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-rwxr-xr-xgfx/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.cpp672
1 files changed, 672 insertions, 0 deletions
diff --git a/gfx/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.cpp b/gfx/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.cpp
new file mode 100755
index 000000000..f42a59ced
--- /dev/null
+++ b/gfx/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.cpp
@@ -0,0 +1,672 @@
+//
+// 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.
+//
+
+// Clear11.cpp: Framebuffer clear utility class.
+
+#include "libANGLE/renderer/d3d/d3d11/Clear11.h"
+
+#include <algorithm>
+
+#include "libANGLE/FramebufferAttachment.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/renderer/d3d/FramebufferD3D.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/formatutils11.h"
+#include "third_party/trace_event/trace_event.h"
+
+// Precompiled shaders
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11vs.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearfloat11_fl9ps.h"
+
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearuint11vs.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearuint11ps.h"
+
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearsint11vs.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/clearsint11ps.h"
+
+namespace rx
+{
+
+template <typename T>
+static void ApplyVertices(const gl::Extents &framebufferSize,
+ const gl::Rectangle *scissor,
+ const gl::Color<T> &color,
+ float depth,
+ void *buffer)
+{
+ d3d11::PositionDepthColorVertex<T> *vertices =
+ reinterpret_cast<d3d11::PositionDepthColorVertex<T> *>(buffer);
+
+ float depthClear = gl::clamp01(depth);
+ float left = -1.0f;
+ float right = 1.0f;
+ float top = -1.0f;
+ float bottom = 1.0f;
+
+ // Clip the quad coordinates to the scissor if needed
+ if (scissor != nullptr)
+ {
+ left = std::max(left, (scissor->x / float(framebufferSize.width)) * 2.0f - 1.0f);
+ right = std::min(
+ right, ((scissor->x + scissor->width) / float(framebufferSize.width)) * 2.0f - 1.0f);
+ top = std::max(top, ((framebufferSize.height - scissor->y - scissor->height) /
+ float(framebufferSize.height)) *
+ 2.0f -
+ 1.0f);
+ bottom = std::min(
+ bottom,
+ ((framebufferSize.height - scissor->y) / float(framebufferSize.height)) * 2.0f - 1.0f);
+ }
+
+ d3d11::SetPositionDepthColorVertex<T>(vertices + 0, left, bottom, depthClear, color);
+ d3d11::SetPositionDepthColorVertex<T>(vertices + 1, left, top, depthClear, color);
+ d3d11::SetPositionDepthColorVertex<T>(vertices + 2, right, bottom, depthClear, color);
+ d3d11::SetPositionDepthColorVertex<T>(vertices + 3, right, top, depthClear, color);
+}
+
+Clear11::ClearShader::ClearShader(DXGI_FORMAT colorType,
+ const char *inputLayoutName,
+ const BYTE *vsByteCode,
+ size_t vsSize,
+ const char *vsDebugName,
+ const BYTE *psByteCode,
+ size_t psSize,
+ const char *psDebugName)
+ : inputLayout(nullptr),
+ vertexShader(vsByteCode, vsSize, vsDebugName),
+ pixelShader(psByteCode, psSize, psDebugName)
+{
+ D3D11_INPUT_ELEMENT_DESC quadLayout[] = {
+ {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ {"COLOR", 0, colorType, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ };
+
+ inputLayout = new d3d11::LazyInputLayout(quadLayout, 2, vsByteCode, vsSize, inputLayoutName);
+}
+
+Clear11::ClearShader::~ClearShader()
+{
+ SafeDelete(inputLayout);
+ vertexShader.release();
+ pixelShader.release();
+}
+
+Clear11::Clear11(Renderer11 *renderer)
