Refactored the Renderer11::copyTexture method into a Blit11 class.
TRAC #23256
Signed-off-by: Jamie Madill
Signed-off-by: Shannon Woods
Author: Geoff Lang
diff --git a/src/build_angle.gypi b/src/build_angle.gypi
index f8a5da5..d43bf35 100644
--- a/src/build_angle.gypi
+++ b/src/build_angle.gypi
@@ -271,6 +271,8 @@
'libGLESv2/Renderbuffer.h',
'libGLESv2/renderer/Blit9.cpp',
'libGLESv2/renderer/Blit9.h',
+ 'libGLESv2/renderer/Blit11.cpp',
+ 'libGLESv2/renderer/Blit11.h',
'libGLESv2/renderer/copyimage.cpp',
'libGLESv2/renderer/copyimage.h',
'libGLESv2/renderer/BufferStorage.h',
diff --git a/src/libGLESv2/libGLESv2.vcxproj b/src/libGLESv2/libGLESv2.vcxproj
index c2f5c50..1719fec 100644
--- a/src/libGLESv2/libGLESv2.vcxproj
+++ b/src/libGLESv2/libGLESv2.vcxproj
@@ -267,6 +267,7 @@
<ClCompile Include="Query.cpp" />
<ClCompile Include="..\common\RefCountObject.cpp" />
<ClCompile Include="Renderbuffer.cpp" />
+ <ClCompile Include="renderer\Blit11.cpp" />
<ClCompile Include="renderer\Blit9.cpp" />
<ClCompile Include="renderer\copyimage.cpp" />
<ClCompile Include="renderer\Fence11.cpp" />
@@ -342,6 +343,7 @@
<ClInclude Include="Query.h" />
<ClInclude Include="..\common\RefCountObject.h" />
<ClInclude Include="Renderbuffer.h" />
+ <ClInclude Include="renderer\Blit11.h" />
<ClInclude Include="renderer\Blit9.h" />
<ClInclude Include="renderer\copyimage.h" />
<ClInclude Include="renderer\Fence11.h" />
diff --git a/src/libGLESv2/libGLESv2.vcxproj.filters b/src/libGLESv2/libGLESv2.vcxproj.filters
index 99d1dd0..3f27fba 100644
--- a/src/libGLESv2/libGLESv2.vcxproj.filters
+++ b/src/libGLESv2/libGLESv2.vcxproj.filters
@@ -236,6 +236,9 @@
<ClCompile Include="renderer\Blit9.cpp">
<Filter>Source Files\Renderer9</Filter>
</ClCompile>
+ <ClCompile Include="renderer\Blit11.cpp">
+ <Filter>Source Files\Renderer11</Filter>
+ </ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="BinaryStream.h">
@@ -550,6 +553,9 @@
<ClInclude Include="renderer\Blit9.h">
<Filter>Header Files\Renderer9</Filter>
</ClInclude>
+ <ClInclude Include="renderer\Blit11.h">
+ <Filter>Header Files\Renderer11</Filter>
+ </ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="renderer\shaders\Blit.ps">
diff --git a/src/libGLESv2/renderer/Blit11.cpp b/src/libGLESv2/renderer/Blit11.cpp
new file mode 100644
index 0000000..d309022
--- /dev/null
+++ b/src/libGLESv2/renderer/Blit11.cpp
@@ -0,0 +1,404 @@
+#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/shaders/compiled/passthrough2d11vs.h"
+#include "libGLESv2/renderer/shaders/compiled/passthroughrgba2d11ps.h"
+#include "libGLESv2/renderer/shaders/compiled/passthroughrgb2d11ps.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/passthroughrgb3d11ps.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), mQuad2DIL(NULL), mQuad2DVS(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");
+
+ 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");
+
+ 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(mQuad2DIL);
+ SafeRelease(mQuad2DVS);
+
+ 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();
+
+ BlitParameters parameters = { 0 };
+ parameters.mDestinationFormat = destFormat;
+ parameters.mSignedInteger = false;
+ 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(NULL);
+
+ // 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::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;
+}
+
+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;
+}
+
+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_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_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_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_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();
+}
+
+}
diff --git a/src/libGLESv2/renderer/Blit11.h b/src/libGLESv2/renderer/Blit11.h
new file mode 100644
index 0000000..a3a3977
--- /dev/null
+++ b/src/libGLESv2/renderer/Blit11.h
@@ -0,0 +1,86 @@
+//
+// 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.
