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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
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tree10027f336435511475e392454359edea8e25895d /gfx/angle/src/libANGLE/renderer/d3d/d3d11/Blit11.h
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Add m-esr52 at 52.6.0
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diff --git a/gfx/angle/src/libANGLE/renderer/d3d/d3d11/Blit11.h b/gfx/angle/src/libANGLE/renderer/d3d/d3d11/Blit11.h
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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.
+//
+
+// Blit11.cpp: Texture copy utility class.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_BLIT11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_BLIT11_H_
+
+#include "common/angleutils.h"
+#include "libANGLE/angletypes.h"
+#include "libANGLE/Error.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+
+#include <map>
+
+namespace rx
+{
+class Renderer11;
+
+class Blit11 : angle::NonCopyable
+{
+ public:
+ explicit Blit11(Renderer11 *renderer);
+ ~Blit11();
+
+ gl::Error swizzleTexture(ID3D11ShaderResourceView *source,
+ ID3D11RenderTargetView *dest,
+ const gl::Extents &size,
+ const gl::SwizzleState &swizzleTarget);
+
+ gl::Error copyTexture(ID3D11ShaderResourceView *source,
+ const gl::Box &sourceArea,
+ const gl::Extents &sourceSize,
+ ID3D11RenderTargetView *dest,
+ const gl::Box &destArea,
+ const gl::Extents &destSize,
+ const gl::Rectangle *scissor,
+ GLenum destFormat,
+ GLenum filter,
+ bool maskOffAlpha,
+ bool unpackPremultiplyAlpha,
+ bool unpackUnmultiplyAlpha);
+
+ gl::Error copyStencil(const TextureHelper11 &source,
+ unsigned int sourceSubresource,
+ const gl::Box &sourceArea,
+ const gl::Extents &sourceSize,
+ const TextureHelper11 &dest,
+ unsigned int destSubresource,
+ const gl::Box &destArea,
+ const gl::Extents &destSize,
+ const gl::Rectangle *scissor);
+
+ gl::Error copyDepth(ID3D11ShaderResourceView *source,
+ const gl::Box &sourceArea,
+ const gl::Extents &sourceSize,
+ ID3D11DepthStencilView *dest,
+ const gl::Box &destArea,
+ const gl::Extents &destSize,
+ const gl::Rectangle *scissor);
+
+ gl::Error copyDepthStencil(const TextureHelper11 &source,
+ unsigned int sourceSubresource,
+ const gl::Box &sourceArea,
+ const gl::Extents &sourceSize,
+ const TextureHelper11 &dest,
+ unsigned int destSubresource,
+ const gl::Box &destArea,
+ const gl::Extents &destSize,
+ const gl::Rectangle *scissor);
+
+ gl::ErrorOrResult<TextureHelper11> resolveDepth(RenderTarget11 *depth);
+
+ gl::ErrorOrResult<TextureHelper11> resolveStencil(RenderTarget11 *depthStencil, bool alsoDepth);
+
+ using BlitConvertFunction = void(const gl::Box &sourceArea,
+ const gl::Box &destArea,
+ const gl::Rectangle &clipRect,
