Hash :
9d737966
Author :
Date :
2019-08-14T12:25:12
Standardize copyright notices to project style
For all "ANGLE Project" copyrights, standardize to the format specified
by the style guide. Changes:
- "Copyright (c)" and "Copyright(c)" changed to just "Copyright".
- Removed the second half of date ranges ("Y1Y1-Y2Y2"->"Y1Y1").
- Fixed a small number of files that had no copyright date using the
initial commit year from the version control history.
- Fixed one instance of copyright being "The ANGLE Project" rather than
"The ANGLE Project Authors"
These changes are applied both to the copyright of source file, and
where applicable to copyright statements that are generated by
templates.
BUG=angleproject:3811
Change-Id: I973dd65e4ef9deeba232d5be74c768256a0eb2e5
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1754397
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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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.
//
// Blit11.cpp: Texture copy utility class.
#ifndef LIBANGLE_RENDERER_D3D_D3D11_BLIT11_H_
#define LIBANGLE_RENDERER_D3D_D3D11_BLIT11_H_
#include "common/angleutils.h"
#include "libANGLE/Error.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/d3d/d3d11/ResourceManager11.h"
#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
#include <map>
namespace rx
{
class Renderer11;
class Blit11 : angle::NonCopyable
{
public:
explicit Blit11(Renderer11 *renderer);
~Blit11();
angle::Result swizzleTexture(const gl::Context *context,
const d3d11::SharedSRV &source,
const d3d11::RenderTargetView &dest,
const gl::Extents &size,
const gl::SwizzleState &swizzleTarget);
// Set destTypeForDownsampling to GL_NONE to skip downsampling
angle::Result copyTexture(const gl::Context *context,
const d3d11::SharedSRV &source,
const gl::Box &sourceArea,
const gl::Extents &sourceSize,
GLenum sourceFormat,
const d3d11::RenderTargetView &dest,
const gl::Box &destArea,
const gl::Extents &destSize,
const gl::Rectangle *scissor,
GLenum destFormat,
GLenum destTypeForDownsampling,
GLenum filter,
bool maskOffAlpha,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha);
angle::Result copyStencil(const gl::Context *context,
const TextureHelper11 &source,
unsigned int sourceSubresource,
const gl::Box &sourceArea,
const gl::Extents &sourceSize,
const TextureHelper11 &dest,
unsigned int destSubresource,
const gl::Box &destArea,
const gl::Extents &destSize,
const gl::Rectangle *scissor);
angle::Result copyDepth(const gl::Context *context,
const d3d11::SharedSRV &source,
const gl::Box &sourceArea,
const gl::Extents &sourceSize,
const d3d11::DepthStencilView &dest,
const gl::Box &destArea,
const gl::Extents &destSize,
const gl::Rectangle *scissor);
angle::Result copyDepthStencil(const gl::Context *context,
const TextureHelper11 &source,
unsigned int sourceSubresource,
const gl::Box &sourceArea,
const gl::Extents &sourceSize,
const TextureHelper11 &dest,
unsigned int destSubresource,
const gl::Box &destArea,
const gl::Extents &destSize,
const gl::Rectangle *scissor);
angle::Result resolveDepth(const gl::Context *context,
RenderTarget11 *depth,
TextureHelper11 *textureOut);
angle::Result resolveStencil(const gl::Context *context,
RenderTarget11 *depthStencil,
bool alsoDepth,
TextureHelper11 *textureOut);
using BlitConvertFunction = void(const gl::Box &sourceArea,
const gl::Box &destArea,
const gl::Rectangle &clipRect,
const gl::Extents &sourceSize,
unsigned int sourceRowPitch,
unsigned int destRowPitch,
ptrdiff_t readOffset,
ptrdiff_t writeOffset,
size_t copySize,
size_t srcPixelStride,
size_t destPixelStride,
const uint8_t *sourceData,
uint8_t *destData);
private:
enum BlitShaderOperation : unsigned int;
enum BlitShaderType : unsigned int;
enum SwizzleShaderType
{
SWIZZLESHADER_INVALID,
SWIZZLESHADER_2D_FLOAT,
SWIZZLESHADER_2D_UINT,
SWIZZLESHADER_2D_INT,
SWIZZLESHADER_CUBE_FLOAT,
SWIZZLESHADER_CUBE_UINT,
SWIZZLESHADER_CUBE_INT,
SWIZZLESHADER_3D_FLOAT,
SWIZZLESHADER_3D_UINT,
SWIZZLESHADER_3D_INT,
SWIZZLESHADER_ARRAY_FLOAT,
SWIZZLESHADER_ARRAY_UINT,
SWIZZLESHADER_ARRAY_INT,
};
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);
enum ShaderDimension
{
SHADER_INVALID,
SHADER_2D,
SHADER_3D,
SHADER_2DARRAY
};
struct Shader
{
Shader();
Shader(Shader &&other);
~Shader();
Shader &operator=(Shader &&other);
ShaderDimension dimension;
d3d11::PixelShader pixelShader;
};
struct ShaderSupport
