1 // 2 // Copyright (c) 2013 The ANGLE Project Authors. All rights reserved. 3 // Use of this source code is governed by a BSD-style license that can be 4 // found in the LICENSE file. 5 // 6 7 // Blit11.cpp: Texture copy utility class. 8 9 #include "libGLESv2/renderer/d3d/d3d11/Blit11.h" 10 #include "libGLESv2/renderer/d3d/d3d11/Renderer11.h" 11 #include "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h" 12 #include "libGLESv2/renderer/d3d/d3d11/formatutils11.h" 13 #include "libGLESv2/main.h" 14 #include "libGLESv2/formatutils.h" 15 16 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthrough2d11vs.h" 17 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughdepth2d11ps.h" 18 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2d11ps.h" 19 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2dui11ps.h" 20 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2di11ps.h" 21 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2d11ps.h" 22 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2dui11ps.h" 23 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2di11ps.h" 24 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrg2d11ps.h" 25 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrg2dui11ps.h" 26 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrg2di11ps.h" 27 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughr2d11ps.h" 28 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughr2dui11ps.h" 29 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughr2di11ps.h" 30 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughlum2d11ps.h" 31 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha2d11ps.h" 32 33 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthrough3d11vs.h" 34 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthrough3d11gs.h" 35 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3d11ps.h" 36 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3dui11ps.h" 37 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3di11ps.h" 38 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3d11ps.h" 39 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3dui11ps.h" 40 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3di11ps.h" 41 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrg3d11ps.h" 42 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrg3dui11ps.h" 43 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughrg3di11ps.h" 44 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughr3d11ps.h" 45 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughr3dui11ps.h" 46 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughr3di11ps.h" 47 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughlum3d11ps.h" 48 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha3d11ps.h" 49 50 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/swizzlef2dps.h" 51 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/swizzlei2dps.h" 52 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/swizzleui2dps.h" 53 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/swizzlef3dps.h" 54 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/swizzlei3dps.h" 55 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/swizzleui3dps.h" 56 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/swizzlef2darrayps.h" 57 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/swizzlei2darrayps.h" 58 #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/swizzleui2darrayps.h" 59 60 namespace rx 61 { 62 63 static DXGI_FORMAT GetTextureFormat(ID3D11Resource *resource) 64 { 65 ID3D11Texture2D *texture = d3d11::DynamicCastComObject<ID3D11Texture2D>(resource); 66 if (!texture) 67 { 68 return DXGI_FORMAT_UNKNOWN; 69 } 70 71 D3D11_TEXTURE2D_DESC desc; 72 texture->GetDesc(&desc); 73 74 SafeRelease(texture); 75 76 return desc.Format; 77 } 78 79 static ID3D11Resource *CreateStagingTexture(ID3D11Device *device, ID3D11DeviceContext *context, 80 ID3D11Resource *source, unsigned int subresource, 81 const gl::Extents &size, unsigned int cpuAccessFlags) 82 { 83 D3D11_TEXTURE2D_DESC stagingDesc; 84 stagingDesc.Width = size.width; 85 stagingDesc.Height = size.height; 86 stagingDesc.MipLevels = 1; 87 stagingDesc.ArraySize = 1; 88 stagingDesc.Format = GetTextureFormat(source); 89 stagingDesc.SampleDesc.Count = 1; 90 stagingDesc.SampleDesc.Quality = 0; 91 stagingDesc.Usage = D3D11_USAGE_STAGING; 92 stagingDesc.CPUAccessFlags = cpuAccessFlags; 93 stagingDesc.MiscFlags = 0; 94 stagingDesc.BindFlags = 0; 95 96 ID3D11Texture2D *stagingTexture = NULL; 97 HRESULT result = device->CreateTexture2D(&stagingDesc, NULL, &stagingTexture); 98 if (FAILED(result)) 99 { 100 ERR("Failed to create staging texture for depth stencil blit. HRESULT: 0x%X.", result); 101 return NULL; 102 } 103 104 context->CopySubresourceRegion(stagingTexture, 0, 0, 0, 0, source, subresource, NULL); 105 106 return stagingTexture; 107 } 108 109 inline static void GenerateVertexCoords(const gl::Box &sourceArea, const gl::Extents &sourceSize, 110 const gl::Box &destArea, const gl::Extents &destSize, 111 float *x1, float *y1, float *x2, float *y2, 112 float *u1, float *v1, float *u2, float *v2) 113 { 114 *x1 = (destArea.x / float(destSize.width)) * 2.0f - 1.0f; 115 *y1 = ((destSize.height - destArea.y - destArea.height) / float(destSize.height)) * 2.0f - 1.0f; 116 *x2 = ((destArea.x + destArea.width) / float(destSize.width)) * 2.0f - 1.0f; 117 *y2 = ((destSize.height - destArea.y) / float(destSize.height)) * 2.0f - 1.0f; 118 119 *u1 = sourceArea.x / float(sourceSize.width); 120 *v1 = sourceArea.y / float(sourceSize.height); 121 *u2 = (sourceArea.x + sourceArea.width) / float(sourceSize.width); 122 *v2 = (sourceArea.y + sourceArea.height) / float(sourceSize.height); 123 } 124 125 static void Write2DVertices(const gl::Box &sourceArea, const gl::Extents &sourceSize, 126 const gl::Box &destArea, const gl::Extents &destSize, 127 void *outVertices, unsigned int *outStride, unsigned int *outVertexCount, 128 D3D11_PRIMITIVE_TOPOLOGY *outTopology) 129 { 130 float x1, y1, x2, y2, u1, v1, u2, v2; 131 GenerateVertexCoords(sourceArea, sourceSize, destArea, destSize, &x1, &y1, &x2, &y2, &u1, &v1, &u2, &v2); 132 133 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(outVertices); 134 135 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2); 136 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1); 137 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2); 138 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1); 139 140 *outStride = sizeof(d3d11::PositionTexCoordVertex); 141 *outVertexCount = 4; 142 *outTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; 143 } 144 145 static void Write3DVertices(const gl::Box &sourceArea, const gl::Extents &sourceSize, 146 const gl::Box &destArea, const gl::Extents &destSize, 147 void *outVertices, unsigned int *outStride, unsigned int *outVertexCount, 148 D3D11_PRIMITIVE_TOPOLOGY *outTopology) 149 { 150 ASSERT(sourceSize.depth > 0 && destSize.depth > 0); 151 152 float x1, y1, x2, y2, u1, v1, u2, v2; 153 GenerateVertexCoords(sourceArea, sourceSize, destArea, destSize, &x1, &y1, &x2, &y2, &u1, &v1, &u2, &v2); 154 155 d3d11::PositionLayerTexCoord3DVertex *vertices = static_cast<d3d11::PositionLayerTexCoord3DVertex*>(outVertices); 156 157 for (int i = 0; i < destSize.depth; i++) 158 { 159 float readDepth = (float)i / std::max(destSize.depth - 1, 1); 160 161 d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 0], x1, y1, i, u1, v2, readDepth); 162 d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 1], x1, y2, i, u1, v1, readDepth); 163 d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 2], x2, y1, i, u2, v2, readDepth); 164 165 d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 3], x1, y2, i, u1, v1, readDepth); 166 d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 4], x2, y2, i, u2, v1, readDepth); 167 d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 5], x2, y1, i, u2, v2, readDepth); 168 } 169 170 *outStride = sizeof(d3d11::PositionLayerTexCoord3DVertex); 171 *outVertexCount = destSize.depth * 6; 172 *outTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; 173 } 174 175 Blit11::Blit11(rx::Renderer11 *renderer) 176 : mRenderer(renderer), mBlitShaderMap(compareBlitParameters), mSwizzleShaderMap(compareSwizzleParameters), 177 mVertexBuffer(NULL), mPointSampler(NULL), mLinearSampler(NULL), mScissorEnabledRasterizerState(NULL), 178 mScissorDisabledRasterizerState(NULL), mDepthStencilState(NULL), 179 mQuad2DIL(NULL), mQuad2DVS(NULL), mDepthPS(NULL), 180 mQuad3DIL(NULL), mQuad3DVS(NULL), mQuad3DGS(NULL), 181 mSwizzleCB(NULL) 182 { 183 HRESULT result; 184 ID3D11Device *device = mRenderer->getDevice(); 185 186 D3D11_BUFFER_DESC vbDesc; 187 vbDesc.ByteWidth = std::max(sizeof(d3d11::PositionLayerTexCoord3DVertex), sizeof(d3d11::PositionTexCoordVertex)) * 188 6 * renderer->getRendererCaps().max3DTextureSize; 189 vbDesc.Usage = D3D11_USAGE_DYNAMIC; 190 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; 191 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; 192 vbDesc.MiscFlags = 0; 193 vbDesc.StructureByteStride = 0; 194 195 result = device->CreateBuffer(&vbDesc, NULL, &mVertexBuffer); 196 ASSERT(SUCCEEDED(result)); 197 d3d11::SetDebugName(mVertexBuffer, "Blit11 vertex buffer"); 198 199 D3D11_SAMPLER_DESC pointSamplerDesc; 200 pointSamplerDesc.Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR; 201 pointSamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; 202 pointSamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; 203 pointSamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; 204 pointSamplerDesc.MipLODBias = 0.0f; 205 pointSamplerDesc.MaxAnisotropy = 0; 206 pointSamplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER; 207 pointSamplerDesc.BorderColor[0] = 0.0f; 208 pointSamplerDesc.BorderColor[1] = 0.0f; 209 pointSamplerDesc.BorderColor[2] = 0.0f; 210 pointSamplerDesc.BorderColor[3] = 0.0f; 211 pointSamplerDesc.MinLOD = 0.0f; 212 pointSamplerDesc.MaxLOD = 0.0f; 213 214 result = device->CreateSamplerState(&pointSamplerDesc, &mPointSampler); 215 ASSERT(SUCCEEDED(result)); 216 d3d11::SetDebugName(mPointSampler, "Blit11 point sampler"); 217 218 D3D11_SAMPLER_DESC linearSamplerDesc; 219 linearSamplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; 220 linearSamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; 221 linearSamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; 222 linearSamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; 223 linearSamplerDesc.MipLODBias = 0.0f; 224 linearSamplerDesc.MaxAnisotropy = 0; 225 linearSamplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER; 226 linearSamplerDesc.BorderColor[0] = 0.0f; 227 linearSamplerDesc.BorderColor[1] = 0.0f; 228 linearSamplerDesc.BorderColor[2] = 0.0f; 229 linearSamplerDesc.BorderColor[3] = 0.0f; 