| #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/Blit11.h" |
| #include "libGLESv2/renderer/Renderer11.h" |
| #include "libGLESv2/renderer/renderer11_utils.h" |
| #include "libGLESv2/renderer/formatutils11.h" |
| |
| #include "libGLESv2/renderer/shaders/compiled/passthrough2d11vs.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthroughdepth2d11ps.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthroughrgba2d11ps.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthroughrgba2dui11ps.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthroughrgba2di11ps.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthroughrgb2d11ps.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthroughrgb2dui11ps.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthroughrgb2di11ps.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthroughrg2d11ps.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthroughrg2dui11ps.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthroughrg2di11ps.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthroughr2d11ps.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthroughr2dui11ps.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthroughr2di11ps.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthroughlum2d11ps.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha2d11ps.h" |
| |
| #include "libGLESv2/renderer/shaders/compiled/passthrough3d11vs.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthrough3d11gs.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthroughrgba3d11ps.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthroughrgba3dui11ps.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthroughrgba3di11ps.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthroughrgb3d11ps.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthroughrgb3dui11ps.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthroughrgb3di11ps.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthroughrg3d11ps.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthroughrg3dui11ps.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthroughrg3di11ps.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthroughr3d11ps.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthroughr3dui11ps.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthroughr3di11ps.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthroughlum3d11ps.h" |
| #include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha3d11ps.h" |
| |
| namespace rx |
| { |
| |
| Blit11::Blit11(rx::Renderer11 *renderer) |
| : mRenderer(renderer), mShaderMap(compareBlitParameters), mVertexBuffer(NULL), |
| mPointSampler(NULL), mLinearSampler(NULL), mRasterizerState(NULL), mDepthStencilState(NULL), |
| mQuad2DIL(NULL), mQuad2DVS(NULL), mDepthPS(NULL), |
| mQuad3DIL(NULL), mQuad3DVS(NULL), mQuad3DGS(NULL) |
| { |
| HRESULT result; |
| ID3D11Device *device = mRenderer->getDevice(); |
| |
| D3D11_BUFFER_DESC vbDesc; |
| vbDesc.ByteWidth = std::max(sizeof(d3d11::PositionLayerTexCoord3DVertex) * 6 * renderer->getMaxTextureDepth(), |
| sizeof(d3d11::PositionTexCoordVertex) * 4); |
| 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.ScissorEnable = FALSE; |
| rasterDesc.MultisampleEnable = FALSE; |
| rasterDesc.AntialiasedLineEnable = FALSE; |
| |
| result = device->CreateRasterizerState(&rasterDesc, &mRasterizerState); |
| ASSERT(SUCCEEDED(result)); |
| d3d11::SetDebugName(mRasterizerState, "Blit11 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(); |
| } |
| |
| Blit11::~Blit11() |
| { |
| SafeRelease(mVertexBuffer); |
| SafeRelease(mPointSampler); |
| SafeRelease(mLinearSampler); |
| SafeRelease(mRasterizerState); |
| SafeRelease(mDepthStencilState); |
| |
| SafeRelease(mQuad2DIL); |
| SafeRelease(mQuad2DVS); |
| SafeRelease(mDepthPS); |
| |
| SafeRelease(mQuad3DIL); |
| SafeRelease(mQuad3DVS); |
