Hash :
1a4523f3
Author :
Date :
2016-03-18T15:33:55
Avoid copying of texture format info structures Use const pointers to the statically allocated structures instead of copying them in TextureStorage11. This avoids the cost of copying and saves a little bit of memory. BUG=angleproject:1244 TEST=angle_end2end_tests Change-Id: Ib59fddd68ba9bc53e491d55683416c0661f26e0e Reviewed-on: https://chromium-review.googlesource.com/333930 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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//
// Copyright 2015 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.
//
// texture_format_table:
// Queries for full textureFormat information based on internalFormat
//
#ifndef LIBANGLE_RENDERER_D3D_D3D11_TEXTUREFORMATTABLE_H_
#define LIBANGLE_RENDERER_D3D_D3D11_TEXTUREFORMATTABLE_H_
#include <map>
#include "common/angleutils.h"
#include "common/platform.h"
#include "libANGLE/renderer/d3d/formatutilsD3D.h"
#include "libANGLE/renderer/d3d/d3d11/texture_format_table_autogen.h"
namespace rx
{
struct Renderer11DeviceCaps;
namespace d3d11
{
struct LoadImageFunctionInfo
{
LoadImageFunctionInfo() : loadFunction(nullptr), requiresConversion(false) {}
LoadImageFunctionInfo(LoadImageFunction loadFunction, bool requiresConversion)
: loadFunction(loadFunction), requiresConversion(requiresConversion)
{
}
LoadImageFunction loadFunction;
bool requiresConversion;
};
struct ANGLEFormatSet
{
ANGLEFormatSet();
ANGLEFormatSet(ANGLEFormat format,
GLenum glInternalFormat,
DXGI_FORMAT texFormat,
DXGI_FORMAT srvFormat,
DXGI_FORMAT rtvFormat,
DXGI_FORMAT dsvFormat,
DXGI_FORMAT blitSRVFormat,
ANGLEFormat swizzleFormat,
MipGenerationFunction mipGenerationFunction,
ColorReadFunction colorReadFunction);
ANGLEFormatSet(const ANGLEFormatSet &) = default;
ANGLEFormatSet &operator=(const ANGLEFormatSet &) = default;
ANGLEFormat format;
// The closest matching GL internal format for the DXGI formats this format uses. Note that this
// may be a different internal format than the one this ANGLE format is used for.
GLenum glInternalFormat;
DXGI_FORMAT texFormat;
DXGI_FORMAT srvFormat;
DXGI_FORMAT rtvFormat;
DXGI_FORMAT dsvFormat;
DXGI_FORMAT blitSRVFormat;
ANGLEFormat swizzleFormat;
MipGenerationFunction mipGenerationFunction;
ColorReadFunction colorReadFunction;
};
struct TextureFormat : public angle::NonCopyable
{
TextureFormat(GLenum internalFormat,
const ANGLEFormat angleFormat,
InitializeTextureDataFunction internalFormatInitializer);
const ANGLEFormatSet *formatSet;
const ANGLEFormatSet *swizzleFormatSet;
InitializeTextureDataFunction dataInitializerFunction;
typedef std::map<GLenum, LoadImageFunctionInfo> LoadFunctionMap;
LoadFunctionMap loadFunctions;
};
const ANGLEFormatSet &GetANGLEFormatSet(ANGLEFormat angleFormat);
const TextureFormat &GetTextureFormatInfo(GLenum internalformat,
const Renderer11DeviceCaps &renderer11DeviceCaps);
} // namespace d3d11
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_D3D11_TEXTUREFORMATTABLE_H_