Hash :
0fd806f1
Author :
Date :
2017-06-01T17:11:40
D3D11: Consolidate Shader allocation. Similar to the InputLayout init, this adds a small helper type to act as a wrapper around shader init data (binary and size). This also adds error trapping to the blit shader compilation. It also removes the LazyResource2 class, and the CompileXS helper methods. BUG=angleproject:2034 Change-Id: I3fd718393c8a0250e4263890f00d0e9147ec9567 Reviewed-on: https://chromium-review.googlesource.com/506776 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@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.
//
// 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;
struct Box;
struct Extents;
struct PixelUnpackState;
}
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
gl::Error copyBufferToTexture(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);
gl::Error loadResources();
gl::Error buildShaderMap();
ID3D11PixelShader *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_