Hash :
e8528d89
Author :
Date :
2016-05-16T17:50:52
Fix determining texture mipmap completeness The code didn't previously take base level properly into account when determining how many levels to check when checking for texture completeness. The code is refactored so that the "q" value in spec, that is the maximum mipmap level for determining completeness, can be queried from TextureState. This value is used now for checking completeness. This requires moving ImageDescs under TextureState. Functions that operate on the ImageDesc array are also moved from Texture to TextureState. TextureState members are also renamed to start with the "m" prefix and made private. Also handle levels outside the base/max level range consistently in eglCreateImageKHR validation. We interpret the spec so that if the level used for the EGL image is not a part of the texture levels that affect texture completeness, an error is generated. BUG=angleproject:596 TEST=angle_end2end_tests Change-Id: I038ef24aa83e0a6905ca3c0bbada5989eecb00d9 Reviewed-on: https://chromium-review.googlesource.com/344880 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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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.
#include "libANGLE/renderer/d3d/d3d11/Blit11.h"
#include <float.h>
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
#include "third_party/trace_event/trace_event.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough2d11vs.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughdepth2d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2dui11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2di11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2dui11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2di11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2dui11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2di11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2dui11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2di11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlum2d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha2d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough3d11vs.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough3d11gs.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3dui11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3di11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3dui11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3di11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3dui11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3di11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3dui11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3di11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlum3d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha3d11ps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlef2dps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlei2dps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzleui2dps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlef3dps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlei3dps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzleui3dps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlef2darrayps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzlei2darrayps.h"
#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/swizzleui2darrayps.h"
namespace rx
{
namespace
{
DXGI_FORMAT GetTextureFormat(ID3D11Resource *resource)
{
ID3D11Texture2D *texture = d3d11::DynamicCastComObject<ID3D11Texture2D>(resource);
if (!texture)
{
return DXGI_FORMAT_UNKNOWN;
}
D3D11_TEXTURE2D_DESC desc;
texture->GetDesc(&desc);
SafeRelease(texture);
return desc.Format;
}
ID3D11Resource *CreateStagingTexture(ID3D11Device *device, ID3D11DeviceContext *context,
ID3D11Resource *source, unsigned int subresource,
const gl::Extents &size, unsigned int cpuAccessFlags)
{
D3D11_TEXTURE2D_DESC stagingDesc;
stagingDesc.Width = size.width;
stagingDesc.Height = size.height;
stagingDesc.MipLevels = 1;
stagingDesc.ArraySize = 1;
stagingDesc.Format = GetTextureFormat(source);
stagingDesc.SampleDesc.Count = 1;
stagingDesc.SampleDesc.Quality = 0;
stagingDesc.Usage = D3D11_USAGE_STAGING;
stagingDesc.CPUAccessFlags = cpuAccessFlags;
stagingDesc.MiscFlags = 0;
stagingDesc.BindFlags = 0;
ID3D11Texture2D *stagingTexture = nullptr;
HRESULT result = device->CreateTexture2D(&stagingDesc, nullptr, &stagingTexture);
if (FAILED(result))
{
ERR("Failed to create staging texture for depth stencil blit. HRESULT: 0x%X.", result);
return nullptr;
}
context->CopySubresourceRegion(stagingTexture, 0, 0, 0, 0, source, subresource, nullptr);
return stagingTexture;
}
inline void GenerateVertexCoords(const gl::Box &sourceArea, const gl::Extents &sourceSize,
const gl::Box &destArea, const gl::Extents &destSize,
float *x1, float *y1, float *x2, float *y2,
float *u1, float *v1, float *u2, float *v2)
{
*x1 = (destArea.x / float(destSize.width)) * 2.0f - 1.0f;
*y1 = ((destSize.height - destArea.y - destArea.height) / float(destSize.height)) * 2.0f - 1.0f;
*x2 = ((destArea.x + destArea.width) / float(destSize.width)) * 2.0f - 1.0f;
*y2 = ((destSize.height - destArea.y) / float(destSize.height)) * 2.0f - 1.0f;
*u1 = sourceArea.x / float(sourceSize.width);
*v1 = sourceArea.y / float(sourceSize.height);
*u2 = (sourceArea.x + sourceArea.width) / float(sourceSize.width);
*v2 = (sourceArea.y + sourceArea.height) / float(sourceSize.height);
}
void Write2DVertices(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)
{
float x1, y1, x2, y2, u1, v1, u2, v2;
GenerateVertexCoords(sourceArea, sourceSize, destArea, destSize, &x1, &y1, &x2, &y2, &u1, &v1, &u2, &v2);
d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(outVertices);
d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
*outStride = sizeof(d3d11::PositionTexCoordVertex);
*outVertexCount = 4;
*outTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