+
+#ifndef LIBGLESV2_BLIT11_H_
+#define LIBGLESV2_BLIT11_H_
+
+#include "common/angleutils.h"
+#include "libGLESv2/angletypes.h"
+
+namespace rx
+{
+class Renderer11;
+
+enum Filter
+{
+ Point,
+ Linear,
+};
+
+class Blit11
+{
+ public:
+ explicit Blit11(Renderer11 *renderer);
+ ~Blit11();
+
+ bool 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);
+
+ private:
+ rx::Renderer11 *mRenderer;
+
+ struct BlitParameters
+ {
+ GLenum mDestinationFormat;
+ bool mSignedInteger;
+ bool m3DBlit;
+ };
+
+ static bool compareBlitParameters(const BlitParameters &a, const BlitParameters &b);
+
+ typedef void (*WriteVertexFunction)(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);
+
+ struct BlitShader
+ {
+ WriteVertexFunction mVertexWriteFunction;
+ ID3D11InputLayout *mInputLayout;
+ ID3D11VertexShader *mVertexShader;
+ ID3D11GeometryShader *mGeometryShader;
+ ID3D11PixelShader *mPixelShader;
+ };
+
+ typedef bool (*BlitParametersComparisonFunction)(const BlitParameters&, const BlitParameters &);
+ typedef std::map<BlitParameters, BlitShader, BlitParametersComparisonFunction> BlitShaderMap;
+ BlitShaderMap mShaderMap;
+
+ void add2DShaderToMap(GLenum destFormat, bool signedInteger, ID3D11PixelShader *ps);
+ void add3DShaderToMap(GLenum destFormat, bool signedInteger, ID3D11PixelShader *ps);
+
+ void buildShaderMap();
+ void clearShaderMap();
+
+ ID3D11Buffer *mVertexBuffer;
+ ID3D11SamplerState *mPointSampler;
+ ID3D11SamplerState *mLinearSampler;
+
+ ID3D11InputLayout *mQuad2DIL;
+ ID3D11VertexShader *mQuad2DVS;
+
+ ID3D11InputLayout *mQuad3DIL;
+ ID3D11VertexShader *mQuad3DVS;
+ ID3D11GeometryShader *mQuad3DGS;
+
+ DISALLOW_COPY_AND_ASSIGN(Blit11);
+};
+}
+
+#endif // LIBGLESV2_BLIT11_H_
diff --git a/src/libGLESv2/renderer/Renderer11.cpp b/src/libGLESv2/renderer/Renderer11.cpp
index 6a380cf..f093b81 100644
--- a/src/libGLESv2/renderer/Renderer11.cpp
+++ b/src/libGLESv2/renderer/Renderer11.cpp
@@ -28,19 +28,7 @@
#include "libGLESv2/renderer/TextureStorage11.h"
#include "libGLESv2/renderer/Query11.h"
#include "libGLESv2/renderer/Fence11.h"
-
-#include "libGLESv2/renderer/shaders/compiled/passthrough2d11vs.h"
-#include "libGLESv2/renderer/shaders/compiled/passthroughrgba2d11ps.h"
-#include "libGLESv2/renderer/shaders/compiled/passthroughrgb2d11ps.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/passthroughrgb3d11ps.h"
-#include "libGLESv2/renderer/shaders/compiled/passthroughlum3d11ps.h"
-#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha3d11ps.h"
+#include "libGLESv2/renderer/Blit11.h"
#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
#include "libGLESv2/renderer/shaders/compiled/clearsingle11ps.h"
@@ -82,22 +70,7 @@
mLineLoopIB = NULL;
mTriangleFanIB = NULL;
- mCopyResourcesInitialized = false;
- mCopyVB = NULL;
- mCopySampler = NULL;
- mCopy2DIL = NULL;
- mCopy2DVS = NULL;
- mCopyRGBA2DPS = NULL;
- mCopyRGB2DPS = NULL;
- mCopyLum2DPS = NULL;
- mCopyLumAlpha2DPS = NULL;
- mCopy3DIL = NULL;
- mCopy3DVS = NULL;
- mCopy3DGS = NULL;
- mCopyRGBA3DPS = NULL;
- mCopyRGB3DPS = NULL;
- mCopyLum3DPS = NULL;
- mCopyLumAlpha3DPS = NULL;
+ mBlit = NULL;
mClearResourcesInitialized = false;
mClearVB = NULL;
@@ -424,6 +397,9 @@
mVertexDataManager = new VertexDataManager(this);
mIndexDataManager = new IndexDataManager(this);
+ ASSERT(!mBlit);
+ mBlit = new Blit11(this);
+
markAllStateDirty();
}
@@ -1844,23 +1820,8 @@
delete mTriangleFanIB;
mTriangleFanIB = NULL;
- SafeRelease(mCopyVB);
- SafeRelease(mCopySampler);
-
- SafeRelease(mCopy2DIL);
- SafeRelease(mCopy2DVS);
- SafeRelease(mCopyRGBA2DPS);
