Hash :
5d601382
Author :
Date :
2014-07-22T15:14:06
Simplify formatutils.h by exposing the info structures. Removed all the separate query functions and simply expose the internal info structures. This reduces the number of std::map/std::set operations that were hidden behind the API. Moved the validation tables for ES3 format combinations and effective internal formats into validationES3.cpp so that formatutils.h only has generic GL format queries. BUG=angle:658 Change-Id: Ieb60d42b8eafcdb4f21dcbec130b39478ce5f7c5 Reviewed-on: https://chromium-review.googlesource.com/206835 Reviewed-by: Nicolas Capens <capn@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
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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.
//
// PixelTransfer11.cpp:
// Implementation for buffer-to-texture and texture-to-buffer copies.
// Used to implement pixel transfers from unpack and to pack buffers.
//
#include "libGLESv2/renderer/d3d/d3d11/PixelTransfer11.h"
#include "libGLESv2/formatutils.h"
#include "libGLESv2/Texture.h"
#include "libGLESv2/Buffer.h"
#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
#include "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h"
#include "libGLESv2/renderer/d3d/d3d11/formatutils11.h"
#include "libGLESv2/renderer/d3d/d3d11/Buffer11.h"
#include "libGLESv2/renderer/d3d/d3d11/TextureStorage11.h"
#include "libGLESv2/renderer/d3d/d3d11/RenderTarget11.h"
#include "libGLESv2/Context.h"
// Precompiled shaders
#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_vs.h"
#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_gs.h"
#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_ps_4f.h"
#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_ps_4i.h"
#include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/buffertotexture11_ps_4ui.h"
namespace rx
{
PixelTransfer11::PixelTransfer11(Renderer11 *renderer)
: mRenderer(renderer),
mBufferToTextureVS(NULL),
mBufferToTextureGS(NULL),
mParamsConstantBuffer(NULL),
mCopyRasterizerState(NULL),
mCopyDepthStencilState(NULL)
{
HRESULT result = S_OK;
ID3D11Device *device = mRenderer->getDevice();
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.ScissorEnable = FALSE;
rasterDesc.MultisampleEnable = FALSE;
rasterDesc.AntialiasedLineEnable = FALSE;
result = device->CreateRasterizerState(&rasterDesc, &mCopyRasterizerState);
ASSERT(SUCCEEDED(result));
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, &mCopyDepthStencilState);
ASSERT(SUCCEEDED(result));
D3D11_BUFFER_DESC constantBufferDesc = { 0 };
constantBufferDesc.ByteWidth = rx::roundUp<UINT>(sizeof(CopyShaderParams), 32u);
constantBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
constantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
constantBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
constantBufferDesc.MiscFlags = 0;
constantBufferDesc.StructureByteStride = 0;
result = device->CreateBuffer(&constantBufferDesc, NULL, &mParamsConstantBuffer);
ASSERT(SUCCEEDED(result));
d3d11::SetDebugName(mParamsConstantBuffer, "PixelTransfer11 constant buffer");
// init shaders
mBufferToTextureVS = d3d11::CompileVS(device, g_VS_BufferToTexture, "BufferToTexture VS");
mBufferToTextureGS = d3d11::CompileGS(device, g_GS_BufferToTexture, "BufferToTexture GS");
buildShaderMap();
StructZero(&mParamsData);
}
PixelTransfer11::~PixelTransfer11()
{
for (auto shaderMapIt = mBufferToTexturePSMap.begin(); shaderMapIt != mBufferToTexturePSMap.end(); shaderMapIt++)
{
SafeRelease(shaderMapIt->second);
}
mBufferToTexturePSMap.clear();
SafeRelease(mBufferToTextureVS);
SafeRelease(mBufferToTextureGS);
SafeRelease(mParamsConstantBuffer);
SafeRelease(mCopyRasterizerState);
SafeRelease(mCopyDepthStencilState);
}
void PixelTransfer11::setBufferToTextureCopyParams(const gl::Box &destArea, const gl::Extents &destSize, GLenum internalFormat,
const gl::PixelUnpackState &unpack, unsigned int offset, CopyShaderParams *parametersOut)
{
StructZero(parametersOut);
float texelCenterX = 0.5f / static_cast<float>(destSize.width - 1);
float texelCenterY = 0.5f / static_cast<float>(destSize.height - 1);
unsigned int bytesPerPixel = gl::GetInternalFormatInfo(internalFormat).pixelBytes;
unsigned int alignmentBytes = static_cast<unsigned int>(unpack.alignment);
unsigned int alignmentPixels = (alignmentBytes <= bytesPerPixel ? 1 : alignmentBytes / bytesPerPixel);
parametersOut->FirstPixelOffset = offset;
