Hash :
c2da55cc
Author :
Date :
2013-09-18T14:36:22
Make CompilePS a shared utility method in the d3d11 namespace, and add methods for vertex and geometry shaders. TRAC #23841 Signed-off-by: Geoff Lang Signed-off-by: Shannon Woods
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#include "precompiled.h"
//
// 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.
//
// Blit11.cpp: Texture copy utility class.
#include "libGLESv2/main.h"
#include "libGLESv2/formatutils.h"
#include "libGLESv2/renderer/Blit11.h"
#include "libGLESv2/renderer/Renderer11.h"
#include "libGLESv2/renderer/renderer11_utils.h"
#include "libGLESv2/renderer/formatutils11.h"
#include "libGLESv2/renderer/shaders/compiled/passthrough2d11vs.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughdepth2d11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrgba2d11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrgba2dui11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrgba2di11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrgb2d11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrgb2dui11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrgb2di11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrg2d11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrg2dui11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrg2di11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughr2d11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughr2dui11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughr2di11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughlum2d11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha2d11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthrough3d11vs.h"
#include "libGLESv2/renderer/shaders/compiled/passthrough3d11gs.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrgba3d11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrgba3dui11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrgba3di11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrgb3d11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrgb3dui11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrgb3di11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrg3d11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrg3dui11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughrg3di11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughr3d11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughr3dui11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughr3di11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughlum3d11ps.h"
#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha3d11ps.h"
namespace rx
{
static DXGI_FORMAT GetTextureFormat(ID3D11Resource *resource)
{
ID3D11Texture2D *texture = d3d11::DynamicCastComObject<ID3D11Texture2D>(resource);
if (!texture)
{
return DXGI_FORMAT_UNKNOWN;
}
D3D11_TEXTURE2D_DESC desc;
texture->GetDesc(&desc);
SafeRelease(texture);
return desc.Format;
}
static ID3D11Resource *CreateStagingTexture(ID3D11Device *device, ID3D11DeviceContext *context,
ID3D11Resource *source, unsigned int subresource,
const gl::Extents &size, unsigned int cpuAccessFlags)
{
D3D11_TEXTURE2D_DESC stagingDesc;
stagingDesc.Width = size.width;
stagingDesc.Height = size.height;
stagingDesc.MipLevels = 1;
stagingDesc.ArraySize = 1;
stagingDesc.Format = GetTextureFormat(source);
stagingDesc.SampleDesc.Count = 1;
stagingDesc.SampleDesc.Quality = 0;
stagingDesc.Usage = D3D11_USAGE_STAGING;
stagingDesc.CPUAccessFlags = cpuAccessFlags;
stagingDesc.MiscFlags = 0;
stagingDesc.BindFlags = 0;
ID3D11Texture2D *stagingTexture = NULL;
HRESULT result = device->CreateTexture2D(&stagingDesc, NULL, &stagingTexture);
if (FAILED(result))
{
ERR("Failed to create staging texture for depth stencil blit. HRESULT: 0x%X.", result);
return NULL;
}
context->CopySubresourceRegion(stagingTexture, 0, 0, 0, 0, source, subresource, NULL);
return stagingTexture;
}
inline static void GenerateVertexCoords(const gl::Box &sourceArea, const gl::Extents &sourceSize,
const gl::Box &destArea, const gl::Extents &destSize,
float *x1, float *y1, float *x2, float *y2,
float *u1, float *v1, float *u2, float *v2)
{
*x1 = (destArea.x / float(destSize.width)) * 2.0f - 1.0f;
*y1 = ((destSize.height - destArea.y - destArea.height) / float(destSize.height)) * 2.0f - 1.0f;
