Esempio n. 1
0
gl::Error FramebufferGL::readPixelsRowByRowWorkaround(const gl::Rectangle &area,
                                                      GLenum format,
                                                      GLenum type,
                                                      const gl::PixelPackState &pack,
                                                      GLvoid *pixels) const
{
    intptr_t offset = reinterpret_cast<intptr_t>(pixels);

    const gl::InternalFormat &glFormat =
        gl::GetInternalFormatInfo(gl::GetSizedInternalFormat(format, type));
    GLuint rowBytes = 0;
    ANGLE_TRY_RESULT(glFormat.computeRowPitch(type, area.width, pack.alignment, pack.rowLength),
                     rowBytes);
    GLuint skipBytes = 0;
    ANGLE_TRY_RESULT(glFormat.computeSkipBytes(rowBytes, 0, pack, false), skipBytes);

    gl::PixelPackState directPack;
    directPack.pixelBuffer = pack.pixelBuffer;
    directPack.alignment   = 1;
    mStateManager->setPixelPackState(directPack);
    directPack.pixelBuffer.set(nullptr);

    offset += skipBytes;
    for (GLint row = 0; row < area.height; ++row)
    {
        mFunctions->readPixels(area.x, row + area.y, area.width, 1, format, type,
                               reinterpret_cast<GLvoid *>(offset));
        offset += row * rowBytes;
    }

    return gl::NoError();
}
Esempio n. 2
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gl::Error FramebufferGL::readPixelsPaddingWorkaround(const gl::Rectangle &area,
                                                     GLenum format,
                                                     GLenum type,
                                                     const gl::PixelPackState &pack,
                                                     GLvoid *pixels) const
{
    const gl::InternalFormat &glFormat =
        gl::GetInternalFormatInfo(gl::GetSizedInternalFormat(format, type));
    GLuint rowBytes = 0;
    ANGLE_TRY_RESULT(glFormat.computeRowPitch(type, area.width, pack.alignment, pack.rowLength),
                     rowBytes);
    GLuint skipBytes = 0;
    ANGLE_TRY_RESULT(glFormat.computeSkipBytes(rowBytes, 0, pack, false), skipBytes);

    // Get all by the last row
    if (area.height > 1)
    {
        mFunctions->readPixels(area.x, area.y, area.width, area.height - 1, format, type, pixels);
    }

    // Get the last row manually
    gl::PixelPackState directPack;
    directPack.pixelBuffer = pack.pixelBuffer;
    directPack.alignment   = 1;
    mStateManager->setPixelPackState(directPack);
    directPack.pixelBuffer.set(nullptr);

    intptr_t lastRowOffset =
        reinterpret_cast<intptr_t>(pixels) + skipBytes + (area.height - 1) * rowBytes;
    mFunctions->readPixels(area.x, area.y + area.height - 1, area.width, 1, format, type,
                           reinterpret_cast<GLvoid *>(lastRowOffset));

    return gl::NoError();
}
Esempio n. 3
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gl::Error FramebufferD3D::readPixels(const gl::Context *context,
                                     const gl::Rectangle &origArea,
                                     GLenum format,
                                     GLenum type,
                                     void *pixels)
{
    // Clip read area to framebuffer.
    const gl::Extents fbSize = getState().getReadAttachment()->getSize();
    const gl::Rectangle fbRect(0, 0, fbSize.width, fbSize.height);
    gl::Rectangle area;
    if (!ClipRectangle(origArea, fbRect, &area))
    {
        // nothing to read
        return gl::NoError();
    }

    const gl::PixelPackState &packState = context->getGLState().getPackState();

    const gl::InternalFormat &sizedFormatInfo = gl::GetInternalFormatInfo(format, type);