+ const gl::Extents &sourceSize,
+ unsigned int sourceRowPitch,
+ unsigned int destRowPitch,
+ ptrdiff_t readOffset,
+ ptrdiff_t writeOffset,
+ size_t copySize,
+ size_t srcPixelStride,
+ size_t destPixelStride,
+ const uint8_t *sourceData,
+ uint8_t *destData);
+
+ private:
+ enum BlitShaderType
+ {
+ BLITSHADER_INVALID,
+ BLITSHADER_2D_RGBAF,
+ BLITSHADER_2D_RGBAF_PREMULTIPLY,
+ BLITSHADER_2D_RGBAF_UNMULTIPLY,
+ BLITSHADER_2D_BGRAF,
+ BLITSHADER_2D_BGRAF_PREMULTIPLY,
+ BLITSHADER_2D_BGRAF_UNMULTIPLY,
+ BLITSHADER_2D_RGBF,
+ BLITSHADER_2D_RGBF_PREMULTIPLY,
+ BLITSHADER_2D_RGBF_UNMULTIPLY,
+ BLITSHADER_2D_RGF,
+ BLITSHADER_2D_RF,
+ BLITSHADER_2D_ALPHA,
+ BLITSHADER_2D_LUMA,
+ BLITSHADER_2D_LUMAALPHA,
+ BLITSHADER_2D_RGBAUI,
+ BLITSHADER_2D_RGBAI,
+ BLITSHADER_2D_RGBUI,
+ BLITSHADER_2D_RGBI,
+ BLITSHADER_2D_RGUI,
+ BLITSHADER_2D_RGI,
+ BLITSHADER_2D_RUI,
+ BLITSHADER_2D_RI,
+ BLITSHADER_3D_RGBAF,
+ BLITSHADER_3D_RGBAUI,
+ BLITSHADER_3D_RGBAI,
+ BLITSHADER_3D_BGRAF,
+ BLITSHADER_3D_RGBF,
+ BLITSHADER_3D_RGBUI,
+ BLITSHADER_3D_RGBI,
+ BLITSHADER_3D_RGF,
+ BLITSHADER_3D_RGUI,
+ BLITSHADER_3D_RGI,
+ BLITSHADER_3D_RF,
+ BLITSHADER_3D_RUI,
+ BLITSHADER_3D_RI,
+ BLITSHADER_3D_ALPHA,
+ BLITSHADER_3D_LUMA,
+ BLITSHADER_3D_LUMAALPHA,
+ };
+
+ enum SwizzleShaderType
+ {
+ SWIZZLESHADER_INVALID,
+ SWIZZLESHADER_2D_FLOAT,
+ SWIZZLESHADER_2D_UINT,
+ SWIZZLESHADER_2D_INT,
+ SWIZZLESHADER_CUBE_FLOAT,
+ SWIZZLESHADER_CUBE_UINT,
+ SWIZZLESHADER_CUBE_INT,
+ SWIZZLESHADER_3D_FLOAT,
+ SWIZZLESHADER_3D_UINT,
+ SWIZZLESHADER_3D_INT,
+ SWIZZLESHADER_ARRAY_FLOAT,
+ SWIZZLESHADER_ARRAY_UINT,
+ SWIZZLESHADER_ARRAY_INT,
+ };
+
+ 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);
+
+ enum ShaderDimension
+ {
+ SHADER_2D,
+ SHADER_3D,
+ };
+
+ struct Shader
+ {
+ ShaderDimension dimension;
+ ID3D11PixelShader *pixelShader;
+ };
+
+ struct ShaderSupport
+ {
+ ID3D11InputLayout *inputLayout;
+ ID3D11VertexShader *vertexShader;
+ ID3D11GeometryShader *geometryShader;
+ WriteVertexFunction vertexWriteFunction;
+ };
+
+ gl::Error initResources();
+ void freeResources();
+
+ ShaderSupport getShaderSupport(const Shader &shader);
+
+ static BlitShaderType GetBlitShaderType(GLenum destinationFormat,
+ bool isSigned,
+ bool unpackPremultiplyAlpha,
+ bool unpackUnmultiplyAlpha,
+ ShaderDimension dimension);
+ static SwizzleShaderType GetSwizzleShaderType(GLenum type, D3D11_SRV_DIMENSION dimensionality);
+
+ gl::Error copyDepthStencilImpl(const TextureHelper11 &source,
+ unsigned int sourceSubresource,
+ const gl::Box &sourceArea,
+ const gl::Extents &sourceSize,
+ const TextureHelper11 &dest,
+ unsigned int destSubresource,
+ const gl::Box &destArea,
+ const gl::Extents &destSize,
+ const gl::Rectangle *scissor,
+ bool stencilOnly);
+
+ gl::Error copyAndConvertImpl(const TextureHelper11 &source,
