Hash :
d1a4b0ff
Author :
Date :
2019-05-04T17:15:42
Remove Feature Level 9_3 code Feature Level 9_3 was originally added for developers creating apps for devices which did not have the DirectX 9 API and are no longer supported. Hence, we can remove the corresponding code in the 11 backend. Bug: angleproject:355462523 Change-Id: I22db15640b435c61db4d82a815edbc65cecc4e12 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5824661 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
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//
// Copyright 2013 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// Clear11.h: Framebuffer clear utility class.
#ifndef LIBANGLE_RENDERER_D3D_D3D11_CLEAR11_H_
#define LIBANGLE_RENDERER_D3D_D3D11_CLEAR11_H_
#include <map>
#include <vector>
#include "libANGLE/Error.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
namespace rx
{
class Renderer11;
class RenderTarget11;
struct ClearParameters;
template <typename T>
struct RtvDsvClearInfo
{
T r, g, b, a;
float z;
float c1padding[3];
};
class Clear11 : angle::NonCopyable
{
public:
explicit Clear11(Renderer11 *renderer);
~Clear11();
// Clears the framebuffer with the supplied clear parameters, assumes that the framebuffer is
// currently applied.
angle::Result clearFramebuffer(const gl::Context *context,
const ClearParameters &clearParams,
const gl::FramebufferState &fboData);
private:
class ShaderManager final : angle::NonCopyable
{
public:
ShaderManager();
~ShaderManager();
angle::Result getShadersAndLayout(const gl::Context *context,
Renderer11 *renderer,
const INT clearType,
const uint32_t numRTs,
const bool hasLayeredLayout,
const d3d11::InputLayout **il,
const d3d11::VertexShader **vs,
const d3d11::GeometryShader **gs,
const d3d11::PixelShader **ps);
private:
constexpr static size_t kNumShaders = D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT;
d3d11::LazyShader<ID3D11VertexShader> mVs;
d3d11::LazyShader<ID3D11VertexShader> mVsMultiview;
d3d11::LazyShader<ID3D11GeometryShader> mGsMultiview;
d3d11::LazyShader<ID3D11PixelShader> mPsDepth;
std::array<d3d11::LazyShader<ID3D11PixelShader>, kNumShaders> mPsFloat;
std::array<d3d11::LazyShader<ID3D11PixelShader>, kNumShaders> mPsUInt;
std::array<d3d11::LazyShader<ID3D11PixelShader>, kNumShaders> mPsSInt;
};
bool useVertexBuffer() const;
angle::Result ensureConstantBufferCreated(const gl::Context *context);
angle::Result ensureVertexBufferCreated(const gl::Context *context);
angle::Result ensureResourcesInitialized(const gl::Context *context);
Renderer11 *mRenderer;
bool mResourcesInitialized;
// States
d3d11::RasterizerState mScissorEnabledRasterizerState;
d3d11::RasterizerState mScissorDisabledRasterizerState;
gl::DepthStencilState mDepthStencilStateKey;
d3d11::BlendStateKey mBlendStateKey;
// Shaders and shader resources
ShaderManager mShaderManager;
d3d11::Buffer mConstantBuffer;
d3d11::Buffer mVertexBuffer;
// Buffer data and draw parameters
RtvDsvClearInfo<float> mShaderData;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_D3D11_CLEAR11_H_