*x2 = ((destArea.x + destArea.width) / float(destSize.width)) * 2.0f - 1.0f;
*y2 = ((destSize.height - destArea.y) / float(destSize.height)) * 2.0f - 1.0f;
*u1 = sourceArea.x / float(sourceSize.width);
*v1 = sourceArea.y / float(sourceSize.height);
*u2 = (sourceArea.x + sourceArea.width) / float(sourceSize.width);
*v2 = (sourceArea.y + sourceArea.height) / float(sourceSize.height);
}
static void Write2DVertices(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)
{
float x1, y1, x2, y2, u1, v1, u2, v2;
GenerateVertexCoords(sourceArea, sourceSize, destArea, destSize, &x1, &y1, &x2, &y2, &u1, &v1, &u2, &v2);
d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(outVertices);
d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
*outStride = sizeof(d3d11::PositionTexCoordVertex);
*outVertexCount = 4;
*outTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
}
static void Write3DVertices(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)
{
float x1, y1, x2, y2, u1, v1, u2, v2;
GenerateVertexCoords(sourceArea, sourceSize, destArea, destSize, &x1, &y1, &x2, &y2, &u1, &v1, &u2, &v2);
d3d11::PositionLayerTexCoord3DVertex *vertices = static_cast<d3d11::PositionLayerTexCoord3DVertex*>(outVertices);
for (int i = 0; i < destSize.depth; i++)
{
float readDepth = ((i * 2) + 0.5f) / (sourceSize.depth - 1);
d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 0], x1, y1, i, u1, v2, readDepth);
d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 1], x1, y2, i, u1, v1, readDepth);
d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 2], x2, y1, i, u2, v2, readDepth);
d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 3], x1, y2, i, u1, v1, readDepth);
d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 4], x2, y2, i, u2, v1, readDepth);
d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 5], x2, y1, i, u2, v2, readDepth);
}
*outStride = sizeof(d3d11::PositionLayerTexCoord3DVertex);
*outVertexCount = destSize.depth * 6;
*outTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
}
Blit11::Blit11(rx::Renderer11 *renderer)
: mRenderer(renderer), mShaderMap(compareBlitParameters), mVertexBuffer(NULL),
mPointSampler(NULL), mLinearSampler(NULL), mScissorEnabledRasterizerState(NULL),
mScissorDisabledRasterizerState(NULL), mDepthStencilState(NULL),
mQuad2DIL(NULL), mQuad2DVS(NULL), mDepthPS(NULL),
mQuad3DIL(NULL), mQuad3DVS(NULL), mQuad3DGS(NULL)
{
HRESULT result;
ID3D11Device *device = mRenderer->getDevice();
D3D11_BUFFER_DESC vbDesc;
vbDesc.ByteWidth = std::max(sizeof(d3d11::PositionLayerTexCoord3DVertex) * 6 * renderer->getMaxTextureDepth(),
sizeof(d3d11::PositionTexCoordVertex) * 4);
vbDesc.Usage = D3D11_USAGE_DYNAMIC;
vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
vbDesc.MiscFlags = 0;
vbDesc.StructureByteStride = 0;
result = device->CreateBuffer(&vbDesc, NULL, &mVertexBuffer);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mVertexBuffer, "Blit11 vertex buffer");
D3D11_SAMPLER_DESC pointSamplerDesc;
pointSamplerDesc.Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
pointSamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
pointSamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
pointSamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
pointSamplerDesc.MipLODBias = 0.0f;
pointSamplerDesc.MaxAnisotropy = 0;
pointSamplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
pointSamplerDesc.BorderColor[0] = 0.0f;
pointSamplerDesc.BorderColor[1] = 0.0f;
pointSamplerDesc.BorderColor[2] = 0.0f;
pointSamplerDesc.BorderColor[3] = 0.0f;
pointSamplerDesc.MinLOD = 0.0f;
pointSamplerDesc.MaxLOD = 0.0f;
result = device->CreateSamplerState(&pointSamplerDesc, &mPointSampler);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mPointSampler, "Blit11 point sampler");
D3D11_SAMPLER_DESC linearSamplerDesc;
linearSamplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
linearSamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
linearSamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
linearSamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
linearSamplerDesc.MipLODBias = 0.0f;
linearSamplerDesc.MaxAnisotropy = 0;
linearSamplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
linearSamplerDesc.BorderColor[0] = 0.0f;
linearSamplerDesc.BorderColor[1] = 0.0f;