| SafeRelease(mQuad3DGS); |
| |
| clearShaderMap(); |
| } |
| |
| bool Blit11::copyTexture(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize, |
| ID3D11RenderTargetView *dest, const gl::Box &destArea, const gl::Extents &destSize, |
| GLenum destFormat, GLenum filter) |
| { |
| if(sourceArea.x < 0 || sourceArea.x + sourceArea.width > sourceSize.width || |
| sourceArea.y < 0 || sourceArea.y + sourceArea.height > sourceSize.height || |
| sourceArea.z < 0 || sourceArea.z + sourceArea.depth > sourceSize.depth || |
| destArea.x < 0 || destArea.x + destArea.width > destSize.width || |
| destArea.y < 0 || destArea.y + destArea.height > destSize.height || |
| destArea.z < 0 || destArea.z + destArea.depth > destSize.depth ) |
| { |
| return false; |
| } |
| |
| 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); |
| GLint sourceInternalFormat = d3d11_gl::GetInternalFormat(sourceSRVDesc.Format); |
| |
| BlitParameters parameters = { 0 }; |
| parameters.mDestinationFormat = destFormat; |
| parameters.mSignedInteger = gl::IsSignedIntegerFormat(sourceInternalFormat, mRenderer->getCurrentClientVersion()); |
| parameters.m3DBlit = sourceArea.depth > 1; |
| |
| BlitShaderMap::const_iterator i = mShaderMap.find(parameters); |
| if (i == mShaderMap.end()) |
| { |
| UNREACHABLE(); |
| return false; |
| } |
| |
| const BlitShader& 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); |
| deviceContext->RSSetState(mRasterizerState); |
| |
| // 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; |
| } |
| |
| static ID3D11Resource *createStagingTexture(ID3D11Device *device, ID3D11DeviceContext *context, |
| ID3D11Resource *source, unsigned int subresource, |
| const gl::Extents &size, unsigned int cpuAccessFlags) |
| { |
| ID3D11Texture2D *sourceTexture = d3d11::DynamicCastComObject<ID3D11Texture2D>(source); |
| if (!sourceTexture) |
| { |
| return NULL; |
| } |
| |
| D3D11_TEXTURE2D_DESC sourceDesc; |
| sourceTexture->GetDesc(&sourceDesc); |
| |
| if (sourceDesc.SampleDesc.Count > 1) |
| { |
| // Creating a staging texture of a multisampled texture is not supported |
| SafeRelease(sourceTexture); |
| return NULL; |
| } |
| |
| D3D11_TEXTURE2D_DESC stagingDesc; |
| stagingDesc.Width = size.width; |
| stagingDesc.Height = size.height; |
| stagingDesc.MipLevels = 1; |
| stagingDesc.ArraySize = 1; |
| stagingDesc.Format = sourceDesc.Format; |
| stagingDesc.SampleDesc.Count = 1; |
| stagingDesc.SampleDesc.Quality = 0; |
| stagingDesc.Usage = D3D11_USAGE_STAGING; |
| stagingDesc.CPUAccessFlags = cpuAccessFlags; |
| stagingDesc.MiscFlags = 0; |
| stagingDesc.BindFlags = 0; |
| |
| SafeRelease(sourceTexture); |
| |
| ID3D11Texture2D *stagingTexture = NULL; |
| HRESULT result = device->CreateTexture2D(&stagingDesc, NULL, &stagingTexture); |
| |
| context->CopySubresourceRegion(stagingTexture, 0, 0, 0, 0, source, subresource, NULL); |
| |
| return stagingTexture; |
| } |
| |
| 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; |
| } |
| |
| 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) |
| { |
| 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 = ((i * 2) + 0.5f) / (sourceSize.depth - 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; |
| } |
| |
| 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) |
| { |
| return copyDepthStencil(source, sourceSubresource, sourceArea, sourceSize, |
| dest, destSubresource, destArea, destSize, |
| true); |
| } |
| |
| bool Blit11::copyDepth(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize, |
| ID3D11DepthStencilView *dest, const gl::Box &destArea, const gl::Extents &destSize) |
| { |
| 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); |
| deviceContext->RSSetState(mRasterizerState); |
| |
| // 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) |
| { |
| return copyDepthStencil(source, sourceSubresource, sourceArea, sourceSize, |
