xref: /aosp_15_r20/external/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.h (revision 8975f5c5ed3d1c378011245431ada316dfb6f244)
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::LazyShader<ID3D11VertexShader> mVs;
66         d3d11::LazyShader<ID3D11VertexShader> mVsMultiview;
67         d3d11::LazyShader<ID3D11GeometryShader> mGsMultiview;
68         d3d11::LazyShader<ID3D11PixelShader> mPsDepth;
69         std::array<d3d11::LazyShader<ID3D11PixelShader>, kNumShaders> mPsFloat;
70         std::array<d3d11::LazyShader<ID3D11PixelShader>, kNumShaders> mPsUInt;
71         std::array<d3d11::LazyShader<ID3D11PixelShader>, kNumShaders> mPsSInt;
72     };
73 
74     bool useVertexBuffer() const;
75     angle::Result ensureConstantBufferCreated(const gl::Context *context);
76     angle::Result ensureVertexBufferCreated(const gl::Context *context);
77     angle::Result ensureResourcesInitialized(const gl::Context *context);
78 
79     Renderer11 *mRenderer;
80     bool mResourcesInitialized;
81 
82     // States
83     d3d11::RasterizerState mScissorEnabledRasterizerState;
84     d3d11::RasterizerState mScissorDisabledRasterizerState;
85     gl::DepthStencilState mDepthStencilStateKey;
86     d3d11::BlendStateKey mBlendStateKey;
87 
88     // Shaders and shader resources
89     ShaderManager mShaderManager;
90     d3d11::Buffer mConstantBuffer;
91     d3d11::Buffer mVertexBuffer;
92 
93     // Buffer data and draw parameters
94     RtvDsvClearInfo<float> mShaderData;
95 };
96 
97 }  // namespace rx
98 
99 #endif  // LIBANGLE_RENDERER_D3D_D3D11_CLEAR11_H_
100