}
void Write3DVertices(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)
{
ASSERT(sourceSize.depth > 0 && destSize.depth > 0);
float x1, y1, x2, y2, u1, v1, u2, v2;
GenerateVertexCoords(sourceArea, sourceSize, destArea, destSize, &x1, &y1, &x2, &y2, &u1, &v1, &u2, &v2);
d3d11::PositionLayerTexCoord3DVertex *vertices = static_cast<d3d11::PositionLayerTexCoord3DVertex*>(outVertices);
for (int i = 0; i < destSize.depth; i++)
{
float readDepth = (float)i / std::max(destSize.depth - 1, 1);
d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 0], x1, y1, i, u1, v2, readDepth);
d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 1], x1, y2, i, u1, v1, readDepth);
d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 2], x2, y1, i, u2, v2, readDepth);
d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 3], x1, y2, i, u1, v1, readDepth);
d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 4], x2, y2, i, u2, v1, readDepth);
d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 5], x2, y1, i, u2, v2, readDepth);
}
*outStride = sizeof(d3d11::PositionLayerTexCoord3DVertex);
*outVertexCount = destSize.depth * 6;
*outTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
}
inline unsigned int GetSwizzleIndex(GLenum swizzle)
{
unsigned int colorIndex = 0;
switch (swizzle)
{
case GL_RED: colorIndex = 0; break;
case GL_GREEN: colorIndex = 1; break;
case GL_BLUE: colorIndex = 2; break;
case GL_ALPHA: colorIndex = 3; break;
case GL_ZERO: colorIndex = 4; break;
case GL_ONE: colorIndex = 5; break;
default: UNREACHABLE(); break;
}
return colorIndex;
}
D3D11_BLEND_DESC GetAlphaMaskBlendStateDesc()
{
D3D11_BLEND_DESC desc;
memset(&desc, 0, sizeof(desc));
desc.RenderTarget[0].BlendEnable = TRUE;
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
desc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ZERO;
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_RED |
D3D11_COLOR_WRITE_ENABLE_GREEN |
D3D11_COLOR_WRITE_ENABLE_BLUE;
return desc;
}
D3D11_INPUT_ELEMENT_DESC quad2DLayout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
D3D11_INPUT_ELEMENT_DESC quad3DLayout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "LAYER", 0, DXGI_FORMAT_R32_UINT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
} // namespace
Blit11::Blit11(Renderer11 *renderer)
: mRenderer(renderer),
mResourcesInitialized(false),
mVertexBuffer(nullptr),
mPointSampler(nullptr),
mLinearSampler(nullptr),
mScissorEnabledRasterizerState(nullptr),
mScissorDisabledRasterizerState(nullptr),
mDepthStencilState(nullptr),
mQuad2DIL(quad2DLayout,
ArraySize(quad2DLayout),
g_VS_Passthrough2D,
ArraySize(g_VS_Passthrough2D),
"Blit11 2D input layout"),
mQuad2DVS(g_VS_Passthrough2D, ArraySize(g_VS_Passthrough2D), "Blit11 2D vertex shader"),
mDepthPS(g_PS_PassthroughDepth2D,
ArraySize(g_PS_PassthroughDepth2D),
"Blit11 2D depth pixel shader"),
mQuad3DIL(quad3DLayout,
ArraySize(quad3DLayout),
g_VS_Passthrough3D,
ArraySize(g_VS_Passthrough3D),
"Blit11 3D input layout"),
mQuad3DVS(g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), "Blit11 3D vertex shader"),
mQuad3DGS(g_GS_Passthrough3D, ArraySize(g_GS_Passthrough3D), "Blit11 3D geometry shader"),
mAlphaMaskBlendState(GetAlphaMaskBlendStateDesc(), "Blit11 Alpha Mask Blend"),
mSwizzleCB(nullptr)
{
}
Blit11::~Blit11()
{
freeResources();
mQuad2DIL.release();
mQuad2DVS.release();
mDepthPS.release();
mQuad3DIL.release();
mQuad3DVS.release();
mQuad3DGS.release();
clearShaderMap();
}
gl::Error Blit11::initResources()
{
if (mResourcesInitialized)
{
return gl::Error(GL_NO_ERROR);
}
TRACE_EVENT0("gpu.angle", "Blit11::initResources");
HRESULT result;
ID3D11Device *device = mRenderer->getDevice();
D3D11_BUFFER_DESC vbDesc;
vbDesc.ByteWidth =
static_cast<unsigned int>(std::max(sizeof(d3d11::PositionLayerTexCoord3DVertex),
sizeof(d3d11::PositionTexCoordVertex)) *
6 * mRenderer->getNativeCaps().max3DTextureSize);
vbDesc.Usage = D3D11_USAGE_DYNAMIC;
vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
vbDesc.MiscFlags = 0;
vbDesc.StructureByteStride = 0;
result = device->CreateBuffer(&vbDesc, nullptr, &mVertexBuffer);
ASSERT(SUCCEEDED(result));
if (FAILED(result))
{
freeResources();
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create blit vertex buffer, HRESULT: 0x%X",
result);
}
d3d11::SetDebugName(mVertexBuffer, "Blit11 vertex buffer");
D3D11_SAMPLER_DESC pointSamplerDesc;
pointSamplerDesc.Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
pointSamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
pointSamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
pointSamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
pointSamplerDesc.MipLODBias = 0.0f;
pointSamplerDesc.MaxAnisotropy = 0;
pointSamplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
pointSamplerDesc.BorderColor[0] = 0.0f;
pointSamplerDesc.BorderColor[1] = 0.0f;
pointSamplerDesc.BorderColor[2] = 0.0f;
pointSamplerDesc.BorderColor[3] = 0.0f;
pointSamplerDesc.MinLOD = 0.0f;
pointSamplerDesc.MaxLOD = FLT_MAX;
result = device->CreateSamplerState(&pointSamplerDesc, &mPointSampler);
ASSERT(SUCCEEDED(result));
if (FAILED(result))
{
freeResources();
return gl::Error(GL_OUT_OF_MEMORY,
"Failed to create blit point sampler state, HRESULT: 0x%X", result);
}
d3d11::SetDebugName(mPointSampler, "Blit11 point sampler");
D3D11_SAMPLER_DESC linearSamplerDesc;
linearSamplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
linearSamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
linearSamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
linearSamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
linearSamplerDesc.MipLODBias = 0.0f;
linearSamplerDesc.MaxAnisotropy = 0;
linearSamplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
linearSamplerDesc.BorderColor[0] = 0.0f;
linearSamplerDesc.BorderColor[1] = 0.0f;
linearSamplerDesc.BorderColor[2] = 0.0f;
linearSamplerDesc.BorderColor[3] = 0.0f;
linearSamplerDesc.MinLOD = 0.0f;