| dest, destSubresource, destArea, destSize, |
| 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, |
| bool stencilOnly) |
| { |
| ID3D11Device *device = mRenderer->getDevice(); |
| ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); |
| |
| ID3D11Resource *sourceStaging = createStagingTexture(device, deviceContext, source, sourceSubresource, sourceSize, D3D11_CPU_ACCESS_READ); |
| ID3D11Resource *destStaging = createStagingTexture(device, deviceContext, dest, destSubresource, destSize, D3D11_CPU_ACCESS_WRITE); |
| |
| 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 arn'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); |
| |
| int startDestY = std::min(destArea.y, destArea.y + destArea.height); |
| int endDestY = std::max(destArea.y, destArea.y + destArea.height); |
| |
| int startDestX = std::min(destArea.x, destArea.x + destArea.width); |
| int endDestX = std::max(destArea.x, destArea.x + destArea.width); |
| |
| for (int y = startDestY; y < endDestY; y++) |
| { |
| float yPerc = static_cast<float>(y - startDestY) / (endDestY - startDestY - 1); |
| unsigned int readRow = sourceArea.y + yPerc * sourceArea.height; |
| unsigned int writeRow = y; |
| |
| if (sourceArea.width == destArea.width && copySize == pixelSize) |
| { |
| void *sourceRow = reinterpret_cast<char*>(sourceMapping.pData) + |
| readRow * sourceMapping.RowPitch; |
| |
| void *destRow = reinterpret_cast<char*>(destMapping.pData) + |
| writeRow * destMapping.RowPitch; |
| |
| memcpy(destRow, sourceRow, pixelSize * destArea.width); |
| } |
| else |
| { |
| for (int x = startDestX; x < endDestX; x++) |
| { |
| float xPerc = static_cast<float>(x - startDestX) / (endDestX - startDestX - 1); |
| unsigned int readColumn = sourceArea.x + xPerc * sourceArea.width; |
| 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); |
| } |
| } |
| } |
| |
| deviceContext->Unmap(sourceStaging, 0); |
| deviceContext->Unmap(destStaging, 0); |
| |
| 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; |
| } |
| |
| template <unsigned int N> |
| static ID3D11PixelShader *compilePS(ID3D11Device *device, const BYTE (&byteCode)[N], const char *name) |
| { |
| ID3D11PixelShader *ps = NULL; |
| HRESULT result = device->CreatePixelShader(byteCode, N, NULL, &ps); |
| ASSERT(SUCCEEDED(result)); |
| d3d11::SetDebugName(ps, name); |
| return ps; |
| } |
| |
| void Blit11::add2DShaderToMap(GLenum destFormat, bool signedInteger, ID3D11PixelShader *ps) |
| { |
| BlitParameters params = { 0 }; |
| params.mDestinationFormat = destFormat; |
| params.mSignedInteger = signedInteger; |
| params.m3DBlit = false; |
| |
| ASSERT(mShaderMap.find(params) == mShaderMap.end()); |
| ASSERT(ps); |
| |
| BlitShader shader; |
| shader.mVertexWriteFunction = write2DVertices; |
| shader.mInputLayout = mQuad2DIL; |
| shader.mVertexShader = mQuad2DVS; |
| shader.mGeometryShader = NULL; |
| shader.mPixelShader = ps; |
| |
| mShaderMap[params] = shader; |
| } |
| |
| void Blit11::add3DShaderToMap(GLenum destFormat, bool signedInteger, ID3D11PixelShader *ps) |
| { |
| BlitParameters params = { 0 }; |
| params.mDestinationFormat = destFormat; |
| params.mSignedInteger = signedInteger; |
| params.m3DBlit = true; |
| |
| ASSERT(mShaderMap.find(params) == mShaderMap.end()); |
| ASSERT(ps); |
| |
| BlitShader shader; |
| shader.mVertexWriteFunction = write3DVertices; |
| shader.mInputLayout = mQuad3DIL; |
| shader.mVertexShader = mQuad3DVS; |
| shader.mGeometryShader = mQuad3DGS; |
| shader.mPixelShader = ps; |
| |
| mShaderMap[params] = shader; |
| } |
| |
| void Blit11::buildShaderMap() |
| { |
| ID3D11Device *device = mRenderer->getDevice(); |
| |
| add2DShaderToMap(GL_RGBA, false, compilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D RGBA pixel shader" )); |
| add2DShaderToMap(GL_RGBA_INTEGER, false, compilePS(device, g_PS_PassthroughRGBA2DUI, "Blit11 2D RGBA UI pixel shader" )); |
