Hash :
c7a41049
Author :
Date :
2014-06-23T12:03:25
Moved D3D specific files and folders under the D3D folder. Change-Id: I8afd67e08ee558fe94532c377d079673357a7192 Reviewed-on: https://chromium-review.googlesource.com/205229 Reviewed-by: Shannon Woods <shannonwoods@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@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 LIBGLESV2_PIXELTRANSFER11_H_
#define LIBGLESV2_PIXELTRANSFER11_H_
#include "common/platform.h"
namespace gl
{
class Buffer;
struct Box;
struct Extents;
struct PixelUnpackState;
}
namespace rx
{
class Renderer11;
class RenderTarget;
class PixelTransfer11
{
public:
explicit PixelTransfer11(Renderer11 *renderer);
~PixelTransfer11();
static bool supportsBufferToTextureCopy(GLenum internalFormat);
// 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
bool copyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *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];
};
static void setBufferToTextureCopyParams(const gl::Box &destArea, const gl::Extents &destSize, GLenum internalFormat,
const gl::PixelUnpackState &unpack, unsigned int offset, CopyShaderParams *parametersOut);
void buildShaderMap();
ID3D11PixelShader *findBufferToTexturePS(GLenum internalFormat) const;
Renderer11 *mRenderer;
std::map<GLenum, ID3D11PixelShader *> mBufferToTexturePSMap;
ID3D11VertexShader *mBufferToTextureVS;
ID3D11GeometryShader *mBufferToTextureGS;
ID3D11Buffer *mParamsConstantBuffer;
CopyShaderParams mParamsData;
ID3D11RasterizerState *mCopyRasterizerState;
ID3D11DepthStencilState *mCopyDepthStencilState;
};
}
#endif // LIBGLESV2_PIXELTRANSFER11_H_