linearSamplerDesc.MaxLOD = FLT_MAX;
result = device->CreateSamplerState(&linearSamplerDesc, &mLinearSampler);
ASSERT(SUCCEEDED(result));
if (FAILED(result))
{
freeResources();
return gl::Error(GL_OUT_OF_MEMORY,
"Failed to create blit linear sampler state, HRESULT: 0x%X", result);
}
d3d11::SetDebugName(mLinearSampler, "Blit11 linear sampler");
// Use a rasterizer state that will not cull so that inverted quads will not be culled
D3D11_RASTERIZER_DESC rasterDesc;
rasterDesc.FillMode = D3D11_FILL_SOLID;
rasterDesc.CullMode = D3D11_CULL_NONE;
rasterDesc.FrontCounterClockwise = FALSE;
rasterDesc.DepthBias = 0;
rasterDesc.SlopeScaledDepthBias = 0.0f;
rasterDesc.DepthBiasClamp = 0.0f;
rasterDesc.DepthClipEnable = TRUE;
rasterDesc.MultisampleEnable = FALSE;
rasterDesc.AntialiasedLineEnable = FALSE;
rasterDesc.ScissorEnable = TRUE;
result = device->CreateRasterizerState(&rasterDesc, &mScissorEnabledRasterizerState);
ASSERT(SUCCEEDED(result));
if (FAILED(result))
{
freeResources();
return gl::Error(GL_OUT_OF_MEMORY,
"Failed to create blit scissoring rasterizer state, HRESULT: 0x%X",
result);
}
d3d11::SetDebugName(mScissorEnabledRasterizerState, "Blit11 scissoring rasterizer state");
rasterDesc.ScissorEnable = FALSE;
result = device->CreateRasterizerState(&rasterDesc, &mScissorDisabledRasterizerState);
ASSERT(SUCCEEDED(result));
if (FAILED(result))
{
freeResources();
return gl::Error(GL_OUT_OF_MEMORY,
"Failed to create blit no scissoring rasterizer state, HRESULT: 0x%X",
result);
}
d3d11::SetDebugName(mScissorDisabledRasterizerState, "Blit11 no scissoring rasterizer state");
D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
depthStencilDesc.DepthEnable = true;
depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthStencilDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
depthStencilDesc.StencilEnable = FALSE;
depthStencilDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
depthStencilDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
result = device->CreateDepthStencilState(&depthStencilDesc, &mDepthStencilState);
ASSERT(SUCCEEDED(result));
if (FAILED(result))
{
freeResources();
return gl::Error(GL_OUT_OF_MEMORY,
"Failed to create blit depth stencil state, HRESULT: 0x%X", result);
}
d3d11::SetDebugName(mDepthStencilState, "Blit11 depth stencil state");
D3D11_BUFFER_DESC swizzleBufferDesc;
swizzleBufferDesc.ByteWidth = sizeof(unsigned int) * 4;
swizzleBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
swizzleBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
swizzleBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
swizzleBufferDesc.MiscFlags = 0;
swizzleBufferDesc.StructureByteStride = 0;
result = device->CreateBuffer(&swizzleBufferDesc, nullptr, &mSwizzleCB);
ASSERT(SUCCEEDED(result));
if (FAILED(result))
{
freeResources();
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create blit swizzle buffer, HRESULT: 0x%X",
result);
}
d3d11::SetDebugName(mSwizzleCB, "Blit11 swizzle constant buffer");
mResourcesInitialized = true;
return gl::Error(GL_NO_ERROR);
}
void Blit11::freeResources()
{
SafeRelease(mVertexBuffer);
SafeRelease(mPointSampler);
SafeRelease(mLinearSampler);
SafeRelease(mScissorEnabledRasterizerState);
SafeRelease(mScissorDisabledRasterizerState);
SafeRelease(mDepthStencilState);
SafeRelease(mSwizzleCB);
mResourcesInitialized = false;
}
// static
Blit11::BlitShaderType Blit11::GetBlitShaderType(GLenum destinationFormat, bool isSigned, ShaderDimension dimension)
{
if (dimension == SHADER_3D)
{
if (isSigned)
{
switch (destinationFormat)
{
case GL_RGBA_INTEGER: return BLITSHADER_3D_RGBAI;
case GL_RGB_INTEGER: return BLITSHADER_3D_RGBI;
case GL_RG_INTEGER: return BLITSHADER_3D_RGI;
case GL_RED_INTEGER: return BLITSHADER_3D_RI;
default:
UNREACHABLE();
return BLITSHADER_INVALID;
}
}
else
{
switch (destinationFormat)
{
case GL_RGBA: return BLITSHADER_3D_RGBAF;
case GL_RGBA_INTEGER: return BLITSHADER_3D_RGBAUI;
case GL_BGRA_EXT: return BLITSHADER_3D_BGRAF;
case GL_RGB: return BLITSHADER_3D_RGBF;
case GL_RGB_INTEGER: return BLITSHADER_3D_RGBUI;
case GL_RG: return BLITSHADER_3D_RGF;
case GL_RG_INTEGER: return BLITSHADER_3D_RGUI;
case GL_RED: return BLITSHADER_3D_RF;
case GL_RED_INTEGER: return BLITSHADER_3D_RUI;
case GL_ALPHA: return BLITSHADER_3D_ALPHA;
case GL_LUMINANCE: return BLITSHADER_3D_LUMA;
case GL_LUMINANCE_ALPHA: return BLITSHADER_3D_LUMAALPHA;
default:
UNREACHABLE();
return BLITSHADER_INVALID;
}
}
}
else if (isSigned)
{
switch (destinationFormat)
{
case GL_RGBA_INTEGER: return BLITSHADER_2D_RGBAI;
case GL_RGB_INTEGER: return BLITSHADER_2D_RGBI;
case GL_RG_INTEGER: return BLITSHADER_2D_RGI;
case GL_RED_INTEGER: return BLITSHADER_2D_RI;
default:
UNREACHABLE();
return BLITSHADER_INVALID;
}
}
else
{
switch (destinationFormat)
{
case GL_RGBA: return BLITSHADER_2D_RGBAF;
case GL_RGBA_INTEGER: return BLITSHADER_2D_RGBAUI;
case GL_BGRA_EXT: return BLITSHADER_2D_BGRAF;
case GL_RGB: return BLITSHADER_2D_RGBF;
case GL_RGB_INTEGER: return BLITSHADER_2D_RGBUI;
case GL_RG: return BLITSHADER_2D_RGF;
case GL_RG_INTEGER: return BLITSHADER_2D_RGUI;
case GL_RED: return BLITSHADER_2D_RF;
case GL_RED_INTEGER: return BLITSHADER_2D_RUI;
case GL_ALPHA: return BLITSHADER_2D_ALPHA;
case GL_LUMINANCE: return BLITSHADER_2D_LUMA;
case GL_LUMINANCE_ALPHA: return BLITSHADER_2D_LUMAALPHA;
default:
UNREACHABLE();
return BLITSHADER_INVALID;
}
}
}
// static
Blit11::SwizzleShaderType Blit11::GetSwizzleShaderType(GLenum type, D3D11_SRV_DIMENSION dimensionality)
{
switch (dimensionality)
{
case D3D11_SRV_DIMENSION_TEXTURE2D:
switch (type)
{
case GL_FLOAT: return SWIZZLESHADER_2D_FLOAT;
case GL_UNSIGNED_INT: return SWIZZLESHADER_2D_UINT;
case GL_INT: return SWIZZLESHADER_2D_INT;
default:
UNREACHABLE();
return SWIZZLESHADER_INVALID;
}
case D3D11_SRV_DIMENSION_TEXTURECUBE:
switch (type)
{
case GL_FLOAT: return SWIZZLESHADER_CUBE_FLOAT;
case GL_UNSIGNED_INT: return SWIZZLESHADER_CUBE_UINT;
case GL_INT: return SWIZZLESHADER_CUBE_INT;
default:
UNREACHABLE();
return SWIZZLESHADER_INVALID;
}
case D3D11_SRV_DIMENSION_TEXTURE3D:
switch (type)
{
case GL_FLOAT: return SWIZZLESHADER_3D_FLOAT;
case GL_UNSIGNED_INT: return SWIZZLESHADER_3D_UINT;
case GL_INT: return SWIZZLESHADER_3D_INT;
default:
UNREACHABLE();
return SWIZZLESHADER_INVALID;
}
case D3D11_SRV_DIMENSION_TEXTURE2DARRAY:
switch (type)
{
case GL_FLOAT: return SWIZZLESHADER_ARRAY_FLOAT;
case GL_UNSIGNED_INT: return SWIZZLESHADER_ARRAY_UINT;
case GL_INT: return SWIZZLESHADER_ARRAY_INT;
default:
UNREACHABLE();
return SWIZZLESHADER_INVALID;
}
default:
UNREACHABLE();
return SWIZZLESHADER_INVALID;
}
}
Blit11::ShaderSupport Blit11::getShaderSupport(const Shader &shader)
{
ID3D11Device *device = mRenderer->getDevice();
ShaderSupport support;
if (shader.dimension == SHADER_2D)
{
support.inputLayout = mQuad2DIL.resolve(device);
support.vertexShader = mQuad2DVS.resolve(device);
support.geometryShader = nullptr;
support.vertexWriteFunction = Write2DVertices;
}
else
{
ASSERT(shader.dimension == SHADER_3D);
support.inputLayout = mQuad3DIL.resolve(device);
support.vertexShader = mQuad3DVS.resolve(device);
support.geometryShader = mQuad3DGS.resolve(device);
support.vertexWriteFunction = Write3DVertices;
}
return support;
}
gl::Error Blit11::swizzleTexture(ID3D11ShaderResourceView *source,
ID3D11RenderTargetView *dest,
const gl::Extents &size,
const gl::SwizzleState &swizzleTarget)
{
gl::Error error = initResources();
if (error.isError())
{
return error;
}
HRESULT result;
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
D3D11_SHADER_RESOURCE_VIEW_DESC sourceSRVDesc;
source->GetDesc(&sourceSRVDesc);
const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(sourceSRVDesc.Format);
GLenum componentType = dxgiFormatInfo.componentType;
if (componentType == GL_NONE)
{
// We're swizzling the depth component of a depth-stencil texture.
switch (sourceSRVDesc.Format)
{
case DXGI_FORMAT_R24_UNORM_X8_TYPELESS:
componentType = GL_UNSIGNED_NORMALIZED;
break;
case DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS:
componentType = GL_FLOAT;
break;
default:
UNREACHABLE();
break;
}
}
GLenum shaderType = GL_NONE;
switch (componentType)
{
case GL_UNSIGNED_NORMALIZED:
case GL_SIGNED_NORMALIZED:
case GL_FLOAT:
shaderType = GL_FLOAT;
break;
case GL_INT:
shaderType = GL_INT;
break;
case GL_UNSIGNED_INT:
shaderType = GL_UNSIGNED_INT;
break;
default:
UNREACHABLE();
break;
}
const Shader *shader = nullptr;
error = getSwizzleShader(shaderType, sourceSRVDesc.ViewDimension, &shader);
if (error.isError())
{
return error;
}
// Set vertices
D3D11_MAPPED_SUBRESOURCE mappedResource;
result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal vertex buffer for swizzle, HRESULT: 0x%X.", result);
}
const ShaderSupport &support = getShaderSupport(*shader);
UINT stride = 0;
UINT startIdx = 0;
UINT drawCount = 0;
D3D11_PRIMITIVE_TOPOLOGY topology;
gl::Box area(0, 0, 0, size.width, size.height, size.depth);
support.vertexWriteFunction(area, size, area, size, mappedResource.pData, &stride, &drawCount, &topology);
deviceContext->Unmap(mVertexBuffer, 0);
// Set constant buffer
result = deviceContext->Map(mSwizzleCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal constant buffer for swizzle, HRESULT: 0x%X.", result);
}
unsigned int *swizzleIndices = reinterpret_cast<unsigned int*>(mappedResource.pData);
swizzleIndices[0] = GetSwizzleIndex(swizzleTarget.swizzleRed);
swizzleIndices[1] = GetSwizzleIndex(swizzleTarget.swizzleGreen);
swizzleIndices[2] = GetSwizzleIndex(swizzleTarget.swizzleBlue);
swizzleIndices[3] = GetSwizzleIndex(swizzleTarget.swizzleAlpha);
deviceContext->Unmap(mSwizzleCB, 0);
// Apply vertex buffer
deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &startIdx);
// Apply constant buffer
deviceContext->PSSetConstantBuffers(0, 1, &mSwizzleCB);
// Apply state
deviceContext->OMSetBlendState(nullptr, nullptr, 0xFFFFFFF);
deviceContext->OMSetDepthStencilState(nullptr, 0xFFFFFFFF);
deviceContext->RSSetState(mScissorDisabledRasterizerState);
// Apply shaders
deviceContext->IASetInputLayout(support.inputLayout);
deviceContext->IASetPrimitiveTopology(topology);
deviceContext->VSSetShader(support.vertexShader, nullptr, 0);
deviceContext->PSSetShader(shader->pixelShader, nullptr, 0);
deviceContext->GSSetShader(support.geometryShader, nullptr, 0);
// Unset the currently bound shader resource to avoid conflicts
auto stateManager = mRenderer->getStateManager();
stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, nullptr);
// Apply render target
stateManager->setOneTimeRenderTarget(dest, nullptr);
// Set the viewport
D3D11_VIEWPORT viewport;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = static_cast<FLOAT>(size.width);
viewport.Height = static_cast<FLOAT>(size.height);
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
deviceContext->RSSetViewports(1, &viewport);
// Apply textures
stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, source);
// Apply samplers
deviceContext->PSSetSamplers(0, 1, &mPointSampler);
// Draw the quad
deviceContext->Draw(drawCount, 0);
// Unbind textures and render targets and vertex buffer
stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, nullptr);
UINT zero = 0;
ID3D11Buffer *const nullBuffer = nullptr;
deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
mRenderer->markAllStateDirty();
return gl::Error(GL_NO_ERROR);
}
gl::Error Blit11::copyTexture(ID3D11ShaderResourceView *source,
const gl::Box &sourceArea,
const gl::Extents &sourceSize,
ID3D11RenderTargetView *dest,
const gl::Box &destArea,
const gl::Extents &destSize,
const gl::Rectangle *scissor,
GLenum destFormat,
GLenum filter,
bool maskOffAlpha)
{
gl::Error error = initResources();
if (error.isError())
{
return error;
}
HRESULT result;
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
// Determine if the source format is a signed integer format, the destFormat will already
// be GL_XXXX_INTEGER but it does not tell us if it is signed or unsigned.