+ : mRenderer(renderer),
+ mClearBlendStates(StructLessThan<ClearBlendInfo>),
+ mFloatClearShader(nullptr),
+ mUintClearShader(nullptr),
+ mIntClearShader(nullptr),
+ mClearDepthStencilStates(StructLessThan<ClearDepthStencilInfo>),
+ mVertexBuffer(nullptr),
+ mRasterizerState(nullptr)
+{
+ TRACE_EVENT0("gpu.angle", "Clear11::Clear11");
+
+ HRESULT result;
+ ID3D11Device *device = renderer->getDevice();
+
+ D3D11_BUFFER_DESC vbDesc;
+ vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex<float>) * 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, nullptr, &mVertexBuffer);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mVertexBuffer, "Clear11 masked clear vertex buffer");
+
+ D3D11_RASTERIZER_DESC rsDesc;
+ rsDesc.FillMode = D3D11_FILL_SOLID;
+ rsDesc.CullMode = D3D11_CULL_NONE;
+ rsDesc.FrontCounterClockwise = FALSE;
+ rsDesc.DepthBias = 0;
+ rsDesc.DepthBiasClamp = 0.0f;
+ rsDesc.SlopeScaledDepthBias = 0.0f;
+ rsDesc.DepthClipEnable = TRUE;
+ rsDesc.ScissorEnable = FALSE;
+ rsDesc.MultisampleEnable = FALSE;
+ rsDesc.AntialiasedLineEnable = FALSE;
+
+ result = device->CreateRasterizerState(&rsDesc, &mRasterizerState);
+ ASSERT(SUCCEEDED(result));
+ d3d11::SetDebugName(mRasterizerState, "Clear11 masked clear rasterizer state");
+
+ if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3)
+ {
+ mFloatClearShader =
+ new ClearShader(DXGI_FORMAT_R32G32B32A32_FLOAT, "Clear11 Float IL", g_VS_ClearFloat,
+ ArraySize(g_VS_ClearFloat), "Clear11 Float VS", g_PS_ClearFloat_FL9,
+ ArraySize(g_PS_ClearFloat_FL9), "Clear11 Float PS");
+ }
+ else
+ {
+ mFloatClearShader =
+ new ClearShader(DXGI_FORMAT_R32G32B32A32_FLOAT, "Clear11 Float IL", g_VS_ClearFloat,
+ ArraySize(g_VS_ClearFloat), "Clear11 Float VS", g_PS_ClearFloat,
+ ArraySize(g_PS_ClearFloat), "Clear11 Float PS");
+ }
+
+ if (renderer->isES3Capable())
+ {
+ mUintClearShader =
+ new ClearShader(DXGI_FORMAT_R32G32B32A32_UINT, "Clear11 UINT IL", g_VS_ClearUint,
+ ArraySize(g_VS_ClearUint), "Clear11 UINT VS", g_PS_ClearUint,
+ ArraySize(g_PS_ClearUint), "Clear11 UINT PS");
+ mIntClearShader =
+ new ClearShader(DXGI_FORMAT_R32G32B32A32_UINT, "Clear11 SINT IL", g_VS_ClearSint,
+ ArraySize(g_VS_ClearSint), "Clear11 SINT VS", g_PS_ClearSint,
+ ArraySize(g_PS_ClearSint), "Clear11 SINT PS");
+ }
+}
+
+Clear11::~Clear11()
+{
+ for (ClearBlendStateMap::iterator i = mClearBlendStates.begin(); i != mClearBlendStates.end();
+ i++)
+ {
+ SafeRelease(i->second);
+ }
+ mClearBlendStates.clear();
+
+ SafeDelete(mFloatClearShader);
+ SafeDelete(mUintClearShader);
+ SafeDelete(mIntClearShader);
+
+ for (ClearDepthStencilStateMap::iterator i = mClearDepthStencilStates.begin();
+ i != mClearDepthStencilStates.end(); i++)
+ {
+ SafeRelease(i->second);
+ }
+ mClearDepthStencilStates.clear();
+
+ SafeRelease(mVertexBuffer);
+ SafeRelease(mRasterizerState);
+}
+
+gl::Error Clear11::clearFramebuffer(const ClearParameters &clearParams,
+ const gl::FramebufferState &fboData)
+{
+ const auto &colorAttachments = fboData.getColorAttachments();
+ const auto &drawBufferStates = fboData.getDrawBufferStates();
+ const auto *depthAttachment = fboData.getDepthAttachment();
+ const auto *stencilAttachment = fboData.getStencilAttachment();
+
+ ASSERT(colorAttachments.size() == drawBufferStates.size());
+
+ // Iterate over the color buffers which require clearing and determine if they can be
+ // cleared with ID3D11DeviceContext::ClearRenderTargetView or ID3D11DeviceContext1::ClearView.
