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//
// 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.
//
// PixelTransfer11.cpp:
// Implementation for buffer-to-texture and texture-to-buffer copies.
// Used to implement pixel transfers from unpack and to pack buffers.
//
#include "libANGLE/renderer/d3d/d3d11/PixelTransfer11.h"
#include "libANGLE/Buffer.h"
#include "libANGLE/Context.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h"
#include "libANGLE/renderer/d3d/d3d11/TextureStorage11.h"
#include "libANGLE/Texture.h"
// Precompiled shaders
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_gs.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_ps_4f.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_ps_4i.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_ps_4ui.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_vs.h"
namespace rx
{
PixelTransfer11::PixelTransfer11(Renderer11 *renderer)
: mRenderer(renderer),
mResourcesLoaded(false),
mBufferToTextureVS(NULL),
mBufferToTextureGS(NULL),
mParamsConstantBuffer(NULL),
mCopyRasterizerState(NULL),
mCopyDepthStencilState(NULL)
{
}
PixelTransfer11::~PixelTransfer11()
{
for (auto shaderMapIt = mBufferToTexturePSMap.begin(); shaderMapIt != mBufferToTexturePSMap.end(); shaderMapIt++)
{
SafeRelease(shaderMapIt->second);
}
mBufferToTexturePSMap.clear();
SafeRelease(mBufferToTextureVS);
SafeRelease(mBufferToTextureGS);
SafeRelease(mParamsConstantBuffer);
SafeRelease(mCopyRasterizerState);
SafeRelease(mCopyDepthStencilState);
}
gl::Error PixelTransfer11::loadResources()
{
if (mResourcesLoaded)
{
return gl::NoError();
}
HRESULT result = S_OK;
ID3D11Device *device = mRenderer->getDevice();
D3D11_RASTERIZER_DESC rasterDesc;
rasterDesc.FillMode = D3D11_FILL_SOLID;
rasterDesc.CullMode = D3D11_CULL_NONE;
rasterDesc.FrontCounterClockwise = FALSE;
rasterDesc.DepthBias = 0;
rasterDesc.SlopeScaledDepthBias = 0.0f;
rasterDesc.DepthBiasClamp = 0.0f;
rasterDesc.DepthClipEnable = TRUE;
rasterDesc.ScissorEnable = FALSE;
rasterDesc.MultisampleEnable = FALSE;
rasterDesc.AntialiasedLineEnable = FALSE;
result = device->CreateRasterizerState(&rasterDesc, &mCopyRasterizerState);
ASSERT(SUCCEEDED(result));
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal pixel transfer rasterizer state, result: 0x%X.", result);
}
D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
depthStencilDesc.DepthEnable = true;
depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthStencilDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
depthStencilDesc.StencilEnable = FALSE;
depthStencilDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
depthStencilDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
result = device->CreateDepthStencilState(&depthStencilDesc, &mCopyDepthStencilState);
ASSERT(SUCCEEDED(result));
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal pixel transfer depth stencil state, result: 0x%X.", result);
}
D3D11_BUFFER_DESC constantBufferDesc = { 0 };
constantBufferDesc.ByteWidth = roundUp<UINT>(sizeof(CopyShaderParams), 32u);
constantBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
constantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
constantBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
constantBufferDesc.MiscFlags = 0;
constantBufferDesc.StructureByteStride = 0;
result = device->CreateBuffer(&constantBufferDesc, NULL, &mParamsConstantBuffer);
ASSERT(SUCCEEDED(result));
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal pixel transfer constant buffer, result: 0x%X.", result);
}
d3d11::SetDebugName(mParamsConstantBuffer, "PixelTransfer11 constant buffer");
// init shaders
mBufferToTextureVS = d3d11::CompileVS(device, g_VS_BufferToTexture, "BufferToTexture VS");
if (!mBufferToTextureVS)
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal buffer to texture vertex shader.");
}
mBufferToTextureGS = d3d11::CompileGS(device, g_GS_BufferToTexture, "BufferToTexture GS");
if (!mBufferToTextureGS)
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal buffer to texture geometry shader.");
}
ANGLE_TRY(buildShaderMap());
StructZero(&mParamsData);
mResourcesLoaded = true;
return gl::NoError();
}
void PixelTransfer11::setBufferToTextureCopyParams(const gl::Box &destArea, const gl::Extents &destSize, GLenum internalFormat,
const gl::PixelUnpackState &unpack, unsigned int offset, CopyShaderParams *parametersOut)
{
StructZero(parametersOut);
float texelCenterX = 0.5f / static_cast<float>(destSize.width - 1);
float texelCenterY = 0.5f / static_cast<float>(destSize.height - 1);
unsigned int bytesPerPixel = gl::GetInternalFormatInfo(internalFormat).pixelBytes;
unsigned int alignmentBytes = static_cast<unsigned int>(unpack.alignment);
unsigned int alignmentPixels = (alignmentBytes <= bytesPerPixel ? 1 : alignmentBytes / bytesPerPixel);
parametersOut->FirstPixelOffset = offset / bytesPerPixel;
parametersOut->PixelsPerRow = static_cast<unsigned int>((unpack.rowLength > 0) ? unpack.rowLength : destArea.width);
parametersOut->RowStride = roundUp(parametersOut->PixelsPerRow, alignmentPixels);
