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kc3-lang/angle/src/libGLESv2/renderer/d3d11/renderer11_utils.cpp

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  • Author : Nicolas Capens
    Date : 2014-03-27 13:34:56
    Hash : e47e7363
    Message : Create a single-level SRV when not mipmapping. BUG=angle:596 Change-Id: Iec5a9e43a23c0743ff8b01985a86a72c5f18a7f7 Reviewed-on: https://chromium-review.googlesource.com/192052 Tested-by: Nicolas Capens <nicolascapens@chromium.org> Reviewed-by: Shannon Woods <shannonwoods@chromium.org>

  • src/libGLESv2/renderer/d3d11/renderer11_utils.cpp
  • #include "precompiled.h"
    //
    // Copyright (c) 2012-2013 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.
    //
    
    // renderer11_utils.cpp: Conversion functions and other utility routines
    // specific to the D3D11 renderer.
    
    #include "libGLESv2/renderer/d3d11/renderer11_utils.h"
    #include "libGLESv2/renderer/d3d11/formatutils11.h"
    #include "common/debug.h"
    
    namespace rx
    {
    
    namespace gl_d3d11
    {
    
    D3D11_BLEND ConvertBlendFunc(GLenum glBlend, bool isAlpha)
    {
        D3D11_BLEND d3dBlend = D3D11_BLEND_ZERO;
    
        switch (glBlend)
        {
          case GL_ZERO:                     d3dBlend = D3D11_BLEND_ZERO;                break;
          case GL_ONE:                      d3dBlend = D3D11_BLEND_ONE;                 break;
          case GL_SRC_COLOR:                d3dBlend = (isAlpha ? D3D11_BLEND_SRC_ALPHA : D3D11_BLEND_SRC_COLOR);           break;
          case GL_ONE_MINUS_SRC_COLOR:      d3dBlend = (isAlpha ? D3D11_BLEND_INV_SRC_ALPHA : D3D11_BLEND_INV_SRC_COLOR);   break;
          case GL_DST_COLOR:                d3dBlend = (isAlpha ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_DEST_COLOR);         break;
          case GL_ONE_MINUS_DST_COLOR:      d3dBlend = (isAlpha ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_INV_DEST_COLOR); break;
          case GL_SRC_ALPHA:                d3dBlend = D3D11_BLEND_SRC_ALPHA;           break;
          case GL_ONE_MINUS_SRC_ALPHA:      d3dBlend = D3D11_BLEND_INV_SRC_ALPHA;       break;
          case GL_DST_ALPHA:                d3dBlend = D3D11_BLEND_DEST_ALPHA;          break;
          case GL_ONE_MINUS_DST_ALPHA:      d3dBlend = D3D11_BLEND_INV_DEST_ALPHA;      break;
          case GL_CONSTANT_COLOR:           d3dBlend = D3D11_BLEND_BLEND_FACTOR;        break;
          case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3D11_BLEND_INV_BLEND_FACTOR;    break;
          case GL_CONSTANT_ALPHA:           d3dBlend = D3D11_BLEND_BLEND_FACTOR;        break;
          case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3D11_BLEND_INV_BLEND_FACTOR;    break;
          case GL_SRC_ALPHA_SATURATE:       d3dBlend = D3D11_BLEND_SRC_ALPHA_SAT;       break;
          default: UNREACHABLE();
        }
    
        return d3dBlend;
    }
    
    D3D11_BLEND_OP ConvertBlendOp(GLenum glBlendOp)
    {
        D3D11_BLEND_OP d3dBlendOp = D3D11_BLEND_OP_ADD;
    
        switch (glBlendOp)
        {
          case GL_FUNC_ADD:              d3dBlendOp = D3D11_BLEND_OP_ADD;           break;
          case GL_FUNC_SUBTRACT:         d3dBlendOp = D3D11_BLEND_OP_SUBTRACT;      break;
          case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3D11_BLEND_OP_REV_SUBTRACT;  break;
          case GL_MIN:                   d3dBlendOp = D3D11_BLEND_OP_MIN;           break;
          case GL_MAX:                   d3dBlendOp = D3D11_BLEND_OP_MAX;           break;
          default: UNREACHABLE();
        }
    
        return d3dBlendOp;
    }
    
    UINT8 ConvertColorMask(bool red, bool green, bool blue, bool alpha)
    {
        UINT8 mask = 0;
        if (red)
        {
            mask |= D3D11_COLOR_WRITE_ENABLE_RED;
        }
        if (green)
        {
            mask |= D3D11_COLOR_WRITE_ENABLE_GREEN;
        }
        if (blue)
        {
            mask |= D3D11_COLOR_WRITE_ENABLE_BLUE;
        }
        if (alpha)
        {
            mask |= D3D11_COLOR_WRITE_ENABLE_ALPHA;
        }
        return mask;
    }
    