+ // This requires:
+ // 1) The render target is being cleared to a float value (will be cast to integer when clearing
+ // integer
+ // render targets as expected but does not work the other way around)
+ // 2) The format of the render target has no color channels that are currently masked out.
+ // Clear the easy-to-clear buffers on the spot and accumulate the ones that require special
+ // work.
+ //
+ // If these conditions are met, and:
+ // - No scissored clear is needed, then clear using ID3D11DeviceContext::ClearRenderTargetView.
+ // - A scissored clear is needed then clear using ID3D11DeviceContext1::ClearView if available.
+ // Otherwise draw a quad.
+ //
+ // Also determine if the depth stencil can be cleared with
+ // ID3D11DeviceContext::ClearDepthStencilView
+ // by checking if the stencil write mask covers the entire stencil.
+ //
+ // To clear the remaining buffers, quads must be drawn containing an int, uint or float vertex
+ // color
+ // attribute.
+
+ gl::Extents framebufferSize;
+
+ const gl::FramebufferAttachment *colorAttachment = fboData.getFirstColorAttachment();
+ if (colorAttachment != nullptr)
+ {
+ framebufferSize = colorAttachment->getSize();
+ }
+ else if (depthAttachment != nullptr)
+ {
+ framebufferSize = depthAttachment->getSize();
+ }
+ else if (stencilAttachment != nullptr)
+ {
+ framebufferSize = stencilAttachment->getSize();
+ }
+ else
+ {
+ UNREACHABLE();
+ return gl::Error(GL_INVALID_OPERATION);
+ }
+
+ if (clearParams.scissorEnabled && (clearParams.scissor.x >= framebufferSize.width ||
+ clearParams.scissor.y >= framebufferSize.height ||
+ clearParams.scissor.x + clearParams.scissor.width <= 0 ||
+ clearParams.scissor.y + clearParams.scissor.height <= 0))
+ {
+ // Scissor is enabled and the scissor rectangle is outside the renderbuffer
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ bool needScissoredClear =
+ clearParams.scissorEnabled &&
+ (clearParams.scissor.x > 0 || clearParams.scissor.y > 0 ||
+ clearParams.scissor.x + clearParams.scissor.width < framebufferSize.width ||
+ clearParams.scissor.y + clearParams.scissor.height < framebufferSize.height);
+
+ std::vector<MaskedRenderTarget> maskedClearRenderTargets;
+ RenderTarget11 *maskedClearDepthStencil = nullptr;
+
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+ ID3D11DeviceContext1 *deviceContext1 = mRenderer->getDeviceContext1IfSupported();
+ ID3D11Device *device = mRenderer->getDevice();
+
+ for (size_t colorAttachmentIndex = 0; colorAttachmentIndex < colorAttachments.size();
+ colorAttachmentIndex++)
+ {
+ const gl::FramebufferAttachment &attachment = colorAttachments[colorAttachmentIndex];
+
+ if (clearParams.clearColor[colorAttachmentIndex] && attachment.isAttached() &&
+ drawBufferStates[colorAttachmentIndex] != GL_NONE)
+ {
+ RenderTarget11 *renderTarget = nullptr;
+ ANGLE_TRY(attachment.getRenderTarget(&renderTarget));
+
+ const gl::InternalFormat &formatInfo = *attachment.getFormat().info;
+
+ if (clearParams.colorClearType == GL_FLOAT &&
+ !(formatInfo.componentType == GL_FLOAT ||
+ formatInfo.componentType == GL_UNSIGNED_NORMALIZED ||
