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authorLaszlo Agocs <laszlo.agocs@qt.io>2020-05-18 15:16:30 +0200
committerLaszlo Agocs <laszlo.agocs@qt.io>2020-05-26 15:11:40 +0200
commit752497910b67b2a1a80560840ca44548d8893434 (patch)
tree541501c9abfd97c3d2fa450d2e6abb60582c4420 /src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/ResourceManager11.cpp
parent7db527dbdd911c79f31425d099d1fc9c63e42453 (diff)
Remove ANGLE
This marks the end of EGL and OpenGL ES support on Windows. The concepts of -opengl dynamic, -opengl desktop, QT_OPENGL=software, etc. remain unchanged, with the exception of the disapperance of everything ANGLE related. CMake builds now work identically to qmake on Windows: they default to 'dynamic' OpenGL on Windows, unless -DINPUT_opengl=desktop is specified. On Windows, Qt 6 is expected to default to the "dynamic" OpenGL model by default, just like Qt 5.15. This can be changed by switching to "desktop" OpenGL, which will link to opengl32 (publicly, so other libs and applications will do so as well) and disallows using another OpenGL DLL. The "dynamic" mode is essential still because the fallback to a software rasterizer, such as the opengl32sw.dll we ship with the Qt packages, has to to work exactly like in Qt 5, the removal of ANGLE does not change this concept in any way (except of course that the middle option of using ANGLE is now gone) When it comes to the windows plugin's OpenGL blacklist feature, it works like before and accepts the ANGLE/D3D related keywords. They will then be ignored. Similarly, requesting QT_OPENGL=angle is ignored (but will show a warning). The D3D11 and DXGI configure time tests are removed: Qt 5.14 already depends on D3D 11.1 and DXGI 1.3 headers being available unconditionally on Win32 (in QRhi's D3D11 backend). No need to test for these. [ChangeLog][Windows] ANGLE is no longer included with Qt. Dynamic OpenGL builds work like before but ANGLE is no longer an option. OpenGL proper or an alternative opengl32 implementation are the two remaining options now. Attempting to set QT_OPENGL=angle or Qt::AA_UseOpenGLES will have no effect on Windows. Fixes: QTBUG-79103 Change-Id: Ia404e0d07f3fe191b27434d863c81180112ecb3b Reviewed-by: Oliver Wolff <oliver.wolff@qt.io>
Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/ResourceManager11.cpp')
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/ResourceManager11.cpp533
1 files changed, 0 insertions, 533 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/ResourceManager11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/ResourceManager11.cpp
deleted file mode 100644
index c228380a34..0000000000
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/ResourceManager11.cpp
+++ /dev/null
@@ -1,533 +0,0 @@
-//
-// Copyright 2017 The ANGLE Project Authors. All rights reserved.
-// Use of this source code is governed by a BSD-style license that can be
-// found in the LICENSE file.
-//
-// ResourceManager11:
-// Centralized point of allocation for all D3D11 Resources.
-
-#include "libANGLE/renderer/d3d/d3d11/ResourceManager11.h"
-
-#include "common/debug.h"
-#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
-#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
-
-namespace rx
-{
-
-namespace
-{
-
-constexpr uint8_t kDebugInitTextureDataValue = 0x48;
-constexpr FLOAT kDebugColorInitClearValue[4] = {0.3f, 0.5f, 0.7f, 0.5f};
-constexpr FLOAT kDebugDepthInitValue = 0.2f;
-constexpr UINT8 kDebugStencilInitValue = 3;
-
-uint64_t ComputeMippedMemoryUsage(unsigned int width,
