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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/VertexArray11.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/VertexArray11.cpp')
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/VertexArray11.cpp413
1 files changed, 0 insertions, 413 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/VertexArray11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/VertexArray11.cpp
deleted file mode 100644
index 97c29415ed..0000000000
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/VertexArray11.cpp
+++ /dev/null
@@ -1,413 +0,0 @@
-//
-// Copyright 2016 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.
-//
-// VertexArray11:
-// Implementation of rx::VertexArray11.
-//
-
-#include "libANGLE/renderer/d3d/d3d11/VertexArray11.h"
-
-#include "common/bitset_utils.h"
-#include "libANGLE/Context.h"
-#include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
-#include "libANGLE/renderer/d3d/d3d11/Context11.h"
-
-using namespace angle;
-
-namespace rx
-{
-
-namespace
-{
-OnBufferDataDirtyChannel *GetBufferBroadcastChannel(Buffer11 *buffer11,
- IndexStorageType storageType)
-{
- switch (storageType)
- {
- case IndexStorageType::Direct:
- return buffer11->getDirectBroadcastChannel();
- case IndexStorageType::Static:
- return buffer11->getStaticBroadcastChannel();
- case IndexStorageType::Dynamic:
- return buffer11 ? buffer11->getStaticBroadcastChannel() : nullptr;
- default:
- UNREACHABLE();
- return nullptr;
- }
-}
-} // anonymous namespace
-
-VertexArray11::VertexArray11(const gl::VertexArrayState &data)
- : VertexArrayImpl(data),
- mAttributeStorageTypes(data.getMaxAttribs(), VertexStorageType::CURRENT_VALUE),
- mTranslatedAttribs(data.getMaxAttribs()),
- mCurrentArrayBuffers(data.getMaxAttribs()),
- mCurrentElementArrayBuffer(),
- mOnArrayBufferDataDirty(),
- mOnElementArrayBufferDataDirty(this, mCurrentArrayBuffers.size()),
- mAppliedNumViewsToDivisor(1),
- mLastElementType(GL_NONE),
- mLastDrawElementsOffset(0),
- mCurrentElementArrayStorage(IndexStorageType::Invalid),
- mCachedIndexInfoValid(false)
-{
- for (size_t attribIndex = 0; attribIndex < mCurrentArrayBuffers.size(); ++attribIndex)
- {
- mOnArrayBufferDataDirty.emplace_back(this, attribIndex);
- }
-}
-
-VertexArray11::~VertexArray11()
-{
-}
-
-void VertexArray11::destroy(const gl::Context *context)
-{
- for (auto &buffer : mCurrentArrayBuffers)
- {
- if (buffer.get())
- {
- buffer.set(context, nullptr);
- }
- }
-
- mCurrentElementArrayBuffer.set(context, nullptr);
-}
-
-void VertexArray11::syncState(const gl::Context *context,
- const gl::VertexArray::DirtyBits &dirtyBits)
-{
- ASSERT(dirtyBits.any());
-
- // Generate a state serial. This serial is used in the program class to validate the cached
- // input layout, and skip recomputation in the fast path.
- Renderer11 *renderer = GetImplAs<Context11>(context)->getRenderer();
- mCurrentStateSerial = renderer->generateSerial();
-
- // TODO(jmadill): Individual attribute invalidation.
- renderer->getStateManager()->invalidateVertexBuffer();
-
- for (auto dirtyBit : dirtyBits)
- {
- if (dirtyBit == gl::VertexArray::DIRTY_BIT_ELEMENT_ARRAY_BUFFER)
- {
- mCachedIndexInfoValid = false;
- mLastElementType = GL_NONE;
- }
- else
- {
- size_t index = gl::VertexArray::GetVertexIndexFromDirtyBit(dirtyBit);
- // TODO(jiawei.shao@intel.com): Vertex Attrib Bindings
- ASSERT(index == mState.getBindingIndexFromAttribIndex(index));
- mAttribsToUpdate.set(index);
- }
- }
-}
-
-bool VertexArray11::flushAttribUpdates(const gl::Context *context)
-{
- if (mAttribsToUpdate.any())
- {
- const auto &activeLocations =
- context->getGLState().getProgram()->getActiveAttribLocationsMask();
-
- // Skip attrib locations the program doesn't use.
- gl::AttributesMask activeToUpdate = mAttribsToUpdate & activeLocations;
-
- for (auto toUpdateIndex : activeToUpdate)
- {
- mAttribsToUpdate.reset(toUpdateIndex);
- updateVertexAttribStorage(context, toUpdateIndex);
- }
-
- return true;
- }
-
- return false;
-}
-
-bool VertexArray11::updateElementArrayStorage(const gl::Context *context,
- GLenum elementType,
- GLenum destElementType,
- const void *indices)
-{
- unsigned int offset = static_cast<unsigned int>(reinterpret_cast<uintptr_t>(indices));
-
- if (mCachedIndexInfoValid && mLastElementType == elementType &&
- offset == mLastDrawElementsOffset)
- {
- // Dynamic index buffers must be re-streamed every draw.