    GLuint outputPitch = 0;
    ANGLE_TRY_RESULT(sizedFormatInfo.computeRowPitch(type, origArea.width, packState.alignment,
                                                     packState.rowLength),
                     outputPitch);
    GLuint outputSkipBytes = 0;
    ANGLE_TRY_RESULT(sizedFormatInfo.computeSkipBytes(outputPitch, 0, packState, false),
                     outputSkipBytes);
    outputSkipBytes +=
        (area.x - origArea.x) * sizedFormatInfo.pixelBytes + (area.y - origArea.y) * outputPitch;

    return readPixelsImpl(context, area, format, type, outputPitch, packState,
                          reinterpret_cast<uint8_t *>(pixels) + outputSkipBytes);
}
Esempio n. 4
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// Store the pixel rectangle designated by xoffset,yoffset,width,height with pixels stored as
// format/type at input
// into the target pixel rectangle.
gl::Error Image11::loadData(const gl::Context *context,
                            const gl::Box &area,
                            const gl::PixelUnpackState &unpack,
                            GLenum type,
                            const void *input,
                            bool applySkipImages)
{
    const gl::InternalFormat &formatInfo = gl::GetSizedInternalFormatInfo(mInternalFormat);
    GLuint inputRowPitch                 = 0;
    ANGLE_TRY_RESULT(
        formatInfo.computeRowPitch(type, area.width, unpack.alignment, unpack.rowLength),
        inputRowPitch);
    GLuint inputDepthPitch = 0;
    ANGLE_TRY_RESULT(formatInfo.computeDepthPitch(area.height, unpack.imageHeight, inputRowPitch),
                     inputDepthPitch);
    GLuint inputSkipBytes = 0;
    ANGLE_TRY_RESULT(
        formatInfo.computeSkipBytes(inputRowPitch, inputDepthPitch, unpack, applySkipImages),
        inputSkipBytes);

    const d3d11::DXGIFormatSize &dxgiFormatInfo = d3d11::GetDXGIFormatSizeInfo(mDXGIFormat);
    GLuint outputPixelSize                      = dxgiFormatInfo.pixelBytes;

    const d3d11::Format &d3dFormatInfo =
        d3d11::Format::Get(mInternalFormat, mRenderer->getRenderer11DeviceCaps());
    LoadImageFunction loadFunction = d3dFormatInfo.getLoadFunctions()(type).loadFunction;

    D3D11_MAPPED_SUBRESOURCE mappedImage;
    ANGLE_TRY(map(context, D3D11_MAP_WRITE, &mappedImage));

    uint8_t *offsetMappedData = (reinterpret_cast<uint8_t *>(mappedImage.pData) +
                                 (area.y * mappedImage.RowPitch + area.x * outputPixelSize +
                                  area.z * mappedImage.DepthPitch));
    loadFunction(area.width, area.height, area.depth,
                 reinterpret_cast<const uint8_t *>(input) + inputSkipBytes, inputRowPitch,
                 inputDepthPitch, offsetMappedData, mappedImage.RowPitch, mappedImage.DepthPitch);

    unmap();

    return gl::NoError();
}
Esempio n. 5
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gl::Error Image11::loadCompressedData(const gl::Box &area, const void *input)
{
    const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(mInternalFormat);
    GLsizei inputRowPitch                = 0;
    ANGLE_TRY_RESULT(formatInfo.computeRowPitch(GL_UNSIGNED_BYTE, area.width, 1, 0), inputRowPitch);
    GLsizei inputDepthPitch = 0;
    ANGLE_TRY_RESULT(
        formatInfo.computeDepthPitch(GL_UNSIGNED_BYTE, area.width, area.height, 1, 0, 0),
        inputDepthPitch);

    const d3d11::DXGIFormatSize &dxgiFormatInfo = d3d11::GetDXGIFormatSizeInfo(mDXGIFormat);
    GLuint outputPixelSize = dxgiFormatInfo.pixelBytes;
    GLuint outputBlockWidth = dxgiFormatInfo.blockWidth;
    GLuint outputBlockHeight = dxgiFormatInfo.blockHeight;

    ASSERT(area.x % outputBlockWidth == 0);
    ASSERT(area.y % outputBlockHeight == 0);

    const d3d11::TextureFormat &d3dFormatInfo = d3d11::GetTextureFormatInfo(mInternalFormat, mRenderer->getRenderer11DeviceCaps());
    LoadImageFunction loadFunction = d3dFormatInfo.loadFunctions.at(GL_UNSIGNED_BYTE).loadFunction;