+ formatInfo.componentType == GL_SIGNED_NORMALIZED))
+ {
+ ERR("It is undefined behaviour to clear a render buffer which is not normalized "
+ "fixed point or floating-"
+ "point to floating point values (color attachment %u has internal format "
+ "0x%X).",
+ colorAttachmentIndex, attachment.getFormat().asSized());
+ }
+
+ if ((formatInfo.redBits == 0 || !clearParams.colorMaskRed) &&
+ (formatInfo.greenBits == 0 || !clearParams.colorMaskGreen) &&
+ (formatInfo.blueBits == 0 || !clearParams.colorMaskBlue) &&
+ (formatInfo.alphaBits == 0 || !clearParams.colorMaskAlpha))
+ {
+ // Every channel either does not exist in the render target or is masked out
+ continue;
+ }
+ else if ((!(mRenderer->getRenderer11DeviceCaps().supportsClearView) &&
+ needScissoredClear) ||
+ clearParams.colorClearType != GL_FLOAT ||
+ (formatInfo.redBits > 0 && !clearParams.colorMaskRed) ||
+ (formatInfo.greenBits > 0 && !clearParams.colorMaskGreen) ||
+ (formatInfo.blueBits > 0 && !clearParams.colorMaskBlue) ||
+ (formatInfo.alphaBits > 0 && !clearParams.colorMaskAlpha))
+ {
+ // A masked clear is required, or a scissored clear is required and
+ // ID3D11DeviceContext1::ClearView is unavailable
+ MaskedRenderTarget maskAndRt;
+ bool clearColor = clearParams.clearColor[colorAttachmentIndex];
+ maskAndRt.colorMask[0] = (clearColor && clearParams.colorMaskRed);
+ maskAndRt.colorMask[1] = (clearColor && clearParams.colorMaskGreen);
+ maskAndRt.colorMask[2] = (clearColor && clearParams.colorMaskBlue);
+ maskAndRt.colorMask[3] = (clearColor && clearParams.colorMaskAlpha);
+ maskAndRt.renderTarget = renderTarget;
+ maskedClearRenderTargets.push_back(maskAndRt);
+ }
+ else
+ {
+ // ID3D11DeviceContext::ClearRenderTargetView or ID3D11DeviceContext1::ClearView is
+ // possible
+
+ ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
+ if (!framebufferRTV)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY,
+ "Internal render target view pointer unexpectedly null.");
+ }
+
+ const auto &nativeFormat = renderTarget->getFormatSet().format();
+
+ // Check if the actual format has a channel that the internal format does not and
+ // set them to the default values
+ float clearValues[4] = {
+ ((formatInfo.redBits == 0 && nativeFormat.redBits > 0)
+ ? 0.0f
+ : clearParams.colorFClearValue.red),
+ ((formatInfo.greenBits == 0 && nativeFormat.greenBits > 0)
+ ? 0.0f
+ : clearParams.colorFClearValue.green),
+ ((formatInfo.blueBits == 0 && nativeFormat.blueBits > 0)
+ ? 0.0f
+ : clearParams.colorFClearValue.blue),
+ ((formatInfo.alphaBits == 0 && nativeFormat.alphaBits > 0)
+ ? 1.0f
+ : clearParams.colorFClearValue.alpha),
+ };
+
+ if (formatInfo.alphaBits == 1)
+ {
+ // Some drivers do not correctly handle calling Clear() on a format with 1-bit
+ // alpha. They can incorrectly round all non-zero values up to 1.0f. Note that
+ // WARP does not do this. We should handle the rounding for them instead.
+ clearValues[3] = (clearParams.colorFClearValue.alpha >= 0.5f) ? 1.0f : 0.0f;
+ }
+
+ if (needScissoredClear)
+ {
+ // We shouldn't reach here if deviceContext1 is unavailable.