230 linearSamplerDesc.MinLOD = 0.0f; 231 linearSamplerDesc.MaxLOD = 0.0f; 232 233 result = device->CreateSamplerState(&linearSamplerDesc, &mLinearSampler); 234 ASSERT(SUCCEEDED(result)); 235 d3d11::SetDebugName(mLinearSampler, "Blit11 linear sampler"); 236 237 // Use a rasterizer state that will not cull so that inverted quads will not be culled 238 D3D11_RASTERIZER_DESC rasterDesc; 239 rasterDesc.FillMode = D3D11_FILL_SOLID; 240 rasterDesc.CullMode = D3D11_CULL_NONE; 241 rasterDesc.FrontCounterClockwise = FALSE; 242 rasterDesc.DepthBias = 0; 243 rasterDesc.SlopeScaledDepthBias = 0.0f; 244 rasterDesc.DepthBiasClamp = 0.0f; 245 rasterDesc.DepthClipEnable = TRUE; 246 rasterDesc.MultisampleEnable = FALSE; 247 rasterDesc.AntialiasedLineEnable = FALSE; 248 249 rasterDesc.ScissorEnable = TRUE; 250 result = device->CreateRasterizerState(&rasterDesc, &mScissorEnabledRasterizerState); 251 ASSERT(SUCCEEDED(result)); 252 d3d11::SetDebugName(mScissorEnabledRasterizerState, "Blit11 scissoring rasterizer state"); 253 254 rasterDesc.ScissorEnable = FALSE; 255 result = device->CreateRasterizerState(&rasterDesc, &mScissorDisabledRasterizerState); 256 ASSERT(SUCCEEDED(result)); 257 d3d11::SetDebugName(mScissorDisabledRasterizerState, "Blit11 no scissoring rasterizer state"); 258 259 D3D11_DEPTH_STENCIL_DESC depthStencilDesc; 260 depthStencilDesc.DepthEnable = true; 261 depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; 262 depthStencilDesc.DepthFunc = D3D11_COMPARISON_ALWAYS; 263 depthStencilDesc.StencilEnable = FALSE; 264 depthStencilDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK; 265 depthStencilDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK; 266 depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; 267 depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP; 268 depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; 269 depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; 270 depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; 271 depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP; 272 depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; 273 depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS; 274 275 result = device->CreateDepthStencilState(&depthStencilDesc, &mDepthStencilState); 276 ASSERT(SUCCEEDED(result)); 277 d3d11::SetDebugName(mDepthStencilState, "Blit11 depth stencil state"); 278 279 D3D11_INPUT_ELEMENT_DESC quad2DLayout[] = 280 { 281 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, 282 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 }, 283 }; 284 285 result = device->CreateInputLayout(quad2DLayout, ArraySize(quad2DLayout), g_VS_Passthrough2D, ArraySize(g_VS_Passthrough2D), &mQuad2DIL); 286 ASSERT(SUCCEEDED(result)); 287 d3d11::SetDebugName(mQuad2DIL, "Blit11 2D input layout"); 288 289 result = device->CreateVertexShader(g_VS_Passthrough2D, ArraySize(g_VS_Passthrough2D), NULL, &mQuad2DVS); 290 ASSERT(SUCCEEDED(result)); 291 d3d11::SetDebugName(mQuad2DVS, "Blit11 2D vertex shader"); 292 293 result = device->CreatePixelShader(g_PS_PassthroughDepth2D, ArraySize(g_PS_PassthroughDepth2D), NULL, &mDepthPS); 294 ASSERT(SUCCEEDED(result)); 295 d3d11::SetDebugName(mDepthPS, "Blit11 2D depth pixel shader"); 296 297 D3D11_INPUT_ELEMENT_DESC quad3DLayout[] = 298 { 299 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, 300 { "LAYER", 0, DXGI_FORMAT_R32_UINT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 }, 301 { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, 302 }; 303 304 result = device->CreateInputLayout(quad3DLayout, ArraySize(quad3DLayout), g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), &mQuad3DIL); 305 ASSERT(SUCCEEDED(result)); 306 d3d11::SetDebugName(mQuad3DIL, "Blit11 3D input layout"); 307 308 result = device->CreateVertexShader(g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), NULL, &mQuad3DVS); 309 ASSERT(SUCCEEDED(result)); 310 d3d11::SetDebugName(mQuad3DVS, "Blit11 3D vertex shader"); 311 312 result = device->CreateGeometryShader(g_GS_Passthrough3D, ArraySize(g_GS_Passthrough3D), NULL, &mQuad3DGS); 313 ASSERT(SUCCEEDED(result)); 314 d3d11::SetDebugName(mQuad3DGS, "Renderer11 copy 3D texture geometry shader"); 315 316 buildShaderMap(); 317 318 D3D11_BUFFER_DESC swizzleBufferDesc; 319 swizzleBufferDesc.ByteWidth = sizeof(unsigned int) * 4; 320 swizzleBufferDesc.Usage = D3D11_USAGE_DYNAMIC; 321 swizzleBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; 322 swizzleBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; 323 swizzleBufferDesc.MiscFlags = 0; 324 swizzleBufferDesc.StructureByteStride = 0; 325 326 result = device->CreateBuffer(&swizzleBufferDesc, NULL, &mSwizzleCB); 327 ASSERT(SUCCEEDED(result)); 328 d3d11::SetDebugName(mSwizzleCB, "Blit11 swizzle constant buffer"); 329 } 330 331 Blit11::~Blit11() 332 { 333 SafeRelease(mVertexBuffer); 334 SafeRelease(mPointSampler); 335 SafeRelease(mLinearSampler); 336 SafeRelease(mScissorEnabledRasterizerState); 337 SafeRelease(mScissorDisabledRasterizerState); 338 SafeRelease(mDepthStencilState); 339 340 SafeRelease(mQuad2DIL); 341 SafeRelease(mQuad2DVS); 342 SafeRelease(mDepthPS); 343 344 SafeRelease(mQuad3DIL); 345 SafeRelease(mQuad3DVS); 346 SafeRelease(mQuad3DGS); 347 348 SafeRelease(mSwizzleCB); 349 350 clearShaderMap(); 351 } 352 353 static inline unsigned int GetSwizzleIndex(GLenum swizzle) 354 { 355 unsigned int colorIndex = 0; 356 357 switch (swizzle) 358 { 359 case GL_RED: colorIndex = 0; break; 360 case GL_GREEN: colorIndex = 1; break; 361 case GL_BLUE: colorIndex = 2; break; 362 case GL_ALPHA: colorIndex = 3; break; 363 case GL_ZERO: colorIndex = 4; break; 364 case GL_ONE: colorIndex = 5; break; 365 default: UNREACHABLE(); break; 366 } 367 368 return colorIndex; 369 } 370 371 bool Blit11::swizzleTexture(ID3D11ShaderResourceView *source, ID3D11RenderTargetView *dest, const gl::Extents &size, 372 GLenum swizzleRed, GLenum swizzleGreen, GLenum swizzleBlue, GLenum swizzleAlpha) 373 { 374 HRESULT result; 375 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); 376 377 D3D11_SHADER_RESOURCE_VIEW_DESC sourceSRVDesc; 378 source->GetDesc(&sourceSRVDesc); 379 380 const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(sourceSRVDesc.Format); 381 const gl::InternalFormat &sourceFormatInfo = gl::GetInternalFormatInfo(dxgiFormatInfo.internalFormat); 382 383 GLenum shaderType = GL_NONE; 384 switch (sourceFormatInfo.componentType) 385 { 386 case GL_UNSIGNED_NORMALIZED: 387 case GL_SIGNED_NORMALIZED: 388 case GL_FLOAT: 389 shaderType = GL_FLOAT; 390 break; 391 case GL_INT: 392 shaderType = GL_INT; 393 break; 394 case GL_UNSIGNED_INT: 395 shaderType = GL_UNSIGNED_INT; 396 break; 397 default: 398 UNREACHABLE(); 399 break; 400 } 401 402 SwizzleParameters parameters = { 0 }; 403 parameters.mDestinationType = shaderType; 404 parameters.mViewDimension = sourceSRVDesc.ViewDimension; 405 406 SwizzleShaderMap::const_iterator i = mSwizzleShaderMap.find(parameters); 407 if (i == mSwizzleShaderMap.end()) 408 { 409 UNREACHABLE(); 410 return false; 411 } 412 413 const Shader &shader = i->second; 414 415 // Set vertices 416 D3D11_MAPPED_SUBRESOURCE mappedResource; 417 result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); 418 if (FAILED(result)) 419 { 420 ERR("Failed to map vertex buffer for texture swizzle, HRESULT: 0x%X.", result); 421 return false; 422 } 423 424 UINT stride = 0; 425 UINT startIdx = 0; 426 UINT drawCount = 0; 427 D3D11_PRIMITIVE_TOPOLOGY topology; 428 429 gl::Box area(0, 0, 0, size.width, size.height, size.depth); 430 shader.mVertexWriteFunction(area, size, area, size, mappedResource.pData, &stride, &drawCount, &topology); 431 432 deviceContext->Unmap(mVertexBuffer, 0); 433 434 // Set constant buffer 435 result = deviceContext->Map(mSwizzleCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); 436 if (FAILED(result)) 437 { 438 ERR("Failed to map constant buffer for texture swizzle, HRESULT: 0x%X.", result); 439 return false; 440 } 441 442 unsigned int *swizzleIndices = reinterpret_cast<unsigned int*>(mappedResource.pData); 443 swizzleIndices[0] = GetSwizzleIndex(swizzleRed); 444 swizzleIndices[1] = GetSwizzleIndex(swizzleGreen); 445 swizzleIndices[2] = GetSwizzleIndex(swizzleBlue); 446 swizzleIndices[3] = GetSwizzleIndex(swizzleAlpha); 447 448 deviceContext->Unmap(mSwizzleCB, 0); 449 450 // Apply vertex buffer 451 deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &startIdx); 452 453 // Apply constant buffer 454 deviceContext->PSSetConstantBuffers(0, 1, &mSwizzleCB); 455 456 // Apply state 457 deviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF); 458 deviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF); 459 deviceContext->RSSetState(mScissorDisabledRasterizerState); 460 461 // Apply shaders 462 deviceContext->IASetInputLayout(shader.mInputLayout); 463 deviceContext->IASetPrimitiveTopology(topology); 464 deviceContext->VSSetShader(shader.mVertexShader, NULL, 0); 465 466 deviceContext->PSSetShader(shader.mPixelShader, NULL, 0); 467 deviceContext->GSSetShader(shader.mGeometryShader, NULL, 0); 468 469 // Unset the currently bound shader resource to avoid conflicts 470 ID3D11ShaderResourceView *const nullSRV = NULL; 471 deviceContext->PSSetShaderResources(0, 1, &nullSRV); 472 473 // Apply render target 474 mRenderer->setOneTimeRenderTarget(dest); 475 476 // Set the viewport 477 D3D11_VIEWPORT viewport; 478 viewport.TopLeftX = 0; 479 viewport.TopLeftY = 0; 480 viewport.Width = size.width; 481 viewport.Height = size.height; 482 viewport.MinDepth = 0.0f; 483 viewport.MaxDepth = 1.0f; 484 deviceContext->RSSetViewports(1, &viewport); 485 486 // Apply textures 487 deviceContext->PSSetShaderResources(0, 1, &source); 488 489 // Apply samplers 490 deviceContext->PSSetSamplers(0, 1, &mPointSampler); 491 492 // Draw the quad 493 deviceContext->Draw(drawCount, 0); 494 495 // Unbind textures and render targets and vertex buffer 496 deviceContext->PSSetShaderResources(0, 1, &nullSRV); 497 498 mRenderer->unapplyRenderTargets(); 499 500 UINT zero = 0; 501 ID3D11Buffer *const nullBuffer = NULL; 502 deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero); 503 504 mRenderer->markAllStateDirty(); 505 506 return true; 507 } 508 509 bool Blit11::copyTexture(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize, 510 ID3D11RenderTargetView *dest, const gl::Box &destArea, const gl::Extents &destSize, 511 const gl::Rectangle *scissor, GLenum destFormat, GLenum filter) 512 { 513 HRESULT result; 514 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); 515 516 // Determine if the source format is a signed integer format, the destFormat will already 517 // be GL_XXXX_INTEGER but it does not tell us if it is signed or unsigned. 