Hash :
975af378
Author :
Date :
2013-06-12T11:19:22
Blit11 can now blit depth stencils. TRAC #23321 Signed-off-by: Jamie Madill Signed-off-by: Shannon Woods Author: Geoff Lang
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//
// 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.
#ifndef LIBGLESV2_BLIT11_H_
#define LIBGLESV2_BLIT11_H_
#include "common/angleutils.h"
#include "libGLESv2/angletypes.h"
namespace rx
{
class Renderer11;
enum Filter
{
Point,
Linear,
};
class Blit11
{
public:
explicit Blit11(Renderer11 *renderer);
~Blit11();
bool copyTexture(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize,
ID3D11RenderTargetView *dest, const gl::Box &destArea, const gl::Extents &destSize,
GLenum destFormat, GLenum filter);
bool copyStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize);
bool copyDepth(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize,
ID3D11DepthStencilView *dest, const gl::Box &destArea, const gl::Extents &destSize);
bool copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize);
private:
rx::Renderer11 *mRenderer;
struct BlitParameters
{
GLenum mDestinationFormat;
bool mSignedInteger;
bool m3DBlit;
};
bool copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
bool stencilOnly);
static bool compareBlitParameters(const BlitParameters &a, const BlitParameters &b);
typedef void (*WriteVertexFunction)(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);
struct BlitShader
{
WriteVertexFunction mVertexWriteFunction;
ID3D11InputLayout *mInputLayout;
ID3D11VertexShader *mVertexShader;
ID3D11GeometryShader *mGeometryShader;
ID3D11PixelShader *mPixelShader;
};
typedef bool (*BlitParametersComparisonFunction)(const BlitParameters&, const BlitParameters &);
typedef std::map<BlitParameters, BlitShader, BlitParametersComparisonFunction> BlitShaderMap;
BlitShaderMap mShaderMap;
void add2DShaderToMap(GLenum destFormat, bool signedInteger, ID3D11PixelShader *ps);
void add3DShaderToMap(GLenum destFormat, bool signedInteger, ID3D11PixelShader *ps);
void buildShaderMap();
void clearShaderMap();
ID3D11Buffer *mVertexBuffer;
ID3D11SamplerState *mPointSampler;
ID3D11SamplerState *mLinearSampler;
ID3D11RasterizerState *mRasterizerState;
ID3D11DepthStencilState *mDepthStencilState;
ID3D11InputLayout *mQuad2DIL;
ID3D11VertexShader *mQuad2DVS;
ID3D11PixelShader *mDepthPS;
ID3D11InputLayout *mQuad3DIL;
ID3D11VertexShader *mQuad3DVS;
ID3D11GeometryShader *mQuad3DGS;
DISALLOW_COPY_AND_ASSIGN(Blit11);
};
}
#endif // LIBGLESV2_BLIT11_H_