    D3D11_MAPPED_SUBRESOURCE mappedImage;
    gl::Error error = map(D3D11_MAP_WRITE, &mappedImage);
    if (error.isError())
    {
        return error;
    }

    uint8_t* offsetMappedData = reinterpret_cast<uint8_t*>(mappedImage.pData) + ((area.y / outputBlockHeight) * mappedImage.RowPitch +
                                                                           (area.x / outputBlockWidth) * outputPixelSize +
                                                                           area.z * mappedImage.DepthPitch);

    loadFunction(area.width, area.height, area.depth,
                 reinterpret_cast<const uint8_t*>(input), inputRowPitch, inputDepthPitch,
                 offsetMappedData, mappedImage.RowPitch, mappedImage.DepthPitch);

    unmap();

    return gl::Error(GL_NO_ERROR);
}
Esempio n. 6
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gl::LinkResult ProgramVk::link(const gl::Context *glContext,
                               const gl::ProgramLinkedResources &resources,
                               gl::InfoLog &infoLog)
{
    ContextVk *contextVk           = vk::GetImpl(glContext);
    RendererVk *renderer           = contextVk->getRenderer();
    GlslangWrapper *glslangWrapper = renderer->getGlslangWrapper();
    VkDevice device                = renderer->getDevice();

    reset(device);

    std::vector<uint32_t> vertexCode;
    std::vector<uint32_t> fragmentCode;
    bool linkSuccess = false;
    ANGLE_TRY_RESULT(
        glslangWrapper->linkProgram(glContext, mState, resources, &vertexCode, &fragmentCode),
        linkSuccess);
    if (!linkSuccess)
    {
        return false;
    }

    {
        VkShaderModuleCreateInfo vertexShaderInfo;
        vertexShaderInfo.sType    = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
        vertexShaderInfo.pNext    = nullptr;
        vertexShaderInfo.flags    = 0;
        vertexShaderInfo.codeSize = vertexCode.size() * sizeof(uint32_t);
        vertexShaderInfo.pCode    = vertexCode.data();

        ANGLE_TRY(mLinkedVertexModule.init(device, vertexShaderInfo));
    }

    {
        VkShaderModuleCreateInfo fragmentShaderInfo;
        fragmentShaderInfo.sType    = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
        fragmentShaderInfo.pNext    = nullptr;
        fragmentShaderInfo.flags    = 0;
        fragmentShaderInfo.codeSize = fragmentCode.size() * sizeof(uint32_t);
        fragmentShaderInfo.pCode    = fragmentCode.data();

        ANGLE_TRY(mLinkedFragmentModule.init(device, fragmentShaderInfo));
    }

    ANGLE_TRY(initPipelineLayout(contextVk));
    ANGLE_TRY(initDescriptorSets(contextVk));
    ANGLE_TRY(initDefaultUniformBlocks(glContext));

    return true;
}
Esempio n. 7
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// Store the pixel rectangle designated by xoffset,yoffset,width,height with pixels stored as format/type at input
// into the target pixel rectangle.
gl::Error Image11::loadData(const gl::Box &area, const gl::PixelUnpackState &unpack, GLenum type, const void *input)
{
    const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(mInternalFormat);
    GLsizei inputRowPitch                = 0;
    ANGLE_TRY_RESULT(
        formatInfo.computeRowPitch(type, area.width, unpack.alignment, unpack.rowLength),
        inputRowPitch);
    GLsizei inputDepthPitch = 0;
    ANGLE_TRY_RESULT(formatInfo.computeDepthPitch(type, area.width, area.height, unpack.alignment,
                                                  unpack.rowLength, unpack.imageHeight),
                     inputDepthPitch);
    GLsizei inputSkipBytes = formatInfo.computeSkipPixels(
        inputRowPitch, inputDepthPitch, unpack.skipImages, unpack.skipRows, unpack.skipPixels);

    const d3d11::DXGIFormatSize &dxgiFormatInfo = d3d11::GetDXGIFormatSizeInfo(mDXGIFormat);
    GLuint outputPixelSize = dxgiFormatInfo.pixelBytes;

    const d3d11::TextureFormat &d3dFormatInfo = d3d11::GetTextureFormatInfo(mInternalFormat, mRenderer->getRenderer11DeviceCaps());
    LoadImageFunction loadFunction = d3dFormatInfo.loadFunctions.at(type).loadFunction;