D3D11_SHADER_RESOURCE_VIEW_DESC sourceSRVDesc;
source->GetDesc(&sourceSRVDesc);
const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(sourceSRVDesc.Format);
GLenum componentType = dxgiFormatInfo.componentType;
ASSERT(componentType != GL_NONE);
ASSERT(componentType != GL_SIGNED_NORMALIZED);
bool isSigned = (componentType == GL_INT);
ShaderDimension dimension = (sourceSRVDesc.ViewDimension == D3D11_SRV_DIMENSION_TEXTURE3D) ? SHADER_3D : SHADER_2D;
const Shader *shader = nullptr;
error = getBlitShader(destFormat, isSigned, dimension, &shader);
if (error.isError())
{
return error;
}
const ShaderSupport &support = getShaderSupport(*shader);
// Set vertices
D3D11_MAPPED_SUBRESOURCE mappedResource;
result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal vertex buffer for texture copy, HRESULT: 0x%X.", result);
}
UINT stride = 0;
UINT startIdx = 0;
UINT drawCount = 0;
D3D11_PRIMITIVE_TOPOLOGY topology;
support.vertexWriteFunction(sourceArea, sourceSize, destArea, destSize, mappedResource.pData,
&stride, &drawCount, &topology);
deviceContext->Unmap(mVertexBuffer, 0);
// Apply vertex buffer
deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &startIdx);
// Apply state
if (maskOffAlpha)
{
ID3D11BlendState *blendState = mAlphaMaskBlendState.resolve(mRenderer->getDevice());
ASSERT(blendState);
deviceContext->OMSetBlendState(blendState, nullptr, 0xFFFFFFF);
}
else
{
deviceContext->OMSetBlendState(nullptr, nullptr, 0xFFFFFFF);
}
deviceContext->OMSetDepthStencilState(nullptr, 0xFFFFFFFF);
if (scissor)
{
D3D11_RECT scissorRect;
scissorRect.left = scissor->x;
scissorRect.right = scissor->x + scissor->width;
scissorRect.top = scissor->y;
scissorRect.bottom = scissor->y + scissor->height;
deviceContext->RSSetScissorRects(1, &scissorRect);
deviceContext->RSSetState(mScissorEnabledRasterizerState);
}
else
{
deviceContext->RSSetState(mScissorDisabledRasterizerState);
}
// Apply shaders
deviceContext->IASetInputLayout(support.inputLayout);
deviceContext->IASetPrimitiveTopology(topology);
deviceContext->VSSetShader(support.vertexShader, nullptr, 0);
deviceContext->PSSetShader(shader->pixelShader, nullptr, 0);
deviceContext->GSSetShader(support.geometryShader, nullptr, 0);
// Unset the currently bound shader resource to avoid conflicts
auto stateManager = mRenderer->getStateManager();
stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, nullptr);
// Apply render target
stateManager->setOneTimeRenderTarget(dest, nullptr);
// Set the viewport
D3D11_VIEWPORT viewport;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = static_cast<FLOAT>(destSize.width);
viewport.Height = static_cast<FLOAT>(destSize.height);
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
deviceContext->RSSetViewports(1, &viewport);
// Apply textures
stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, source);
// Apply samplers
ID3D11SamplerState *sampler = nullptr;
switch (filter)
{
case GL_NEAREST: sampler = mPointSampler; break;
case GL_LINEAR: sampler = mLinearSampler; break;
default:
UNREACHABLE();
return gl::Error(GL_OUT_OF_MEMORY, "Internal error, unknown blit filter mode.");
}
deviceContext->PSSetSamplers(0, 1, &sampler);
// Draw the quad
deviceContext->Draw(drawCount, 0);
// Unbind textures and render targets and vertex buffer
stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, nullptr);
UINT zero = 0;
ID3D11Buffer *const nullBuffer = nullptr;
deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
mRenderer->markAllStateDirty();
return gl::Error(GL_NO_ERROR);
}
gl::Error Blit11::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,
const gl::Rectangle *scissor)
{
return copyDepthStencil(source, sourceSubresource, sourceArea, sourceSize,
dest, destSubresource, destArea, destSize,
scissor, true);
}
gl::Error Blit11::copyDepth(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize,
ID3D11DepthStencilView *dest, const gl::Box &destArea, const gl::Extents &destSize,
const gl::Rectangle *scissor)
{
gl::Error error = initResources();
if (error.isError())
{
return error;
}
HRESULT result;
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
// Set vertices
D3D11_MAPPED_SUBRESOURCE mappedResource;
result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal vertex buffer for texture copy, HRESULT: 0x%X.", result);
}
UINT stride = 0;
UINT startIdx = 0;
UINT drawCount = 0;
D3D11_PRIMITIVE_TOPOLOGY topology;
Write2DVertices(sourceArea, sourceSize, destArea, destSize, mappedResource.pData,