- SafeRelease(mCopyRGB2DPS);
- SafeRelease(mCopyLum2DPS);
- SafeRelease(mCopyLumAlpha2DPS);
- SafeRelease(mCopy3DIL);
- SafeRelease(mCopy3DVS);
- SafeRelease(mCopy3DGS);
- SafeRelease(mCopyRGBA3DPS);
- SafeRelease(mCopyRGB3DPS);
- SafeRelease(mCopyLum3DPS);
- SafeRelease(mCopyLumAlpha3DPS);
- mCopyResourcesInitialized = false;
+ delete mBlit;
+ mBlit = NULL;
SafeRelease(mClearVB);
SafeRelease(mClearIL);
@@ -2639,24 +2600,16 @@
return gl::error(GL_OUT_OF_MEMORY, false);
}
- gl::Box sourceArea;
- sourceArea.x = sourceRect.x;
- sourceArea.y = sourceRect.y;
- sourceArea.z = 0;
- sourceArea.width = sourceRect.width;
- sourceArea.height = sourceRect.height;
- sourceArea.depth = 1;
+ gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
- gl::Box destArea;
- destArea.x = xoffset;
- destArea.y = yoffset;
- destArea.z = 0;
- destArea.width = sourceRect.width;
- destArea.height = sourceRect.height;
- destArea.depth = 1;
+ gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
- bool ret = copyTexture(source, sourceArea, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1,
- dest, destArea, destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1, destFormat);
+ // Use nearest filtering because source and destination are the same size for the direct
+ // copy
+ bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize,
+ destFormat, GL_NEAREST);
source->Release();
dest->Release();
@@ -2712,24 +2665,16 @@
return gl::error(GL_OUT_OF_MEMORY, false);
}
- gl::Box sourceArea;
- sourceArea.x = sourceRect.x;
- sourceArea.y = sourceRect.y;
- sourceArea.z = 0;
- sourceArea.width = sourceRect.width;
- sourceArea.height = sourceRect.height;
- sourceArea.depth = 1;
+ gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
- gl::Box destArea;
- destArea.x = xoffset;
- destArea.y = yoffset;
- destArea.z = 0;
- destArea.width = sourceRect.width;
- destArea.height = sourceRect.height;
- destArea.depth = 1;
+ gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
- bool ret = copyTexture(source, sourceArea, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1,
- dest, destArea, destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1, destFormat);
+ // Use nearest filtering because source and destination are the same size for the direct
+ // copy
+ bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize,
+ destFormat, GL_NEAREST);
source->Release();
dest->Release();
@@ -2785,24 +2730,16 @@
return gl::error(GL_OUT_OF_MEMORY, false);
}
- gl::Box sourceArea;
- sourceArea.x = sourceRect.x;
- sourceArea.y = sourceRect.y;
- sourceArea.z = 0;
- sourceArea.width = sourceRect.width;
- sourceArea.height = sourceRect.height;
- sourceArea.depth = 1;
+ gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
- gl::Box destArea;
- destArea.x = xoffset;
- destArea.y = yoffset;
- destArea.z = 0;
- destArea.width = sourceRect.width;
- destArea.height = sourceRect.height;
- destArea.depth = 1;
+ gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
- bool ret = copyTexture(source, sourceArea, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1,
- dest, destArea, destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1, destFormat);
+ // Use nearest filtering because source and destination are the same size for the direct
+ // copy
+ bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize,
+ destFormat, GL_NEAREST);
source->Release();
dest->Release();
@@ -2858,24 +2795,16 @@
return gl::error(GL_OUT_OF_MEMORY, false);
}
- gl::Box sourceArea;
- sourceArea.x = sourceRect.x;
- sourceArea.y = sourceRect.y;
