1 //
2 // Copyright (c) 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/angletypes.h"
16 #include "libANGLE/Error.h"
17 #include "libANGLE/Framebuffer.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 currently applied.
41     gl::Error clearFramebuffer(const gl::Context *context,
42                                const ClearParameters &clearParams,
43                                const gl::FramebufferState &fboData);
44 
45   private:
46     class ShaderManager final : angle::NonCopyable
47     {
48       public:
49         ShaderManager();
50         ~ShaderManager();
51         gl::Error getShadersAndLayout(Renderer11 *renderer,
52                                       const INT clearType,
53                                       const uint32_t numRTs,
54                                       const bool hasLayeredLayout,
55                                       const d3d11::InputLayout **il,
56                                       const d3d11::VertexShader **vs,
57                                       const d3d11::GeometryShader **gs,
58                                       const d3d11::PixelShader **ps);
59 
60       private:
61         constexpr static size_t kNumShaders = D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT;
62 
63         d3d11::InputLayout mIl9;
64         d3d11::LazyShader<ID3D11VertexShader> mVs9;
65         d3d11::LazyShader<ID3D11PixelShader> mPsFloat9;
66         d3d11::LazyShader<ID3D11VertexShader> mVs;
67         d3d11::LazyShader<ID3D11VertexShader> mVsMultiview;
68         d3d11::LazyShader<ID3D11GeometryShader> mGsMultiview;
69         d3d11::LazyShader<ID3D11PixelShader> mPsDepth;
70         std::array<d3d11::LazyShader<ID3D11PixelShader>, kNumShaders> mPsFloat;
71         std::array<d3d11::LazyShader<ID3D11PixelShader>, kNumShaders> mPsUInt;
72         std::array<d3d11::LazyShader<ID3D11PixelShader>, kNumShaders> mPsSInt;
73     };
74 
75     bool useVertexBuffer() const;
76     gl::Error ensureConstantBufferCreated();
77     gl::Error ensureVertexBufferCreated();
78     gl::Error ensureResourcesInitialized();
79 
80     Renderer11 *mRenderer;
81     bool mResourcesInitialized;
82 
83     // States
84     d3d11::RasterizerState mScissorEnabledRasterizerState;
85     d3d11::RasterizerState mScissorDisabledRasterizerState;
86     gl::DepthStencilState mDepthStencilStateKey;
87     d3d11::BlendStateKey mBlendStateKey;
88 
89     // Shaders and shader resources
90     ShaderManager mShaderManager;
91     d3d11::Buffer mConstantBuffer;
92     d3d11::Buffer mVertexBuffer;
93 
94     // Buffer data and draw parameters
95     RtvDsvClearInfo<float> mShaderData;
96 };
97 
98 }  // namespace rx
99 
100 #endif // LIBANGLE_RENDERER_D3D_D3D11_CLEAR11_H_
101