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(); }
angle::Result 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(context)); 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(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::ShaderType::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 angle::Result::Continue(); }