Hash :
d50151d3
Author :
Date :
2019-12-17T13:57:12
Move Serial utils to their own file. This will let the front-end access them without pulling in the rest of renderer_utils. The Serial class in particular will be useful for capture/replay. Also adds a very minimal unit test. Bug: angleproject:4223 Change-Id: I9e63b8a8227a245b20a8f024b960fcf60c7840db Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1954611 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Cody Northrop <cnorthrop@google.com>
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//
// Copyright 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.
//
// PixelTransfer11.h:
// Buffer-to-Texture and Texture-to-Buffer data transfers.
// Used to implement pixel unpack and pixel pack buffers in ES3.
#ifndef LIBANGLE_RENDERER_D3D_D3D11_PIXELTRANSFER11_H_
#define LIBANGLE_RENDERER_D3D_D3D11_PIXELTRANSFER11_H_
#include <GLES2/gl2.h>
#include <map>
#include "common/platform.h"
#include "libANGLE/Error.h"
#include "libANGLE/renderer/d3d/d3d11/ResourceManager11.h"
namespace gl
{
class Buffer;
class Context;
struct Box;
struct Extents;
struct PixelUnpackState;
} // namespace gl
namespace rx
{
class Renderer11;
class RenderTargetD3D;
class PixelTransfer11
{
public:
explicit PixelTransfer11(Renderer11 *renderer);
~PixelTransfer11();
// unpack: the source buffer is stored in the unpack state, and buffer strides
// offset: the start of the data within the unpack buffer
// destRenderTarget: individual slice/layer of a target texture
// destinationFormat/sourcePixelsType: determines shaders + shader parameters
// destArea: the sub-section of destRenderTarget to copy to
angle::Result copyBufferToTexture(const gl::Context *context,
const gl::PixelUnpackState &unpack,
unsigned int offset,
RenderTargetD3D *destRenderTarget,
GLenum destinationFormat,
GLenum sourcePixelsType,
const gl::Box &destArea);
private:
struct CopyShaderParams
{
unsigned int FirstPixelOffset;
unsigned int PixelsPerRow;
unsigned int RowStride;
unsigned int RowsPerSlice;
float PositionOffset[2];
float PositionScale[2];
int TexLocationOffset[2];
int TexLocationScale[2];
unsigned int FirstSlice;
};
static void setBufferToTextureCopyParams(const gl::Box &destArea,
const gl::Extents &destSize,
GLenum internalFormat,
const gl::PixelUnpackState &unpack,
unsigned int offset,
CopyShaderParams *parametersOut);
angle::Result loadResources(const gl::Context *context);
angle::Result buildShaderMap(const gl::Context *context);
const d3d11::PixelShader *findBufferToTexturePS(GLenum internalFormat) const;
Renderer11 *mRenderer;
bool mResourcesLoaded;
std::map<GLenum, d3d11::PixelShader> mBufferToTexturePSMap;
d3d11::VertexShader mBufferToTextureVS;
d3d11::GeometryShader mBufferToTextureGS;
d3d11::Buffer mParamsConstantBuffer;
CopyShaderParams mParamsData;
d3d11::RasterizerState mCopyRasterizerState;
d3d11::DepthStencilState mCopyDepthStencilState;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_D3D11_PIXELTRANSFER11_H_