Hash :
e4aa679c
Author :
Date :
2020-04-01T17:46:31
Texture: Pass explicit unpack buffer to setImage. This will allow us to call setImage internally even if there's an unpack buffer bound. Useful when implementing robust resource init with copyTexImage in some edge cases. Bug: angleproject:4517 Change-Id: I7e8e9536ab9222c620e572f7b6c20b08fa29d646 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2133088 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com> 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,
gl::Buffer *unpackBuffer,
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_