518 D3D11_SHADER_RESOURCE_VIEW_DESC sourceSRVDesc; 519 source->GetDesc(&sourceSRVDesc); 520 521 const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(sourceSRVDesc.Format); 522 const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(dxgiFormatInfo.internalFormat); 523 524 BlitParameters parameters = { 0 }; 525 parameters.mDestinationFormat = destFormat; 526 parameters.mSignedInteger = (internalFormatInfo.componentType == GL_INT); 527 parameters.m3DBlit = sourceArea.depth > 1; 528 529 BlitShaderMap::const_iterator i = mBlitShaderMap.find(parameters); 530 if (i == mBlitShaderMap.end()) 531 { 532 UNREACHABLE(); 533 return false; 534 } 535 536 const Shader& shader = i->second; 537 538 // Set vertices 539 D3D11_MAPPED_SUBRESOURCE mappedResource; 540 result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); 541 if (FAILED(result)) 542 { 543 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result); 544 return false; 545 } 546 547 UINT stride = 0; 548 UINT startIdx = 0; 549 UINT drawCount = 0; 550 D3D11_PRIMITIVE_TOPOLOGY topology; 551 552 shader.mVertexWriteFunction(sourceArea, sourceSize, destArea, destSize, mappedResource.pData, 553 &stride, &drawCount, &topology); 554 555 deviceContext->Unmap(mVertexBuffer, 0); 556 557 // Apply vertex buffer 558 deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &startIdx); 559 560 // Apply state 561 deviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF); 562 deviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF); 563 564 if (scissor) 565 { 566 D3D11_RECT scissorRect; 567 scissorRect.left = scissor->x; 568 scissorRect.right = scissor->x + scissor->width; 569 scissorRect.top = scissor->y; 570 scissorRect.bottom = scissor->y + scissor->height; 571 572 deviceContext->RSSetScissorRects(1, &scissorRect); 573 deviceContext->RSSetState(mScissorEnabledRasterizerState); 574 } 575 else 576 { 577 deviceContext->RSSetState(mScissorDisabledRasterizerState); 578 } 579 580 // Apply shaders 581 deviceContext->IASetInputLayout(shader.mInputLayout); 582 deviceContext->IASetPrimitiveTopology(topology); 583 deviceContext->VSSetShader(shader.mVertexShader, NULL, 0); 584 585 deviceContext->PSSetShader(shader.mPixelShader, NULL, 0); 586 deviceContext->GSSetShader(shader.mGeometryShader, NULL, 0); 587 588 // Unset the currently bound shader resource to avoid conflicts 589 ID3D11ShaderResourceView *const nullSRV = NULL; 590 deviceContext->PSSetShaderResources(0, 1, &nullSRV); 591 592 // Apply render target 593 mRenderer->setOneTimeRenderTarget(dest); 594 595 // Set the viewport 596 D3D11_VIEWPORT viewport; 597 viewport.TopLeftX = 0; 598 viewport.TopLeftY = 0; 599 viewport.Width = destSize.width; 600 viewport.Height = destSize.height; 601 viewport.MinDepth = 0.0f; 602 viewport.MaxDepth = 1.0f; 603 deviceContext->RSSetViewports(1, &viewport); 604 605 // Apply textures 606 deviceContext->PSSetShaderResources(0, 1, &source); 607 608 // Apply samplers 609 ID3D11SamplerState *sampler = NULL; 610 switch (filter) 611 { 612 case GL_NEAREST: sampler = mPointSampler; break; 613 case GL_LINEAR: sampler = mLinearSampler; break; 614 default: UNREACHABLE(); return false; 615 } 616 deviceContext->PSSetSamplers(0, 1, &sampler); 617 618 // Draw the quad 619 deviceContext->Draw(drawCount, 0); 620 621 // Unbind textures and render targets and vertex buffer 622 deviceContext->PSSetShaderResources(0, 1, &nullSRV); 623 624 mRenderer->unapplyRenderTargets(); 625 626 UINT zero = 0; 627 ID3D11Buffer *const nullBuffer = NULL; 628 deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero); 629 630 mRenderer->markAllStateDirty(); 631 632 return true; 633 } 634 635 bool Blit11::copyStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize, 636 ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize, 637 const gl::Rectangle *scissor) 638 { 639 return copyDepthStencil(source, sourceSubresource, sourceArea, sourceSize, 640 dest, destSubresource, destArea, destSize, 641 scissor, true); 642 } 643 644 bool Blit11::copyDepth(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize, 645 ID3D11DepthStencilView *dest, const gl::Box &destArea, const gl::Extents &destSize, 646 const gl::Rectangle *scissor) 647 { 648 HRESULT result; 649 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); 650 651 // Set vertices 652 D3D11_MAPPED_SUBRESOURCE mappedResource; 653 result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); 654 if (FAILED(result)) 655 { 656 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result); 657 return false; 658 } 659 660 UINT stride = 0; 661 UINT startIdx = 0; 662 UINT drawCount = 0; 663 D3D11_PRIMITIVE_TOPOLOGY topology; 664 665 Write2DVertices(sourceArea, sourceSize, destArea, destSize, mappedResource.pData, 666 &stride, &drawCount, &topology); 667 668 deviceContext->Unmap(mVertexBuffer, 0); 669 670 // Apply vertex buffer 671 deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &startIdx); 672 673 // Apply state 674 deviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF); 675 deviceContext->OMSetDepthStencilState(mDepthStencilState, 0xFFFFFFFF); 676 677 if (scissor) 678 { 679 D3D11_RECT scissorRect; 680 scissorRect.left = scissor->x; 681 scissorRect.right = scissor->x + scissor->width; 682 scissorRect.top = scissor->y; 683 scissorRect.bottom = scissor->y + scissor->height; 684 685 deviceContext->RSSetScissorRects(1, &scissorRect); 686 deviceContext->RSSetState(mScissorEnabledRasterizerState); 687 } 688 else 689 { 690 deviceContext->RSSetState(mScissorDisabledRasterizerState); 691 } 692 693 // Apply shaders 694 deviceContext->IASetInputLayout(mQuad2DIL); 695 deviceContext->IASetPrimitiveTopology(topology); 696 deviceContext->VSSetShader(mQuad2DVS, NULL, 0); 697 698 deviceContext->PSSetShader(mDepthPS, NULL, 0); 699 deviceContext->GSSetShader(NULL, NULL, 0); 700 701 // Unset the currently bound shader resource to avoid conflicts 702 ID3D11ShaderResourceView *const nullSRV = NULL; 703 deviceContext->PSSetShaderResources(0, 1, &nullSRV); 704 705 // Apply render target 706 deviceContext->OMSetRenderTargets(0, NULL, dest); 707 708 // Set the viewport 709 D3D11_VIEWPORT viewport; 710 viewport.TopLeftX = 0; 711 viewport.TopLeftY = 0; 712 viewport.Width = destSize.width; 713 viewport.Height = destSize.height; 714 viewport.MinDepth = 0.0f; 715 viewport.MaxDepth = 1.0f; 716 deviceContext->RSSetViewports(1, &viewport); 717 718 // Apply textures 719 deviceContext->PSSetShaderResources(0, 1, &source); 720 721 // Apply samplers 722 deviceContext->PSSetSamplers(0, 1, &mPointSampler); 723 724 // Draw the quad 725 deviceContext->Draw(drawCount, 0); 726 727 // Unbind textures and render targets and vertex buffer 728 deviceContext->PSSetShaderResources(0, 1, &nullSRV); 729 730 mRenderer->unapplyRenderTargets(); 731 732 UINT zero = 0; 733 ID3D11Buffer *const nullBuffer = NULL; 734 deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero); 735 736 mRenderer->markAllStateDirty(); 737 738 return true; 739 } 740 741 bool Blit11::copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize, 742 ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize, 743 const gl::Rectangle *scissor) 744 { 745 return copyDepthStencil(source, sourceSubresource, sourceArea, sourceSize, 746 dest, destSubresource, destArea, destSize, 747 scissor, false); 748 } 749 750 bool Blit11::copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize, 751 ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize, 752 const gl::Rectangle *scissor, bool stencilOnly) 753 { 754 ID3D11Device *device = mRenderer->getDevice(); 755 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); 756 757 ID3D11Resource *sourceStaging = CreateStagingTexture(device, deviceContext, source, sourceSubresource, sourceSize, D3D11_CPU_ACCESS_READ); 758 // HACK: Create the destination staging buffer as a read/write texture so ID3D11DevicContext::UpdateSubresource can be called 759 // using it's mapped data as a source 760 ID3D11Resource *destStaging = CreateStagingTexture(device, deviceContext, dest, destSubresource, destSize, D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE); 761 762 if (!sourceStaging || !destStaging) 763 { 764 SafeRelease(sourceStaging); 765 SafeRelease(destStaging); 766 return false; 767 } 768 769 DXGI_FORMAT format = GetTextureFormat(source); 770 ASSERT(format == GetTextureFormat(dest)); 771 772 const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(format); 773 unsigned int pixelSize = dxgiFormatInfo.pixelBytes; 774 unsigned int copyOffset = 0; 775 unsigned int copySize = pixelSize; 776 if (stencilOnly) 777 { 778 copyOffset = dxgiFormatInfo.depthBits / 8; 779 copySize = dxgiFormatInfo.stencilBits / 8; 780 781 // It would be expensive to have non-byte sized stencil sizes since it would 782 // require reading from the destination, currently there aren't any though. 783 ASSERT(dxgiFormatInfo.stencilBits % 8 == 0 && 784 dxgiFormatInfo.depthBits % 8 == 0); 785 } 786 787 D3D11_MAPPED_SUBRESOURCE sourceMapping, destMapping; 788 deviceContext->Map(sourceStaging, 0, D3D11_MAP_READ, 0, &sourceMapping); 789 deviceContext->Map(destStaging, 0, D3D11_MAP_WRITE, 0, &destMapping); 790 791 if (!sourceMapping.pData || !destMapping.pData) 792 { 793 if (!sourceMapping.pData) 794 { 795 deviceContext->Unmap(sourceStaging, 0); 796 } 797 if (!destMapping.pData) 798 { 799 deviceContext->Unmap(destStaging, 0); 800 } 801 SafeRelease(sourceStaging); 802 SafeRelease(destStaging); 803 return false; 804 } 805 806 gl::Rectangle clippedDestArea(destArea.x, destArea.y, destArea.width, destArea.height); 807 808 // Clip dest area to the destination size 809 gl::ClipRectangle(clippedDestArea, gl::Rectangle(0, 0, destSize.width, destSize.height), &clippedDestArea); 810 811 // Clip dest area to the scissor 812 if (scissor) 813 { 814 gl::ClipRectangle(clippedDestArea, *scissor, &clippedDestArea); 815 } 816 817 // Determine if entire rows can be copied at once instead of each individual pixel, requires that there is 818 // no out of bounds lookups required, the entire pixel is copied and no stretching 819 bool wholeRowCopy = sourceArea.width == clippedDestArea.width && 820 sourceArea.x >= 0 && sourceArea.x + sourceArea.width <= sourceSize.width && 821 copySize == pixelSize; 822 823 for (int y = clippedDestArea.y; y < clippedDestArea.y + clippedDestArea.height; y++) 824 { 825 float yPerc = static_cast<float>(y - destArea.y) / (destArea.height - 1); 826 827 // Interpolate using the original source rectangle to determine which row to sample from while clamping to the edges 828 unsigned int readRow = gl::clamp(sourceArea.y + floor(yPerc * (sourceArea.height - 1) + 0.5f), 0, sourceSize.height - 1); 829 unsigned int writeRow = y; 830 831 if (wholeRowCopy) 832 { 833 void *sourceRow = reinterpret_cast<char*>(sourceMapping.pData) + 834 readRow * sourceMapping.RowPitch + 835 sourceArea.x * pixelSize; 836 837 void *destRow = reinterpret_cast<char*>(destMapping.pData) + 838 writeRow * destMapping.RowPitch + 839 destArea.x * pixelSize; 840 841 memcpy(destRow, sourceRow, pixelSize * destArea.width); 842 } 843 else 844 { 845 for (int x = clippedDestArea.x; x < clippedDestArea.x + clippedDestArea.width; x++) 846 { 847 float xPerc = static_cast<float>(x - destArea.x) / (destArea.width - 1); 848 849 // Interpolate the original source rectangle to determine which column to sample from while clamping to the edges 850 unsigned int readColumn = gl::clamp(sourceArea.x + floor(xPerc * (sourceArea.width - 1) + 0.5f), 0, sourceSize.width - 1); 851 unsigned int writeColumn = x; 852 853 void *sourcePixel = reinterpret_cast<char*>(sourceMapping.pData) + 854 readRow * sourceMapping.RowPitch + 855 readColumn * pixelSize + 856 copyOffset; 857 858 void *destPixel = reinterpret_cast<char*>(destMapping.pData) + 859 writeRow * destMapping.RowPitch + 860 writeColumn * pixelSize + 861 copyOffset; 862 863 memcpy(destPixel, sourcePixel, copySize); 864 } 865 } 866 } 867 868 // HACK: Use ID3D11DevicContext::UpdateSubresource which causes an extra copy compared to ID3D11DevicContext::CopySubresourceRegion 869 // according to MSDN. 870 deviceContext->UpdateSubresource(dest, destSubresource, NULL, destMapping.pData, destMapping.RowPitch, destMapping.DepthPitch); 871 872 deviceContext->Unmap(sourceStaging, 0); 873 deviceContext->Unmap(destStaging, 0); 874 875 // TODO: Determine why this call to ID3D11DevicContext::CopySubresourceRegion causes a TDR timeout on some 876 // systems when called repeatedly. 877 // deviceContext->CopySubresourceRegion(dest, destSubresource, 0, 0, 0, destStaging, 0, NULL); 878 879 SafeRelease(sourceStaging); 880 SafeRelease(destStaging); 881 882 return true; 883 } 884 885 bool Blit11::compareBlitParameters(const Blit11::BlitParameters &a, const Blit11::BlitParameters &b) 886 { 887 return memcmp(&a, &b, sizeof(Blit11::BlitParameters)) < 0; 888 } 889 890 bool Blit11::compareSwizzleParameters(const SwizzleParameters &a, const SwizzleParameters &b) 891 { 892 return memcmp(&a, &b, sizeof(Blit11::SwizzleParameters)) < 0; 893 } 894 895 void Blit11::add2DBlitShaderToMap(GLenum destFormat, bool signedInteger, ID3D11PixelShader *ps) 896 { 897 BlitParameters params = { 0 }; 898 params.mDestinationFormat = destFormat; 899 params.mSignedInteger = signedInteger; 900 params.m3DBlit = false; 901 902 ASSERT(mBlitShaderMap.find(params) == mBlitShaderMap.end()); 903 ASSERT(ps); 904 905 Shader shader; 906 shader.mVertexWriteFunction = Write2DVertices; 907 shader.mInputLayout = mQuad2DIL; 908 shader.mVertexShader = mQuad2DVS; 909 shader.mGeometryShader = NULL; 910 shader.mPixelShader = ps; 911 912 mBlitShaderMap[params] = shader; 913 } 914 915 void Blit11::add3DBlitShaderToMap(GLenum destFormat, bool signedInteger, ID3D11PixelShader *ps) 916 { 917 BlitParameters params = { 0 }; 918 params.mDestinationFormat = destFormat; 919 params.mSignedInteger = signedInteger; 920 params.m3DBlit = true; 921 922 ASSERT(mBlitShaderMap.find(params) == mBlitShaderMap.end()); 923 ASSERT(ps); 924 925 Shader shader; 926 shader.mVertexWriteFunction = Write3DVertices; 927 shader.mInputLayout = mQuad3DIL; 928 shader.mVertexShader = mQuad3DVS; 929 shader.mGeometryShader = mQuad3DGS; 930 shader.mPixelShader = ps; 931 932 mBlitShaderMap[params] = shader; 933 } 934 935 void Blit11::addSwizzleShaderToMap(GLenum destType, D3D11_SRV_DIMENSION viewDimension, ID3D11PixelShader *ps) 936 { 937 SwizzleParameters params = { 0 }; 938 params.mDestinationType = destType; 939 params.mViewDimension = viewDimension; 940 941 ASSERT(mSwizzleShaderMap.find(params) == mSwizzleShaderMap.end()); 942 ASSERT(ps); 943 944 Shader shader; 945 switch (viewDimension) 946 { 947 case D3D_SRV_DIMENSION_TEXTURE2D: 948 shader.mVertexWriteFunction = Write2DVertices; 949 shader.mInputLayout = mQuad2DIL; 950 shader.mVertexShader = mQuad2DVS; 951 shader.mGeometryShader = NULL; 952 break; 953 954 case D3D_SRV_DIMENSION_TEXTURE3D: 955 case D3D_SRV_DIMENSION_TEXTURE2DARRAY: 956 case D3D_SRV_DIMENSION_TEXTURECUBE: 957 shader.mVertexWriteFunction = Write3DVertices; 958 shader.mInputLayout = mQuad3DIL; 959 shader.mVertexShader = mQuad3DVS; 960 shader.mGeometryShader = mQuad3DGS; 961 break; 962 963 default: 964 UNREACHABLE(); 965 break; 966 } 967 shader.mPixelShader = ps; 968 969 mSwizzleShaderMap[params] = shader; 970 } 971 972 void Blit11::buildShaderMap() 973 { 974 ID3D11Device *device = mRenderer->getDevice(); 975 976 add2DBlitShaderToMap(GL_RGBA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D RGBA pixel shader" )); 977 add2DBlitShaderToMap(GL_RGBA_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2DUI, "Blit11 2D RGBA UI pixel shader" )); 978 add2DBlitShaderToMap(GL_RGBA_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGBA2DI, "Blit11 2D RGBA I pixel shader" )); 979 add2DBlitShaderToMap(GL_BGRA_EXT, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D BGRA pixel shader" )); 980 add2DBlitShaderToMap(GL_RGB, false, d3d11::CompilePS(device, g_PS_PassthroughRGB2D, "Blit11 2D RGB pixel shader" )); 981 add2DBlitShaderToMap(GL_RGB_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGB2DUI, "Blit11 2D RGB UI pixel shader" )); 982 add2DBlitShaderToMap(GL_RGB_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGB2DI, "Blit11 2D RGB I pixel shader" )); 983 add2DBlitShaderToMap(GL_RG, false, d3d11::CompilePS(device, g_PS_PassthroughRG2D, "Blit11 2D RG pixel shader" )); 984 