// // 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 "libANGLE/renderer/d3d/d3d11/Blit11.h" #include #include "libANGLE/formatutils.h" #include "libANGLE/renderer/d3d/d3d11/Renderer11.h" #include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h" #include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h" #include "libANGLE/renderer/d3d/d3d11/formatutils11.h" #include "libANGLE/renderer/d3d/d3d11/texture_format_table.h" #include "third_party/trace_event/trace_event.h" namespace rx { namespace { // Include inline shaders in the anonymous namespace to make sure no symbols are exported #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough2d11vs.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughdepth2d11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2d11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgbapremultiply2d11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgbaunmultiply2d11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2dui11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2di11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2d11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgbpremultiply2d11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgbunmultiply2d11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2dui11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2di11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2d11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2dui11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2di11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2d11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2dui11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2di11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlum2d11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha2d11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough3d11vs.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough3d11gs.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3d11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3dui11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3di11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3d11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3dui11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3di11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3d11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3dui11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3di11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3d11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3dui11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3di11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlum3d11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha3d11ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/resolvedepth11_ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/resolvedepthstencil11_ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/resolvedepthstencil11_vs.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/resolvestencil11_ps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlef2dps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlei2dps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzleui2dps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlef3dps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlei3dps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzleui3dps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlef2darrayps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlei2darrayps.h" #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzleui2darrayps.h" void StretchedBlitNearest_RowByRow(const gl::Box &sourceArea, const gl::Box &destArea, const gl::Rectangle &clippedDestArea, const gl::Extents &sourceSize, unsigned int sourceRowPitch, unsigned int destRowPitch, size_t pixelSize, const uint8_t *sourceData, uint8_t *destData) { int srcHeightSubOne = (sourceArea.height - 1); size_t copySize = pixelSize * destArea.width; size_t srcOffset = sourceArea.x * pixelSize; size_t destOffset = destArea.x * pixelSize; for (int y = clippedDestArea.y; y < clippedDestArea.y + clippedDestArea.height; y++) { float yPerc = static_cast(y - destArea.y) / (destArea.height - 1); // Interpolate using the original source rectangle to determine which row to sample from // while clamping to the edges unsigned int readRow = static_cast( gl::clamp(sourceArea.y + floor(yPerc * srcHeightSubOne + 0.5f), 0, srcHeightSubOne)); unsigned int writeRow = y; const uint8_t *sourceRow = sourceData + readRow * sourceRowPitch + srcOffset; uint8_t *destRow = destData + writeRow * destRowPitch + destOffset; memcpy(destRow, sourceRow, copySize); } } void StretchedBlitNearest_PixelByPixel(const gl::Box &sourceArea, const gl::Box &destArea, const gl::Rectangle &clippedDestArea, 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) { auto xMax = clippedDestArea.x + clippedDestArea.width; auto yMax = clippedDestArea.y + clippedDestArea.height; for (int writeRow = clippedDestArea.y; writeRow < yMax; writeRow++) { // Interpolate using the original source rectangle to determine which row to sample from // while clamping to the edges float yPerc = static_cast(writeRow - destArea.y) / (destArea.height - 1); float yRounded = floor(yPerc * (sourceArea.height - 1) + 0.5f); unsigned int readRow = static_cast(gl::clamp(sourceArea.y + yRounded, 0, sourceSize.height - 1)); for (int writeColumn = clippedDestArea.x; writeColumn < xMax; writeColumn++) { // Interpolate the original source rectangle to determine which column to sample // from while clamping to the edges float xPerc = static_cast(writeColumn - destArea.x) / (destArea.width - 1); float xRounded = floor(xPerc * (sourceArea.width - 1) + 0.5f); unsigned int readColumn = static_cast( gl::clamp(sourceArea.x + xRounded, 0, sourceSize.height - 1)); const uint8_t *sourcePixel = sourceData + readRow * sourceRowPitch + readColumn * srcPixelStride + readOffset; uint8_t *destPixel = destData + writeRow * destRowPitch + writeColumn * destPixelStride + writeOffset; memcpy(destPixel, sourcePixel, copySize); } } } void StretchedBlitNearest(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) { gl::Rectangle clippedDestArea(destArea.x, destArea.y, destArea.width, destArea.height); gl::ClipRectangle(clippedDestArea, clipRect, &clippedDestArea); // Determine if entire rows can be copied at once instead of each individual pixel. There // must be no out of bounds lookups, whole rows copies, and no scale. if (sourceArea.width == clippedDestArea.width && sourceArea.x >= 0 && sourceArea.x + sourceArea.width <= sourceSize.width && copySize == srcPixelStride && copySize == destPixelStride) { StretchedBlitNearest_RowByRow(sourceArea, destArea, clippedDestArea, sourceSize, sourceRowPitch, destRowPitch, srcPixelStride, sourceData, destData); } else { StretchedBlitNearest_PixelByPixel(sourceArea, destArea, clippedDestArea, sourceSize, sourceRowPitch, destRowPitch, readOffset, writeOffset, copySize, srcPixelStride, destPixelStride, sourceData, destData); } } using DepthStencilLoader = void(const float *, uint8_t *); void LoadDepth16(const float *source, uint8_t *dest) { uint32_t convertedDepth = gl::floatToNormalized<16, uint32_t>(source[0]); memcpy(dest, &convertedDepth, 2u); } void LoadDepth24(const float *source, uint8_t *dest) { uint32_t convertedDepth = gl::floatToNormalized<24, uint32_t>(source[0]); memcpy(dest, &convertedDepth, 3u); } void LoadStencilHelper(const float *source, uint8_t *dest) { uint32_t convertedStencil = gl::getShiftedData<8, 0>(static_cast(source[1])); memcpy(dest, &convertedStencil, 1u); } void LoadStencil8(const float *source, uint8_t *dest) { // STENCIL_INDEX8 is implemented with D24S8, with the depth bits unused. Writes zero for safety. float zero = 0.0f; LoadDepth24(&zero, &dest[0]); LoadStencilHelper(source, &dest[3]); } void LoadDepth24Stencil8(const float *source, uint8_t *dest) { LoadDepth24(source, &dest[0]); LoadStencilHelper(source, &dest[3]); } void LoadDepth32F(const float *source, uint8_t *dest) { memcpy(dest, source, sizeof(float)); } void LoadDepth32FStencil8(const float *source, uint8_t *dest) { LoadDepth32F(source, &dest[0]); LoadStencilHelper(source, &dest[4]); } template void CopyDepthStencil(const gl::Box &sourceArea, const gl::Box &destArea, const gl::Rectangle &clippedDestArea, 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) { // No stretching or subregions are supported, only full blits. ASSERT(sourceArea == destArea); ASSERT(sourceSize.width == sourceArea.width && sourceSize.height == sourceArea.height && sourceSize.depth == 1); ASSERT(clippedDestArea.width == sourceSize.width && clippedDestArea.height == sourceSize.height); ASSERT(readOffset == 0 && writeOffset == 0); ASSERT(destArea.x == 0 && destArea.y == 0); for (int row = 0; row < destArea.height; ++row) { for (int column = 0; column < destArea.width; ++column) { ptrdiff_t offset = row * sourceRowPitch + column * srcPixelStride; const float *sourcePixel = reinterpret_cast(sourceData + offset); uint8_t *destPixel = destData + row * destRowPitch + column * destPixelStride; loader(sourcePixel, destPixel); } } } Blit11::BlitConvertFunction *GetCopyDepthStencilFunction(GLenum internalFormat) { switch (internalFormat) { case GL_DEPTH_COMPONENT16: return &CopyDepthStencil; case GL_DEPTH_COMPONENT24: return &CopyDepthStencil; case GL_DEPTH_COMPONENT32F: return &CopyDepthStencil; case GL_STENCIL_INDEX8: return &CopyDepthStencil; case GL_DEPTH24_STENCIL8: return &CopyDepthStencil; case GL_DEPTH32F_STENCIL8: return &CopyDepthStencil; default: UNREACHABLE(); return nullptr; } } inline 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); } 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(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; } 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) { ASSERT(sourceSize.depth > 0 && destSize.depth > 0); 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(outVertices); for (int i = 0; i < destSize.depth; i++) { float readDepth = (float)i / std::max(destSize.depth - 1, 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; } unsigned int GetSwizzleIndex(GLenum swizzle) { unsigned int colorIndex = 0; switch (swizzle) { case GL_RED: colorIndex = 0; break; case GL_GREEN: colorIndex = 1; break; case GL_BLUE: colorIndex = 2; break; case GL_ALPHA: colorIndex = 3; break; case GL_ZERO: colorIndex = 4; break; case GL_ONE: colorIndex = 5; break; default: UNREACHABLE(); break; } return colorIndex; } D3D11_BLEND_DESC GetAlphaMaskBlendStateDesc() { D3D11_BLEND_DESC desc; memset(&desc, 0, sizeof(desc)); desc.RenderTarget[0].BlendEnable = TRUE; desc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE; desc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO; desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ZERO; desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE; return desc; } 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}, }; 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}, }; DXGI_FORMAT GetStencilSRVFormat(const d3d11::Format &formatSet) { switch (formatSet.texFormat) { case DXGI_FORMAT_R32G8X24_TYPELESS: return DXGI_FORMAT_X32_TYPELESS_G8X24_UINT; case DXGI_FORMAT_R24G8_TYPELESS: return DXGI_FORMAT_X24_TYPELESS_G8_UINT; default: UNREACHABLE(); return DXGI_FORMAT_UNKNOWN; } } } // namespace Blit11::Blit11(Renderer11 *renderer) : mRenderer(renderer), mResourcesInitialized(false), mVertexBuffer(nullptr), mPointSampler(nullptr), mLinearSampler(nullptr), mScissorEnabledRasterizerState(nullptr), mScissorDisabledRasterizerState(nullptr), mDepthStencilState(nullptr), mQuad2DIL(quad2DLayout, ArraySize(quad2DLayout), g_VS_Passthrough2D, ArraySize(g_VS_Passthrough2D), "Blit11 2D input layout"), mQuad2DVS(g_VS_Passthrough2D, ArraySize(g_VS_Passthrough2D), "Blit11 2D vertex shader"), mDepthPS(g_PS_PassthroughDepth2D, ArraySize(g_PS_PassthroughDepth2D), "Blit11 2D depth pixel shader"), mQuad3DIL(quad3DLayout, ArraySize(quad3DLayout), g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), "Blit11 3D input layout"), mQuad3DVS(g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), "Blit11 3D vertex shader"), mQuad3DGS(g_GS_Passthrough3D, ArraySize(g_GS_Passthrough3D), "Blit11 3D geometry shader"), mAlphaMaskBlendState(GetAlphaMaskBlendStateDesc(), "Blit11 Alpha Mask Blend"), mSwizzleCB(nullptr), mResolveDepthStencilVS(g_VS_ResolveDepthStencil, ArraySize(g_VS_ResolveDepthStencil), "Blit11::mResolveDepthStencilVS"), mResolveDepthPS(g_PS_ResolveDepth, ArraySize(g_PS_ResolveDepth), "Blit11::mResolveDepthPS"), mResolveDepthStencilPS(g_PS_ResolveDepthStencil, ArraySize(g_PS_ResolveDepthStencil), "Blit11::mResolveDepthStencilPS"), mResolveStencilPS(g_PS_ResolveStencil, ArraySize(g_PS_ResolveStencil), "Blit11::mResolveStencilPS"), mStencilSRV(nullptr), mResolvedDepthStencilRTView(nullptr) { } Blit11::~Blit11() { freeResources(); mQuad2DIL.release(); mQuad2DVS.release(); mDepthPS.release(); mQuad3DIL.release(); mQuad3DVS.release(); mQuad3DGS.release(); clearShaderMap(); releaseResolveDepthStencilResources(); } gl::Error Blit11::initResources() { if (mResourcesInitialized) { return gl::Error(GL_NO_ERROR); } TRACE_EVENT0("gpu.angle", "Blit11::initResources"); HRESULT result; ID3D11Device *device = mRenderer->getDevice(); D3D11_BUFFER_DESC vbDesc; vbDesc.ByteWidth = static_cast(std::max(sizeof(d3d11::PositionLayerTexCoord3DVertex), sizeof(d3d11::PositionTexCoordVertex)) * 6 * mRenderer->getNativeCaps().max3DTextureSize); 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)); if (FAILED(result)) { freeResources(); return gl::Error(GL_OUT_OF_MEMORY, "Failed to create blit vertex buffer, HRESULT: 0x%X", 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 = FLT_MAX; result = device->CreateSamplerState(&pointSamplerDesc, &mPointSampler); ASSERT(SUCCEEDED(result)); if (FAILED(result)) { freeResources(); return gl::Error(GL_OUT_OF_MEMORY, "Failed to create blit point sampler state, HRESULT: 0x%X", 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 = FLT_MAX; result = device->CreateSamplerState(&linearSamplerDesc, &mLinearSampler); ASSERT(SUCCEEDED(result)); if (FAILED(result)) { freeResources(); return gl::Error(GL_OUT_OF_MEMORY, "Failed to create blit linear sampler state, HRESULT: 0x%X", result); } d3d11::SetDebugName(mLinearSampler, "Blit11 linear sampler"); // Use a rasterizer state that will not cull so that inverted quads will not be culled 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.MultisampleEnable = FALSE; rasterDesc.AntialiasedLineEnable = FALSE; rasterDesc.ScissorEnable = TRUE; result = device->CreateRasterizerState(&rasterDesc, &mScissorEnabledRasterizerState); ASSERT(SUCCEEDED(result)); if (FAILED(result)) { freeResources(); return gl::Error(GL_OUT_OF_MEMORY, "Failed to create blit scissoring rasterizer state, HRESULT: 0x%X", result); } d3d11::SetDebugName(mScissorEnabledRasterizerState, "Blit11 scissoring rasterizer state"); rasterDesc.ScissorEnable = FALSE; result = device->CreateRasterizerState(&rasterDesc, &mScissorDisabledRasterizerState); ASSERT(SUCCEEDED(result)); if (FAILED(result)) { freeResources(); return gl::Error(GL_OUT_OF_MEMORY, "Failed to create blit no scissoring rasterizer state, HRESULT: 0x%X", result); } d3d11::SetDebugName(mScissorDisabledRasterizerState, "Blit11 no scissoring rasterizer state"); 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, &mDepthStencilState); ASSERT(SUCCEEDED(result)); if (FAILED(result)) { freeResources(); return gl::Error(GL_OUT_OF_MEMORY, "Failed to create blit depth stencil state, HRESULT: 0x%X", result); } d3d11::SetDebugName(mDepthStencilState, "Blit11 depth stencil state"); D3D11_BUFFER_DESC swizzleBufferDesc; swizzleBufferDesc.ByteWidth = sizeof(unsigned int) * 4; swizzleBufferDesc.Usage = D3D11_USAGE_DYNAMIC; swizzleBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; swizzleBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; swizzleBufferDesc.MiscFlags = 0; swizzleBufferDesc.StructureByteStride = 0; result = device->CreateBuffer(&swizzleBufferDesc, nullptr, &mSwizzleCB); ASSERT(SUCCEEDED(result)); if (FAILED(result)) { freeResources(); return gl::Error(GL_OUT_OF_MEMORY, "Failed to create blit swizzle buffer, HRESULT: 0x%X", result); } d3d11::SetDebugName(mSwizzleCB, "Blit11 swizzle constant buffer"); mResourcesInitialized = true; return gl::Error(GL_NO_ERROR); } void Blit11::freeResources() { SafeRelease(mVertexBuffer); SafeRelease(mPointSampler); SafeRelease(mLinearSampler); SafeRelease(mScissorEnabledRasterizerState); SafeRelease(mScissorDisabledRasterizerState); SafeRelease(mDepthStencilState); SafeRelease(mSwizzleCB); mResourcesInitialized = false; } // static Blit11::BlitShaderType Blit11::GetBlitShaderType(GLenum destinationFormat, bool isSigned, bool unpackPremultiplyAlpha, bool unpackUnmultiplyAlpha, ShaderDimension dimension) { if (dimension == SHADER_3D) { ASSERT(!unpackPremultiplyAlpha && !unpackUnmultiplyAlpha); if (isSigned) { switch (destinationFormat) { case GL_RGBA_INTEGER: return BLITSHADER_3D_RGBAI; case GL_RGB_INTEGER: return BLITSHADER_3D_RGBI; case GL_RG_INTEGER: return BLITSHADER_3D_RGI; case GL_RED_INTEGER: return BLITSHADER_3D_RI; default: UNREACHABLE(); return BLITSHADER_INVALID; } } else { switch (destinationFormat) { case GL_RGBA: return BLITSHADER_3D_RGBAF; case GL_RGBA_INTEGER: return BLITSHADER_3D_RGBAUI; case GL_BGRA_EXT: return BLITSHADER_3D_BGRAF; case GL_RGB: return BLITSHADER_3D_RGBF; case GL_RGB_INTEGER: return BLITSHADER_3D_RGBUI; case GL_RG: return BLITSHADER_3D_RGF; case GL_RG_INTEGER: return BLITSHADER_3D_RGUI; case GL_RED: return BLITSHADER_3D_RF; case GL_RED_INTEGER: return BLITSHADER_3D_RUI; case GL_ALPHA: return BLITSHADER_3D_ALPHA; case GL_LUMINANCE: return BLITSHADER_3D_LUMA; case GL_LUMINANCE_ALPHA: return BLITSHADER_3D_LUMAALPHA; default: UNREACHABLE(); return BLITSHADER_INVALID; } } } else if (isSigned) { ASSERT(!unpackPremultiplyAlpha && !unpackUnmultiplyAlpha); switch (destinationFormat) { case GL_RGBA_INTEGER: return BLITSHADER_2D_RGBAI; case GL_RGB_INTEGER: return BLITSHADER_2D_RGBI; case GL_RG_INTEGER: return BLITSHADER_2D_RGI; case GL_RED_INTEGER: return BLITSHADER_2D_RI; default: UNREACHABLE(); return BLITSHADER_INVALID; } } else { if (unpackPremultiplyAlpha != unpackUnmultiplyAlpha) { switch (destinationFormat) { case GL_RGBA: return unpackPremultiplyAlpha ? BLITSHADER_2D_RGBAF_PREMULTIPLY : BLITSHADER_2D_RGBAF_UNMULTIPLY; case GL_BGRA_EXT: return unpackPremultiplyAlpha ? BLITSHADER_2D_BGRAF_PREMULTIPLY : BLITSHADER_2D_BGRAF_UNMULTIPLY; case GL_RGB: return unpackPremultiplyAlpha ? BLITSHADER_2D_RGBF_PREMULTIPLY : BLITSHADER_2D_RGBF_UNMULTIPLY; default: UNREACHABLE(); return BLITSHADER_INVALID; } } else { switch (destinationFormat) { case GL_RGBA: return BLITSHADER_2D_RGBAF; case GL_RGBA_INTEGER: return BLITSHADER_2D_RGBAUI; case GL_BGRA_EXT: return BLITSHADER_2D_BGRAF; case GL_RGB: return BLITSHADER_2D_RGBF; case GL_RGB_INTEGER: return BLITSHADER_2D_RGBUI; case GL_RG: return BLITSHADER_2D_RGF; case GL_RG_INTEGER: return BLITSHADER_2D_RGUI; case GL_RED: return BLITSHADER_2D_RF; case GL_RED_INTEGER: return BLITSHADER_2D_RUI; case GL_ALPHA: return BLITSHADER_2D_ALPHA; case GL_LUMINANCE: return BLITSHADER_2D_LUMA; case GL_LUMINANCE_ALPHA: return BLITSHADER_2D_LUMAALPHA; default: UNREACHABLE(); return BLITSHADER_INVALID; } } } } // static Blit11::SwizzleShaderType Blit11::GetSwizzleShaderType(GLenum type, D3D11_SRV_DIMENSION dimensionality) { switch (dimensionality) { case D3D11_SRV_DIMENSION_TEXTURE2D: switch (type) { case GL_FLOAT: return SWIZZLESHADER_2D_FLOAT; case GL_UNSIGNED_INT: return SWIZZLESHADER_2D_UINT; case GL_INT: return SWIZZLESHADER_2D_INT; default: UNREACHABLE(); return SWIZZLESHADER_INVALID; } case D3D11_SRV_DIMENSION_TEXTURECUBE: switch (type) { case GL_FLOAT: return SWIZZLESHADER_CUBE_FLOAT; case GL_UNSIGNED_INT: return SWIZZLESHADER_CUBE_UINT; case GL_INT: return SWIZZLESHADER_CUBE_INT; default: UNREACHABLE(); return SWIZZLESHADER_INVALID; } case D3D11_SRV_DIMENSION_TEXTURE3D: switch (type) { case GL_FLOAT: return SWIZZLESHADER_3D_FLOAT; case GL_UNSIGNED_INT: return SWIZZLESHADER_3D_UINT; case GL_INT: return SWIZZLESHADER_3D_INT; default: UNREACHABLE(); return SWIZZLESHADER_INVALID; } case D3D11_SRV_DIMENSION_TEXTURE2DARRAY: switch (type) { case GL_FLOAT: return SWIZZLESHADER_ARRAY_FLOAT; case GL_UNSIGNED_INT: return SWIZZLESHADER_ARRAY_UINT; case GL_INT: return SWIZZLESHADER_ARRAY_INT; default: UNREACHABLE(); return SWIZZLESHADER_INVALID; } default: UNREACHABLE(); return SWIZZLESHADER_INVALID; } } Blit11::ShaderSupport Blit11::getShaderSupport(const Shader &shader) { ID3D11Device *device = mRenderer->getDevice(); ShaderSupport support; if (shader.dimension == SHADER_2D) { support.inputLayout = mQuad2DIL.resolve(device); support.vertexShader = mQuad2DVS.resolve(device); support.geometryShader = nullptr; support.vertexWriteFunction = Write2DVertices; } else { ASSERT(shader.dimension == SHADER_3D); support.inputLayout = mQuad3DIL.resolve(device); support.vertexShader = mQuad3DVS.resolve(device); support.geometryShader = mQuad3DGS.resolve(device); support.vertexWriteFunction = Write3DVertices; } return support; } gl::Error Blit11::swizzleTexture(ID3D11ShaderResourceView *source, ID3D11RenderTargetView *dest, const gl::Extents &size, const gl::SwizzleState &swizzleTarget) { ANGLE_TRY(initResources()); HRESULT result; ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); D3D11_SHADER_RESOURCE_VIEW_DESC sourceSRVDesc; source->GetDesc(&sourceSRVDesc); const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(sourceSRVDesc.Format); GLenum componentType = dxgiFormatInfo.componentType; if (componentType == GL_NONE) { // We're swizzling the depth component of a depth-stencil texture. switch (sourceSRVDesc.Format) { case DXGI_FORMAT_R24_UNORM_X8_TYPELESS: componentType = GL_UNSIGNED_NORMALIZED; break; case DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS: componentType = GL_FLOAT; break; default: UNREACHABLE(); break; } } GLenum shaderType = GL_NONE; switch (componentType) { case GL_UNSIGNED_NORMALIZED: case GL_SIGNED_NORMALIZED: case GL_FLOAT: shaderType = GL_FLOAT; break; case GL_INT: shaderType = GL_INT; break; case GL_UNSIGNED_INT: shaderType = GL_UNSIGNED_INT; break; default: UNREACHABLE(); break; } const Shader *shader = nullptr; ANGLE_TRY(getSwizzleShader(shaderType, sourceSRVDesc.ViewDimension, &shader)); // Set vertices D3D11_MAPPED_SUBRESOURCE mappedResource; 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 vertex buffer for swizzle, HRESULT: 0x%X.", result); } const ShaderSupport &support = getShaderSupport(*shader); UINT stride = 0; UINT startIdx = 0; UINT drawCount = 0; D3D11_PRIMITIVE_TOPOLOGY topology; gl::Box area(0, 0, 0, size.width, size.height, size.depth); support.vertexWriteFunction(area, size, area, size, mappedResource.pData, &stride, &drawCount, &topology); deviceContext->Unmap(mVertexBuffer, 0); // Set constant buffer result = deviceContext->Map(mSwizzleCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (FAILED(result)) { return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal constant buffer for swizzle, HRESULT: 0x%X.", result); } unsigned int *swizzleIndices = reinterpret_cast(mappedResource.pData); swizzleIndices[0] = GetSwizzleIndex(swizzleTarget.swizzleRed); swizzleIndices[1] = GetSwizzleIndex(swizzleTarget.swizzleGreen); swizzleIndices[2] = GetSwizzleIndex(swizzleTarget.swizzleBlue); swizzleIndices[3] = GetSwizzleIndex(swizzleTarget.swizzleAlpha); deviceContext->Unmap(mSwizzleCB, 0); // Apply vertex buffer deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &startIdx); // Apply constant buffer deviceContext->PSSetConstantBuffers(0, 1, &mSwizzleCB); // Apply state deviceContext->OMSetBlendState(nullptr, nullptr, 0xFFFFFFF); deviceContext->OMSetDepthStencilState(nullptr, 0xFFFFFFFF); deviceContext->RSSetState(mScissorDisabledRasterizerState); // Apply shaders deviceContext->IASetInputLayout(support.inputLayout); deviceContext->IASetPrimitiveTopology(topology); deviceContext->VSSetShader(support.vertexShader, nullptr, 0); deviceContext->PSSetShader(shader->pixelShader, nullptr, 0); deviceContext->GSSetShader(support.geometryShader, nullptr, 0); // Unset the currently bound shader resource to avoid conflicts auto stateManager = mRenderer->getStateManager(); stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, nullptr); // Apply render target stateManager->setOneTimeRenderTarget(dest, nullptr); // Set the viewport D3D11_VIEWPORT viewport; viewport.TopLeftX = 0; viewport.TopLeftY = 0; viewport.Width = static_cast(size.width); viewport.Height = static_cast(size.height); viewport.MinDepth = 0.0f; viewport.MaxDepth = 1.0f; deviceContext->RSSetViewports(1, &viewport); // Apply textures stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, source); // Apply samplers deviceContext->PSSetSamplers(0, 1, &mPointSampler); // Draw the quad deviceContext->Draw(drawCount, 0); // Unbind textures and render targets and vertex buffer stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, nullptr); UINT zero = 0; ID3D11Buffer *const nullBuffer = nullptr; deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero); mRenderer->markAllStateDirty(); return gl::Error(GL_NO_ERROR); } gl::Error Blit11::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) { ANGLE_TRY(initResources()); HRESULT result; ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); // Determine if the source format is a signed integer format, the destFormat will already // be GL_XXXX_INTEGER but it does not tell us if it is signed or unsigned. D3D11_SHADER_RESOURCE_VIEW_DESC sourceSRVDesc; source->GetDesc(&sourceSRVDesc); const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(sourceSRVDesc.Format); GLenum componentType = dxgiFormatInfo.componentType; ASSERT(componentType != GL_NONE); ASSERT(componentType != GL_SIGNED_NORMALIZED); bool isSigned = (componentType == GL_INT); ShaderDimension dimension = (sourceSRVDesc.ViewDimension == D3D11_SRV_DIMENSION_TEXTURE3D) ? SHADER_3D : SHADER_2D; const Shader *shader = nullptr; ANGLE_TRY(getBlitShader(destFormat, isSigned, unpackPremultiplyAlpha, unpackUnmultiplyAlpha, dimension, &shader)); const ShaderSupport &support = getShaderSupport(*shader); // Set vertices D3D11_MAPPED_SUBRESOURCE mappedResource; 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 vertex buffer for texture copy, HRESULT: 0x%X.", result); } UINT stride = 0; UINT startIdx = 0; UINT drawCount = 0; D3D11_PRIMITIVE_TOPOLOGY topology; support.vertexWriteFunction(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 if (maskOffAlpha) { ID3D11BlendState *blendState = mAlphaMaskBlendState.resolve(mRenderer->getDevice()); ASSERT(blendState); deviceContext->OMSetBlendState(blendState, nullptr, 0xFFFFFFF); } else { deviceContext->OMSetBlendState(nullptr, nullptr, 0xFFFFFFF); } deviceContext->OMSetDepthStencilState(nullptr, 0xFFFFFFFF); if (scissor) { D3D11_RECT scissorRect; scissorRect.left = scissor->x; scissorRect.right = scissor->x + scissor->width; scissorRect.top = scissor->y; scissorRect.bottom = scissor->y + scissor->height; deviceContext->RSSetScissorRects(1, &scissorRect); deviceContext->RSSetState(mScissorEnabledRasterizerState); } else { deviceContext->RSSetState(mScissorDisabledRasterizerState); } // Apply shaders deviceContext->IASetInputLayout(support.inputLayout); deviceContext->IASetPrimitiveTopology(topology); deviceContext->VSSetShader(support.vertexShader, nullptr, 0); deviceContext->PSSetShader(shader->pixelShader, nullptr, 0); deviceContext->GSSetShader(support.geometryShader, nullptr, 0); // Unset the currently bound shader resource to avoid conflicts auto stateManager = mRenderer->getStateManager(); stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, nullptr); // Apply render target stateManager->setOneTimeRenderTarget(dest, nullptr); // Set the viewport D3D11_VIEWPORT viewport; viewport.TopLeftX = 0; viewport.TopLeftY = 0; viewport.Width = static_cast(destSize.width); viewport.Height = static_cast(destSize.height); viewport.MinDepth = 0.0f; viewport.MaxDepth = 1.0f; deviceContext->RSSetViewports(1, &viewport); // Apply textures stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, source); // Apply samplers ID3D11SamplerState *sampler = nullptr; switch (filter) { case GL_NEAREST: sampler = mPointSampler; break; case GL_LINEAR: sampler = mLinearSampler; break; default: UNREACHABLE(); return gl::Error(GL_OUT_OF_MEMORY, "Internal error, unknown blit filter mode."); } deviceContext->PSSetSamplers(0, 1, &sampler); // Draw the quad deviceContext->Draw(drawCount, 0); // Unbind textures and render targets and vertex buffer stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, nullptr); UINT zero = 0; ID3D11Buffer *const nullBuffer = nullptr; deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero); mRenderer->markAllStateDirty(); return gl::NoError(); } gl::Error Blit11::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) { return copyDepthStencilImpl(source, sourceSubresource, sourceArea, sourceSize, dest, destSubresource, destArea, destSize, scissor, true); } gl::Error Blit11::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) { ANGLE_TRY(initResources()); HRESULT result; ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); // Set vertices D3D11_MAPPED_SUBRESOURCE mappedResource; 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 vertex buffer for texture copy, HRESULT: 0x%X.", result); } UINT stride = 0; UINT startIdx = 0; UINT drawCount = 0; D3D11_PRIMITIVE_TOPOLOGY topology; Write2DVertices(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(nullptr, nullptr, 0xFFFFFFF); deviceContext->OMSetDepthStencilState(mDepthStencilState, 0xFFFFFFFF); if (scissor) { D3D11_RECT scissorRect; scissorRect.left = scissor->x; scissorRect.right = scissor->x + scissor->width; scissorRect.top = scissor->y; scissorRect.bottom = scissor->y + scissor->height; deviceContext->RSSetScissorRects(1, &scissorRect); deviceContext->RSSetState(mScissorEnabledRasterizerState); } else { deviceContext->RSSetState(mScissorDisabledRasterizerState); } ID3D11Device *device = mRenderer->getDevice(); ID3D11VertexShader *quad2DVS = mQuad2DVS.resolve(device); if (quad2DVS == nullptr) { return gl::Error(GL_INVALID_OPERATION, "Error compiling internal 2D blit vertex shader"); } // Apply shaders deviceContext->IASetInputLayout(mQuad2DIL.resolve(device)); deviceContext->IASetPrimitiveTopology(topology); deviceContext->VSSetShader(quad2DVS, nullptr, 0); deviceContext->PSSetShader(mDepthPS.resolve(device), nullptr, 0); deviceContext->GSSetShader(nullptr, nullptr, 0); // Unset the currently bound shader resource to avoid conflicts auto stateManager = mRenderer->getStateManager(); stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, nullptr); // Apply render target stateManager->setOneTimeRenderTarget(nullptr, dest); // Set the viewport D3D11_VIEWPORT viewport; viewport.TopLeftX = 0; viewport.TopLeftY = 0; viewport.Width = static_cast(destSize.width); viewport.Height = static_cast(destSize.height); viewport.MinDepth = 0.0f; viewport.MaxDepth = 1.0f; deviceContext->RSSetViewports(1, &viewport); // Apply textures stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, source); // Apply samplers deviceContext->PSSetSamplers(0, 1, &mPointSampler); // Draw the quad deviceContext->Draw(drawCount, 0); // Unbind textures and render targets and vertex buffer stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, nullptr); UINT zero = 0; ID3D11Buffer *const nullBuffer = nullptr; deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero); mRenderer->markAllStateDirty(); return gl::Error(GL_NO_ERROR); } gl::Error Blit11::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) { return copyDepthStencilImpl(source, sourceSubresource, sourceArea, sourceSize, dest, destSubresource, destArea, destSize, scissor, false); } gl::Error Blit11::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) { auto srcFormat = source.getFormat(); const auto &srcSizeInfo = d3d11::GetDXGIFormatSizeInfo(srcFormat); unsigned int srcPixelSize = srcSizeInfo.pixelBytes; unsigned int copyOffset = 0; unsigned int copySize = srcPixelSize; auto destFormat = dest.getFormat(); const auto &destSizeInfo = d3d11::GetDXGIFormatSizeInfo(destFormat); unsigned int destPixelSize = destSizeInfo.pixelBytes; ASSERT(srcFormat == destFormat); if (stencilOnly) { const d3d11::DXGIFormat &srcDXGIFormat = d3d11::GetDXGIFormatInfo(srcFormat); // Stencil channel should be right after the depth channel. Some views to depth/stencil // resources have red channel for depth, in which case the depth channel bit width is in // redBits. ASSERT((srcDXGIFormat.redBits != 0) != (srcDXGIFormat.depthBits != 0)); GLuint depthBits = srcDXGIFormat.redBits + srcDXGIFormat.depthBits; // Known formats have either 24 or 32 bits of depth. ASSERT(depthBits == 24 || depthBits == 32); copyOffset = depthBits / 8; // Stencil is assumed to be 8-bit - currently this is true for all possible formats. copySize = 1; } return copyAndConvert(source, sourceSubresource, sourceArea, sourceSize, dest, destSubresource, destArea, destSize, scissor, copyOffset, copyOffset, copySize, srcPixelSize, destPixelSize, StretchedBlitNearest); } gl::Error Blit11::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) { ANGLE_TRY(initResources()); ID3D11Device *device = mRenderer->getDevice(); ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); TextureHelper11 sourceStaging; ANGLE_TRY_RESULT(CreateStagingTexture(GL_TEXTURE_2D, source.getFormatSet(), sourceSize, StagingAccess::READ, device), sourceStaging); deviceContext->CopySubresourceRegion(sourceStaging.getResource(), 0, 0, 0, 0, source.getResource(), sourceSubresource, nullptr); D3D11_MAPPED_SUBRESOURCE sourceMapping; HRESULT result = deviceContext->Map(sourceStaging.getResource(), 0, D3D11_MAP_READ, 