- return (mCurrentElementArrayStorage == IndexStorageType::Dynamic);
- }
-
- gl::Buffer *newBuffer = mState.getElementArrayBuffer().get();
- gl::Buffer *oldBuffer = mCurrentElementArrayBuffer.get();
- bool needsTranslation = false;
- IndexStorageType newStorageType = ClassifyIndexStorage(
- context->getGLState(), newBuffer, elementType, destElementType, offset, &needsTranslation);
-
- if (newBuffer != oldBuffer)
- {
- mCurrentElementArrayBuffer.set(context, newBuffer);
- }
-
- if (newStorageType != mCurrentElementArrayStorage || newBuffer != oldBuffer)
- {
- Buffer11 *newBuffer11 = SafeGetImplAs<Buffer11>(newBuffer);
-
- auto *newChannel = GetBufferBroadcastChannel(newBuffer11, newStorageType);
-
- mCurrentElementArrayStorage = newStorageType;
- mOnElementArrayBufferDataDirty.bind(newChannel);
- needsTranslation = true;
- }
-
- if (mLastDrawElementsOffset != offset)
- {
- needsTranslation = true;
- mLastDrawElementsOffset = offset;
- }
-
- if (mLastElementType != elementType)
- {
- needsTranslation = true;
- mLastElementType = elementType;
- }
-
- // TODO(jmadill): We should probably promote static usage immediately, because this can change
- // the storage type for dynamic buffers.
- return needsTranslation || !mCachedIndexInfoValid;
-}
-
-void VertexArray11::updateVertexAttribStorage(const gl::Context *context, size_t attribIndex)
-{
- const auto &attrib = mState.getVertexAttribute(attribIndex);
- const auto &binding = mState.getBindingFromAttribIndex(attribIndex);
-
- // Note: having an unchanged storage type doesn't mean the attribute is clean.
- auto oldStorageType = mAttributeStorageTypes[attribIndex];
- auto newStorageType = ClassifyAttributeStorage(attrib, binding);
-
- mAttributeStorageTypes[attribIndex] = newStorageType;
-
- StateManager11 *stateManager = GetImplAs<Context11>(context)->getRenderer()->getStateManager();
-
- if (newStorageType == VertexStorageType::DYNAMIC)
- {
- if (oldStorageType != VertexStorageType::DYNAMIC)
- {
- // Sync dynamic attribs in a different set.
- mAttribsToTranslate.reset(attribIndex);
- mDynamicAttribsMask.set(attribIndex);
- }
- }
- else
- {
- mAttribsToTranslate.set(attribIndex);
- stateManager->invalidateVertexAttributeTranslation();
-
- if (oldStorageType == VertexStorageType::DYNAMIC)
- {
- ASSERT(mDynamicAttribsMask[attribIndex]);
- mDynamicAttribsMask.reset(attribIndex);
- }
- }
-
- gl::Buffer *oldBufferGL = mCurrentArrayBuffers[attribIndex].get();
- gl::Buffer *newBufferGL = binding.getBuffer().get();
- Buffer11 *oldBuffer11 = oldBufferGL ? GetImplAs<Buffer11>(oldBufferGL) : nullptr;
- Buffer11 *newBuffer11 = newBufferGL ? GetImplAs<Buffer11>(newBufferGL) : nullptr;
-
- if (oldBuffer11 != newBuffer11 || oldStorageType != newStorageType)
- {
- OnBufferDataDirtyChannel *newChannel = nullptr;
-
- if (newStorageType == VertexStorageType::CURRENT_VALUE)
- {
- stateManager->invalidateCurrentValueAttrib(attribIndex);
- }
- else if (newBuffer11 != nullptr)
- {
- // Note that for static callbacks, promotion to a static buffer from a dynamic buffer
- // means we need to tag dynamic buffers with static callbacks.