- unsigned int height,
- unsigned int depth,
- uint64_t pixelSize,
- unsigned int mipLevels)
-{
- uint64_t sizeSum = 0;
-
- for (unsigned int level = 0; level < mipLevels; ++level)
- {
- unsigned int mipWidth = std::max(width >> level, 1u);
- unsigned int mipHeight = std::max(height >> level, 1u);
- unsigned int mipDepth = std::max(depth >> level, 1u);
- sizeSum += static_cast<uint64_t>(mipWidth * mipHeight * mipDepth) * pixelSize;
- }
-
- return sizeSum;
-}
-
-uint64_t ComputeMemoryUsage(const D3D11_TEXTURE2D_DESC *desc)
-{
- ASSERT(desc);
- uint64_t pixelBytes =
- static_cast<uint64_t>(d3d11::GetDXGIFormatSizeInfo(desc->Format).pixelBytes);
- return ComputeMippedMemoryUsage(desc->Width, desc->Height, 1, pixelBytes, desc->MipLevels);
-}
-
-uint64_t ComputeMemoryUsage(const D3D11_TEXTURE3D_DESC *desc)
-{
- ASSERT(desc);
- uint64_t pixelBytes =
- static_cast<uint64_t>(d3d11::GetDXGIFormatSizeInfo(desc->Format).pixelBytes);
- return ComputeMippedMemoryUsage(desc->Width, desc->Height, desc->Depth, pixelBytes,
- desc->MipLevels);
-}
-
-uint64_t ComputeMemoryUsage(const D3D11_BUFFER_DESC *desc)
-{
- ASSERT(desc);
- return static_cast<uint64_t>(desc->ByteWidth);
-}
-
-template <typename T>
-uint64_t ComputeMemoryUsage(const T *desc)
-{
- return 0;
-}
-
-template <ResourceType ResourceT>
-uint64_t ComputeGenericMemoryUsage(ID3D11DeviceChild *genericResource)
-{
- auto *typedResource = static_cast<GetD3D11Type<ResourceT> *>(genericResource);
- GetDescType<ResourceT> desc;
- typedResource->GetDesc(&desc);
- return ComputeMemoryUsage(&desc);
-}
-
-uint64_t ComputeGenericMemoryUsage(ResourceType resourceType, ID3D11DeviceChild *resource)
-{
- switch (resourceType)
- {
- case ResourceType::Texture2D:
- return ComputeGenericMemoryUsage<ResourceType::Texture2D>(resource);
- case ResourceType::Texture3D:
- return ComputeGenericMemoryUsage<ResourceType::Texture3D>(resource);
- case ResourceType::Buffer:
- return ComputeGenericMemoryUsage<ResourceType::Buffer>(resource);
-
- default:
- return 0;
- }
-}
-
-HRESULT CreateResource(ID3D11Device *device,
- const D3D11_BLEND_DESC *desc,
- void * /*initData*/,
- ID3D11BlendState **blendState)
-{
- return device->CreateBlendState(desc, blendState);
-}
-
-HRESULT CreateResource(ID3D11Device *device,
- const D3D11_BUFFER_DESC *desc,
- const D3D11_SUBRESOURCE_DATA *initData,
- ID3D11Buffer **buffer)
-{
- return device->CreateBuffer(desc, initData, buffer);
-}
-
-HRESULT CreateResource(ID3D11Device *device,
- const ShaderData *desc,
- void * /*initData*/,
- ID3D11ComputeShader **resourceOut)
-{
- return device->CreateComputeShader(desc->get(), desc->size(), nullptr, resourceOut);
-}
-
-HRESULT CreateResource(ID3D11Device *device,
- const D3D11_DEPTH_STENCIL_DESC *desc,
- void * /*initData*/,
- ID3D11DepthStencilState **resourceOut)
-{
- return device->CreateDepthStencilState(desc, resourceOut);
-}
-
-HRESULT CreateResource(ID3D11Device *device,
- const D3D11_DEPTH_STENCIL_VIEW_DESC *desc,
- ID3D11Resource *resource,
- ID3D11DepthStencilView **resourceOut)
-{
- return device->CreateDepthStencilView(resource, desc, resourceOut);
-}
-
-HRESULT CreateResource(ID3D11Device *device,
- const ShaderData *desc,
- const std::vector<D3D11_SO_DECLARATION_ENTRY> *initData,
- ID3D11GeometryShader **resourceOut)
-{
- if (initData)
- {
- return device->CreateGeometryShaderWithStreamOutput(
- desc->get(), desc->size(), initData->data(), static_cast<UINT>(initData->size()),
- nullptr, 0, 0, nullptr, resourceOut);
- }
- else
- {
- return device->CreateGeometryShader(desc->get(), desc->size(), nullptr, resourceOut);