&stride, &drawCount, &topology);
deviceContext->Unmap(mVertexBuffer, 0);
// Apply vertex buffer
deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &startIdx);
// Apply state
deviceContext->OMSetBlendState(nullptr, nullptr, 0xFFFFFFF);
deviceContext->OMSetDepthStencilState(mDepthStencilState, 0xFFFFFFFF);
if (scissor)
{
D3D11_RECT scissorRect;
scissorRect.left = scissor->x;
scissorRect.right = scissor->x + scissor->width;
scissorRect.top = scissor->y;
scissorRect.bottom = scissor->y + scissor->height;
deviceContext->RSSetScissorRects(1, &scissorRect);
deviceContext->RSSetState(mScissorEnabledRasterizerState);
}
else
{
deviceContext->RSSetState(mScissorDisabledRasterizerState);
}
ID3D11Device *device = mRenderer->getDevice();
ID3D11VertexShader *quad2DVS = mQuad2DVS.resolve(device);
if (quad2DVS == nullptr)
{
return gl::Error(GL_INVALID_OPERATION, "Error compiling internal 2D blit vertex shader");
}
// Apply shaders
deviceContext->IASetInputLayout(mQuad2DIL.resolve(device));
deviceContext->IASetPrimitiveTopology(topology);
deviceContext->VSSetShader(quad2DVS, nullptr, 0);
deviceContext->PSSetShader(mDepthPS.resolve(device), nullptr, 0);
deviceContext->GSSetShader(nullptr, nullptr, 0);
// Unset the currently bound shader resource to avoid conflicts
auto stateManager = mRenderer->getStateManager();
stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, nullptr);
// Apply render target
stateManager->setOneTimeRenderTarget(nullptr, dest);
// Set the viewport
D3D11_VIEWPORT viewport;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = static_cast<FLOAT>(destSize.width);
viewport.Height = static_cast<FLOAT>(destSize.height);
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
deviceContext->RSSetViewports(1, &viewport);
// Apply textures
stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, source);
// Apply samplers
deviceContext->PSSetSamplers(0, 1, &mPointSampler);
// Draw the quad
deviceContext->Draw(drawCount, 0);
// Unbind textures and render targets and vertex buffer
stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, nullptr);
UINT zero = 0;
ID3D11Buffer *const nullBuffer = nullptr;
deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
mRenderer->markAllStateDirty();
return gl::Error(GL_NO_ERROR);
}
gl::Error Blit11::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,
const gl::Rectangle *scissor)
{
return copyDepthStencil(source, sourceSubresource, sourceArea, sourceSize,
dest, destSubresource, destArea, destSize,
scissor, false);
}
gl::Error Blit11::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,
const gl::Rectangle *scissor, bool stencilOnly)
{
gl::Error error = initResources();
if (error.isError())
{
return error;
}
ID3D11Device *device = mRenderer->getDevice();
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
ID3D11Resource *sourceStaging = CreateStagingTexture(device, deviceContext, source, sourceSubresource, sourceSize, D3D11_CPU_ACCESS_READ);
// HACK: Create the destination staging buffer as a read/write texture so ID3D11DevicContext::UpdateSubresource can be called
// using it's mapped data as a source
ID3D11Resource *destStaging = CreateStagingTexture(device, deviceContext, dest, destSubresource, destSize, D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE);
if (!sourceStaging || !destStaging)
{
SafeRelease(sourceStaging);
SafeRelease(destStaging);
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal staging textures for depth stencil blit.");
}
DXGI_FORMAT format = GetTextureFormat(source);
ASSERT(format == GetTextureFormat(dest));
const d3d11::DXGIFormatSize &dxgiFormatSizeInfo = d3d11::GetDXGIFormatSizeInfo(format);
unsigned int pixelSize = dxgiFormatSizeInfo.pixelBytes;
unsigned int copyOffset = 0;
unsigned int copySize = pixelSize;
if (stencilOnly)
{
const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(format);
// Stencil channel should be right after the depth channel. Some views to depth/stencil
// resources have red channel for depth, in which case the depth channel bit width is in
// redBits.
ASSERT((dxgiFormatInfo.redBits != 0) != (dxgiFormatInfo.depthBits != 0));
GLuint depthBits = dxgiFormatInfo.redBits + dxgiFormatInfo.depthBits;
// Known formats have either 24 or 32 bits of depth.
ASSERT(depthBits == 24 || depthBits == 32);
copyOffset = depthBits / 8;
// Stencil is assumed to be 8-bit - currently this is true for all possible formats.