+ ASSERT(deviceContext1);
+
+ D3D11_RECT rect;
+ rect.left = clearParams.scissor.x;
+ rect.right = clearParams.scissor.x + clearParams.scissor.width;
+ rect.top = clearParams.scissor.y;
+ rect.bottom = clearParams.scissor.y + clearParams.scissor.height;
+
+ deviceContext1->ClearView(framebufferRTV, clearValues, &rect, 1);
+
+ if (mRenderer->getWorkarounds().callClearTwice)
+ {
+ deviceContext1->ClearView(framebufferRTV, clearValues, &rect, 1);
+ }
+ }
+ else
+ {
+ deviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
+
+ if (mRenderer->getWorkarounds().callClearTwice)
+ {
+ deviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
+ }
+ }
+ }
+ }
+ }
+
+ if (clearParams.clearDepth || clearParams.clearStencil)
+ {
+ const gl::FramebufferAttachment *attachment =
+ (depthAttachment != nullptr) ? depthAttachment : stencilAttachment;
+ ASSERT(attachment != nullptr);
+
+ RenderTarget11 *renderTarget = nullptr;
+ ANGLE_TRY(attachment->getRenderTarget(&renderTarget));
+
+ const auto &nativeFormat = renderTarget->getFormatSet().format();
+
+ unsigned int stencilUnmasked =
+ (stencilAttachment != nullptr) ? (1 << nativeFormat.stencilBits) - 1 : 0;
+ bool needMaskedStencilClear =
+ clearParams.clearStencil &&
+ (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
+
+ if (needScissoredClear || needMaskedStencilClear)
+ {
+ maskedClearDepthStencil = renderTarget;
+ }
+ else
+ {
+ ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
+ if (!framebufferDSV)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY,
+ "Internal depth stencil view pointer unexpectedly null.");
+ }
+
+ UINT clearFlags = (clearParams.clearDepth ? D3D11_CLEAR_DEPTH : 0) |
+ (clearParams.clearStencil ? D3D11_CLEAR_STENCIL : 0);
+ FLOAT depthClear = gl::clamp01(clearParams.depthClearValue);
+ UINT8 stencilClear = clearParams.stencilClearValue & 0xFF;
+
+ deviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear,
+ stencilClear);
+ }
+ }
+
+ if (maskedClearRenderTargets.empty() && !maskedClearDepthStencil)
+ {
+ return gl::NoError();
+ }
+
+ // To clear the render targets and depth stencil in one pass:
+ //
+ // Render a quad clipped to the scissor rectangle which draws the clear color and a blend
+ // state that will perform the required color masking.
+ //
+ // The quad's depth is equal to the depth clear value with a depth stencil state that
+ // will enable or disable depth test/writes if the depth buffer should be cleared or not.
+ //
+ // The rasterizer state's stencil is set to always pass or fail based on if the stencil
+ // should be cleared or not with a stencil write mask of the stencil clear value.
+ //
+ // ======================================================================================
+ //
+ // Luckily, the gl spec (ES 3.0.2 pg 183) states that the results of clearing a render-
+ // buffer that is not normalized fixed point or floating point with floating point values
+ // are undefined so we can just write floats to them and D3D11 will bit cast them to
+ // integers.
+ //
+ // Also, we don't have to worry about attempting to clear a normalized fixed/floating point
+ // buffer with integer values because there is no gl API call which would allow it,
+ // glClearBuffer* calls only clear a single renderbuffer at a time which is verified to
+ // be a compatible clear type.
