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/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);