parametersOut->PixelsPerRow = static_cast<unsigned int>(destArea.width);
parametersOut->RowStride = roundUp(parametersOut->PixelsPerRow, alignmentPixels);
parametersOut->RowsPerSlice = static_cast<unsigned int>(destArea.height);
parametersOut->PositionOffset[0] = texelCenterX + (destArea.x / float(destSize.width)) * 2.0f - 1.0f;
parametersOut->PositionOffset[1] = texelCenterY + ((destSize.height - destArea.y - 1) / float(destSize.height)) * 2.0f - 1.0f;
parametersOut->PositionScale[0] = 2.0f / static_cast<float>(destSize.width);
parametersOut->PositionScale[1] = -2.0f / static_cast<float>(destSize.height);
}
bool PixelTransfer11::copyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget,
GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea)
{
gl::Extents destSize = destRenderTarget->getExtents();
if (destArea.x < 0 || destArea.x + destArea.width > destSize.width ||
destArea.y < 0 || destArea.y + destArea.height > destSize.height ||
destArea.z < 0 || destArea.z + destArea.depth > destSize.depth )
{
return false;
}
const gl::Buffer &sourceBuffer = *unpack.pixelBuffer.get();
ASSERT(mRenderer->supportsFastCopyBufferToTexture(destinationFormat));
ID3D11PixelShader *pixelShader = findBufferToTexturePS(destinationFormat);
ASSERT(pixelShader);
// The SRV must be in the proper read format, which may be different from the destination format
// EG: for half float data, we can load full precision floats with implicit conversion
GLenum unsizedFormat = gl::GetInternalFormatInfo(destinationFormat).format;
GLenum sourceFormat = gl::GetFormatTypeInfo(unsizedFormat, sourcePixelsType).internalFormat;
DXGI_FORMAT srvFormat = gl_d3d11::GetSRVFormat(sourceFormat);
ASSERT(srvFormat != DXGI_FORMAT_UNKNOWN);
Buffer11 *bufferStorage11 = Buffer11::makeBuffer11(sourceBuffer.getImplementation());
ID3D11ShaderResourceView *bufferSRV = bufferStorage11->getSRV(srvFormat);
ASSERT(bufferSRV != NULL);
ID3D11RenderTargetView *textureRTV = RenderTarget11::makeRenderTarget11(destRenderTarget)->getRenderTargetView();
ASSERT(textureRTV != NULL);
CopyShaderParams shaderParams;
setBufferToTextureCopyParams(destArea, destSize, sourceFormat, unpack, offset, &shaderParams);
ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
ID3D11ShaderResourceView *nullSRV = NULL;
ID3D11Buffer *nullBuffer = NULL;
UINT zero = 0;
// Are we doing a 2D or 3D copy?
ID3D11GeometryShader *geometryShader = ((destSize.depth > 1) ? mBufferToTextureGS : NULL);
deviceContext->VSSetShader(mBufferToTextureVS, NULL, 0);
deviceContext->GSSetShader(geometryShader, NULL, 0);
deviceContext->PSSetShader(pixelShader, NULL, 0);
deviceContext->PSSetShaderResources(0, 1, &bufferSRV);
deviceContext->IASetInputLayout(NULL);
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
deviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
deviceContext->OMSetDepthStencilState(mCopyDepthStencilState, 0xFFFFFFFF);
deviceContext->RSSetState(mCopyRasterizerState);
mRenderer->setOneTimeRenderTarget(textureRTV);
if (!StructEquals(mParamsData, shaderParams))
{
d3d11::SetBufferData(deviceContext, mParamsConstantBuffer, shaderParams);
mParamsData = shaderParams;
}
deviceContext->VSSetConstantBuffers(0, 1, &mParamsConstantBuffer);
// 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);
UINT numPixels = (destArea.width * destArea.height * destArea.depth);
deviceContext->Draw(numPixels, 0);
// Unbind textures and render targets and vertex buffer
deviceContext->PSSetShaderResources(0, 1, &nullSRV);
deviceContext->VSSetConstantBuffers(0, 1, &nullBuffer);
mRenderer->markAllStateDirty();
return true;
}
void PixelTransfer11::buildShaderMap()
{
ID3D11Device *device = mRenderer->getDevice();
mBufferToTexturePSMap[GL_FLOAT] = d3d11::CompilePS(device, g_PS_BufferToTexture_4F, "BufferToTexture RGBA ps");
mBufferToTexturePSMap[GL_INT] = d3d11::CompilePS(device, g_PS_BufferToTexture_4I, "BufferToTexture RGBA-I ps");
mBufferToTexturePSMap[GL_UNSIGNED_INT] = d3d11::CompilePS(device, g_PS_BufferToTexture_4UI, "BufferToTexture RGBA-UI ps");
}
ID3D11PixelShader *PixelTransfer11::findBufferToTexturePS(GLenum internalFormat) const
{
GLenum componentType = gl::GetInternalFormatInfo(internalFormat).componentType;
if (componentType == GL_SIGNED_NORMALIZED || componentType == GL_UNSIGNED_NORMALIZED)
{
componentType = GL_FLOAT;
}
auto shaderMapIt = mBufferToTexturePSMap.find(componentType);
return (shaderMapIt == mBufferToTexturePSMap.end() ? NULL : shaderMapIt->second);
}
}