linearSamplerDesc.BorderColor[2] = 0.0f;
linearSamplerDesc.BorderColor[3] = 0.0f;
linearSamplerDesc.MinLOD = 0.0f;
linearSamplerDesc.MaxLOD = 0.0f;
result = device->CreateSamplerState(&linearSamplerDesc, &mLinearSampler);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mLinearSampler, "Blit11 linear sampler");
// Use a rasterizer state that will not cull so that inverted quads will not be culled
D3D11_RASTERIZER_DESC rasterDesc;
rasterDesc.FillMode = D3D11_FILL_SOLID;
rasterDesc.CullMode = D3D11_CULL_NONE;
rasterDesc.FrontCounterClockwise = FALSE;
rasterDesc.DepthBias = 0;
rasterDesc.SlopeScaledDepthBias = 0.0f;
rasterDesc.DepthBiasClamp = 0.0f;
rasterDesc.DepthClipEnable = TRUE;
rasterDesc.MultisampleEnable = FALSE;
rasterDesc.AntialiasedLineEnable = FALSE;
rasterDesc.ScissorEnable = TRUE;
result = device->CreateRasterizerState(&rasterDesc, &mScissorEnabledRasterizerState);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mScissorEnabledRasterizerState, "Blit11 scissoring rasterizer state");
rasterDesc.ScissorEnable = FALSE;
result = device->CreateRasterizerState(&rasterDesc, &mScissorDisabledRasterizerState);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mScissorDisabledRasterizerState, "Blit11 no scissoring rasterizer state");
D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
depthStencilDesc.DepthEnable = true;
depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthStencilDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
depthStencilDesc.StencilEnable = FALSE;
depthStencilDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
depthStencilDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
result = device->CreateDepthStencilState(&depthStencilDesc, &mDepthStencilState);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mDepthStencilState, "Blit11 depth stencil state");
D3D11_INPUT_ELEMENT_DESC quad2DLayout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
result = device->CreateInputLayout(quad2DLayout, ArraySize(quad2DLayout), g_VS_Passthrough2D, ArraySize(g_VS_Passthrough2D), &mQuad2DIL);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mQuad2DIL, "Blit11 2D input layout");
result = device->CreateVertexShader(g_VS_Passthrough2D, ArraySize(g_VS_Passthrough2D), NULL, &mQuad2DVS);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mQuad2DVS, "Blit11 2D vertex shader");
result = device->CreatePixelShader(g_PS_PassthroughDepth2D, ArraySize(g_PS_PassthroughDepth2D), NULL, &mDepthPS);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mDepthPS, "Blit11 2D depth pixel shader");
D3D11_INPUT_ELEMENT_DESC quad3DLayout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "LAYER", 0, DXGI_FORMAT_R32_UINT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
result = device->CreateInputLayout(quad3DLayout, ArraySize(quad3DLayout), g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), &mQuad3DIL);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mQuad3DIL, "Blit11 3D input layout");
result = device->CreateVertexShader(g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), NULL, &mQuad3DVS);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mQuad3DVS, "Blit11 3D vertex shader");
result = device->CreateGeometryShader(g_GS_Passthrough3D, ArraySize(g_GS_Passthrough3D), NULL, &mQuad3DGS);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mQuad3DGS, "Renderer11 copy 3D texture geometry shader");
buildShaderMap();
}
Blit11::~Blit11()
{
SafeRelease(mVertexBuffer);
SafeRelease(mPointSampler);
SafeRelease(mLinearSampler);
SafeRelease(mScissorEnabledRasterizerState);
SafeRelease(mScissorDisabledRasterizerState);
SafeRelease(mDepthStencilState);
SafeRelease(mQuad2DIL);
SafeRelease(mQuad2DVS);
SafeRelease(mDepthPS);
SafeRelease(mQuad3DIL);
SafeRelease(mQuad3DVS);
SafeRelease(mQuad3DGS);
clearShaderMap();
}
bool Blit11::copyTexture(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize,
ID3D11RenderTargetView *dest, const gl::Box &destArea, const gl::Extents &destSize,
const gl::Rectangle *scissor, GLenum destFormat, GLenum filter)
{
HRESULT result;
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
// Determine if the source format is a signed integer format, the destFormat will already
// be GL_XXXX_INTEGER but it does not tell us if it is signed or unsigned.