0, &sourceMapping); if (FAILED(result)) { return gl::Error( GL_OUT_OF_MEMORY, "Failed to map internal source staging texture for depth stencil blit, HRESULT: 0x%X.", result); } D3D11_MAPPED_SUBRESOURCE destMapping; result = deviceContext->Map(destStaging.getResource(), 0, D3D11_MAP_WRITE, 0, &destMapping); if (FAILED(result)) { deviceContext->Unmap(sourceStaging.getResource(), 0); return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal destination staging texture for depth stencil " "blit, HRESULT: 0x%X.", result); } // Clip dest area to the destination size gl::Rectangle clipRect = gl::Rectangle(0, 0, destSize.width, destSize.height); // Clip dest area to the scissor if (scissor) { gl::ClipRectangle(clipRect, *scissor, &clipRect); } convertFunction(sourceArea, destArea, clipRect, sourceSize, sourceMapping.RowPitch, destMapping.RowPitch, readOffset, writeOffset, copySize, srcPixelStride, destPixelStride, static_cast(sourceMapping.pData), static_cast(destMapping.pData)); deviceContext->Unmap(sourceStaging.getResource(), 0); deviceContext->Unmap(destStaging.getResource(), 0); return gl::NoError(); } gl::Error Blit11::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) { ANGLE_TRY(initResources()); ID3D11Device *device = mRenderer->getDevice(); ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); // HACK: Create the destination staging buffer as a read/write texture so // ID3D11DevicContext::UpdateSubresource can be called // using it's mapped data as a source TextureHelper11 destStaging; ANGLE_TRY_RESULT(CreateStagingTexture(GL_TEXTURE_2D, dest.getFormatSet(), destSize, StagingAccess::READ_WRITE, device), destStaging); deviceContext->CopySubresourceRegion(destStaging.getResource(), 0, 0, 0, 0, dest.getResource(), destSubresource, nullptr); copyAndConvertImpl(source, sourceSubresource, sourceArea, sourceSize, destStaging, destArea, destSize, scissor, readOffset, writeOffset, copySize, srcPixelStride, destPixelStride, convertFunction); // Work around timeouts/TDRs in older NVIDIA drivers. if (mRenderer->getWorkarounds().depthStencilBlitExtraCopy) { D3D11_MAPPED_SUBRESOURCE mapped; deviceContext->Map(destStaging.getResource(), 0, D3D11_MAP_READ, 0, &mapped); deviceContext->UpdateSubresource(dest.getResource(), destSubresource, nullptr, mapped.pData, mapped.RowPitch, mapped.DepthPitch); deviceContext->Unmap(destStaging.getResource(), 0); } else { deviceContext->CopySubresourceRegion(dest.getResource(), destSubresource, 0, 0, 0, destStaging.getResource(), 0, nullptr); } return gl::NoError(); } void Blit11::addBlitShaderToMap(BlitShaderType blitShaderType, ShaderDimension dimension, ID3D11PixelShader *ps) { ASSERT(mBlitShaderMap.find(blitShaderType) == mBlitShaderMap.end()); ASSERT(ps); Shader shader; shader.dimension = dimension; shader.pixelShader = ps; mBlitShaderMap[blitShaderType] = shader; } void Blit11::addSwizzleShaderToMap(SwizzleShaderType swizzleShaderType, ShaderDimension dimension, ID3D11PixelShader *ps) { ASSERT(mSwizzleShaderMap.find(swizzleShaderType) == mSwizzleShaderMap.end()); ASSERT(ps); Shader shader; shader.dimension = dimension; shader.pixelShader = ps; mSwizzleShaderMap[swizzleShaderType] = shader; } void Blit11::clearShaderMap() { for (auto &blitShader : mBlitShaderMap) { SafeRelease(blitShader.second.pixelShader); } mBlitShaderMap.clear(); for (auto &swizzleShader : mSwizzleShaderMap) { SafeRelease(swizzleShader.second.pixelShader); } mSwizzleShaderMap.clear(); } gl::Error Blit11::getBlitShader(GLenum destFormat, bool isSigned, bool unpackPremultiplyAlpha, bool unpackUnmultiplyAlpha, ShaderDimension dimension, const Shader **shader) { BlitShaderType blitShaderType = GetBlitShaderType(destFormat, isSigned, unpackPremultiplyAlpha, unpackUnmultiplyAlpha, dimension); if (blitShaderType == BLITSHADER_INVALID) { return gl::Error(GL_INVALID_OPERATION, "Internal blit shader type mismatch"); } auto blitShaderIt = mBlitShaderMap.find(blitShaderType); if (blitShaderIt != mBlitShaderMap.end()) { *shader = &blitShaderIt->second; return gl::Error(GL_NO_ERROR); } ASSERT(dimension == SHADER_2D || mRenderer->isES3Capable()); ID3D11Device *device = mRenderer->getDevice(); switch (blitShaderType) { case BLITSHADER_2D_RGBAF: addBlitShaderToMap( blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D RGBA pixel shader")); break; case BLITSHADER_2D_RGBAF_PREMULTIPLY: addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGBAPremultiply2D, "Blit11 2D RGBA premultiply pixel shader")); break; case BLITSHADER_2D_RGBAF_UNMULTIPLY: addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGBAUnmultiply2D, "Blit11 2D RGBA unmultiply pixel shader")); break; case BLITSHADER_2D_BGRAF: addBlitShaderToMap( blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D BGRA pixel shader")); break; case BLITSHADER_2D_BGRAF_PREMULTIPLY: addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGBAPremultiply2D, "Blit11 2D BGRA premultiply pixel shader")); break; case BLITSHADER_2D_BGRAF_UNMULTIPLY: addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGBAUnmultiply2D, "Blit11 2D BGRA unmultiply pixel shader")); break; case BLITSHADER_2D_RGBF: addBlitShaderToMap( blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGB2D, "Blit11 2D RGB pixel shader")); break; case BLITSHADER_2D_RGBF_PREMULTIPLY: addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGBPremultiply2D, "Blit11 2D RGB premultiply pixel shader")); break; case BLITSHADER_2D_RGBF_UNMULTIPLY: addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGBUnmultiply2D, "Blit11 2D RGB unmultiply pixel shader")); break; case BLITSHADER_2D_RGF: addBlitShaderToMap( blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRG2D, "Blit11 2D RG pixel shader")); break; case BLITSHADER_2D_RF: addBlitShaderToMap( blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughR2D, "Blit11 2D R pixel shader")); break; case BLITSHADER_2D_ALPHA: addBlitShaderToMap( blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D alpha pixel shader")); break; case BLITSHADER_2D_LUMA: addBlitShaderToMap( blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughLum2D, "Blit11 2D lum pixel shader")); break; case BLITSHADER_2D_LUMAALPHA: addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughLumAlpha2D, "Blit11 2D luminance alpha pixel shader")); break; case BLITSHADER_2D_RGBAUI: addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGBA2DUI, "Blit11 2D RGBA UI pixel shader")); break; case BLITSHADER_2D_RGBAI: addBlitShaderToMap( blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGBA2DI, "Blit11 2D RGBA I pixel shader")); break; case BLITSHADER_2D_RGBUI: addBlitShaderToMap( blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGB2DUI, "Blit11 2D RGB UI pixel shader")); break; case BLITSHADER_2D_RGBI: addBlitShaderToMap( blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGB2DI, "Blit11 2D RGB I pixel shader")); break; case BLITSHADER_2D_RGUI: addBlitShaderToMap( blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRG2DUI, "Blit11 2D RG UI pixel shader")); break; case BLITSHADER_2D_RGI: addBlitShaderToMap( blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRG2DI, "Blit11 2D RG I pixel shader")); break; case BLITSHADER_2D_RUI: addBlitShaderToMap( blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughR2DUI, "Blit11 2D R UI pixel shader")); break; case BLITSHADER_2D_RI: addBlitShaderToMap( blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughR2DI, "Blit11 2D R I pixel shader")); break; case BLITSHADER_3D_RGBAF: addBlitShaderToMap( blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D RGBA pixel shader")); break; case BLITSHADER_3D_RGBAUI: addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRGBA3DUI, "Blit11 3D UI RGBA pixel shader")); break; case BLITSHADER_3D_RGBAI: addBlitShaderToMap( blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRGBA3DI, "Blit11 3D I RGBA pixel shader")); break; case BLITSHADER_3D_BGRAF: addBlitShaderToMap( blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D BGRA pixel shader")); break; case BLITSHADER_3D_RGBF: addBlitShaderToMap( blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRGB3D, "Blit11 3D RGB pixel shader")); break; case BLITSHADER_3D_RGBUI: addBlitShaderToMap( blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRGB3DUI, "Blit11 3D RGB UI pixel shader")); break; case BLITSHADER_3D_RGBI: addBlitShaderToMap( blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRGB3DI, "Blit11 3D RGB I pixel shader")); break; case BLITSHADER_3D_RGF: addBlitShaderToMap( blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRG3D, "Blit11 3D RG pixel shader")); break; case BLITSHADER_3D_RGUI: addBlitShaderToMap( blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRG3DUI, "Blit11 3D RG UI pixel shader")); break; case BLITSHADER_3D_RGI: addBlitShaderToMap( blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRG3DI, "Blit11 3D RG I pixel shader")); break; case BLITSHADER_3D_RF: addBlitShaderToMap( blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughR3D, "Blit11 3D R pixel shader")); break; case BLITSHADER_3D_RUI: addBlitShaderToMap( blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughR3DUI, "Blit11 3D R UI pixel shader")); break; case BLITSHADER_3D_RI: addBlitShaderToMap( blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughR3DI, "Blit11 3D R I pixel shader")); break; case BLITSHADER_3D_ALPHA: addBlitShaderToMap( blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D alpha pixel shader")); break; case BLITSHADER_3D_LUMA: addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughLum3D, "Blit11 3D luminance pixel shader")); break; case BLITSHADER_3D_LUMAALPHA: addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughLumAlpha3D, "Blit11 3D luminance alpha pixel shader")); break; default: UNREACHABLE(); return gl::Error(GL_INVALID_OPERATION, "Internal error"); } blitShaderIt = mBlitShaderMap.find(blitShaderType); ASSERT(blitShaderIt != mBlitShaderMap.end()); *shader = &blitShaderIt->second; return gl::Error(GL_NO_ERROR); } gl::Error Blit11::getSwizzleShader(GLenum type, D3D11_SRV_DIMENSION viewDimension, const Shader **shader) { SwizzleShaderType swizzleShaderType = GetSwizzleShaderType(type, viewDimension); if (swizzleShaderType == SWIZZLESHADER_INVALID) { return gl::Error(GL_INVALID_OPERATION, "Swizzle shader type not found"); } auto swizzleShaderIt = mSwizzleShaderMap.find(swizzleShaderType); if (swizzleShaderIt != mSwizzleShaderMap.end()) { *shader = &swizzleShaderIt->second; return gl::Error(GL_NO_ERROR); } // Swizzling shaders (OpenGL ES 3+) ASSERT(mRenderer->isES3Capable()); ID3D11Device *device = mRenderer->getDevice(); switch (swizzleShaderType) { case SWIZZLESHADER_2D_FLOAT: addSwizzleShaderToMap( swizzleShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_SwizzleF2D, "Blit11 2D F swizzle pixel shader")); break; case SWIZZLESHADER_2D_UINT: addSwizzleShaderToMap( swizzleShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_SwizzleUI2D, "Blit11 2D UI swizzle pixel shader")); break; case SWIZZLESHADER_2D_INT: addSwizzleShaderToMap( swizzleShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_SwizzleI2D, "Blit11 2D I swizzle pixel shader")); break; case SWIZZLESHADER_CUBE_FLOAT: addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleF2DArray, "Blit11 2D Cube F swizzle pixel shader")); break; case SWIZZLESHADER_CUBE_UINT: addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleUI2DArray, "Blit11 2D Cube UI swizzle pixel shader")); break; case SWIZZLESHADER_CUBE_INT: addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleI2DArray, "Blit11 2D Cube I swizzle pixel shader")); break; case SWIZZLESHADER_3D_FLOAT: addSwizzleShaderToMap( swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleF3D, "Blit11 3D F swizzle pixel shader")); break; case SWIZZLESHADER_3D_UINT: addSwizzleShaderToMap( swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleUI3D, "Blit11 3D UI swizzle pixel shader")); break; case SWIZZLESHADER_3D_INT: addSwizzleShaderToMap( swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleI3D, "Blit11 3D I swizzle pixel shader")); break; case SWIZZLESHADER_ARRAY_FLOAT: addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleF2DArray, "Blit11 2D Array F swizzle pixel shader")); break; case SWIZZLESHADER_ARRAY_UINT: addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleUI2DArray, "Blit11 2D Array UI swizzle pixel shader")); break; case SWIZZLESHADER_ARRAY_INT: addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleI2DArray, "Blit11 2D Array I swizzle pixel shader")); break; default: UNREACHABLE(); return gl::Error(GL_INVALID_OPERATION, "Internal error"); } swizzleShaderIt = mSwizzleShaderMap.find(swizzleShaderType); ASSERT(swizzleShaderIt != mSwizzleShaderMap.end()); *shader = &swizzleShaderIt->second; return gl::NoError(); } gl::ErrorOrResult Blit11::resolveDepth(RenderTarget11 *depth) { const auto &extents = depth->getExtents(); ID3D11Device *device = mRenderer->getDevice(); ID3D11DeviceContext *context = mRenderer->getDeviceContext(); ANGLE_TRY(initResolveDepthStencil(extents)); // Notify the Renderer that all state should be invalidated. mRenderer->markAllStateDirty(); // Apply the necessary state changes to the D3D11 immediate device context. context->IASetInputLayout(nullptr); context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); context->VSSetShader(mResolveDepthStencilVS.resolve(device), nullptr, 0); context->GSSetShader(nullptr, nullptr, 0); context->RSSetState(nullptr); context->OMSetDepthStencilState(nullptr, 