Hash :
dcc9b51d
Author :
Date :
2017-06-05T15:28:45
D3D11: Consolidate input layout application. This merges all calls to IASetInputLayout to a single place in StateManager11. This means we no longer have to invalidate the state for D3D11, and can always lazily apply the input layout state. Introduces a new ResourceSerial class to replace the uintptr_t and DirtyPointer design. BUG=angleproject:2052 Change-Id: I76b874218b754395f25a129967c769b1f8f82115 Reviewed-on: https://chromium-review.googlesource.com/523025 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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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.
//
// Clear11.h: Framebuffer clear utility class.
#ifndef LIBANGLE_RENDERER_D3D_D3D11_CLEAR11_H_
#define LIBANGLE_RENDERER_D3D_D3D11_CLEAR11_H_
#include <map>
#include <vector>
#include "libANGLE/angletypes.h"
#include "libANGLE/Error.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
namespace rx
{
class Renderer11;
class RenderTarget11;
struct ClearParameters;
template <typename T>
struct RtvDsvClearInfo
{
T r, g, b, a;
float z;
float c1padding[3];
};
class Clear11 : angle::NonCopyable
{
public:
explicit Clear11(Renderer11 *renderer);
~Clear11();
// Clears the framebuffer with the supplied clear parameters, assumes that the framebuffer is currently applied.
gl::Error clearFramebuffer(const ClearParameters &clearParams,
const gl::FramebufferState &fboData);
private:
class ShaderManager final : angle::NonCopyable
{
public:
ShaderManager();
~ShaderManager();
gl::Error getShadersAndLayout(Renderer11 *renderer,
const INT clearType,
const d3d11::InputLayout **il,
ID3D11VertexShader **vs,
ID3D11PixelShader **ps);
private:
d3d11::InputLayout mIl9;
d3d11::LazyShader<ID3D11VertexShader> mVs9;
d3d11::LazyShader<ID3D11PixelShader> mPsFloat9;
d3d11::LazyShader<ID3D11VertexShader> mVs;
d3d11::LazyShader<ID3D11PixelShader> mPsFloat;
d3d11::LazyShader<ID3D11PixelShader> mPsUInt;
d3d11::LazyShader<ID3D11PixelShader> mPsSInt;
};
bool useVertexBuffer() const;
gl::Error ensureConstantBufferCreated();
gl::Error ensureVertexBufferCreated();
gl::Error ensureResourcesInitialized();
Renderer11 *mRenderer;
bool mResourcesInitialized;
// States
d3d11::RasterizerState mScissorEnabledRasterizerState;
d3d11::RasterizerState mScissorDisabledRasterizerState;
gl::DepthStencilState mDepthStencilStateKey;
d3d11::BlendStateKey mBlendStateKey;
// Shaders and shader resources
ShaderManager mShaderManager;
d3d11::Buffer mConstantBuffer;
d3d11::Buffer mVertexBuffer;
// Buffer data and draw parameters
RtvDsvClearInfo<float> mShaderData;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_D3D11_CLEAR11_H_