D3D11_SHADER_RESOURCE_VIEW_DESC sourceSRVDesc;
source->GetDesc(&sourceSRVDesc);
GLint sourceInternalFormat = d3d11_gl::GetInternalFormat(sourceSRVDesc.Format, mRenderer->getCurrentClientVersion());
BlitParameters parameters = { 0 };
parameters.mDestinationFormat = destFormat;
parameters.mSignedInteger = gl::GetComponentType(sourceInternalFormat, mRenderer->getCurrentClientVersion()) == GL_INT;
parameters.m3DBlit = sourceArea.depth > 1;
BlitShaderMap::const_iterator i = mShaderMap.find(parameters);
if (i == mShaderMap.end())
{
UNREACHABLE();
return false;
}
const BlitShader& shader = i->second;
// Set vertices
D3D11_MAPPED_SUBRESOURCE mappedResource;
result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
return false;
}
UINT stride = 0;
UINT startIdx = 0;
UINT drawCount = 0;
D3D11_PRIMITIVE_TOPOLOGY topology;
shader.mVertexWriteFunction(sourceArea, sourceSize, destArea, destSize, mappedResource.pData,
&stride, &drawCount, &topology);
deviceContext->Unmap(mVertexBuffer, 0);
// Apply vertex buffer
deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &startIdx);
// Apply state
deviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
deviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
if (scissor)
{
D3D11_RECT scissorRect;
scissorRect.left = scissor->x;
scissorRect.right = scissor->x + scissor->width;
scissorRect.top = scissor->y;
scissorRect.bottom = scissor->y + scissor->height;
deviceContext->RSSetScissorRects(1, &scissorRect);
deviceContext->RSSetState(mScissorEnabledRasterizerState);
}
else
{
deviceContext->RSSetState(mScissorDisabledRasterizerState);
}
// Apply shaders
deviceContext->IASetInputLayout(shader.mInputLayout);
deviceContext->IASetPrimitiveTopology(topology);
deviceContext->VSSetShader(shader.mVertexShader, NULL, 0);
deviceContext->PSSetShader(shader.mPixelShader, NULL, 0);
deviceContext->GSSetShader(shader.mGeometryShader, NULL, 0);
// Unset the currently bound shader resource to avoid conflicts
ID3D11ShaderResourceView *const nullSRV = NULL;
deviceContext->PSSetShaderResources(0, 1, &nullSRV);
// Apply render target
mRenderer->setOneTimeRenderTarget(dest);
// Set the viewport
D3D11_VIEWPORT viewport;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = destSize.width;
viewport.Height = destSize.height;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
deviceContext->RSSetViewports(1, &viewport);
// Apply textures
deviceContext->PSSetShaderResources(0, 1, &source);
// Apply samplers
ID3D11SamplerState *sampler = NULL;
switch (filter)
{
case GL_NEAREST: sampler = mPointSampler; break;
case GL_LINEAR: sampler = mLinearSampler; break;
default: UNREACHABLE(); return false;
}
deviceContext->PSSetSamplers(0, 1, &sampler);
// Draw the quad
deviceContext->Draw(drawCount, 0);
// Unbind textures and render targets and vertex buffer
deviceContext->PSSetShaderResources(0, 1, &nullSRV);
mRenderer->unapplyRenderTargets();
UINT zero = 0;
ID3D11Buffer *const nullBuffer = NULL;
deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
mRenderer->markAllStateDirty();
return true;
}
bool Blit11::copyStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
const gl::Rectangle *scissor)
{
return copyDepthStencil(source, sourceSubresource, sourceArea, sourceSize,
dest, destSubresource, destArea, destSize,
scissor, true);
}
bool Blit11::copyDepth(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize,
ID3D11DepthStencilView *dest, const gl::Box &destArea, const gl::Extents &destSize,
const gl::Rectangle *scissor)
{
HRESULT result;
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
// Set vertices
D3D11_MAPPED_SUBRESOURCE mappedResource;
result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
return false;
}
UINT stride = 0;
UINT startIdx = 0;
UINT drawCount = 0;
