blob: d3090228f529b306f2918d2921755bda977b8265 [file] [log] [blame]
#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();
}
}