- sourceArea.z = 0;
- sourceArea.width = sourceRect.width;
- sourceArea.height = sourceRect.height;
- sourceArea.depth = 1;
+ gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
- gl::Box destArea;
- destArea.x = xoffset;
- destArea.y = yoffset;
- destArea.z = 0;
- destArea.width = sourceRect.width;
- destArea.height = sourceRect.height;
- destArea.depth = 1;
+ gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
- bool ret = copyTexture(source, sourceArea, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1,
- dest, destArea, destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1, destFormat);
+ // Use nearest filtering because source and destination are the same size for the direct
+ // copy
+ bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize,
+ destFormat, GL_NEAREST);
source->Release();
dest->Release();
@@ -2883,287 +2812,6 @@
return ret;
}
-bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight, unsigned int sourceDepth,
- ID3D11RenderTargetView *dest, const gl::Box &destArea, unsigned int destWidth, unsigned int destHeight, unsigned int destDepth,
- GLenum destFormat)
-{
- HRESULT result;
-
- if (!mCopyResourcesInitialized)
- {
- ASSERT(!mCopyVB && !mCopySampler && !mCopy2DIL && !mCopy2DVS && !mCopyRGBA2DPS && !mCopyRGB2DPS && !mCopyLum2DPS && !mCopyLumAlpha2DPS &&
- !mCopy3DIL && !mCopy3DVS && !mCopy3DGS && !mCopyRGBA3DPS && !mCopyRGB3DPS && !mCopyLum3DPS && !mCopyLumAlpha3DPS);
-
- D3D11_BUFFER_DESC vbDesc;
- vbDesc.ByteWidth = std::max(sizeof(d3d11::PositionLayerTexCoord3DVertex) * 6 * 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 = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
- ASSERT(SUCCEEDED(result));
- d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
-
- D3D11_SAMPLER_DESC samplerDesc;
- samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
- samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
- samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
- samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
- samplerDesc.MipLODBias = 0.0f;
- samplerDesc.MaxAnisotropy = 0;
- samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
- samplerDesc.BorderColor[0] = 0.0f;
- samplerDesc.BorderColor[1] = 0.0f;
- samplerDesc.BorderColor[2] = 0.0f;
- samplerDesc.BorderColor[3] = 0.0f;
- samplerDesc.MinLOD = 0.0f;
- samplerDesc.MaxLOD = 0.0f;
-
- result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
- ASSERT(SUCCEEDED(result));
- d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
-
- // Create 2D copy resources
- 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 = mDevice->CreateInputLayout(quad2DLayout, ArraySize(quad2DLayout), g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), &mCopy2DIL);
- ASSERT(SUCCEEDED(result));
- d3d11::SetDebugName(mCopy2DIL, "Renderer11 copy 2D texture input layout");
-
- result = mDevice->CreateVertexShader(g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), NULL, &mCopy2DVS);
- ASSERT(SUCCEEDED(result));
- d3d11::SetDebugName(mCopy2DVS, "Renderer11 copy 2D texture vertex shader");
-
- result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA2D, sizeof(g_PS_PassthroughRGBA2D), NULL, &mCopyRGBA2DPS);
- ASSERT(SUCCEEDED(result));
- d3d11::SetDebugName(mCopyRGBA2DPS, "Renderer11 copy 2D texture RGBA pixel shader");
-
- result = mDevice->CreatePixelShader(g_PS_PassthroughRGB2D, sizeof(g_PS_PassthroughRGB2D), NULL, &mCopyRGB2DPS);
- ASSERT(SUCCEEDED(result));
- d3d11::SetDebugName(mCopyRGB2DPS, "Renderer11 copy 2D texture RGB pixel shader");
-