+
+ // Bind all the render targets which need clearing
+ ASSERT(maskedClearRenderTargets.size() <= mRenderer->getNativeCaps().maxDrawBuffers);
+ std::vector<ID3D11RenderTargetView *> rtvs(maskedClearRenderTargets.size());
+ for (unsigned int i = 0; i < maskedClearRenderTargets.size(); i++)
+ {
+ RenderTarget11 *renderTarget = maskedClearRenderTargets[i].renderTarget;
+ ID3D11RenderTargetView *rtv = renderTarget->getRenderTargetView();
+ if (!rtv)
+ {
+ return gl::Error(GL_OUT_OF_MEMORY,
+ "Internal render target view pointer unexpectedly null.");
+ }
+
+ rtvs[i] = rtv;
+ }
+ ID3D11DepthStencilView *dsv =
+ maskedClearDepthStencil ? maskedClearDepthStencil->getDepthStencilView() : nullptr;
+
+ ID3D11BlendState *blendState = getBlendState(maskedClearRenderTargets);
+ const FLOAT blendFactors[4] = {1.0f, 1.0f, 1.0f, 1.0f};
+ const UINT sampleMask = 0xFFFFFFFF;
+
+ ID3D11DepthStencilState *dsState = getDepthStencilState(clearParams);
+ const UINT stencilClear = clearParams.stencilClearValue & 0xFF;
+
+ // Set the vertices
+ UINT vertexStride = 0;
+ const UINT startIdx = 0;
+ ClearShader *shader = nullptr;
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ HRESULT result =
+ deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY,
+ "Failed to map internal masked clear vertex buffer, HRESULT: 0x%X.",
+ result);
+ }
+
+ const gl::Rectangle *scissorPtr = clearParams.scissorEnabled ? &clearParams.scissor : nullptr;
+ switch (clearParams.colorClearType)
+ {
+ case GL_FLOAT:
+ ApplyVertices(framebufferSize, scissorPtr, clearParams.colorFClearValue,
+ clearParams.depthClearValue, mappedResource.pData);
+ vertexStride = sizeof(d3d11::PositionDepthColorVertex<float>);
+ shader = mFloatClearShader;
+ break;
+
+ case GL_UNSIGNED_INT:
+ ApplyVertices(framebufferSize, scissorPtr, clearParams.colorUIClearValue,
+ clearParams.depthClearValue, mappedResource.pData);
+ vertexStride = sizeof(d3d11::PositionDepthColorVertex<unsigned int>);
+ shader = mUintClearShader;
+ break;
+
+ case GL_INT:
+ ApplyVertices(framebufferSize, scissorPtr, clearParams.colorIClearValue,
+ clearParams.depthClearValue, mappedResource.pData);
+ vertexStride = sizeof(d3d11::PositionDepthColorVertex<int>);
+ shader = mIntClearShader;
+ break;
+
+ default:
+ UNREACHABLE();
+ break;
+ }
+
+ deviceContext->Unmap(mVertexBuffer, 0);
+
+ // Set the viewport to be the same size as the framebuffer
+ D3D11_VIEWPORT viewport;
+ viewport.TopLeftX = 0;
+ viewport.TopLeftY = 0;
+ viewport.Width = static_cast<FLOAT>(framebufferSize.width);
+ viewport.Height = static_cast<FLOAT>(framebufferSize.height);
+ viewport.MinDepth = 0;
+ viewport.MaxDepth = 1;
+ deviceContext->RSSetViewports(1, &viewport);
+
+ // Apply state
+ deviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
+ deviceContext->OMSetDepthStencilState(dsState, stencilClear);
+ deviceContext->RSSetState(mRasterizerState);
+
+ // Apply shaders
+ deviceContext->IASetInputLayout(shader->inputLayout->resolve(device));
+ deviceContext->VSSetShader(shader->vertexShader.resolve(device), nullptr, 0);
+ deviceContext->PSSetShader(shader->pixelShader.resolve(device), nullptr, 0);
+ deviceContext->GSSetShader(nullptr, nullptr, 0);
+
+ // Apply vertex buffer
+ deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &vertexStride, &startIdx);
+ deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+
+ // Apply render targets
+ mRenderer->getStateManager()->setOneTimeRenderTargets(rtvs, dsv);
+
+ // Draw the clear quad
+ deviceContext->Draw(4, 0);
+
+ // Clean up
+ mRenderer->markAllStateDirty();
+
+ return gl::NoError();
+}
+