    D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, GLenum cullMode)
    {
        D3D11_CULL_MODE cull = D3D11_CULL_NONE;
    
        if (cullEnabled)
        {
            switch (cullMode)
            {
              case GL_FRONT:            cull = D3D11_CULL_FRONT;    break;
              case GL_BACK:             cull = D3D11_CULL_BACK;     break;
              case GL_FRONT_AND_BACK:   cull = D3D11_CULL_NONE;     break;
              default: UNREACHABLE();
            }
        }
        else
        {
            cull = D3D11_CULL_NONE;
        }
    
        return cull;
    }
    
    D3D11_COMPARISON_FUNC ConvertComparison(GLenum comparison)
    {
        D3D11_COMPARISON_FUNC d3dComp = D3D11_COMPARISON_NEVER;
        switch (comparison)
        {
          case GL_NEVER:    d3dComp = D3D11_COMPARISON_NEVER;           break;
          case GL_ALWAYS:   d3dComp = D3D11_COMPARISON_ALWAYS;          break;
          case GL_LESS:     d3dComp = D3D11_COMPARISON_LESS;            break;
          case GL_LEQUAL:   d3dComp = D3D11_COMPARISON_LESS_EQUAL;      break;
          case GL_EQUAL:    d3dComp = D3D11_COMPARISON_EQUAL;           break;
          case GL_GREATER:  d3dComp = D3D11_COMPARISON_GREATER;         break;
          case GL_GEQUAL:   d3dComp = D3D11_COMPARISON_GREATER_EQUAL;   break;
          case GL_NOTEQUAL: d3dComp = D3D11_COMPARISON_NOT_EQUAL;       break;
          default: UNREACHABLE();
        }
    
        return d3dComp;
    }
    
    D3D11_DEPTH_WRITE_MASK ConvertDepthMask(bool depthWriteEnabled)
    {
        return depthWriteEnabled ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
    }
    
    UINT8 ConvertStencilMask(GLuint stencilmask)
    {
        return static_cast<UINT8>(stencilmask);
    }
    
    D3D11_STENCIL_OP ConvertStencilOp(GLenum stencilOp)
    {
        D3D11_STENCIL_OP d3dStencilOp = D3D11_STENCIL_OP_KEEP;
    
        switch (stencilOp)
        {
          case GL_ZERO:      d3dStencilOp = D3D11_STENCIL_OP_ZERO;      break;
          case GL_KEEP:      d3dStencilOp = D3D11_STENCIL_OP_KEEP;      break;
          case GL_REPLACE:   d3dStencilOp = D3D11_STENCIL_OP_REPLACE;   break;
          case GL_INCR:      d3dStencilOp = D3D11_STENCIL_OP_INCR_SAT;  break;
          case GL_DECR:      d3dStencilOp = D3D11_STENCIL_OP_DECR_SAT;  break;
          case GL_INVERT:    d3dStencilOp = D3D11_STENCIL_OP_INVERT;    break;
          case GL_INCR_WRAP: d3dStencilOp = D3D11_STENCIL_OP_INCR;      break;
          case GL_DECR_WRAP: d3dStencilOp = D3D11_STENCIL_OP_DECR;      break;
          default: UNREACHABLE();
        }
    
        return d3dStencilOp;
    }
    
    D3D11_FILTER ConvertFilter(GLenum minFilter, GLenum magFilter, float maxAnisotropy, GLenum comparisonMode)
    {
        bool comparison = comparisonMode != GL_NONE;
    
        if (maxAnisotropy > 1.0f)
        {
            return D3D11_ENCODE_ANISOTROPIC_FILTER(comparison);
        }
        else
        {
            D3D11_FILTER_TYPE dxMin = D3D11_FILTER_TYPE_POINT;
            D3D11_FILTER_TYPE dxMip = D3D11_FILTER_TYPE_POINT;
            switch (minFilter)
            {
              case GL_NEAREST:                dxMin = D3D11_FILTER_TYPE_POINT;  dxMip = D3D11_FILTER_TYPE_POINT;  break;
              case GL_LINEAR:                 dxMin = D3D11_FILTER_TYPE_LINEAR; dxMip = D3D11_FILTER_TYPE_POINT;  break;
              case GL_NEAREST_MIPMAP_NEAREST: dxMin = D3D11_FILTER_TYPE_POINT;  dxMip = D3D11_FILTER_TYPE_POINT;  break;
              case GL_LINEAR_MIPMAP_NEAREST:  dxMin = D3D11_FILTER_TYPE_LINEAR; dxMip = D3D11_FILTER_TYPE_POINT;  break;
              case GL_NEAREST_MIPMAP_LINEAR:  dxMin = D3D11_FILTER_TYPE_POINT;  dxMip = D3D11_FILTER_TYPE_LINEAR; break;
              case GL_LINEAR_MIPMAP_LINEAR:   dxMin = D3D11_FILTER_TYPE_LINEAR; dxMip = D3D11_FILTER_TYPE_LINEAR; break;
              default:                        UNREACHABLE();
            }
    