    D3D11_MAPPED_SUBRESOURCE mappedImage;
    gl::Error error = map(D3D11_MAP_WRITE, &mappedImage);
    if (error.isError())
    {
        return error;
    }

    uint8_t *offsetMappedData = (reinterpret_cast<uint8_t*>(mappedImage.pData) + (area.y * mappedImage.RowPitch + area.x * outputPixelSize + area.z * mappedImage.DepthPitch));
    loadFunction(area.width, area.height, area.depth,
                 reinterpret_cast<const uint8_t *>(input) + inputSkipBytes, inputRowPitch,
                 inputDepthPitch, offsetMappedData, mappedImage.RowPitch, mappedImage.DepthPitch);

    unmap();

    return gl::Error(GL_NO_ERROR);
}
Esempio n. 8
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gl::ErrorOrResult<const std::vector<ID3D11Buffer *> *> TransformFeedback11::getSOBuffers(
    const gl::Context *context)
{
    for (size_t bindingIdx = 0; bindingIdx < mBuffers.size(); bindingIdx++)
    {
        const auto &binding = mState.getIndexedBuffer(bindingIdx);
        if (binding.get() != nullptr)
        {
            Buffer11 *storage = GetImplAs<Buffer11>(binding.get());
            ANGLE_TRY_RESULT(storage->getBuffer(context, BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK),
                             mBuffers[bindingIdx]);
        }
    }

    return &mBuffers;
}
Esempio n. 9
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Error FramebufferGL::readPixels(ContextImpl *context,
                                const gl::Rectangle &area,
                                GLenum format,
                                GLenum type,
                                GLvoid *pixels) const
{
    // TODO: don't sync the pixel pack state here once the dirty bits contain the pixel pack buffer
    // binding
    const PixelPackState &packState = context->getGLState().getPackState();
    mStateManager->setPixelPackState(packState);

    nativegl::ReadPixelsFormat readPixelsFormat =
        nativegl::GetReadPixelsFormat(mFunctions, mWorkarounds, format, type);
    GLenum readFormat = readPixelsFormat.format;
    GLenum readType   = readPixelsFormat.type;

    mStateManager->bindFramebuffer(GL_READ_FRAMEBUFFER, mFramebufferID);

    if (mWorkarounds.packOverlappingRowsSeparatelyPackBuffer && packState.pixelBuffer.get() &&
        packState.rowLength != 0 && packState.rowLength < area.width)
    {
        return readPixelsRowByRowWorkaround(area, readFormat, readType, packState, pixels);
    }

    if (mWorkarounds.packLastRowSeparatelyForPaddingInclusion)
    {
        gl::Extents size(area.width, area.height, 1);

        bool apply;
        ANGLE_TRY_RESULT(ShouldApplyLastRowPaddingWorkaround(size, packState, readFormat, readType,
                                                             false, pixels),
                         apply);

        if (apply)
        {
            return readPixelsPaddingWorkaround(area, readFormat, readType, packState, pixels);
        }
    }

    mFunctions->readPixels(area.x, area.y, area.width, area.height, readFormat, readType, pixels);

    return gl::NoError();
}
Esempio n. 10
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gl::Error PixelTransfer11::copyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *destRenderTarget,
                                               GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea)
{
    ANGLE_TRY(loadResources());

    gl::Extents destSize = destRenderTarget->getExtents();

    ASSERT(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  );

    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::GetSizedInternalFormat(unsizedFormat, sourcePixelsType);

    const d3d11::Format &sourceFormatInfo =
        d3d11::Format::Get(sourceFormat, mRenderer->getRenderer11DeviceCaps());
    DXGI_FORMAT srvFormat = sourceFormatInfo.srvFormat;
    ASSERT(srvFormat != DXGI_FORMAT_UNKNOWN);
    Buffer11 *bufferStorage11 = GetAs<Buffer11>(sourceBuffer.getImplementation());
    ID3D11ShaderResourceView *bufferSRV = nullptr;
    ANGLE_TRY_RESULT(bufferStorage11->getSRV(srvFormat), bufferSRV);
    ASSERT(bufferSRV != nullptr);

    ID3D11RenderTargetView *textureRTV = GetAs<RenderTarget11>(destRenderTarget)->getRenderTargetView();
    ASSERT(textureRTV != nullptr);