- }
-}
-
-HRESULT CreateResource(ID3D11Device *device,
- const InputElementArray *desc,
- const ShaderData *initData,
- ID3D11InputLayout **resourceOut)
-{
- return device->CreateInputLayout(desc->get(), static_cast<UINT>(desc->size()), initData->get(),
- initData->size(), resourceOut);
-}
-
-HRESULT CreateResource(ID3D11Device *device,
- const ShaderData *desc,
- void * /*initData*/,
- ID3D11PixelShader **resourceOut)
-{
- return device->CreatePixelShader(desc->get(), desc->size(), nullptr, resourceOut);
-}
-
-HRESULT CreateResource(ID3D11Device *device,
- const D3D11_QUERY_DESC *desc,
- void * /*initData*/,
- ID3D11Query **resourceOut)
-{
- return device->CreateQuery(desc, resourceOut);
-}
-
-HRESULT CreateResource(ID3D11Device *device,
- const D3D11_RASTERIZER_DESC *desc,
- void * /*initData*/,
- ID3D11RasterizerState **rasterizerState)
-{
- return device->CreateRasterizerState(desc, rasterizerState);
-}
-
-HRESULT CreateResource(ID3D11Device *device,
- const D3D11_RENDER_TARGET_VIEW_DESC *desc,
- ID3D11Resource *resource,
- ID3D11RenderTargetView **renderTargetView)
-{
- return device->CreateRenderTargetView(resource, desc, renderTargetView);
-}
-
-HRESULT CreateResource(ID3D11Device *device,
- const D3D11_SAMPLER_DESC *desc,
- void * /*initData*/,
- ID3D11SamplerState **resourceOut)
-{
- return device->CreateSamplerState(desc, resourceOut);
-}
-
-HRESULT CreateResource(ID3D11Device *device,
- const D3D11_SHADER_RESOURCE_VIEW_DESC *desc,
- ID3D11Resource *resource,
- ID3D11ShaderResourceView **resourceOut)
-{
- return device->CreateShaderResourceView(resource, desc, resourceOut);
-}
-
-HRESULT CreateResource(ID3D11Device *device,
- const D3D11_TEXTURE2D_DESC *desc,
- const D3D11_SUBRESOURCE_DATA *initData,
- ID3D11Texture2D **texture)
-{
- return device->CreateTexture2D(desc, initData, texture);
-}
-
-HRESULT CreateResource(ID3D11Device *device,
- const D3D11_TEXTURE3D_DESC *desc,
- const D3D11_SUBRESOURCE_DATA *initData,
- ID3D11Texture3D **texture)
-{
- return device->CreateTexture3D(desc, initData, texture);
-}
-
-HRESULT CreateResource(ID3D11Device *device,
- const ShaderData *desc,
- void * /*initData*/,
- ID3D11VertexShader **resourceOut)
-{
- return device->CreateVertexShader(desc->get(), desc->size(), nullptr, resourceOut);
-}
-
-DXGI_FORMAT GetTypedDepthStencilFormat(DXGI_FORMAT dxgiFormat)
-{
- switch (dxgiFormat)
- {
- case DXGI_FORMAT_R16_TYPELESS:
- return DXGI_FORMAT_D16_UNORM;
- case DXGI_FORMAT_R24G8_TYPELESS:
- return DXGI_FORMAT_D24_UNORM_S8_UINT;
- case DXGI_FORMAT_R32_TYPELESS:
- return DXGI_FORMAT_D32_FLOAT;
- case DXGI_FORMAT_R32G8X24_TYPELESS:
- return DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
- default:
- return dxgiFormat;
- }
-}
-
-template <typename DescT, typename ResourceT>
-gl::Error ClearResource(Renderer11 *renderer, const DescT *desc, ResourceT *texture)
-{
- // No-op.
- return gl::NoError();
-}
-
-template <>
-gl::Error ClearResource(Renderer11 *renderer,
- const D3D11_TEXTURE2D_DESC *desc,
- ID3D11Texture2D *texture)
-{
- ID3D11DeviceContext *context = renderer->getDeviceContext();
-
- if ((desc->BindFlags & D3D11_BIND_DEPTH_STENCIL) != 0)
- {
- D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
- dsvDesc.Flags = 0;
- dsvDesc.Format = GetTypedDepthStencilFormat(desc->Format);
-
- const auto &format = d3d11_angle::GetFormat(dsvDesc.Format);
- UINT clearFlags = (format.depthBits > 0 ? D3D11_CLEAR_DEPTH : 0) |
- (format.stencilBits > 0 ? D3D11_CLEAR_STENCIL : 0);
-
- // Must process each mip level individually.