0xFFFFFFFF); context->OMSetRenderTargets(1, &mResolvedDepthStencilRTView, nullptr); context->OMSetBlendState(nullptr, nullptr, 0xFFFFFFF); // Set the viewport D3D11_VIEWPORT viewport; viewport.TopLeftX = 0; viewport.TopLeftY = 0; viewport.Width = static_cast(extents.width); viewport.Height = static_cast(extents.height); viewport.MinDepth = 0.0f; viewport.MaxDepth = 1.0f; context->RSSetViewports(1, &viewport); ID3D11ShaderResourceView *pixelViews[] = {depth->getShaderResourceView()}; context->PSSetShaderResources(0, 1, pixelViews); context->PSSetShader(mResolveDepthPS.resolve(device), nullptr, 0); // Trigger the blit on the GPU. context->Draw(6, 0); gl::Box copyBox(0, 0, 0, extents.width, extents.height, 1); const auto ©Function = GetCopyDepthStencilFunction(depth->getInternalFormat()); const auto &dsFormatSet = depth->getFormatSet(); const auto &dsDxgiInfo = d3d11::GetDXGIFormatSizeInfo(dsFormatSet.texFormat); ID3D11Texture2D *destTex = nullptr; D3D11_TEXTURE2D_DESC destDesc; destDesc.Width = extents.width; destDesc.Height = extents.height; destDesc.MipLevels = 1; destDesc.ArraySize = 1; destDesc.Format = dsFormatSet.texFormat; destDesc.SampleDesc.Count = 1; destDesc.SampleDesc.Quality = 0; destDesc.Usage = D3D11_USAGE_DEFAULT; destDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE; destDesc.CPUAccessFlags = 0; destDesc.MiscFlags = 0; HRESULT hr = device->CreateTexture2D(&destDesc, nullptr, &destTex); if (FAILED(hr)) { return gl::Error(GL_OUT_OF_MEMORY, "Error creating depth resolve dest texture."); } d3d11::SetDebugName(destTex, "resolveDepthDest"); TextureHelper11 dest = TextureHelper11::MakeAndPossess2D(destTex, depth->getFormatSet()); ANGLE_TRY(copyAndConvert(mResolvedDepthStencil, 0, copyBox, extents, dest, 0, copyBox, extents, nullptr, 0, 0, 0, 8, dsDxgiInfo.pixelBytes, copyFunction)); return dest; } gl::Error Blit11::initResolveDepthStencil(const gl::Extents &extents) { // Check if we need to recreate depth stencil view if (mResolvedDepthStencil.valid() && extents == mResolvedDepthStencil.getExtents()) { return gl::NoError(); } if (mResolvedDepthStencil.valid()) { releaseResolveDepthStencilResources(); } const auto &formatSet = d3d11::Format::Get(GL_RG32F, mRenderer->getRenderer11DeviceCaps()); D3D11_TEXTURE2D_DESC textureDesc; textureDesc.Width = extents.width; textureDesc.Height = extents.height; textureDesc.MipLevels = 1; textureDesc.ArraySize = 1; textureDesc.Format = formatSet.texFormat; textureDesc.SampleDesc.Count = 1; textureDesc.SampleDesc.Quality = 0; textureDesc.Usage = D3D11_USAGE_DEFAULT; textureDesc.BindFlags = D3D11_BIND_RENDER_TARGET; textureDesc.CPUAccessFlags = 0; textureDesc.MiscFlags = 0; ID3D11Device *device = mRenderer->getDevice(); ID3D11Texture2D *resolvedDepthStencil = nullptr; HRESULT hr = device->CreateTexture2D(&textureDesc, nullptr, &resolvedDepthStencil); if (FAILED(hr)) { return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate resolved depth stencil texture"); } d3d11::SetDebugName(resolvedDepthStencil, "Blit11::mResolvedDepthStencil"); ASSERT(mResolvedDepthStencilRTView == nullptr); hr = device->CreateRenderTargetView(resolvedDepthStencil, nullptr, &mResolvedDepthStencilRTView); if (FAILED(hr)) { return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate Blit11::mResolvedDepthStencilRTView"); } d3d11::SetDebugName(mResolvedDepthStencilRTView, "Blit11::mResolvedDepthStencilRTView"); mResolvedDepthStencil = TextureHelper11::MakeAndPossess2D(resolvedDepthStencil, formatSet); return gl::NoError(); } gl::ErrorOrResult Blit11::resolveStencil(RenderTarget11 *depthStencil, bool alsoDepth) { const auto &extents = depthStencil->getExtents(); ANGLE_TRY(initResolveDepthStencil(extents)); ID3D11Device *device = mRenderer->getDevice(); ID3D11DeviceContext *context = mRenderer->getDeviceContext(); ID3D11Resource *stencilResource = depthStencil->getTexture(); // Check if we need to re-create the stencil SRV. if (mStencilSRV) { ID3D11Resource *priorResource = nullptr; mStencilSRV->GetResource(&priorResource); if (stencilResource != priorResource) { SafeRelease(mStencilSRV); } } if (!mStencilSRV) { D3D11_SHADER_RESOURCE_VIEW_DESC srViewDesc; srViewDesc.Format = GetStencilSRVFormat(depthStencil->getFormatSet()); srViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMS; HRESULT hr = device->CreateShaderResourceView(stencilResource, &srViewDesc, &mStencilSRV); if (FAILED(hr)) { return gl::Error(GL_OUT_OF_MEMORY, "Error creating Blit11 stencil SRV"); } d3d11::SetDebugName(mStencilSRV, "Blit11::mStencilSRV"); } // Notify the Renderer that all state should be invalidated. mRenderer->markAllStateDirty(); // Apply the necessary state changes to the D3D11 immediate device context. context->IASetInputLayout(nullptr); context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); context->VSSetShader(mResolveDepthStencilVS.resolve(device), nullptr, 0); context->GSSetShader(nullptr, nullptr, 0); context->RSSetState(nullptr); context->OMSetDepthStencilState(nullptr, 0xFFFFFFFF); context->OMSetRenderTargets(1, &mResolvedDepthStencilRTView, nullptr); context->OMSetBlendState(nullptr, nullptr, 0xFFFFFFF); // Set the viewport D3D11_VIEWPORT viewport; viewport.TopLeftX = 0; viewport.TopLeftY = 0; viewport.Width = static_cast(extents.width); viewport.Height = static_cast(extents.height); viewport.MinDepth = 0.0f; viewport.MaxDepth = 1.0f; context->RSSetViewports(1, &viewport); ID3D11ShaderResourceView *pixelViews[] = { depthStencil->getShaderResourceView(), mStencilSRV, }; context->PSSetShaderResources(0, 2, pixelViews); // Resolving the depth buffer works by sampling the depth in the shader using a SRV, then // writing to the resolved depth buffer using SV_Depth. We can't use this method for stencil // because SV_StencilRef isn't supported until HLSL 5.1/D3D11.3. if (alsoDepth) { context->PSSetShader(mResolveDepthStencilPS.resolve(device), nullptr, 0); } else { context->PSSetShader(mResolveStencilPS.resolve(device), nullptr, 0); } // Trigger the blit on the GPU. context->Draw(6, 0); gl::Box copyBox(0, 0, 0, extents.width, extents.height, 1); TextureHelper11 dest; ANGLE_TRY_RESULT(CreateStagingTexture(GL_TEXTURE_2D, depthStencil->getFormatSet(), extents, StagingAccess::READ_WRITE, device), dest); const auto ©Function = GetCopyDepthStencilFunction(depthStencil->getInternalFormat()); const auto &dsFormatSet = depthStencil->getFormatSet(); const auto &dsDxgiInfo = d3d11::GetDXGIFormatSizeInfo(dsFormatSet.texFormat); ANGLE_TRY(copyAndConvertImpl(mResolvedDepthStencil, 0, copyBox, extents, dest, copyBox, extents, nullptr, 0, 0, 0, 8u, dsDxgiInfo.pixelBytes, copyFunction)); // Return the resolved depth texture, which the caller must Release. return dest; } void Blit11::releaseResolveDepthStencilResources() { SafeRelease(mStencilSRV); SafeRelease(mResolvedDepthStencilRTView); } } // namespace rx