copySize = 1;
}
D3D11_MAPPED_SUBRESOURCE sourceMapping;
HRESULT result = deviceContext->Map(sourceStaging, 0, D3D11_MAP_READ, 0, &sourceMapping);
if (FAILED(result))
{
SafeRelease(sourceStaging);
SafeRelease(destStaging);
return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal source staging texture for depth stencil blit, HRESULT: 0x%X.", result);
}
D3D11_MAPPED_SUBRESOURCE destMapping;
result = deviceContext->Map(destStaging, 0, D3D11_MAP_WRITE, 0, &destMapping);
if (FAILED(result))
{
deviceContext->Unmap(sourceStaging, 0);
SafeRelease(sourceStaging);
SafeRelease(destStaging);
return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal destination staging texture for depth stencil blit, HRESULT: 0x%X.", result);
}
gl::Rectangle clippedDestArea(destArea.x, destArea.y, destArea.width, destArea.height);
// Clip dest area to the destination size
gl::ClipRectangle(clippedDestArea, gl::Rectangle(0, 0, destSize.width, destSize.height), &clippedDestArea);
// Clip dest area to the scissor
if (scissor)
{
gl::ClipRectangle(clippedDestArea, *scissor, &clippedDestArea);
}
// Determine if entire rows can be copied at once instead of each individual pixel, requires that there is
// no out of bounds lookups required, the entire pixel is copied and no stretching
bool wholeRowCopy = sourceArea.width == clippedDestArea.width &&
sourceArea.x >= 0 && sourceArea.x + sourceArea.width <= sourceSize.width &&
copySize == pixelSize;
for (int y = clippedDestArea.y; y < clippedDestArea.y + clippedDestArea.height; y++)
{
float yPerc = static_cast<float>(y - destArea.y) / (destArea.height - 1);
// Interpolate using the original source rectangle to determine which row to sample from while clamping to the edges
unsigned int readRow = static_cast<unsigned int>(gl::clamp(sourceArea.y + floor(yPerc * (sourceArea.height - 1) + 0.5f), 0, sourceSize.height - 1));
unsigned int writeRow = y;
if (wholeRowCopy)
{
void *sourceRow = reinterpret_cast<char*>(sourceMapping.pData) +
readRow * sourceMapping.RowPitch +
sourceArea.x * pixelSize;
void *destRow = reinterpret_cast<char*>(destMapping.pData) +
writeRow * destMapping.RowPitch +
destArea.x * pixelSize;
memcpy(destRow, sourceRow, pixelSize * destArea.width);
}
else
{
for (int x = clippedDestArea.x; x < clippedDestArea.x + clippedDestArea.width; x++)
{
float xPerc = static_cast<float>(x - destArea.x) / (destArea.width - 1);
// Interpolate the original source rectangle to determine which column to sample from while clamping to the edges
unsigned int readColumn = static_cast<unsigned int>(gl::clamp(sourceArea.x + floor(xPerc * (sourceArea.width - 1) + 0.5f), 0, sourceSize.width - 1));
unsigned int writeColumn = x;
void *sourcePixel = reinterpret_cast<char*>(sourceMapping.pData) +
readRow * sourceMapping.RowPitch +
readColumn * pixelSize +
copyOffset;
void *destPixel = reinterpret_cast<char*>(destMapping.pData) +
writeRow * destMapping.RowPitch +
writeColumn * pixelSize +
copyOffset;
memcpy(destPixel, sourcePixel, copySize);
}
}
}
// HACK: Use ID3D11DevicContext::UpdateSubresource which causes an extra copy compared to ID3D11DevicContext::CopySubresourceRegion
// according to MSDN.
deviceContext->UpdateSubresource(dest, destSubresource, nullptr, destMapping.pData, destMapping.RowPitch, destMapping.DepthPitch);
deviceContext->Unmap(sourceStaging, 0);
deviceContext->Unmap(destStaging, 0);
// TODO: Determine why this call to ID3D11DevicContext::CopySubresourceRegion causes a TDR timeout on some
// systems when called repeatedly.
// deviceContext->CopySubresourceRegion(dest, destSubresource, 0, 0, 0, destStaging, 0, nullptr);
SafeRelease(sourceStaging);
SafeRelease(destStaging);
return gl::Error(GL_NO_ERROR);
}
void Blit11::addBlitShaderToMap(BlitShaderType blitShaderType, ShaderDimension dimension, ID3D11PixelShader *ps)
{
ASSERT(mBlitShaderMap.find(blitShaderType) == mBlitShaderMap.end());
ASSERT(ps);
Shader shader;
shader.dimension = dimension;
shader.pixelShader = ps;
mBlitShaderMap[blitShaderType] = shader;
}
void Blit11::addSwizzleShaderToMap(SwizzleShaderType swizzleShaderType, ShaderDimension dimension, ID3D11PixelShader *ps)
{
ASSERT(mSwizzleShaderMap.find(swizzleShaderType) == mSwizzleShaderMap.end());
ASSERT(ps);
Shader shader;
shader.dimension = dimension;
shader.pixelShader = ps;
mSwizzleShaderMap[swizzleShaderType] = shader;
}
void Blit11::clearShaderMap()
{
for (auto &blitShader : mBlitShaderMap)
{
SafeRelease(blitShader.second.pixelShader);
}
mBlitShaderMap.clear();
for (auto &swizzleShader : mSwizzleShaderMap)
{
SafeRelease(swizzleShader.second.pixelShader);
}
mSwizzleShaderMap.clear();
}
gl::Error Blit11::getBlitShader(GLenum destFormat, bool isSigned, ShaderDimension dimension, const Shader **shader)
{
BlitShaderType blitShaderType = GetBlitShaderType(destFormat, isSigned, dimension);
if (blitShaderType == BLITSHADER_INVALID)
{
return gl::Error(GL_INVALID_OPERATION, "Internal blit shader type mismatch");
}
auto blitShaderIt = mBlitShaderMap.find(blitShaderType);
if (blitShaderIt != mBlitShaderMap.end())
{
*shader = &blitShaderIt->second;
return gl::Error(GL_NO_ERROR);
}
ASSERT(dimension == SHADER_2D || mRenderer->isES3Capable());
ID3D11Device *device = mRenderer->getDevice();
switch (blitShaderType)
{
case BLITSHADER_2D_RGBAF:
addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D RGBA pixel shader"));
break;
case BLITSHADER_2D_BGRAF:
addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D BGRA pixel shader"));
break;
case BLITSHADER_2D_RGBF:
addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGB2D, "Blit11 2D RGB pixel shader"));
break;
case BLITSHADER_2D_RGF:
addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRG2D, "Blit11 2D RG pixel shader"));
break;
case BLITSHADER_2D_RF:
addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughR2D, "Blit11 2D R pixel shader"));
break;
case BLITSHADER_2D_ALPHA:
addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D alpha pixel shader"));
break;
case BLITSHADER_2D_LUMA:
addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughLum2D, "Blit11 2D lum pixel shader"));
break;
case BLITSHADER_2D_LUMAALPHA:
addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughLumAlpha2D, "Blit11 2D luminance alpha pixel shader"));
