| #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(); |
| } |
| |
| } |