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1 //
2 // Copyright 2013 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6 
7 // Clear11.h: Framebuffer clear utility class.
8 
9 #ifndef LIBANGLE_RENDERER_D3D_D3D11_CLEAR11_H_
10 #define LIBANGLE_RENDERER_D3D_D3D11_CLEAR11_H_
11 
12 #include <map>
13 #include <vector>
14 
15 #include "libANGLE/Error.h"
16 #include "libANGLE/Framebuffer.h"
17 #include "libANGLE/angletypes.h"
18 #include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
19 
20 namespace rx
21 {
22 class Renderer11;
23 class RenderTarget11;
24 struct ClearParameters;
25 
26 template <typename T>
27 struct RtvDsvClearInfo
28 {
29     T r, g, b, a;
30     float z;
31     float c1padding[3];
32 };
33 
34 class Clear11 : angle::NonCopyable
35 {
36   public:
37     explicit Clear11(Renderer11 *renderer);
38     ~Clear11();
39 
40     // Clears the framebuffer with the supplied clear parameters, assumes that the framebuffer is
41     // currently applied.
42     angle::Result clearFramebuffer(const gl::Context *context,
43                                    const ClearParameters &clearParams,
44                                    const gl::FramebufferState &fboData);
45 
46   private:
47     class ShaderManager final : angle::NonCopyable
48     {
49       public:
50         ShaderManager();
51         ~ShaderManager();
52         angle::Result getShadersAndLayout(const gl::Context *context,
53                                           Renderer11 *renderer,
54                                           const INT clearType,
55                                           const uint32_t numRTs,
56                                           const bool hasLayeredLayout,
57                                           const d3d11::InputLayout **il,
58                                           const d3d11::VertexShader **vs,
59                                           const d3d11::GeometryShader **gs,
60                                           const d3d11::PixelShader **ps);
61 
62       private:
63         constexpr static size_t kNumShaders = D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT;
64 
65         d3d11::InputLayout mIl9;
66         d3d11::LazyShader<ID3D11VertexShader> mVs9;
67         d3d11::LazyShader<ID3D11PixelShader> mPsFloat9;
68         d3d11::LazyShader<ID3D11VertexShader> mVs;
69         d3d11::LazyShader<ID3D11VertexShader> mVsMultiview;
70         d3d11::LazyShader<ID3D11GeometryShader> mGsMultiview;
71         d3d11::LazyShader<ID3D11PixelShader> mPsDepth;
72         std::array<d3d11::LazyShader<ID3D11PixelShader>, kNumShaders> mPsFloat;
73         std::array<d3d11::LazyShader<ID3D11PixelShader>, kNumShaders> mPsUInt;
74         std::array<d3d11::LazyShader<ID3D11PixelShader>, kNumShaders> mPsSInt;
75     };
76 
77     bool useVertexBuffer() const;
78     angle::Result ensureConstantBufferCreated(const gl::Context *context);
79     angle::Result ensureVertexBufferCreated(const gl::Context *context);
80     angle::Result ensureResourcesInitialized(const gl::Context *context);
81 
82     Renderer11 *mRenderer;
83     bool mResourcesInitialized;
84 
85     // States
86     d3d11::RasterizerState mScissorEnabledRasterizerState;
87     d3d11::RasterizerState mScissorDisabledRasterizerState;
88     gl::DepthStencilState mDepthStencilStateKey;
89     d3d11::BlendStateKey mBlendStateKey;
90 
91     // Shaders and shader resources
92     ShaderManager mShaderManager;
93     d3d11::Buffer mConstantBuffer;
94     d3d11::Buffer mVertexBuffer;
95 
96     // Buffer data and draw parameters
97     RtvDsvClearInfo<float> mShaderData;
98 };
99 
100 }  // namespace rx
101 
102 #endif  // LIBANGLE_RENDERER_D3D_D3D11_CLEAR11_H_
103