+ unsigned int sourceSubresource,
+ const gl::Box &sourceArea,
+ const gl::Extents &sourceSize,
+ const TextureHelper11 &destStaging,
+ const gl::Box &destArea,
+ const gl::Extents &destSize,
+ const gl::Rectangle *scissor,
+ size_t readOffset,
+ size_t writeOffset,
+ size_t copySize,
+ size_t srcPixelStride,
+ size_t destPixelStride,
+ BlitConvertFunction *convertFunction);
+
+ gl::Error copyAndConvert(const TextureHelper11 &source,
+ unsigned int sourceSubresource,
+ const gl::Box &sourceArea,
+ const gl::Extents &sourceSize,
+ const TextureHelper11 &dest,
+ unsigned int destSubresource,
+ const gl::Box &destArea,
+ const gl::Extents &destSize,
+ const gl::Rectangle *scissor,
+ size_t readOffset,
+ size_t writeOffset,
+ size_t copySize,
+ size_t srcPixelStride,
+ size_t destPixelStride,
+ BlitConvertFunction *convertFunction);
+
+ void addBlitShaderToMap(BlitShaderType blitShaderType,
+ ShaderDimension dimension,
+ ID3D11PixelShader *ps);
+
+ gl::Error getBlitShader(GLenum destFormat,
+ bool isSigned,
+ bool unpackPremultiplyAlpha,
+ bool unpackUnmultiplyAlpha,
+ ShaderDimension dimension,
+ const Shader **shaderOut);
+ gl::Error getSwizzleShader(GLenum type,
+ D3D11_SRV_DIMENSION viewDimension,
+ const Shader **shaderOut);
+
+ void addSwizzleShaderToMap(SwizzleShaderType swizzleShaderType,
+ ShaderDimension dimension,
+ ID3D11PixelShader *ps);
+
+ void clearShaderMap();
+ void releaseResolveDepthStencilResources();
+ gl::Error initResolveDepthStencil(const gl::Extents &extents);
+
+ Renderer11 *mRenderer;
+
+ std::map<BlitShaderType, Shader> mBlitShaderMap;
+ std::map<SwizzleShaderType, Shader> mSwizzleShaderMap;
+
+ bool mResourcesInitialized;
+ ID3D11Buffer *mVertexBuffer;
+ ID3D11SamplerState *mPointSampler;
+ ID3D11SamplerState *mLinearSampler;
+ ID3D11RasterizerState *mScissorEnabledRasterizerState;
+ ID3D11RasterizerState *mScissorDisabledRasterizerState;
+ ID3D11DepthStencilState *mDepthStencilState;
+
+ d3d11::LazyInputLayout mQuad2DIL;
+ d3d11::LazyShader<ID3D11VertexShader> mQuad2DVS;
+ d3d11::LazyShader<ID3D11PixelShader> mDepthPS;
+
+ d3d11::LazyInputLayout mQuad3DIL;
+ d3d11::LazyShader<ID3D11VertexShader> mQuad3DVS;
+ d3d11::LazyShader<ID3D11GeometryShader> mQuad3DGS;
+
+ d3d11::LazyBlendState mAlphaMaskBlendState;
+
+ ID3D11Buffer *mSwizzleCB;
+
+ d3d11::LazyShader<ID3D11VertexShader> mResolveDepthStencilVS;
+ d3d11::LazyShader<ID3D11PixelShader> mResolveDepthPS;
+ d3d11::LazyShader<ID3D11PixelShader> mResolveDepthStencilPS;
+ d3d11::LazyShader<ID3D11PixelShader> mResolveStencilPS;
+ ID3D11ShaderResourceView *mStencilSRV;
+ TextureHelper11 mResolvedDepthStencil;
+ ID3D11RenderTargetView *mResolvedDepthStencilRTView;
+};
+
+} // namespace rx
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_BLIT11_H_