Edit

kc3-lang/angle/src/libANGLE/renderer/d3d/FramebufferD3D.h

Branch :

  • Show log

    Commit

  • Author : Corentin Wallez
    Date : 2017-06-12 12:05:45
    Hash : db9e5d31
    Message : D3D11: Only apply attachments that are written by the program This works around a bug in the AMD driver that writes 0's to the first attachment if it isn't written by the pixel shader. BUG=angleproject:2048 Change-Id: I384fd60c0e0a37fbc0fd7b69fe1ec74fe4ffac8f Reviewed-on: https://chromium-review.googlesource.com/531630 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>

  • src/libANGLE/renderer/d3d/FramebufferD3D.h
  • //
    // Copyright 2014 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.
    //
    
    // FramebufferD3D.h: Defines the DefaultAttachmentD3D and FramebufferD3D classes.
    
    #ifndef LIBANGLE_RENDERER_D3D_FRAMBUFFERD3D_H_
    #define LIBANGLE_RENDERER_D3D_FRAMBUFFERD3D_H_
    
    #include <cstdint>
    #include <vector>
    
    #include "common/Color.h"
    #include "common/Optional.h"
    #include "libANGLE/angletypes.h"
    #include "libANGLE/renderer/FramebufferImpl.h"
    
    namespace gl
    {
    class FramebufferAttachment;
    struct PixelPackState;
    
    typedef std::vector<const FramebufferAttachment *> AttachmentList;
    }
    
    namespace rx
    {
    class RendererD3D;
    class RenderTargetD3D;
    
    struct ClearParameters
    {
        bool clearColor[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS];
        gl::ColorF colorF;
        gl::ColorI colorI;
        gl::ColorUI colorUI;
        GLenum colorType;
        bool colorMaskRed;
        bool colorMaskGreen;
        bool colorMaskBlue;
        bool colorMaskAlpha;
    
        bool clearDepth;
        float depthValue;
    
        bool clearStencil;
        GLint stencilValue;
        GLuint stencilWriteMask;
    
        bool scissorEnabled;
        gl::Rectangle scissor;
    };
    
    class FramebufferD3D : public FramebufferImpl
    {
      public:
        FramebufferD3D(const gl::FramebufferState &data, RendererD3D *renderer);
        virtual ~FramebufferD3D();
    
        gl::Error clear(const gl::Context *context, GLbitfield mask) override;
        gl::Error clearBufferfv(const gl::Context *context,
                                GLenum buffer,
                                GLint drawbuffer,
                                const GLfloat *values) override;
        gl::Error clearBufferuiv(const gl::Context *context,
                                 GLenum buffer,
                                 GLint drawbuffer,
                                 const GLuint *values) override;
        gl::Error clearBufferiv(const gl::Context *context,
                                GLenum buffer,
                                GLint drawbuffer,
                                const GLint *values) override;
        gl::Error clearBufferfi(const gl::Context *context,
                                GLenum buffer,
                                GLint drawbuffer,
                                GLfloat depth,
                                GLint stencil) override;
    
        GLenum getImplementationColorReadFormat(const gl::Context *context) const override;
        GLenum getImplementationColorReadType(const gl::Context *context) const override;
        gl::Error readPixels(const gl::Context *context,
                             const gl::Rectangle &area,
                             GLenum format,
                             GLenum type,
                             void *pixels) const override;
    
        gl::Error blit(const gl::Context *context,
                       const gl::Rectangle &sourceArea,
                       const gl::Rectangle &destArea,
                       GLbitfield mask,
                       GLenum filter) override;
    
        bool checkStatus() const override;
    
        void syncState(const gl::Context *context,
                       const gl::Framebuffer::DirtyBits &dirtyBits) override;
    
        const gl::AttachmentList &getColorAttachmentsForRender(const gl::Context *context);
    
        gl::Error getSamplePosition(size_t index, GLfloat *xy) const override;
    
      private:
        virtual gl::Error clearImpl(const gl::Context *context, const ClearParameters &clearParams) = 0;
    
        virtual gl::Error readPixelsImpl(const gl::Context *context,
                                         const gl::Rectangle &area,
                                         GLenum format,
                                         GLenum type,
                                         size_t outputPitch,
                                         const gl::PixelPackState &pack,
                                         uint8_t *pixels) const = 0;
    
        virtual gl::Error blitImpl(const gl::Context *context,
                                   const gl::Rectangle &sourceArea,
                                   const gl::Rectangle &destArea,
                                   const gl::Rectangle *scissor,
                                   bool blitRenderTarget,
                                   bool blitDepth,
                                   bool blitStencil,
                                   GLenum filter,
                                   const gl::Framebuffer *sourceFramebuffer) = 0;
    
        virtual GLenum getRenderTargetImplementationFormat(RenderTargetD3D *renderTarget) const = 0;
    
        RendererD3D *mRenderer;
        Optional<gl::AttachmentList> mColorAttachmentsForRender;
        gl::DrawBufferMask mCurrentActiveProgramOutputs;
    };
    }
    
    #endif  // LIBANGLE_RENDERER_D3D_FRAMBUFFERD3D_H_