D3D11_PRIMITIVE_TOPOLOGY topology;
Write2DVertices(sourceArea, sourceSize, destArea, destSize, mappedResource.pData,
&stride, &drawCount, &topology);
deviceContext->Unmap(mVertexBuffer, 0);
// Apply vertex buffer
deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &startIdx);
// Apply state
deviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
deviceContext->OMSetDepthStencilState(mDepthStencilState, 0xFFFFFFFF);
if (scissor)
{
D3D11_RECT scissorRect;
scissorRect.left = scissor->x;
scissorRect.right = scissor->x + scissor->width;
scissorRect.top = scissor->y;
scissorRect.bottom = scissor->y + scissor->height;
deviceContext->RSSetScissorRects(1, &scissorRect);
deviceContext->RSSetState(mScissorEnabledRasterizerState);
}
else
{
deviceContext->RSSetState(mScissorDisabledRasterizerState);
}
// Apply shaders
deviceContext->IASetInputLayout(mQuad2DIL);
deviceContext->IASetPrimitiveTopology(topology);
deviceContext->VSSetShader(mQuad2DVS, NULL, 0);
deviceContext->PSSetShader(mDepthPS, NULL, 0);
deviceContext->GSSetShader(NULL, NULL, 0);
// Unset the currently bound shader resource to avoid conflicts
ID3D11ShaderResourceView *const nullSRV = NULL;
deviceContext->PSSetShaderResources(0, 1, &nullSRV);
// Apply render target
deviceContext->OMSetRenderTargets(0, NULL, dest);
// Set the viewport
D3D11_VIEWPORT viewport;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = destSize.width;
viewport.Height = destSize.height;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
deviceContext->RSSetViewports(1, &viewport);
// Apply textures
deviceContext->PSSetShaderResources(0, 1, &source);
// Apply samplers
deviceContext->PSSetSamplers(0, 1, &mPointSampler);
// Draw the quad
deviceContext->Draw(drawCount, 0);
// Unbind textures and render targets and vertex buffer
deviceContext->PSSetShaderResources(0, 1, &nullSRV);
mRenderer->unapplyRenderTargets();
UINT zero = 0;
ID3D11Buffer *const nullBuffer = NULL;
deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
mRenderer->markAllStateDirty();
return true;
}
bool Blit11::copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
const gl::Rectangle *scissor)
{
return copyDepthStencil(source, sourceSubresource, sourceArea, sourceSize,
dest, destSubresource, destArea, destSize,
scissor, false);
}
bool Blit11::copyDepthStencil(ID3D11Resource *source, unsigned int sourceSubresource, const gl::Box &sourceArea, const gl::Extents &sourceSize,
ID3D11Resource *dest, unsigned int destSubresource, const gl::Box &destArea, const gl::Extents &destSize,
const gl::Rectangle *scissor, bool stencilOnly)
{
ID3D11Device *device = mRenderer->getDevice();
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
ID3D11Resource *sourceStaging = CreateStagingTexture(device, deviceContext, source, sourceSubresource, sourceSize, D3D11_CPU_ACCESS_READ);
// HACK: Create the destination staging buffer as a read/write texture so ID3D11DevicContext::UpdateSubresource can be called
// using it's mapped data as a source
ID3D11Resource *destStaging = CreateStagingTexture(device, deviceContext, dest, destSubresource, destSize, D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE);
if (!sourceStaging || !destStaging)
{
SafeRelease(sourceStaging);
SafeRelease(destStaging);
return false;
}
DXGI_FORMAT format = GetTextureFormat(source);
ASSERT(format == GetTextureFormat(dest));
unsigned int pixelSize = d3d11::GetFormatPixelBytes(format, mRenderer->getCurrentClientVersion());
unsigned int copyOffset = 0;
unsigned int copySize = pixelSize;
if (stencilOnly)
{
copyOffset = d3d11::GetStencilOffset(format) / 8;
copySize = d3d11::GetStencilBits(format) / 8;
// It would be expensive to have non-byte sized stencil sizes since it would
// require reading from the destination, currently there aren't any though.