add2DBlitShaderToMap(GL_RG_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRG2DUI, "Blit11 2D RG UI pixel shader" )); 985 add2DBlitShaderToMap(GL_RG_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRG2DI, "Blit11 2D RG I pixel shader" )); 986 add2DBlitShaderToMap(GL_RED, false, d3d11::CompilePS(device, g_PS_PassthroughR2D, "Blit11 2D R pixel shader" )); 987 add2DBlitShaderToMap(GL_RED_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughR2DUI, "Blit11 2D R UI pixel shader" )); 988 add2DBlitShaderToMap(GL_RED_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughR2DI, "Blit11 2D R I pixel shader" )); 989 add2DBlitShaderToMap(GL_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D alpha pixel shader" )); 990 add2DBlitShaderToMap(GL_LUMINANCE, false, d3d11::CompilePS(device, g_PS_PassthroughLum2D, "Blit11 2D lum pixel shader" )); 991 add2DBlitShaderToMap(GL_LUMINANCE_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughLumAlpha2D, "Blit11 2D luminance alpha pixel shader")); 992 993 add3DBlitShaderToMap(GL_RGBA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D RGBA pixel shader" )); 994 add3DBlitShaderToMap(GL_RGBA_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3DUI, "Blit11 3D UI RGBA pixel shader" )); 995 add3DBlitShaderToMap(GL_RGBA_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGBA3DI, "Blit11 3D I RGBA pixel shader" )); 996 add3DBlitShaderToMap(GL_BGRA_EXT, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D BGRA pixel shader" )); 997 add3DBlitShaderToMap(GL_RGB, false, d3d11::CompilePS(device, g_PS_PassthroughRGB3D, "Blit11 3D RGB pixel shader" )); 998 add3DBlitShaderToMap(GL_RGB_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGB3DUI, "Blit11 3D RGB UI pixel shader" )); 999 add3DBlitShaderToMap(GL_RGB_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGB3DI, "Blit11 3D RGB I pixel shader" )); 1000 add3DBlitShaderToMap(GL_RG, false, d3d11::CompilePS(device, g_PS_PassthroughRG3D, "Blit11 3D RG pixel shader" )); 1001 add3DBlitShaderToMap(GL_RG_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRG3DUI, "Blit11 3D RG UI pixel shader" )); 1002 add3DBlitShaderToMap(GL_RG_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRG3DI, "Blit11 3D RG I pixel shader" )); 1003 add3DBlitShaderToMap(GL_RED, false, d3d11::CompilePS(device, g_PS_PassthroughR3D, "Blit11 3D R pixel shader" )); 1004 add3DBlitShaderToMap(GL_RED_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughR3DUI, "Blit11 3D R UI pixel shader" )); 1005 add3DBlitShaderToMap(GL_RED_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughR3DI, "Blit11 3D R I pixel shader" )); 1006 add3DBlitShaderToMap(GL_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D alpha pixel shader" )); 1007 add3DBlitShaderToMap(GL_LUMINANCE, false, d3d11::CompilePS(device, g_PS_PassthroughLum3D, "Blit11 3D luminance pixel shader" )); 1008 add3DBlitShaderToMap(GL_LUMINANCE_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughLumAlpha3D, "Blit11 3D luminance alpha pixel shader")); 1009 1010 addSwizzleShaderToMap(GL_FLOAT, D3D_SRV_DIMENSION_TEXTURE2D, d3d11::CompilePS(device, g_PS_SwizzleF2D, "Blit11 2D F swizzle pixel shader" )); 1011 addSwizzleShaderToMap(GL_UNSIGNED_INT, D3D_SRV_DIMENSION_TEXTURE2D, d3d11::CompilePS(device, g_PS_SwizzleUI2D, "Blit11 2D UI swizzle pixel shader")); 1012 addSwizzleShaderToMap(GL_INT, D3D_SRV_DIMENSION_TEXTURE2D, d3d11::CompilePS(device, g_PS_SwizzleI2D, "Blit11 2D I swizzle pixel shader" )); 1013 1014 addSwizzleShaderToMap(GL_FLOAT, D3D_SRV_DIMENSION_TEXTURECUBE, d3d11::CompilePS(device, g_PS_SwizzleF2DArray, "Blit11 2D Cube F swizzle pixel shader" )); 1015 addSwizzleShaderToMap(GL_UNSIGNED_INT, D3D_SRV_DIMENSION_TEXTURECUBE, d3d11::CompilePS(device, g_PS_SwizzleUI2DArray, "Blit11 2D Cube UI swizzle pixel shader")); 1016 addSwizzleShaderToMap(GL_INT, D3D_SRV_DIMENSION_TEXTURECUBE, d3d11::CompilePS(device, g_PS_SwizzleI2DArray, "Blit11 2D Cube I swizzle pixel shader" )); 1017 1018 addSwizzleShaderToMap(GL_FLOAT, D3D_SRV_DIMENSION_TEXTURE3D, d3d11::CompilePS(device, g_PS_SwizzleF3D, "Blit11 3D F swizzle pixel shader" )); 1019 addSwizzleShaderToMap(GL_UNSIGNED_INT, D3D_SRV_DIMENSION_TEXTURE3D, d3d11::CompilePS(device, g_PS_SwizzleUI3D, "Blit11 3D UI swizzle pixel shader")); 1020 addSwizzleShaderToMap(GL_INT, D3D_SRV_DIMENSION_TEXTURE3D, d3d11::CompilePS(device, g_PS_SwizzleI3D, "Blit11 3D I swizzle pixel shader" )); 1021 1022 addSwizzleShaderToMap(GL_FLOAT, D3D_SRV_DIMENSION_TEXTURE2DARRAY, d3d11::CompilePS(device, g_PS_SwizzleF2DArray, "Blit11 2D Array F swizzle pixel shader" )); 1023 addSwizzleShaderToMap(GL_UNSIGNED_INT, D3D_SRV_DIMENSION_TEXTURE2DARRAY, d3d11::CompilePS(device, g_PS_SwizzleUI2DArray, "Blit11 2D Array UI swizzle pixel shader")); 1024 addSwizzleShaderToMap(GL_INT, D3D_SRV_DIMENSION_TEXTURE2DARRAY, d3d11::CompilePS(device, g_PS_SwizzleI2DArray, "Blit11 2D Array I swizzle pixel shader" )); 1025 } 1026 1027 void Blit11::clearShaderMap() 1028 { 1029 for (BlitShaderMap::iterator i = mBlitShaderMap.begin(); i != mBlitShaderMap.end(); ++i) 1030 { 1031 Shader &shader = i->second; 1032 SafeRelease(shader.mPixelShader); 1033 } 1034 mBlitShaderMap.clear(); 1035 1036 for (SwizzleShaderMap::iterator i = mSwizzleShaderMap.begin(); i != mSwizzleShaderMap.end(); ++i) 1037 { 1038 Shader &shader = i->second; 1039 SafeRelease(shader.mPixelShader); 1040 } 1041 mSwizzleShaderMap.clear(); 1042 } 1043 1044 } 1045