    CopyShaderParams shaderParams;
    setBufferToTextureCopyParams(destArea, destSize, sourceFormat, unpack, offset, &shaderParams);

    ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();

    ID3D11Buffer *nullBuffer = nullptr;
    UINT zero = 0;

    // Are we doing a 2D or 3D copy?
    ID3D11GeometryShader *geometryShader = ((destSize.depth > 1) ? mBufferToTextureGS : NULL);
    auto stateManager                    = mRenderer->getStateManager();

    deviceContext->VSSetShader(mBufferToTextureVS, NULL, 0);
    deviceContext->GSSetShader(geometryShader, NULL, 0);
    deviceContext->PSSetShader(pixelShader, NULL, 0);
    stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, 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);

    stateManager->setOneTimeRenderTarget(textureRTV, nullptr);

    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 = static_cast<FLOAT>(destSize.width);
    viewport.Height = static_cast<FLOAT>(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
    stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);
    deviceContext->VSSetConstantBuffers(0, 1, &nullBuffer);

    mRenderer->markAllStateDirty();

    return gl::NoError();
}
Esempio n. 11
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gl::Error PixelTransfer11::copyBufferToTexture(const gl::Context *context,
                                               const gl::PixelUnpackState &unpack,
                                               unsigned int offset,
                                               RenderTargetD3D *destRenderTarget,
                                               GLenum destinationFormat,
                                               GLenum sourcePixelsType,
                                               const gl::Box &destArea)
{
    ANGLE_TRY(loadResources());

    gl::Extents destSize = destRenderTarget->getExtents();

    ASSERT(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  );

    const gl::Buffer &sourceBuffer =
        *context->getGLState().getTargetBuffer(gl::BufferBinding::PixelUnpack);

    ASSERT(mRenderer->supportsFastCopyBufferToTexture(destinationFormat));

    const d3d11::PixelShader *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::GetUnsizedFormat(destinationFormat);
    const gl::InternalFormat &sourceglFormatInfo =
        gl::GetInternalFormatInfo(unsizedFormat, sourcePixelsType);

    const d3d11::Format &sourceFormatInfo = d3d11::Format::Get(
        sourceglFormatInfo.sizedInternalFormat, mRenderer->getRenderer11DeviceCaps());
    DXGI_FORMAT srvFormat = sourceFormatInfo.srvFormat;
    ASSERT(srvFormat != DXGI_FORMAT_UNKNOWN);
    Buffer11 *bufferStorage11 = GetAs<Buffer11>(sourceBuffer.getImplementation());
    const d3d11::ShaderResourceView *bufferSRV = nullptr;
    ANGLE_TRY_RESULT(bufferStorage11->getSRV(context, srvFormat), bufferSRV);
    ASSERT(bufferSRV != nullptr);

    const d3d11::RenderTargetView &textureRTV =
        GetAs<RenderTarget11>(destRenderTarget)->getRenderTargetView();
    ASSERT(textureRTV.valid());

    CopyShaderParams shaderParams;
    setBufferToTextureCopyParams(destArea, destSize, sourceglFormatInfo.sizedInternalFormat, unpack,
                                 offset, &shaderParams);

    ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();

    // Are we doing a 2D or 3D copy?
    const auto *geometryShader = ((destSize.depth > 1) ? &mBufferToTextureGS : nullptr);
    StateManager11 *stateManager = mRenderer->getStateManager();

    stateManager->setDrawShaders(&mBufferToTextureVS, geometryShader, pixelShader);
    stateManager->setShaderResource(gl::SHADER_FRAGMENT, 0, bufferSRV);
    stateManager->setInputLayout(nullptr);
    stateManager->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);

    stateManager->setSingleVertexBuffer(nullptr, 0, 0);
    stateManager->setSimpleBlendState(nullptr);
    stateManager->setDepthStencilState(&mCopyDepthStencilState, 0xFFFFFFFF);
    stateManager->setRasterizerState(&mCopyRasterizerState);

    stateManager->setRenderTarget(textureRTV.get(), nullptr);

    if (!StructEquals(mParamsData, shaderParams))
    {
        d3d11::SetBufferData(deviceContext, mParamsConstantBuffer.get(), shaderParams);
        mParamsData = shaderParams;
    }

    stateManager->setVertexConstantBuffer(0, &mParamsConstantBuffer);