            D3D11_FILTER_TYPE dxMag = D3D11_FILTER_TYPE_POINT;
            switch (magFilter)
            {
              case GL_NEAREST: dxMag = D3D11_FILTER_TYPE_POINT;  break;
              case GL_LINEAR:  dxMag = D3D11_FILTER_TYPE_LINEAR; break;
              default:         UNREACHABLE();
            }
    
            return D3D11_ENCODE_BASIC_FILTER(dxMin, dxMag, dxMip, comparison);
        }
    }
    
    D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap)
    {
        switch (wrap)
        {
          case GL_REPEAT:          return D3D11_TEXTURE_ADDRESS_WRAP;
          case GL_CLAMP_TO_EDGE:   return D3D11_TEXTURE_ADDRESS_CLAMP;
          case GL_MIRRORED_REPEAT: return D3D11_TEXTURE_ADDRESS_MIRROR;
          default:                 UNREACHABLE();
        }
    
        return D3D11_TEXTURE_ADDRESS_WRAP;
    }
    
    D3D11_QUERY ConvertQueryType(GLenum queryType)
    {
        switch (queryType)
        {
          case GL_ANY_SAMPLES_PASSED_EXT:
          case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:   return D3D11_QUERY_OCCLUSION;
          case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: return D3D11_QUERY_SO_STATISTICS;
          default: UNREACHABLE();                        return D3D11_QUERY_EVENT;
        }
    }
    
    }
    
    namespace d3d11
    {
    
    void GenerateInitialTextureData(GLint internalFormat, GLuint clientVersion, GLuint width, GLuint height, GLuint depth,
                                    GLuint mipLevels, std::vector<D3D11_SUBRESOURCE_DATA> *outSubresourceData,
                                    std::vector< std::vector<BYTE> > *outData)
    {
        InitializeTextureDataFunction initializeFunc = gl_d3d11::GetTextureDataInitializationFunction(internalFormat);
        DXGI_FORMAT dxgiFormat = gl_d3d11::GetTexFormat(internalFormat, clientVersion);
    
        outSubresourceData->resize(mipLevels);
        outData->resize(mipLevels);
    
        for (unsigned int i = 0; i < mipLevels; i++)
        {
            unsigned int mipWidth = std::max(width >> i, 1U);
            unsigned int mipHeight = std::max(height >> i, 1U);
            unsigned int mipDepth = std::max(depth >> i, 1U);
    
            unsigned int rowWidth = d3d11::GetFormatPixelBytes(dxgiFormat) * mipWidth;
            unsigned int imageSize = rowWidth * height;
    
            outData->at(i).resize(rowWidth * mipHeight * mipDepth);
            initializeFunc(mipWidth, mipHeight, mipDepth, outData->at(i).data(), rowWidth, imageSize);
    
            outSubresourceData->at(i).pSysMem = outData->at(i).data();
            outSubresourceData->at(i).SysMemPitch = rowWidth;
            outSubresourceData->at(i).SysMemSlicePitch = imageSize;
        }
    }
    
    void SetPositionTexCoordVertex(PositionTexCoordVertex* vertex, float x, float y, float u, float v)
    {
        vertex->x = x;
        vertex->y = y;
        vertex->u = u;
        vertex->v = v;
    }
    
    void SetPositionLayerTexCoord3DVertex(PositionLayerTexCoord3DVertex* vertex, float x, float y,
                                          unsigned int layer, float u, float v, float s)
    {
        vertex->x = x;
        vertex->y = y;
        vertex->l = layer;
        vertex->u = u;
        vertex->v = v;
        vertex->s = s;
    }
    
    HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name)
    {
    #if defined(_DEBUG)
        return resource->SetPrivateData(WKPDID_D3DDebugObjectName, strlen(name), name);
    #else
        return S_OK;
    #endif
    }
    
    }
    
    }