| add2DShaderToMap(GL_RGBA_INTEGER, true, compilePS(device, g_PS_PassthroughRGBA2DI, "Blit11 2D RGBA I pixel shader" )); |
| add2DShaderToMap(GL_BGRA_EXT, false, compilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D BGRA pixel shader" )); |
| add2DShaderToMap(GL_RGB, false, compilePS(device, g_PS_PassthroughRGB2D, "Blit11 2D RGB pixel shader" )); |
| add2DShaderToMap(GL_RGB_INTEGER, false, compilePS(device, g_PS_PassthroughRGB2DUI, "Blit11 2D RGB UI pixel shader" )); |
| add2DShaderToMap(GL_RGB_INTEGER, true, compilePS(device, g_PS_PassthroughRGB2DI, "Blit11 2D RGB I pixel shader" )); |
| add2DShaderToMap(GL_RG, false, compilePS(device, g_PS_PassthroughRG2D, "Blit11 2D RG pixel shader" )); |
| add2DShaderToMap(GL_RG_INTEGER, false, compilePS(device, g_PS_PassthroughRG2DUI, "Blit11 2D RG UI pixel shader" )); |
| add2DShaderToMap(GL_RG_INTEGER, true, compilePS(device, g_PS_PassthroughRG2DI, "Blit11 2D RG I pixel shader" )); |
| add2DShaderToMap(GL_RED, false, compilePS(device, g_PS_PassthroughR2D, "Blit11 2D R pixel shader" )); |
| add2DShaderToMap(GL_RED_INTEGER, false, compilePS(device, g_PS_PassthroughR2DUI, "Blit11 2D R UI pixel shader" )); |
| add2DShaderToMap(GL_RED_INTEGER, true, compilePS(device, g_PS_PassthroughR2DI, "Blit11 2D R I pixel shader" )); |
| add2DShaderToMap(GL_ALPHA, false, compilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D alpha pixel shader" )); |
| add2DShaderToMap(GL_LUMINANCE, false, compilePS(device, g_PS_PassthroughLum2D, "Blit11 2D lum pixel shader" )); |
| add2DShaderToMap(GL_LUMINANCE_ALPHA, false, compilePS(device, g_PS_PassthroughLumAlpha2D, "Blit11 2D luminance alpha pixel shader")); |
| |
| add3DShaderToMap(GL_RGBA, false, compilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D RGBA pixel shader" )); |
| add3DShaderToMap(GL_RGBA_INTEGER, false, compilePS(device, g_PS_PassthroughRGBA3DUI, "Blit11 3D UI RGBA pixel shader" )); |
| add3DShaderToMap(GL_RGBA_INTEGER, true, compilePS(device, g_PS_PassthroughRGBA3DI, "Blit11 3D I RGBA pixel shader" )); |
| add3DShaderToMap(GL_BGRA_EXT, false, compilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D BGRA pixel shader" )); |
| add3DShaderToMap(GL_RGB, false, compilePS(device, g_PS_PassthroughRGB3D, "Blit11 3D RGB pixel shader" )); |
| add3DShaderToMap(GL_RGB_INTEGER, false, compilePS(device, g_PS_PassthroughRGB3DUI, "Blit11 3D RGB UI pixel shader" )); |
| add3DShaderToMap(GL_RGB_INTEGER, true, compilePS(device, g_PS_PassthroughRGB3DI, "Blit11 3D RGB I pixel shader" )); |
| add3DShaderToMap(GL_RG, false, compilePS(device, g_PS_PassthroughRG3D, "Blit11 3D RG pixel shader" )); |
| add3DShaderToMap(GL_RG_INTEGER, false, compilePS(device, g_PS_PassthroughRG3DUI, "Blit11 3D RG UI pixel shader" )); |
| add3DShaderToMap(GL_RG_INTEGER, true, compilePS(device, g_PS_PassthroughRG3DI, "Blit11 3D RG I pixel shader" )); |
| add3DShaderToMap(GL_RED, false, compilePS(device, g_PS_PassthroughR3D, "Blit11 3D R pixel shader" )); |
| add3DShaderToMap(GL_RED_INTEGER, false, compilePS(device, g_PS_PassthroughR3DUI, "Blit11 3D R UI pixel shader" )); |
| add3DShaderToMap(GL_RED_INTEGER, true, compilePS(device, g_PS_PassthroughR3DI, "Blit11 3D R I pixel shader" )); |
| add3DShaderToMap(GL_ALPHA, false, compilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D alpha pixel shader" )); |
| add3DShaderToMap(GL_LUMINANCE, false, compilePS(device, g_PS_PassthroughLum3D, "Blit11 3D luminance pixel shader" )); |
| add3DShaderToMap(GL_LUMINANCE_ALPHA, false, compilePS(device, g_PS_PassthroughLumAlpha3D, "Blit11 3D luminance alpha pixel shader")); |
| } |
| |
| void Blit11::clearShaderMap() |
| { |
| for (BlitShaderMap::iterator i = mShaderMap.begin(); i != mShaderMap.end(); ++i) |
| { |
| BlitShader &shader = i->second; |
| SafeRelease(shader.mPixelShader); |
| } |
| mShaderMap.clear(); |
| } |
| |
| } |