{
const d3d11::InputLayout *inputLayout;
const d3d11::VertexShader *vertexShader;
const d3d11::GeometryShader *geometryShader;
WriteVertexFunction vertexWriteFunction;
};
angle::Result initResources(const gl::Context *context);
angle::Result getShaderSupport(const gl::Context *context,
const Shader &shader,
ShaderSupport *supportOut);
static BlitShaderOperation getBlitShaderOperation(GLenum destinationFormat,
GLenum sourceFormat,
bool isSrcSigned,
bool isDestSigned,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
GLenum destTypeForDownsampling);
static BlitShaderType getBlitShaderType(BlitShaderOperation operation,
ShaderDimension dimension);
static SwizzleShaderType GetSwizzleShaderType(GLenum type, D3D11_SRV_DIMENSION dimensionality);
angle::Result copyDepthStencilImpl(const gl::Context *context,
const TextureHelper11 &source,
unsigned int sourceSubresource,
const gl::Box &sourceArea,
const gl::Extents &sourceSize,
const TextureHelper11 &dest,
unsigned int destSubresource,
const gl::Box &destArea,
const gl::Extents &destSize,
const gl::Rectangle *scissor,
bool stencilOnly);
angle::Result copyAndConvertImpl(const gl::Context *context,
const TextureHelper11 &source,
unsigned int sourceSubresource,
const gl::Box &sourceArea,
const gl::Extents &sourceSize,
const TextureHelper11 &destStaging,
const gl::Box &destArea,
const gl::Extents &destSize,
const gl::Rectangle *scissor,
size_t readOffset,
size_t writeOffset,
size_t copySize,
size_t srcPixelStride,
size_t destPixelStride,
BlitConvertFunction *convertFunction);
angle::Result copyAndConvert(const gl::Context *context,
const TextureHelper11 &source,
unsigned int sourceSubresource,
const gl::Box &sourceArea,
const gl::Extents &sourceSize,
const TextureHelper11 &dest,
unsigned int destSubresource,
const gl::Box &destArea,
const gl::Extents &destSize,
const gl::Rectangle *scissor,
size_t readOffset,
size_t writeOffset,
size_t copySize,
size_t srcPixelStride,
size_t destPixelStride,
BlitConvertFunction *convertFunction);
angle::Result mapBlitShader(const gl::Context *context, BlitShaderType blitShaderType);
angle::Result addBlitShaderToMap(const gl::Context *context,
BlitShaderType blitShaderType,
ShaderDimension dimension,
const ShaderData &shaderData,
const char *name);
angle::Result getBlitShader(const gl::Context *context,
GLenum destFormat,
GLenum sourceFormat,
bool isSrcSigned,
bool isDestSigned,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha,
GLenum destTypeForDownsampling,
ShaderDimension dimension,
const Shader **shaderOut);
angle::Result getSwizzleShader(const gl::Context *context,
GLenum type,
D3D11_SRV_DIMENSION viewDimension,
const Shader **shaderOut);
angle::Result addSwizzleShaderToMap(const gl::Context *context,
SwizzleShaderType swizzleShaderType,
ShaderDimension dimension,
const ShaderData &shaderData,
const char *name);
void clearShaderMap();
void releaseResolveDepthStencilResources();
angle::Result initResolveDepthOnly(const gl::Context *context,
const d3d11::Format &format,
const gl::Extents &extents);
angle::Result initResolveDepthStencil(const gl::Context *context, const gl::Extents &extents);
Renderer11 *mRenderer;
std::map<BlitShaderType, Shader> mBlitShaderMap;
std::map<SwizzleShaderType, Shader> mSwizzleShaderMap;
bool mResourcesInitialized;
d3d11::Buffer mVertexBuffer;
d3d11::SamplerState mPointSampler;
d3d11::SamplerState mLinearSampler;
d3d11::RasterizerState mScissorEnabledRasterizerState;
d3d11::RasterizerState mScissorDisabledRasterizerState;
d3d11::DepthStencilState mDepthStencilState;
d3d11::LazyInputLayout mQuad2DIL;
d3d11::LazyShader<ID3D11VertexShader> mQuad2DVS;
d3d11::LazyShader<ID3D11PixelShader> mDepthPS;
d3d11::LazyInputLayout mQuad3DIL;
d3d11::LazyShader<ID3D11VertexShader> mQuad3DVS;
d3d11::LazyShader<ID3D11GeometryShader> mQuad3DGS;
d3d11::LazyBlendState mAlphaMaskBlendState;
d3d11::Buffer mSwizzleCB;
d3d11::LazyShader<ID3D11VertexShader> mResolveDepthStencilVS;
d3d11::LazyShader<ID3D11PixelShader> mResolveDepthPS;
d3d11::LazyShader<ID3D11PixelShader> mResolveDepthStencilPS;
d3d11::LazyShader<ID3D11PixelShader> mResolveStencilPS;
d3d11::ShaderResourceView mStencilSRV;
TextureHelper11 mResolvedDepthStencil;
d3d11::RenderTargetView mResolvedDepthStencilRTView;
TextureHelper11 mResolvedDepth;
d3d11::DepthStencilView mResolvedDepthDSView;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_D3D11_BLIT11_H_