- for (UINT mipLevel = 0; mipLevel < desc->MipLevels; ++mipLevel)
- {
- if (desc->SampleDesc.Count == 0)
- {
- dsvDesc.Texture2D.MipSlice = mipLevel;
- dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
- }
- else
- {
- dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMS;
- }
-
- d3d11::DepthStencilView dsv;
- ANGLE_TRY(renderer->allocateResource(dsvDesc, texture, &dsv));
-
- context->ClearDepthStencilView(dsv.get(), clearFlags, kDebugDepthInitValue,
- kDebugStencilInitValue);
- }
- }
- else
- {
- ASSERT((desc->BindFlags & D3D11_BIND_RENDER_TARGET) != 0);
- d3d11::RenderTargetView rtv;
- ANGLE_TRY(renderer->allocateResourceNoDesc(texture, &rtv));
-
- context->ClearRenderTargetView(rtv.get(), kDebugColorInitClearValue);
- }
-
- return gl::NoError();
-}
-
-template <>
-gl::Error ClearResource(Renderer11 *renderer,
- const D3D11_TEXTURE3D_DESC *desc,
- ID3D11Texture3D *texture)
-{
- ID3D11DeviceContext *context = renderer->getDeviceContext();
-
- ASSERT((desc->BindFlags & D3D11_BIND_DEPTH_STENCIL) == 0);
- ASSERT((desc->BindFlags & D3D11_BIND_RENDER_TARGET) != 0);
-
- d3d11::RenderTargetView rtv;
- ANGLE_TRY(renderer->allocateResourceNoDesc(texture, &rtv));
-
- context->ClearRenderTargetView(rtv.get(), kDebugColorInitClearValue);
- return gl::NoError();
-}
-
-#define ANGLE_RESOURCE_STRINGIFY_OP(NAME, RESTYPE, D3D11TYPE, DESCTYPE, INITDATATYPE) #RESTYPE,
-
-constexpr std::array<const char *, NumResourceTypes> kResourceTypeNames = {
- {ANGLE_RESOURCE_TYPE_OP(Stringify, ANGLE_RESOURCE_STRINGIFY_OP)}};
-static_assert(kResourceTypeNames[NumResourceTypes - 1] != nullptr,
- "All members must be initialized.");
-
-} // anonymous namespace
-
-// ResourceManager11 Implementation.
-ResourceManager11::ResourceManager11()
- : mInitializeAllocations(false),
- mAllocatedResourceCounts({{}}),
- mAllocatedResourceDeviceMemory({{}})
-{
-}
-
-ResourceManager11::~ResourceManager11()
-{
- for (size_t count : mAllocatedResourceCounts)
- {
- ASSERT(count == 0);
- }
-
- for (uint64_t memorySize : mAllocatedResourceDeviceMemory)
- {
- ASSERT(memorySize == 0);
- }
-}
-
-template <typename T>
-gl::Error ResourceManager11::allocate(Renderer11 *renderer,
- const GetDescFromD3D11<T> *desc,
- GetInitDataFromD3D11<T> *initData,
- Resource11<T> *resourceOut)
-{
- ID3D11Device *device = renderer->getDevice();
- T *resource = nullptr;
-
- GetInitDataFromD3D11<T> *shadowInitData = initData;
- if (!shadowInitData && mInitializeAllocations)
- {
- shadowInitData = createInitDataIfNeeded<T>(desc);
- }
-
- HRESULT hr = CreateResource(device, desc, shadowInitData, &resource);
- if (FAILED(hr))
- {
- ASSERT(!resource);
- if (d3d11::isDeviceLostError(hr))
- {
- renderer->notifyDeviceLost();
- }
- return gl::OutOfMemory() << "Error allocating "
- << std::string(kResourceTypeNames[ResourceTypeIndex<T>()]) << ". "
- << gl::FmtHR(hr);
- }
-
- if (!shadowInitData && mInitializeAllocations)
- {
- ANGLE_TRY(ClearResource(renderer, desc, resource));
- }
-
- ASSERT(resource);
- incrResource(GetResourceTypeFromD3D11<T>(), ComputeMemoryUsage(desc));
- *resourceOut = std::move(Resource11<T>(resource, this));
- return gl::NoError();
-}
-
-void ResourceManager11::incrResource(ResourceType resourceType, uint64_t memorySize)
-{
- size_t typeIndex = ResourceTypeIndex(resourceType);
-
- mAllocatedResourceCounts[typeIndex]++;
- mAllocatedResourceDeviceMemory[typeIndex] += memorySize;
-
- // This checks for integer overflow.
- ASSERT(mAllocatedResourceCounts[typeIndex] > 0);
- ASSERT(mAllocatedResourceDeviceMemory[typeIndex] >= memorySize);
-}
-
-void ResourceManager11::decrResource(ResourceType resourceType, uint64_t memorySize)
-{
- size_t typeIndex = ResourceTypeIndex(resourceType);
-
- ASSERT(mAllocatedResourceCounts[typeIndex] > 0);
- mAllocatedResourceCounts[typeIndex]--;
- ASSERT(mAllocatedResourceDeviceMemory[typeIndex] >= memorySize);
- mAllocatedResourceDeviceMemory[typeIndex] -= memorySize;
-}
-
-void ResourceManager11::onReleaseGeneric(ResourceType resourceType, ID3D11DeviceChild *resource)
-{
- ASSERT(resource);
- decrResource(resourceType, ComputeGenericMemoryUsage(resourceType, resource));
-}
-
-template <>
-const D3D11_SUBRESOURCE_DATA *ResourceManager11::createInitDataIfNeeded<ID3D11Texture2D>(
- const D3D11_TEXTURE2D_DESC *desc)
-{
- ASSERT(desc);
-
- if ((desc->BindFlags & (D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_RENDER_TARGET)) != 0)
- {
- // This will be done using ClearView methods.