- result = mDevice->CreatePixelShader(g_PS_PassthroughLum2D, sizeof(g_PS_PassthroughLum2D), NULL, &mCopyLum2DPS);
- ASSERT(SUCCEEDED(result));
- d3d11::SetDebugName(mCopyLum2DPS, "Renderer11 copy 2D texture luminance pixel shader");
-
- result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha2D, sizeof(g_PS_PassthroughLumAlpha2D), NULL, &mCopyLumAlpha2DPS);
- ASSERT(SUCCEEDED(result));
- d3d11::SetDebugName(mCopyLumAlpha2DPS, "Renderer11 2D copy texture luminance alpha pixel shader");
-
- // Create 3D copy resources
- 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 = mDevice->CreateInputLayout(quad3DLayout, ArraySize(quad3DLayout), g_VS_Passthrough3D, sizeof(g_VS_Passthrough3D), &mCopy3DIL);
- ASSERT(SUCCEEDED(result));
- d3d11::SetDebugName(mCopy3DIL, "Renderer11 copy 3D texture input layout");
-
- result = mDevice->CreateVertexShader(g_VS_Passthrough3D, sizeof(g_VS_Passthrough3D), NULL, &mCopy3DVS);
- ASSERT(SUCCEEDED(result));
- d3d11::SetDebugName(mCopy3DVS, "Renderer11 copy 3D texture vertex shader");
-
- result = mDevice->CreateGeometryShader(g_GS_Passthrough3D, sizeof(g_GS_Passthrough3D), NULL, &mCopy3DGS);
- ASSERT(SUCCEEDED(result));
- d3d11::SetDebugName(mCopy3DGS, "Renderer11 copy 3D texture geometry shader");
-
- result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA3D, sizeof(g_PS_PassthroughRGBA3D), NULL, &mCopyRGBA3DPS);
- ASSERT(SUCCEEDED(result));
- d3d11::SetDebugName(mCopyRGBA3DPS, "Renderer11 copy 3D texture RGBA pixel shader");
-
- result = mDevice->CreatePixelShader(g_PS_PassthroughRGB3D, sizeof(g_PS_PassthroughRGB3D), NULL, &mCopyRGB3DPS);
- ASSERT(SUCCEEDED(result));
- d3d11::SetDebugName(mCopyRGB3DPS, "Renderer11 copy 3D texture RGB pixel shader");
-
- result = mDevice->CreatePixelShader(g_PS_PassthroughLum3D, sizeof(g_PS_PassthroughLum3D), NULL, &mCopyLum3DPS);
- ASSERT(SUCCEEDED(result));
- d3d11::SetDebugName(mCopyLum3DPS, "Renderer11 copy 3D texture luminance pixel shader");
-
- result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha3D, sizeof(g_PS_PassthroughLumAlpha3D), NULL, &mCopyLumAlpha3DPS);
- ASSERT(SUCCEEDED(result));
- d3d11::SetDebugName(mCopyLumAlpha3DPS, "Renderer11 3D copy texture luminance alpha pixel shader");
-
- mCopyResourcesInitialized = true;
- }
-
- // Verify the source and destination area sizes
- if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
- sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
- sourceArea.z < 0 || sourceArea.z + sourceArea.depth > static_cast<int>(sourceDepth) ||
- destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
- destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight) ||
- destArea.z < 0 || destArea.z + destArea.depth > static_cast<int>(destDepth))
- {
- return gl::error(GL_INVALID_VALUE, false);
- }
-
- bool use3DCopy = sourceArea.depth > 1;
-
- // Set vertices
- D3D11_MAPPED_SUBRESOURCE mappedResource;
- result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
- if (FAILED(result))
- {
- ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
- return gl::error(GL_OUT_OF_MEMORY, false);
- }
-
- // Create a quad in homogeneous coordinates
- float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f;
- float y1 = ((destHeight - destArea.y - destArea.height) / float(destHeight)) * 2.0f - 1.0f;
- float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f;
- float y2 = ((destHeight - destArea.y) / float(destHeight)) * 2.0f - 1.0f;
-
- float u1 = sourceArea.x / float(sourceWidth);
- float v1 = sourceArea.y / float(sourceHeight);
- float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
