |
| shader.mVertexWriteFunction = Write3DVertices; |
| shader.mInputLayout = mQuad3DIL; |
| shader.mVertexShader = mQuad3DVS; |
| shader.mGeometryShader = mQuad3DGS; |
| shader.mPixelShader = ps; |
| |
| mBlitShaderMap[params] = shader; |
| } |
| |
| void Blit11::addSwizzleShaderToMap(GLenum destType, D3D11_SRV_DIMENSION viewDimension, ID3D11PixelShader *ps) |
| { |
| SwizzleParameters params = { 0 }; |
| params.mDestinationType = destType; |
| params.mViewDimension = viewDimension; |
| |
| ASSERT(mSwizzleShaderMap.find(params) == mSwizzleShaderMap.end()); |
| ASSERT(ps); |
| |
| Shader shader; |
| switch (viewDimension) |
| { |
| case D3D_SRV_DIMENSION_TEXTURE2D: |
| shader.mVertexWriteFunction = Write2DVertices; |
| shader.mInputLayout = mQuad2DIL; |
| shader.mVertexShader = mQuad2DVS; |
| shader.mGeometryShader = NULL; |
| break; |
| |
| case D3D_SRV_DIMENSION_TEXTURE3D: |
| case D3D_SRV_DIMENSION_TEXTURE2DARRAY: |
| case D3D_SRV_DIMENSION_TEXTURECUBE: |
| shader.mVertexWriteFunction = Write3DVertices; |
| shader.mInputLayout = mQuad3DIL; |
| shader.mVertexShader = mQuad3DVS; |
| shader.mGeometryShader = mQuad3DGS; |
| break; |
| |
| default: |
| UNREACHABLE(); |
| break; |
| } |
| shader.mPixelShader = ps; |
| |
| mSwizzleShaderMap[params] = shader; |
| } |
| |
| void Blit11::buildShaderMap() |
| { |
| ID3D11Device *device = mRenderer->getDevice(); |
| |
| add2DBlitShaderToMap(GL_RGBA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D RGBA pixel shader" )); |
| add2DBlitShaderToMap(GL_RGBA_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2DUI, "Blit11 2D RGBA UI pixel shader" )); |
| add2DBlitShaderToMap(GL_RGBA_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGBA2DI, "Blit11 2D RGBA I pixel shader" )); |
| add2DBlitShaderToMap(GL_BGRA_EXT, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D BGRA pixel shader" )); |
| add2DBlitShaderToMap(GL_RGB, false, d3d11::CompilePS(device, g_PS_PassthroughRGB2D, "Blit11 2D RGB pixel shader" )); |
| add2DBlitShaderToMap(GL_RGB_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGB2DUI, "Blit11 2D RGB UI pixel shader" )); |
| add2DBlitShaderToMap(GL_RGB_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGB2DI, "Blit11 2D RGB I pixel shader" )); |
| add2DBlitShaderToMap(GL_RG, false, d3d11::CompilePS(device, g_PS_PassthroughRG2D, "Blit11 2D RG pixel shader" )); |
| add2DBlitShaderToMap(GL_RG_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRG2DUI, "Blit11 2D RG UI pixel shader" )); |
| add2DBlitShaderToMap(GL_RG_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRG2DI, "Blit11 2D RG I pixel shader" )); |
| add2DBlitShaderToMap(GL_RED, false, d3d11::CompilePS(device, g_PS_PassthroughR2D, "Blit11 2D R pixel shader" )); |
| add2DBlitShaderToMap(GL_RED_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughR2DUI, "Blit11 2D R UI pixel shader" )); |
| add2DBlitShaderToMap(GL_RED_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughR2DI, "Blit11 2D R I pixel shader" )); |
| add2DBlitShaderToMap(GL_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D alpha pixel shader" )); |
| add2DBlitShaderToMap(GL_LUMINANCE, false, d3d11::CompilePS(device, g_PS_PassthroughLum2D, "Blit11 2D lum pixel shader" )); |
| add2DBlitShaderToMap(GL_LUMINANCE_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughLumAlpha2D, "Blit11 2D luminance alpha pixel shader")); |
| |
| add3DBlitShaderToMap(GL_RGBA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D RGBA pixel shader" )); |
| add3DBlitShaderToMap(GL_RGBA_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3DUI, "Blit11 3D UI RGBA pixel shader" )); |
| add3DBlitShaderToMap(GL_RGBA_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGBA3DI, "Blit11 3D I RGBA pixel shader" )); |
| add3DBlitShaderToMap(GL_BGRA_EXT, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D BGRA pixel shader" )); |