ASSERT(d3d11::GetStencilBits(format) % 8 == 0 &&
d3d11::GetStencilOffset(format) % 8 == 0);
}
D3D11_MAPPED_SUBRESOURCE sourceMapping, destMapping;
deviceContext->Map(sourceStaging, 0, D3D11_MAP_READ, 0, &sourceMapping);
deviceContext->Map(destStaging, 0, D3D11_MAP_WRITE, 0, &destMapping);
if (!sourceMapping.pData || !destMapping.pData)
{
if (!sourceMapping.pData)
{
deviceContext->Unmap(sourceStaging, 0);
}
if (!destMapping.pData)
{
deviceContext->Unmap(destStaging, 0);
}
SafeRelease(sourceStaging);
SafeRelease(destStaging);
return false;
}
gl::Rectangle clippedDestArea(destArea.x, destArea.y, destArea.width, destArea.height);
// Clip dest area to the destination size
gl::ClipRectangle(clippedDestArea, gl::Rectangle(0, 0, destSize.width, destSize.height), &clippedDestArea);
// Clip dest area to the scissor
if (scissor)
{
gl::ClipRectangle(clippedDestArea, *scissor, &clippedDestArea);
}
// Determine if entire rows can be copied at once instead of each individual pixel, requires that there is
// no out of bounds lookups required, the entire pixel is copied and no stretching
bool wholeRowCopy = sourceArea.width == clippedDestArea.width &&
sourceArea.x >= 0 && sourceArea.x + sourceArea.width <= sourceSize.width &&
copySize == pixelSize;
for (int y = clippedDestArea.y; y < clippedDestArea.y + clippedDestArea.height; y++)
{
float yPerc = static_cast<float>(y - destArea.y) / (destArea.height - 1);
// Interpolate using the original source rectangle to determine which row to sample from while clamping to the edges
unsigned int readRow = gl::clamp(sourceArea.y + floor(yPerc * (sourceArea.height - 1) + 0.5f), 0, sourceSize.height - 1);
unsigned int writeRow = y;
if (wholeRowCopy)
{
void *sourceRow = reinterpret_cast<char*>(sourceMapping.pData) +
readRow * sourceMapping.RowPitch +
sourceArea.x * pixelSize;
void *destRow = reinterpret_cast<char*>(destMapping.pData) +
writeRow * destMapping.RowPitch +
destArea.x * pixelSize;
memcpy(destRow, sourceRow, pixelSize * destArea.width);
}
else
{
for (int x = clippedDestArea.x; x < clippedDestArea.x + clippedDestArea.width; x++)
{
float xPerc = static_cast<float>(x - destArea.x) / (destArea.width - 1);
// Interpolate the original source rectangle to determine which column to sample from while clamping to the edges
unsigned int readColumn = gl::clamp(sourceArea.x + floor(xPerc * (sourceArea.width - 1) + 0.5f), 0, sourceSize.width - 1);
unsigned int writeColumn = x;
void *sourcePixel = reinterpret_cast<char*>(sourceMapping.pData) +
readRow * sourceMapping.RowPitch +
readColumn * pixelSize +
copyOffset;
void *destPixel = reinterpret_cast<char*>(destMapping.pData) +
writeRow * destMapping.RowPitch +
writeColumn * pixelSize +
copyOffset;
memcpy(destPixel, sourcePixel, copySize);
}
}
}
// HACK: Use ID3D11DevicContext::UpdateSubresource which causes an extra copy compared to ID3D11DevicContext::CopySubresourceRegion
// according to MSDN.
deviceContext->UpdateSubresource(dest, destSubresource, NULL, destMapping.pData, destMapping.RowPitch, destMapping.DepthPitch);
deviceContext->Unmap(sourceStaging, 0);
deviceContext->Unmap(destStaging, 0);
// TODO: Determine why this call to ID3D11DevicContext::CopySubresourceRegion causes a TDR timeout on some
// systems when called repeatedly.
// deviceContext->CopySubresourceRegion(dest, destSubresource, 0, 0, 0, destStaging, 0, NULL);
SafeRelease(sourceStaging);
SafeRelease(destStaging);
return true;
}
bool Blit11::compareBlitParameters(const Blit11::BlitParameters &a, const Blit11::BlitParameters &b)
{
return memcmp(&a, &b, sizeof(Blit11::BlitParameters)) < 0;
}
void Blit11::add2DShaderToMap(GLenum destFormat, bool signedInteger, ID3D11PixelShader *ps)
{
BlitParameters params = { 0 };
params.mDestinationFormat = destFormat;
params.mSignedInteger = signedInteger;
params.m3DBlit = false;
ASSERT(mShaderMap.find(params) == mShaderMap.end());
ASSERT(ps);
BlitShader shader;
shader.mVertexWriteFunction = Write2DVertices;
shader.mInputLayout = mQuad2DIL;
shader.mVertexShader = mQuad2DVS;
shader.mGeometryShader = NULL;
shader.mPixelShader = ps;
mShaderMap[params] = shader;
}
void Blit11::add3DShaderToMap(GLenum destFormat, bool signedInteger, ID3D11PixelShader *ps)
{
BlitParameters params = { 0 };
params.mDestinationFormat = destFormat;
params.mSignedInteger = signedInteger;