- return nullptr;
- }
-
- size_t requiredSize = static_cast<size_t>(ComputeMemoryUsage(desc));
- if (mZeroMemory.size() < requiredSize)
- {
- mZeroMemory.resize(requiredSize);
- mZeroMemory.fill(kDebugInitTextureDataValue);
- }
-
- const auto &formatSizeInfo = d3d11::GetDXGIFormatSizeInfo(desc->Format);
-
- UINT subresourceCount = desc->MipLevels * desc->ArraySize;
- if (mShadowInitData.size() < subresourceCount)
- {
- mShadowInitData.resize(subresourceCount);
- }
-
- for (UINT mipLevel = 0; mipLevel < desc->MipLevels; ++mipLevel)
- {
- for (UINT arrayIndex = 0; arrayIndex < desc->ArraySize; ++arrayIndex)
- {
- UINT subresourceIndex = D3D11CalcSubresource(mipLevel, arrayIndex, desc->MipLevels);
- D3D11_SUBRESOURCE_DATA *data = &mShadowInitData[subresourceIndex];
-
- UINT levelWidth = std::max(desc->Width >> mipLevel, 1u);
- UINT levelHeight = std::max(desc->Height >> mipLevel, 1u);
-
- data->SysMemPitch = levelWidth * formatSizeInfo.pixelBytes;
- data->SysMemSlicePitch = data->SysMemPitch * levelHeight;
- data->pSysMem = mZeroMemory.data();
- }
- }
-
- return mShadowInitData.data();
-}
-
-template <>
-const D3D11_SUBRESOURCE_DATA *ResourceManager11::createInitDataIfNeeded<ID3D11Texture3D>(
- const D3D11_TEXTURE3D_DESC *desc)
-{
- ASSERT(desc);
-
- if ((desc->BindFlags & D3D11_BIND_RENDER_TARGET) != 0)
- {
- // This will be done using ClearView methods.
- return nullptr;
- }
-
- size_t requiredSize = static_cast<size_t>(ComputeMemoryUsage(desc));
- if (mZeroMemory.size() < requiredSize)
- {
- mZeroMemory.resize(requiredSize);
- mZeroMemory.fill(kDebugInitTextureDataValue);
- }
-
- const auto &formatSizeInfo = d3d11::GetDXGIFormatSizeInfo(desc->Format);
-
- UINT subresourceCount = desc->MipLevels;
- if (mShadowInitData.size() < subresourceCount)
- {
- mShadowInitData.resize(subresourceCount);
- }
-
- for (UINT mipLevel = 0; mipLevel < desc->MipLevels; ++mipLevel)
- {
- UINT subresourceIndex = D3D11CalcSubresource(mipLevel, 0, desc->MipLevels);
- D3D11_SUBRESOURCE_DATA *data = &mShadowInitData[subresourceIndex];
-
- UINT levelWidth = std::max(desc->Width >> mipLevel, 1u);
- UINT levelHeight = std::max(desc->Height >> mipLevel, 1u);
-
- data->SysMemPitch = levelWidth * formatSizeInfo.pixelBytes;
- data->SysMemSlicePitch = data->SysMemPitch * levelHeight;
- data->pSysMem = mZeroMemory.data();
- }
-
- return mShadowInitData.data();
-}
-
-template <typename T>
-GetInitDataFromD3D11<T> *ResourceManager11::createInitDataIfNeeded(const GetDescFromD3D11<T> *desc)
-{
- // No-op.
- return nullptr;
-}
-
-void ResourceManager11::setAllocationsInitialized(bool initialize)
-{
- mInitializeAllocations = initialize;
-}
-
-#define ANGLE_INSTANTIATE_OP(NAME, RESTYPE, D3D11TYPE, DESCTYPE, INITDATATYPE) \
- \
-template \
-gl::Error \
- ResourceManager11::allocate(Renderer11 *, const DESCTYPE *, INITDATATYPE *, \
- Resource11<D3D11TYPE> *);
-
-ANGLE_RESOURCE_TYPE_OP(Instantitate, ANGLE_INSTANTIATE_OP)
-} // namespace rx