+ID3D11BlendState *Clear11::getBlendState(const std::vector<MaskedRenderTarget> &rts)
+{
+ ClearBlendInfo blendKey = {};
+ for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
+ {
+ if (i < rts.size())
+ {
+ RenderTarget11 *rt = rts[i].renderTarget;
+ const gl::InternalFormat &formatInfo =
+ gl::GetInternalFormatInfo(rt->getInternalFormat());
+
+ blendKey.maskChannels[i][0] = (rts[i].colorMask[0] && formatInfo.redBits > 0);
+ blendKey.maskChannels[i][1] = (rts[i].colorMask[1] && formatInfo.greenBits > 0);
+ blendKey.maskChannels[i][2] = (rts[i].colorMask[2] && formatInfo.blueBits > 0);
+ blendKey.maskChannels[i][3] = (rts[i].colorMask[3] && formatInfo.alphaBits > 0);
+ }
+ else
+ {
+ blendKey.maskChannels[i][0] = false;
+ blendKey.maskChannels[i][1] = false;
+ blendKey.maskChannels[i][2] = false;
+ blendKey.maskChannels[i][3] = false;
+ }
+ }
+
+ ClearBlendStateMap::const_iterator i = mClearBlendStates.find(blendKey);
+ if (i != mClearBlendStates.end())
+ {
+ return i->second;
+ }
+ else
+ {
+ D3D11_BLEND_DESC blendDesc = {0};
+ blendDesc.AlphaToCoverageEnable = FALSE;
+ blendDesc.IndependentBlendEnable = (rts.size() > 1) ? TRUE : FALSE;
+
+ for (unsigned int j = 0; j < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; j++)
+ {
+ blendDesc.RenderTarget[j].BlendEnable = FALSE;
+ blendDesc.RenderTarget[j].RenderTargetWriteMask = gl_d3d11::ConvertColorMask(
+ blendKey.maskChannels[j][0], blendKey.maskChannels[j][1],
+ blendKey.maskChannels[j][2], blendKey.maskChannels[j][3]);
+ }
+
+ ID3D11Device *device = mRenderer->getDevice();
+ ID3D11BlendState *blendState = nullptr;
+ HRESULT result = device->CreateBlendState(&blendDesc, &blendState);
+ if (FAILED(result) || !blendState)
+ {
+ ERR("Unable to create a ID3D11BlendState, HRESULT: 0x%X.", result);
+ return nullptr;
+ }
+
+ mClearBlendStates[blendKey] = blendState;
+
+ return blendState;
+ }
+}
+
+ID3D11DepthStencilState *Clear11::getDepthStencilState(const ClearParameters &clearParams)
+{
+ ClearDepthStencilInfo dsKey = {0};
+ dsKey.clearDepth = clearParams.clearDepth;
+ dsKey.clearStencil = clearParams.clearStencil;
+ dsKey.stencilWriteMask = clearParams.stencilWriteMask & 0xFF;
+
+ ClearDepthStencilStateMap::const_iterator i = mClearDepthStencilStates.find(dsKey);
+ if (i != mClearDepthStencilStates.end())
+ {
+ return i->second;
+ }
+ else
+ {
+ D3D11_DEPTH_STENCIL_DESC dsDesc = {0};
+ dsDesc.DepthEnable = dsKey.clearDepth ? TRUE : FALSE;
+ dsDesc.DepthWriteMask =
+ dsKey.clearDepth ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
+ dsDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
+ dsDesc.StencilEnable = dsKey.clearStencil ? TRUE : FALSE;
+ dsDesc.StencilReadMask = 0;
+ dsDesc.StencilWriteMask = dsKey.stencilWriteMask;
+ dsDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_REPLACE;
+ dsDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_REPLACE;
+ dsDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
+ dsDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+ dsDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_REPLACE;
+ dsDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_REPLACE;
+ dsDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
+ dsDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+
+ ID3D11Device *device = mRenderer->getDevice();
+ ID3D11DepthStencilState *dsState = nullptr;
+ HRESULT result = device->CreateDepthStencilState(&dsDesc, &dsState);
+ if (FAILED(result) || !dsState)
+ {
+ ERR("Unable to create a ID3D11DepthStencilState, HRESULT: 0x%X.", result);
+ return nullptr;
+ }
+
+ mClearDepthStencilStates[dsKey] = dsState;
+
+ return dsState;
+ }
+}
+}