    // Set the viewport
    stateManager->setSimpleViewport(destSize);

    UINT numPixels = (destArea.width * destArea.height * destArea.depth);
    deviceContext->Draw(numPixels, 0);

    return gl::NoError();
}
Esempio n. 12
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gl::Error TextureGL::setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size)
{
    // TODO: emulate texture storage with TexImage calls if on GL version <4.2 or the
    // ARB_texture_storage extension is not available.

    nativegl::TexStorageFormat texStorageFormat =
        nativegl::GetTexStorageFormat(mFunctions, mWorkarounds, internalFormat);

    mStateManager->bindTexture(mState.mTarget, mTextureID);
    if (UseTexImage2D(mState.mTarget))
    {
        ASSERT(size.depth == 1);
        if (mFunctions->texStorage2D)
        {
            mFunctions->texStorage2D(target, static_cast<GLsizei>(levels),
                                     texStorageFormat.internalFormat, size.width, size.height);
        }
        else
        {
            // Make sure no pixel unpack buffer is bound
            mStateManager->bindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);

            const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat);

            // Internal format must be sized
            ASSERT(internalFormatInfo.pixelBytes != 0);

            for (size_t level = 0; level < levels; level++)
            {
                gl::Extents levelSize(std::max(size.width >> level, 1),
                                      std::max(size.height >> level, 1),
                                      1);

                if (mState.mTarget == GL_TEXTURE_2D)
                {
                    if (internalFormatInfo.compressed)
                    {
                        GLuint dataSize = 0;
                        ANGLE_TRY_RESULT(internalFormatInfo.computeCompressedImageSize(
                                             GL_UNSIGNED_BYTE, levelSize),
                                         dataSize);
                        mFunctions->compressedTexImage2D(target, static_cast<GLint>(level),
                                                         texStorageFormat.internalFormat,
                                                         levelSize.width, levelSize.height, 0,
                                                         static_cast<GLsizei>(dataSize), nullptr);
                    }
                    else
                    {
                        mFunctions->texImage2D(target, static_cast<GLint>(level),
                                               texStorageFormat.internalFormat, levelSize.width,
                                               levelSize.height, 0, internalFormatInfo.format,
                                               internalFormatInfo.type, nullptr);
                    }
                }
                else if (mState.mTarget == GL_TEXTURE_CUBE_MAP)
                {
                    for (GLenum face = gl::FirstCubeMapTextureTarget; face <= gl::LastCubeMapTextureTarget; face++)
                    {
                        if (internalFormatInfo.compressed)
                        {
                            GLuint dataSize = 0;
                            ANGLE_TRY_RESULT(internalFormatInfo.computeCompressedImageSize(
                                                 GL_UNSIGNED_BYTE, levelSize),
                                             dataSize);
                            mFunctions->compressedTexImage2D(
                                face, static_cast<GLint>(level), texStorageFormat.internalFormat,
                                levelSize.width, levelSize.height, 0,
                                static_cast<GLsizei>(dataSize), nullptr);
                        }
                        else
                        {
                            mFunctions->texImage2D(face, static_cast<GLint>(level),
                                                   texStorageFormat.internalFormat, levelSize.width,
                                                   levelSize.height, 0, internalFormatInfo.format,
                                                   internalFormatInfo.type, nullptr);
                        }
                    }
                }
                else
                {
                    UNREACHABLE();
                }
            }
        }
    }
Esempio n. 13
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gl::Error TextureGL::setSubImageRowByRowWorkaround(GLenum target,
                                                   size_t level,
                                                   const gl::Box &area,
                                                   GLenum format,
                                                   GLenum type,
                                                   const gl::PixelUnpackState &unpack,
                                                   const uint8_t *pixels)
{
    gl::PixelUnpackState unpackToUse;
    unpackToUse.pixelBuffer = unpack.pixelBuffer;
    mStateManager->setPixelUnpackState(unpackToUse);
    unpackToUse.pixelBuffer.set(nullptr);
    GLenum sizedFormat =
        gl::GetSizedInternalFormat(mState.getImageDesc(mState.mTarget, level).internalFormat, type);
    const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(sizedFormat);
    GLuint rowBytes                      = 0;
    ANGLE_TRY_RESULT(
        formatInfo.computeRowPitch(GL_NONE, area.width, unpack.alignment, unpack.rowLength),
        rowBytes);
    GLuint imageBytes = 0;
    ANGLE_TRY_RESULT(
        formatInfo.computeDepthPitch(GL_NONE, area.width, area.height, unpack.alignment,
                                     unpack.rowLength, unpack.imageHeight),
        imageBytes);
    bool useTexImage3D = UseTexImage3D(mState.mTarget);
    GLuint skipBytes   = 0;
    ANGLE_TRY_RESULT(formatInfo.computeSkipBytes(rowBytes, imageBytes, unpack.skipImages,
                                                 unpack.skipRows, unpack.skipPixels, useTexImage3D),
                     skipBytes);