params.m3DBlit = true;
ASSERT(mShaderMap.find(params) == mShaderMap.end());
ASSERT(ps);
BlitShader shader;
shader.mVertexWriteFunction = Write3DVertices;
shader.mInputLayout = mQuad3DIL;
shader.mVertexShader = mQuad3DVS;
shader.mGeometryShader = mQuad3DGS;
shader.mPixelShader = ps;
mShaderMap[params] = shader;
}
void Blit11::buildShaderMap()
{
ID3D11Device *device = mRenderer->getDevice();
add2DShaderToMap(GL_RGBA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D RGBA pixel shader" ));
add2DShaderToMap(GL_RGBA_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2DUI, "Blit11 2D RGBA UI pixel shader" ));
add2DShaderToMap(GL_RGBA_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGBA2DI, "Blit11 2D RGBA I pixel shader" ));
add2DShaderToMap(GL_BGRA_EXT, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D BGRA pixel shader" ));
add2DShaderToMap(GL_RGB, false, d3d11::CompilePS(device, g_PS_PassthroughRGB2D, "Blit11 2D RGB pixel shader" ));
add2DShaderToMap(GL_RGB_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGB2DUI, "Blit11 2D RGB UI pixel shader" ));
add2DShaderToMap(GL_RGB_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGB2DI, "Blit11 2D RGB I pixel shader" ));
add2DShaderToMap(GL_RG, false, d3d11::CompilePS(device, g_PS_PassthroughRG2D, "Blit11 2D RG pixel shader" ));
add2DShaderToMap(GL_RG_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRG2DUI, "Blit11 2D RG UI pixel shader" ));
add2DShaderToMap(GL_RG_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRG2DI, "Blit11 2D RG I pixel shader" ));
add2DShaderToMap(GL_RED, false, d3d11::CompilePS(device, g_PS_PassthroughR2D, "Blit11 2D R pixel shader" ));
add2DShaderToMap(GL_RED_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughR2DUI, "Blit11 2D R UI pixel shader" ));
add2DShaderToMap(GL_RED_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughR2DI, "Blit11 2D R I pixel shader" ));
add2DShaderToMap(GL_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D alpha pixel shader" ));
add2DShaderToMap(GL_LUMINANCE, false, d3d11::CompilePS(device, g_PS_PassthroughLum2D, "Blit11 2D lum pixel shader" ));
add2DShaderToMap(GL_LUMINANCE_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughLumAlpha2D, "Blit11 2D luminance alpha pixel shader"));
add3DShaderToMap(GL_RGBA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D RGBA pixel shader" ));
add3DShaderToMap(GL_RGBA_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3DUI, "Blit11 3D UI RGBA pixel shader" ));
add3DShaderToMap(GL_RGBA_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGBA3DI, "Blit11 3D I RGBA pixel shader" ));
add3DShaderToMap(GL_BGRA_EXT, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D BGRA pixel shader" ));
add3DShaderToMap(GL_RGB, false, d3d11::CompilePS(device, g_PS_PassthroughRGB3D, "Blit11 3D RGB pixel shader" ));
add3DShaderToMap(GL_RGB_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGB3DUI, "Blit11 3D RGB UI pixel shader" ));
add3DShaderToMap(GL_RGB_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGB3DI, "Blit11 3D RGB I pixel shader" ));
add3DShaderToMap(GL_RG, false, d3d11::CompilePS(device, g_PS_PassthroughRG3D, "Blit11 3D RG pixel shader" ));
add3DShaderToMap(GL_RG_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRG3DUI, "Blit11 3D RG UI pixel shader" ));
add3DShaderToMap(GL_RG_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRG3DI, "Blit11 3D RG I pixel shader" ));
add3DShaderToMap(GL_RED, false, d3d11::CompilePS(device, g_PS_PassthroughR3D, "Blit11 3D R pixel shader" ));
add3DShaderToMap(GL_RED_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughR3DUI, "Blit11 3D R UI pixel shader" ));
add3DShaderToMap(GL_RED_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughR3DI, "Blit11 3D R I pixel shader" ));
add3DShaderToMap(GL_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D alpha pixel shader" ));
add3DShaderToMap(GL_LUMINANCE, false, d3d11::CompilePS(device, g_PS_PassthroughLum3D, "Blit11 3D luminance pixel shader" ));
add3DShaderToMap(GL_LUMINANCE_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughLumAlpha3D, "Blit11 3D luminance alpha pixel shader"));
}
void Blit11::clearShaderMap()
{
for (BlitShaderMap::iterator i = mShaderMap.begin(); i != mShaderMap.end(); ++i)
{
BlitShader &shader = i->second;
SafeRelease(shader.mPixelShader);
}
mShaderMap.clear();
}
}