- float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
-
- UINT stride = 0;
- UINT startIdx = 0;
- UINT drawCount = 0;
- D3D11_PRIMITIVE_TOPOLOGY topology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
-
- if (use3DCopy)
- {
- d3d11::PositionLayerTexCoord3DVertex *vertices = static_cast<d3d11::PositionLayerTexCoord3DVertex*>(mappedResource.pData);
-
- for (unsigned int i = 0; i < destDepth; i++)
- {
- float readDepth = ((i * 2) + 0.5f) / (sourceDepth - 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);
- }
-
- stride = sizeof(d3d11::PositionLayerTexCoord3DVertex);
- drawCount = destDepth * 6;
- topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
- }
- else
- {
- d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
-
- 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);
-
- stride = sizeof(d3d11::PositionTexCoordVertex);
- drawCount = 4;
- topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
- }
-
- mDeviceContext->Unmap(mCopyVB, 0);
-
- mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
-
- // Apply state
- mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
- mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
- mDeviceContext->RSSetState(NULL);
-
- // Apply shaders
- ID3D11InputLayout *il = NULL;
- ID3D11VertexShader *vs = NULL;
- ID3D11GeometryShader *gs = NULL;
- ID3D11PixelShader *ps = NULL;
-
- if (use3DCopy)
- {
- il = mCopy3DIL;
- vs = mCopy3DVS;
- gs = mCopy3DGS;
-
- switch(destFormat)
- {
- case GL_RGBA: ps = mCopyRGBA3DPS; break;
- case GL_RGB: ps = mCopyRGB3DPS; break;
- case GL_ALPHA: ps = mCopyRGBA3DPS; break;
- case GL_BGRA_EXT: ps = mCopyRGBA3DPS; break;
- case GL_LUMINANCE: ps = mCopyLum3DPS; break;
- case GL_LUMINANCE_ALPHA: ps = mCopyLumAlpha3DPS; break;
- default: UNREACHABLE(); ps = NULL; break;
- }
- }
- else
- {
- il = mCopy2DIL;
- vs = mCopy2DVS;
- gs = NULL;
-
- switch(destFormat)
- {
- case GL_RGBA: ps = mCopyRGBA2DPS; break;
- case GL_RGB: ps = mCopyRGB2DPS; break;
- case GL_ALPHA: ps = mCopyRGBA2DPS; break;
- case GL_BGRA_EXT: ps = mCopyRGBA2DPS; break;
- case GL_LUMINANCE: ps = mCopyLum2DPS; break;
- case GL_LUMINANCE_ALPHA: ps = mCopyLumAlpha2DPS; break;
- default: UNREACHABLE(); ps = NULL; break;
- }
- }
-
- mDeviceContext->IASetInputLayout(il);
- mDeviceContext->IASetPrimitiveTopology(topology);
- mDeviceContext->VSSetShader(vs, NULL, 0);
-
- mDeviceContext->PSSetShader(ps, NULL, 0);
- mDeviceContext->GSSetShader(gs, NULL, 0);
-
- // Unset the currently bound shader resource to avoid conflicts
- static ID3D11ShaderResourceView *const nullSRV = NULL;
- mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
-
- // Apply render target
- setOneTimeRenderTarget(dest);
-
- // Set the viewport
- D3D11_VIEWPORT viewport;
- viewport.TopLeftX = 0;
- viewport.TopLeftY = 0;
- viewport.Width = destWidth;
- viewport.Height = destHeight;
- viewport.MinDepth = 0.0f;
- viewport.MaxDepth = 1.0f;
- mDeviceContext->RSSetViewports(1, &viewport);
-
- // Apply textures
- mDeviceContext->PSSetShaderResources(0, 1, &source);
- mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
-
- // Draw the quad
- mDeviceContext->Draw(drawCount, 0);
-
- // Unbind textures and render targets and vertex buffer
- mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
-
- unapplyRenderTargets();
-
- UINT zero = 0;
- ID3D11Buffer *const nullBuffer = NULL;
- mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
-
- markAllStateDirty();
-
- return true;
-}
-
void Renderer11::unapplyRenderTargets()
{
setOneTimeRenderTarget(NULL);