    const uint8_t *pixelsWithSkip = pixels + skipBytes;
    if (useTexImage3D)
    {
        for (GLint image = 0; image < area.depth; ++image)
        {
            GLint imageByteOffset = image * imageBytes;
            for (GLint row = 0; row < area.height; ++row)
            {
                GLint byteOffset         = imageByteOffset + row * rowBytes;
                const GLubyte *rowPixels = pixelsWithSkip + byteOffset;
                mFunctions->texSubImage3D(target, static_cast<GLint>(level), area.x, row + area.y,
                                          image + area.z, area.width, 1, 1, format, type,
                                          rowPixels);
            }
        }
    }
    else if (UseTexImage2D(mState.mTarget))
    {
        for (GLint row = 0; row < area.height; ++row)
        {
            GLint byteOffset         = row * rowBytes;
            const GLubyte *rowPixels = pixelsWithSkip + byteOffset;
            mFunctions->texSubImage2D(target, static_cast<GLint>(level), area.x, row + area.y,
                                      area.width, 1, format, type, rowPixels);
        }
    }
    else
    {
        UNREACHABLE();
    }
    return gl::NoError();
}
Esempio n. 14
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gl::Error VertexDeclarationCache::applyDeclaration(
    IDirect3DDevice9 *device,
    const std::vector<TranslatedAttribute> &attributes,
    gl::Program *program,
    GLint start,
    GLsizei instances,
    GLsizei *repeatDraw)
{
    ASSERT(gl::MAX_VERTEX_ATTRIBS >= attributes.size());

    *repeatDraw = 1;

    const size_t invalidAttribIndex = attributes.size();
    size_t indexedAttribute = invalidAttribIndex;
    size_t instancedAttribute = invalidAttribIndex;

    if (instances == 0)
    {
        for (size_t i = 0; i < attributes.size(); ++i)
        {
            if (attributes[i].divisor != 0)
            {
                // If a divisor is set, it still applies even if an instanced draw was not used, so treat
                // as a single-instance draw.
                instances = 1;
                break;
            }
        }
    }

    if (instances > 0)
    {
        // Find an indexed attribute to be mapped to D3D stream 0
        for (size_t i = 0; i < attributes.size(); i++)
        {
            if (attributes[i].active)
            {
                if (indexedAttribute == invalidAttribIndex && attributes[i].divisor == 0)
                {
                    indexedAttribute = i;
                }
                else if (instancedAttribute == invalidAttribIndex && attributes[i].divisor != 0)
                {
                    instancedAttribute = i;
                }
                if (indexedAttribute != invalidAttribIndex && instancedAttribute != invalidAttribIndex)
                    break;   // Found both an indexed and instanced attribute
            }
        }

        // The validation layer checks that there is at least one active attribute with a zero divisor as per
        // the GL_ANGLE_instanced_arrays spec.
        ASSERT(indexedAttribute != invalidAttribIndex);
    }

    D3DCAPS9 caps;
    device->GetDeviceCaps(&caps);

    D3DVERTEXELEMENT9 elements[gl::MAX_VERTEX_ATTRIBS + 1];
    D3DVERTEXELEMENT9 *element = &elements[0];