break;
case BLITSHADER_2D_RGBAUI:
addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGBA2DUI, "Blit11 2D RGBA UI pixel shader"));
break;
case BLITSHADER_2D_RGBAI:
addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGBA2DI, "Blit11 2D RGBA I pixel shader"));
break;
case BLITSHADER_2D_RGBUI:
addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGB2DUI, "Blit11 2D RGB UI pixel shader"));
break;
case BLITSHADER_2D_RGBI:
addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRGB2DI, "Blit11 2D RGB I pixel shader"));
break;
case BLITSHADER_2D_RGUI:
addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRG2DUI, "Blit11 2D RG UI pixel shader"));
break;
case BLITSHADER_2D_RGI:
addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughRG2DI, "Blit11 2D RG I pixel shader"));
break;
case BLITSHADER_2D_RUI:
addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughR2DUI, "Blit11 2D R UI pixel shader"));
break;
case BLITSHADER_2D_RI:
addBlitShaderToMap(blitShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_PassthroughR2DI, "Blit11 2D R I pixel shader"));
break;
case BLITSHADER_3D_RGBAF:
addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D RGBA pixel shader"));
break;
case BLITSHADER_3D_RGBAUI:
addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRGBA3DUI, "Blit11 3D UI RGBA pixel shader"));
break;
case BLITSHADER_3D_RGBAI:
addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRGBA3DI, "Blit11 3D I RGBA pixel shader"));
break;
case BLITSHADER_3D_BGRAF:
addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D BGRA pixel shader"));
break;
case BLITSHADER_3D_RGBF:
addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRGB3D, "Blit11 3D RGB pixel shader"));
break;
case BLITSHADER_3D_RGBUI:
addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRGB3DUI, "Blit11 3D RGB UI pixel shader"));
break;
case BLITSHADER_3D_RGBI:
addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRGB3DI, "Blit11 3D RGB I pixel shader"));
break;
case BLITSHADER_3D_RGF:
addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRG3D, "Blit11 3D RG pixel shader"));
break;
case BLITSHADER_3D_RGUI:
addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRG3DUI, "Blit11 3D RG UI pixel shader"));
break;
case BLITSHADER_3D_RGI:
addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRG3DI, "Blit11 3D RG I pixel shader"));
break;
case BLITSHADER_3D_RF:
addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughR3D, "Blit11 3D R pixel shader"));
break;
case BLITSHADER_3D_RUI:
addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughR3DUI, "Blit11 3D R UI pixel shader"));
break;
case BLITSHADER_3D_RI:
addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughR3DI, "Blit11 3D R I pixel shader"));
break;
case BLITSHADER_3D_ALPHA:
addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D alpha pixel shader"));
break;
case BLITSHADER_3D_LUMA:
addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughLum3D, "Blit11 3D luminance pixel shader"));
break;
case BLITSHADER_3D_LUMAALPHA:
addBlitShaderToMap(blitShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_PassthroughLumAlpha3D, "Blit11 3D luminance alpha pixel shader"));
break;
default:
UNREACHABLE();
return gl::Error(GL_INVALID_OPERATION, "Internal error");
}
blitShaderIt = mBlitShaderMap.find(blitShaderType);
ASSERT(blitShaderIt != mBlitShaderMap.end());
*shader = &blitShaderIt->second;
return gl::Error(GL_NO_ERROR);
}
gl::Error Blit11::getSwizzleShader(GLenum type, D3D11_SRV_DIMENSION viewDimension, const Shader **shader)
{
SwizzleShaderType swizzleShaderType = GetSwizzleShaderType(type, viewDimension);
if (swizzleShaderType == SWIZZLESHADER_INVALID)
{
return gl::Error(GL_INVALID_OPERATION, "Swizzle shader type not found");
}
auto swizzleShaderIt = mSwizzleShaderMap.find(swizzleShaderType);
if (swizzleShaderIt != mSwizzleShaderMap.end())
{
*shader = &swizzleShaderIt->second;
return gl::Error(GL_NO_ERROR);
}
// Swizzling shaders (OpenGL ES 3+)
ASSERT(mRenderer->isES3Capable());
ID3D11Device *device = mRenderer->getDevice();
switch (swizzleShaderType)
{
case SWIZZLESHADER_2D_FLOAT:
addSwizzleShaderToMap(swizzleShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_SwizzleF2D, "Blit11 2D F swizzle pixel shader"));
break;
case SWIZZLESHADER_2D_UINT:
addSwizzleShaderToMap(swizzleShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_SwizzleUI2D, "Blit11 2D UI swizzle pixel shader"));
break;
case SWIZZLESHADER_2D_INT:
addSwizzleShaderToMap(swizzleShaderType, SHADER_2D, d3d11::CompilePS(device, g_PS_SwizzleI2D, "Blit11 2D I swizzle pixel shader"));
break;
case SWIZZLESHADER_CUBE_FLOAT:
addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleF2DArray, "Blit11 2D Cube F swizzle pixel shader"));
break;
case SWIZZLESHADER_CUBE_UINT:
addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleUI2DArray, "Blit11 2D Cube UI swizzle pixel shader"));
break;
case SWIZZLESHADER_CUBE_INT:
addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleI2DArray, "Blit11 2D Cube I swizzle pixel shader"));
break;
case SWIZZLESHADER_3D_FLOAT:
addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleF3D, "Blit11 3D F swizzle pixel shader"));
break;
case SWIZZLESHADER_3D_UINT:
addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleUI3D, "Blit11 3D UI swizzle pixel shader"));
break;
case SWIZZLESHADER_3D_INT:
addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleI3D, "Blit11 3D I swizzle pixel shader"));
break;
case SWIZZLESHADER_ARRAY_FLOAT:
addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleF2DArray, "Blit11 2D Array F swizzle pixel shader"));
break;
case SWIZZLESHADER_ARRAY_UINT:
addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleUI2DArray, "Blit11 2D Array UI swizzle pixel shader"));
break;
case SWIZZLESHADER_ARRAY_INT:
addSwizzleShaderToMap(swizzleShaderType, SHADER_3D, d3d11::CompilePS(device, g_PS_SwizzleI2DArray, "Blit11 2D Array I swizzle pixel shader"));
break;
default:
UNREACHABLE();
return gl::Error(GL_INVALID_OPERATION, "Internal error");
}
swizzleShaderIt = mSwizzleShaderMap.find(swizzleShaderType);
ASSERT(swizzleShaderIt != mSwizzleShaderMap.end());
*shader = &swizzleShaderIt->second;
return gl::Error(GL_NO_ERROR);
}
}