parametersOut->RowsPerSlice = static_cast<unsigned int>(destArea.height);
parametersOut->PositionOffset[0] = texelCenterX + (destArea.x / float(destSize.width)) * 2.0f - 1.0f;
parametersOut->PositionOffset[1] = texelCenterY + ((destSize.height - destArea.y - 1) / float(destSize.height)) * 2.0f - 1.0f;
parametersOut->PositionScale[0] = 2.0f / static_cast<float>(destSize.width);
parametersOut->PositionScale[1] = -2.0f / static_cast<float>(destSize.height);
parametersOut->FirstSlice = destArea.z;
}
gl::Error PixelTransfer11::copyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *destRenderTarget,
GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea)
{
ANGLE_TRY(loadResources());
gl::Extents destSize = destRenderTarget->getExtents();
ASSERT(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 );
const gl::Buffer &sourceBuffer = *unpack.pixelBuffer.get();
ASSERT(mRenderer->supportsFastCopyBufferToTexture(destinationFormat));
ID3D11PixelShader *pixelShader = findBufferToTexturePS(destinationFormat);
ASSERT(pixelShader);
// The SRV must be in the proper read format, which may be different from the destination format
// EG: for half float data, we can load full precision floats with implicit conversion
GLenum unsizedFormat = gl::GetInternalFormatInfo(destinationFormat).format;
GLenum sourceFormat = gl::GetSizedInternalFormat(unsizedFormat, sourcePixelsType);
const d3d11::Format &sourceFormatInfo =
d3d11::Format::Get(sourceFormat, mRenderer->getRenderer11DeviceCaps());
DXGI_FORMAT srvFormat = sourceFormatInfo.srvFormat;
ASSERT(srvFormat != DXGI_FORMAT_UNKNOWN);
Buffer11 *bufferStorage11 = GetAs<Buffer11>(sourceBuffer.getImplementation());
ID3D11ShaderResourceView *bufferSRV = nullptr;
ANGLE_TRY_RESULT(bufferStorage11->getSRV(srvFormat), bufferSRV);
ASSERT(bufferSRV != nullptr);
ID3D11RenderTargetView *textureRTV = GetAs<RenderTarget11>(destRenderTarget)->getRenderTargetView();
ASSERT(textureRTV != nullptr);
CopyShaderParams shaderParams;
setBufferToTextureCopyParams(destArea, destSize, sourceFormat, unpack, offset, &shaderParams);
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
ID3D11Buffer *nullBuffer = nullptr;
UINT zero = 0;
// Are we doing a 2D or 3D copy?
ID3D11GeometryShader *geometryShader = ((destSize.depth > 1) ? mBufferToTextureGS : NULL);
auto stateManager = mRenderer->getStateManager();
deviceContext->VSSetShader(mBufferToTextureVS, NULL, 0);
deviceContext->GSSetShader(geometryShader, NULL, 0);
deviceContext->PSSetShader(pixelShader, NULL, 0);
stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, bufferSRV);
deviceContext->IASetInputLayout(NULL);
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
deviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
deviceContext->OMSetDepthStencilState(mCopyDepthStencilState, 0xFFFFFFFF);
deviceContext->RSSetState(mCopyRasterizerState);
stateManager->setOneTimeRenderTarget(textureRTV, nullptr);
if (!StructEquals(mParamsData, shaderParams))
{
d3d11::SetBufferData(deviceContext, mParamsConstantBuffer, shaderParams);
mParamsData = shaderParams;
}
deviceContext->VSSetConstantBuffers(0, 1, &mParamsConstantBuffer);
// Set the viewport
D3D11_VIEWPORT viewport;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = static_cast<FLOAT>(destSize.width);
viewport.Height = static_cast<FLOAT>(destSize.height);
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
deviceContext->RSSetViewports(1, &viewport);
UINT numPixels = (destArea.width * destArea.height * destArea.depth);
deviceContext->Draw(numPixels, 0);
// Unbind textures and render targets and vertex buffer
stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);
deviceContext->VSSetConstantBuffers(0, 1, &nullBuffer);
mRenderer->markAllStateDirty();
return gl::NoError();
}
gl::Error PixelTransfer11::buildShaderMap()
{
ID3D11Device *device = mRenderer->getDevice();
mBufferToTexturePSMap[GL_FLOAT] = d3d11::CompilePS(device, g_PS_BufferToTexture_4F, "BufferToTexture RGBA ps");
mBufferToTexturePSMap[GL_INT] = d3d11::CompilePS(device, g_PS_BufferToTexture_4I, "BufferToTexture RGBA-I ps");
mBufferToTexturePSMap[GL_UNSIGNED_INT] = d3d11::CompilePS(device, g_PS_BufferToTexture_4UI, "BufferToTexture RGBA-UI ps");
// Check that all the shaders were created successfully
for (auto shaderMapIt = mBufferToTexturePSMap.begin(); shaderMapIt != mBufferToTexturePSMap.end(); shaderMapIt++)
{
if (shaderMapIt->second == NULL)
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal buffer to texture pixel shader.");
}
}
return gl::NoError();
}
ID3D11PixelShader *PixelTransfer11::findBufferToTexturePS(GLenum internalFormat) const
{
GLenum componentType = gl::GetInternalFormatInfo(internalFormat).componentType;
if (componentType == GL_SIGNED_NORMALIZED || componentType == GL_UNSIGNED_NORMALIZED)
{
componentType = GL_FLOAT;
}
auto shaderMapIt = mBufferToTexturePSMap.find(componentType);
return (shaderMapIt == mBufferToTexturePSMap.end() ? NULL : shaderMapIt->second);
}
} // namespace rx
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