diff --git a/src/libGLESv2/renderer/Renderer11.h b/src/libGLESv2/renderer/Renderer11.h
index e83258b..8bc5ad2 100644
--- a/src/libGLESv2/renderer/Renderer11.h
+++ b/src/libGLESv2/renderer/Renderer11.h
@@ -29,6 +29,7 @@
class VertexDataManager;
class IndexDataManager;
class StreamingIndexBufferInterface;
+class Blit11;
enum
{
@@ -163,10 +164,6 @@
virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level);
- bool copyTexture(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight, unsigned int sourceDepth,
- ID3D11RenderTargetView *dest, const gl::Box &destArea, unsigned int destWidth, unsigned int destHeight, unsigned int destDepth,
- GLenum destFormat);
-
virtual bool blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
bool blitRenderTarget, bool blitDepthStencil);
virtual void readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
@@ -203,6 +200,8 @@
ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; };
IDXGIFactory *getDxgiFactory() { return mDxgiFactory; };
+ Blit11 *getBlitter() { return mBlit; }
+
bool getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource);
void unapplyRenderTargets();
void setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView);
@@ -339,24 +338,7 @@
StreamingIndexBufferInterface *mTriangleFanIB;
// Texture copy resources
- bool mCopyResourcesInitialized;
- ID3D11Buffer *mCopyVB;
- ID3D11SamplerState *mCopySampler;
-
- ID3D11InputLayout *mCopy2DIL;
- ID3D11VertexShader *mCopy2DVS;
- ID3D11PixelShader *mCopyRGBA2DPS;
- ID3D11PixelShader *mCopyRGB2DPS;
- ID3D11PixelShader *mCopyLum2DPS;
- ID3D11PixelShader *mCopyLumAlpha2DPS;
-
- ID3D11InputLayout *mCopy3DIL;
- ID3D11VertexShader *mCopy3DVS;
- ID3D11GeometryShader *mCopy3DGS;
- ID3D11PixelShader *mCopyRGBA3DPS;
- ID3D11PixelShader *mCopyRGB3DPS;
- ID3D11PixelShader *mCopyLum3DPS;
- ID3D11PixelShader *mCopyLumAlpha3DPS;
+ Blit11 *mBlit;
// Masked clear resources
bool mClearResourcesInitialized;
diff --git a/src/libGLESv2/renderer/TextureStorage11.cpp b/src/libGLESv2/renderer/TextureStorage11.cpp
index cbb69fe..45e980d 100644
--- a/src/libGLESv2/renderer/TextureStorage11.cpp
+++ b/src/libGLESv2/renderer/TextureStorage11.cpp
@@ -14,6 +14,7 @@
#include "libGLESv2/renderer/RenderTarget11.h"
#include "libGLESv2/renderer/SwapChain11.h"
#include "libGLESv2/renderer/renderer11_utils.h"
+#include "libGLESv2/renderer/Blit11.h"
#include "libGLESv2/renderer/formatutils11.h"
#include "common/utilities.h"
@@ -142,25 +143,16 @@
if (sourceSRV && destRTV)
{
- gl::Box sourceArea;
- sourceArea.x = 0;
- sourceArea.y = 0;
- sourceArea.z = 0;
- sourceArea.width = source->getWidth();
- sourceArea.height = source->getHeight();
- sourceArea.depth = source->getDepth();
+ gl::Box sourceArea(0, 0, 0, source->getWidth(), source->getHeight(), source->getDepth());
+ gl::Extents sourceSize(source->getWidth(), source->getHeight(), source->getDepth());
- gl::Box destArea;
- destArea.x = 0;
- destArea.y = 0;
- destArea.z = 0;
- destArea.width = dest->getWidth();
- destArea.height = dest->getHeight();
- destArea.depth = dest->getDepth();
+ gl::Box destArea(0, 0, 0, dest->getWidth(), dest->getHeight(), dest->getDepth());
+ gl::Extents destSize(dest->getWidth(), dest->getHeight(), dest->getDepth());
- mRenderer->copyTexture(sourceSRV, sourceArea, source->getWidth(), source->getHeight(), source->getDepth(),
- destRTV, destArea, dest->getWidth(), dest->getHeight(), dest->getDepth(),
- GL_RGBA);
+ Blit11 *blitter = mRenderer->getBlitter();
+
+ blitter->copyTexture(sourceSRV, sourceArea, sourceSize, destRTV, destArea, destSize,
+ GL_RGBA, GL_LINEAR);
}
if (sourceSRV)