| add3DBlitShaderToMap(GL_RGB, false, d3d11::CompilePS(device, g_PS_PassthroughRGB3D, "Blit11 3D RGB pixel shader" )); |
| add3DBlitShaderToMap(GL_RGB_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGB3DUI, "Blit11 3D RGB UI pixel shader" )); |
| add3DBlitShaderToMap(GL_RGB_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGB3DI, "Blit11 3D RGB I pixel shader" )); |
| add3DBlitShaderToMap(GL_RG, false, d3d11::CompilePS(device, g_PS_PassthroughRG3D, "Blit11 3D RG pixel shader" )); |
| add3DBlitShaderToMap(GL_RG_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRG3DUI, "Blit11 3D RG UI pixel shader" )); |
| add3DBlitShaderToMap(GL_RG_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRG3DI, "Blit11 3D RG I pixel shader" )); |
| add3DBlitShaderToMap(GL_RED, false, d3d11::CompilePS(device, g_PS_PassthroughR3D, "Blit11 3D R pixel shader" )); |
| add3DBlitShaderToMap(GL_RED_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughR3DUI, "Blit11 3D R UI pixel shader" )); |
| add3DBlitShaderToMap(GL_RED_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughR3DI, "Blit11 3D R I pixel shader" )); |
| add3DBlitShaderToMap(GL_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D alpha pixel shader" )); |
| add3DBlitShaderToMap(GL_LUMINANCE, false, d3d11::CompilePS(device, g_PS_PassthroughLum3D, "Blit11 3D luminance pixel shader" )); |
| add3DBlitShaderToMap(GL_LUMINANCE_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughLumAlpha3D, "Blit11 3D luminance alpha pixel shader")); |
| |
| addSwizzleShaderToMap(GL_FLOAT, D3D_SRV_DIMENSION_TEXTURE2D, d3d11::CompilePS(device, g_PS_SwizzleF2D, "Blit11 2D F swizzle pixel shader" )); |
| addSwizzleShaderToMap(GL_UNSIGNED_INT, D3D_SRV_DIMENSION_TEXTURE2D, d3d11::CompilePS(device, g_PS_SwizzleUI2D, "Blit11 2D UI swizzle pixel shader")); |
| addSwizzleShaderToMap(GL_INT, D3D_SRV_DIMENSION_TEXTURE2D, d3d11::CompilePS(device, g_PS_SwizzleI2D, "Blit11 2D I swizzle pixel shader" )); |
| |
| addSwizzleShaderToMap(GL_FLOAT, D3D_SRV_DIMENSION_TEXTURECUBE, d3d11::CompilePS(device, g_PS_SwizzleF2DArray, "Blit11 2D Cube F swizzle pixel shader" )); |
| addSwizzleShaderToMap(GL_UNSIGNED_INT, D3D_SRV_DIMENSION_TEXTURECUBE, d3d11::CompilePS(device, g_PS_SwizzleUI2DArray, "Blit11 2D Cube UI swizzle pixel shader")); |
| addSwizzleShaderToMap(GL_INT, D3D_SRV_DIMENSION_TEXTURECUBE, d3d11::CompilePS(device, g_PS_SwizzleI2DArray, "Blit11 2D Cube I swizzle pixel shader" )); |
| |
| addSwizzleShaderToMap(GL_FLOAT, D3D_SRV_DIMENSION_TEXTURE3D, d3d11::CompilePS(device, g_PS_SwizzleF3D, "Blit11 3D F swizzle pixel shader" )); |
| addSwizzleShaderToMap(GL_UNSIGNED_INT, D3D_SRV_DIMENSION_TEXTURE3D, d3d11::CompilePS(device, g_PS_SwizzleUI3D, "Blit11 3D UI swizzle pixel shader")); |
| addSwizzleShaderToMap(GL_INT, D3D_SRV_DIMENSION_TEXTURE3D, d3d11::CompilePS(device, g_PS_SwizzleI3D, "Blit11 3D I swizzle pixel shader" )); |
| |
| addSwizzleShaderToMap(GL_FLOAT, D3D_SRV_DIMENSION_TEXTURE2DARRAY, d3d11::CompilePS(device, g_PS_SwizzleF2DArray, "Blit11 2D Array F swizzle pixel shader" )); |
| addSwizzleShaderToMap(GL_UNSIGNED_INT, D3D_SRV_DIMENSION_TEXTURE2DARRAY, d3d11::CompilePS(device, g_PS_SwizzleUI2DArray, "Blit11 2D Array UI swizzle pixel shader")); |
| addSwizzleShaderToMap(GL_INT, D3D_SRV_DIMENSION_TEXTURE2DARRAY, d3d11::CompilePS(device, g_PS_SwizzleI2DArray, "Blit11 2D Array I swizzle pixel shader" )); |
| } |
| |
| void Blit11::clearShaderMap() |
| { |
| for (BlitShaderMap::iterator i = mBlitShaderMap.begin(); i != mBlitShaderMap.end(); ++i) |
| { |
| Shader &shader = i->second; |
| SafeRelease(shader.mPixelShader); |
| } |
| mBlitShaderMap.clear(); |
| |
| for (SwizzleShaderMap::iterator i = mSwizzleShaderMap.begin(); i != mSwizzleShaderMap.end(); ++i) |
| { |
| Shader &shader = i->second; |
| SafeRelease(shader.mPixelShader); |
| } |
| mSwizzleShaderMap.clear(); |
| } |
| |
| } |