Пример #1
0
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 / bytesPerPixel;
    parametersOut->PixelsPerRow         = static_cast<unsigned int>((unpack.rowLength > 0) ? unpack.rowLength : 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);
    parametersOut->FirstSlice           = destArea.z;
}
Пример #2
0
gl::Error PixelTransfer11::loadResources()
{
    if (mResourcesLoaded)
    {
        return gl::NoError();
    }

    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));
    if (FAILED(result))
    {
        return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal pixel transfer rasterizer state, result: 0x%X.", 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));
    if (FAILED(result))
    {
        return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal pixel transfer depth stencil state, result: 0x%X.", result);
    }

    D3D11_BUFFER_DESC constantBufferDesc = { 0 };
    constantBufferDesc.ByteWidth = 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));
    if (FAILED(result))
    {
        return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal pixel transfer constant buffer, result: 0x%X.", result);
    }
    d3d11::SetDebugName(mParamsConstantBuffer, "PixelTransfer11 constant buffer");

    // init shaders
    mBufferToTextureVS = d3d11::CompileVS(device, g_VS_BufferToTexture, "BufferToTexture VS");
    if (!mBufferToTextureVS)
    {
        return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal buffer to texture vertex shader.");
    }

    mBufferToTextureGS = d3d11::CompileGS(device, g_GS_BufferToTexture, "BufferToTexture GS");
    if (!mBufferToTextureGS)
    {
        return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal buffer to texture geometry shader.");
    }

    ANGLE_TRY(buildShaderMap());

    StructZero(&mParamsData);

    mResourcesLoaded = true;

    return gl::NoError();
}
Пример #3
0
angle::Result PixelTransfer11::loadResources(const gl::Context *context)
{
    if (mResourcesLoaded)
    {
        return angle::Result::Continue();
    }

    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;

    Context11 *context11 = GetImplAs<Context11>(context);

    ANGLE_TRY(mRenderer->allocateResource(context11, rasterDesc, &mCopyRasterizerState));

    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;

    ANGLE_TRY(mRenderer->allocateResource(context11, depthStencilDesc, &mCopyDepthStencilState));

    D3D11_BUFFER_DESC constantBufferDesc = { 0 };
    constantBufferDesc.ByteWidth = 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;

    ANGLE_TRY(mRenderer->allocateResource(context11, constantBufferDesc, &mParamsConstantBuffer));
    mParamsConstantBuffer.setDebugName("PixelTransfer11 constant buffer");

    // init shaders
    ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_VS_BufferToTexture),
                                          &mBufferToTextureVS));
    mBufferToTextureVS.setDebugName("BufferToTexture VS");

    ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_GS_BufferToTexture),
                                          &mBufferToTextureGS));
    mBufferToTextureGS.setDebugName("BufferToTexture GS");

    ANGLE_TRY(buildShaderMap(context));

    StructZero(&mParamsData);

    mResourcesLoaded = true;

    return angle::Result::Continue();
}