    ProgramD3D *programD3D      = GetImplAs<ProgramD3D>(program);
    const auto &semanticIndexes = programD3D->getAttribLocationToD3DSemantics();

    for (size_t i = 0; i < attributes.size(); i++)
    {
        if (attributes[i].active)
        {
            // Directly binding the storage buffer is not supported for d3d9
            ASSERT(attributes[i].storage == nullptr);

            int stream = static_cast<int>(i);

            if (instances > 0)
            {
                // Due to a bug on ATI cards we can't enable instancing when none of the attributes are instanced.
                if (instancedAttribute == invalidAttribIndex)
                {
                    *repeatDraw = instances;
                }
                else
                {
                    if (i == indexedAttribute)
                    {
                        stream = 0;
                    }
                    else if (i == 0)
                    {
                        stream = static_cast<int>(indexedAttribute);
                    }

                    UINT frequency = 1;
                    
                    if (attributes[i].divisor == 0)
                    {
                        frequency = D3DSTREAMSOURCE_INDEXEDDATA | instances;
                    }
                    else
                    {
                        frequency = D3DSTREAMSOURCE_INSTANCEDATA | attributes[i].divisor;
                    }
                    
                    device->SetStreamSourceFreq(stream, frequency);
                    mInstancingEnabled = true;
                }
            }

            VertexBuffer9 *vertexBuffer = GetAs<VertexBuffer9>(attributes[i].vertexBuffer.get());

            unsigned int offset = 0;
            ANGLE_TRY_RESULT(attributes[i].computeOffset(start), offset);

            if (mAppliedVBs[stream].serial != attributes[i].serial ||
                mAppliedVBs[stream].stride != attributes[i].stride ||
                mAppliedVBs[stream].offset != offset)
            {
                device->SetStreamSource(stream, vertexBuffer->getBuffer(), offset,
                                        attributes[i].stride);
                mAppliedVBs[stream].serial = attributes[i].serial;
                mAppliedVBs[stream].stride = attributes[i].stride;
                mAppliedVBs[stream].offset = offset;
            }

            gl::VertexFormatType vertexformatType =
                gl::GetVertexFormatType(*attributes[i].attribute, GL_FLOAT);
            const d3d9::VertexFormat &d3d9VertexInfo = d3d9::GetVertexFormatInfo(caps.DeclTypes, vertexformatType);

            element->Stream = static_cast<WORD>(stream);
            element->Offset = 0;
            element->Type = static_cast<BYTE>(d3d9VertexInfo.nativeFormat);
            element->Method = D3DDECLMETHOD_DEFAULT;
            element->Usage = D3DDECLUSAGE_TEXCOORD;
            element->UsageIndex = static_cast<BYTE>(semanticIndexes[i]);
            element++;
        }
    }

    if (instances == 0 || instancedAttribute == invalidAttribIndex)
    {
        if (mInstancingEnabled)
        {
            for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
            {
                device->SetStreamSourceFreq(i, 1);
            }

            mInstancingEnabled = false;
        }
    }

    static const D3DVERTEXELEMENT9 end = D3DDECL_END();
    *(element++) = end;

    for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
    {
        VertexDeclCacheEntry *entry = &mVertexDeclCache[i];
        if (memcmp(entry->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9)) == 0 && entry->vertexDeclaration)
        {
            entry->lruCount = ++mMaxLru;
            if(entry->vertexDeclaration != mLastSetVDecl)
            {
                device->SetVertexDeclaration(entry->vertexDeclaration);
                mLastSetVDecl = entry->vertexDeclaration;
            }

            return gl::NoError();
        }
    }

    VertexDeclCacheEntry *lastCache = mVertexDeclCache;

    for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++)
    {
        if (mVertexDeclCache[i].lruCount < lastCache->lruCount)
        {
            lastCache = &mVertexDeclCache[i];
        }
    }

    if (lastCache->vertexDeclaration != nullptr)
    {
        SafeRelease(lastCache->vertexDeclaration);
        // mLastSetVDecl is set to the replacement, so we don't have to worry
        // about it.
    }

    memcpy(lastCache->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9));
    HRESULT result = device->CreateVertexDeclaration(elements, &lastCache->vertexDeclaration);
    if (FAILED(result))
    {
        return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal vertex declaration, result: 0x%X.", result);
    }

    device->SetVertexDeclaration(lastCache->vertexDeclaration);
    mLastSetVDecl = lastCache->vertexDeclaration;
    lastCache->lruCount = ++mMaxLru;

    return gl::NoError();
}