- switch (newStorageType)
- {
- case VertexStorageType::DIRECT:
- newChannel = newBuffer11->getDirectBroadcastChannel();
- break;
- case VertexStorageType::STATIC:
- case VertexStorageType::DYNAMIC:
- newChannel = newBuffer11->getStaticBroadcastChannel();
- break;
- default:
- UNREACHABLE();
- break;
- }
- }
-
- mOnArrayBufferDataDirty[attribIndex].bind(newChannel);
- mCurrentArrayBuffers[attribIndex].set(context, binding.getBuffer().get());
- }
-}
-
-bool VertexArray11::hasActiveDynamicAttrib(const gl::Context *context)
-{
- flushAttribUpdates(context);
- const auto &activeLocations =
- context->getGLState().getProgram()->getActiveAttribLocationsMask();
- auto activeDynamicAttribs = (mDynamicAttribsMask & activeLocations);
- return activeDynamicAttribs.any();
-}
-
-gl::Error VertexArray11::updateDirtyAndDynamicAttribs(const gl::Context *context,
- VertexDataManager *vertexDataManager,
- const DrawCallVertexParams &vertexParams)
-{
- flushAttribUpdates(context);
-
- const auto &glState = context->getGLState();
- const gl::Program *program = glState.getProgram();
- const auto &activeLocations = program->getActiveAttribLocationsMask();
- const auto &attribs = mState.getVertexAttributes();
- const auto &bindings = mState.getVertexBindings();
- mAppliedNumViewsToDivisor =
- (program != nullptr && program->usesMultiview()) ? program->getNumViews() : 1;
-
- if (mAttribsToTranslate.any())
- {
- // Skip attrib locations the program doesn't use, saving for the next frame.
- gl::AttributesMask dirtyActiveAttribs = (mAttribsToTranslate & activeLocations);
-
- for (auto dirtyAttribIndex : dirtyActiveAttribs)
- {
- mAttribsToTranslate.reset(dirtyAttribIndex);
-
- auto *translatedAttrib = &mTranslatedAttribs[dirtyAttribIndex];
- const auto &currentValue = glState.getVertexAttribCurrentValue(dirtyAttribIndex);
-
- // Record basic attrib info
- translatedAttrib->attribute = &attribs[dirtyAttribIndex];
- translatedAttrib->binding = &bindings[translatedAttrib->attribute->bindingIndex];
- translatedAttrib->currentValueType = currentValue.Type;
- translatedAttrib->divisor =
- translatedAttrib->binding->getDivisor() * mAppliedNumViewsToDivisor;
-
- switch (mAttributeStorageTypes[dirtyAttribIndex])
- {
- case VertexStorageType::DIRECT:
- VertexDataManager::StoreDirectAttrib(translatedAttrib);
- break;
- case VertexStorageType::STATIC:
- {
- ANGLE_TRY(VertexDataManager::StoreStaticAttrib(context, translatedAttrib));
- break;
- }
- case VertexStorageType::CURRENT_VALUE:
- // Current value attribs are managed by the StateManager11.
- break;
- default:
- UNREACHABLE();
- break;
- }
- }
- }
-
- if (mDynamicAttribsMask.any())
- {
- auto activeDynamicAttribs = (mDynamicAttribsMask & activeLocations);
- if (activeDynamicAttribs.none())
- {
- return gl::NoError();
- }
-
- for (auto dynamicAttribIndex : activeDynamicAttribs)
- {
- auto *dynamicAttrib = &mTranslatedAttribs[dynamicAttribIndex];
- const auto &currentValue = glState.getVertexAttribCurrentValue(dynamicAttribIndex);
-
- // Record basic attrib info
- dynamicAttrib->attribute = &attribs[dynamicAttribIndex];
- dynamicAttrib->binding = &bindings[dynamicAttrib->attribute->bindingIndex];
- dynamicAttrib->currentValueType = currentValue.Type;
- dynamicAttrib->divisor =
- dynamicAttrib->binding->getDivisor() * mAppliedNumViewsToDivisor;
- }
-
- ANGLE_TRY(vertexDataManager->storeDynamicAttribs(
- context, &mTranslatedAttribs, activeDynamicAttribs, vertexParams.firstVertex(),
- vertexParams.vertexCount(), vertexParams.instances()));
- }
-
- return gl::NoError();
-}
-
-const std::vector<TranslatedAttribute> &VertexArray11::getTranslatedAttribs() const
-{
- return mTranslatedAttribs;
-}
-
-void VertexArray11::signal(size_t channelID, const gl::Context *context)
-{
- if (channelID == mAttributeStorageTypes.size())
- {
- mCachedIndexInfoValid = false;
- mLastElementType = GL_NONE;
- mLastDrawElementsOffset = 0;
- }
- else
- {
- ASSERT(mAttributeStorageTypes[channelID] != VertexStorageType::CURRENT_VALUE);
-
- // This can change a buffer's storage, we'll need to re-check.
- mAttribsToUpdate.set(channelID);
-
- // Changing the vertex attribute state can affect the vertex shader.
- Renderer11 *renderer = GetImplAs<Context11>(context)->getRenderer();
- renderer->getStateManager()->invalidateShaders();
- }
-}
-
-void VertexArray11::clearDirtyAndPromoteDynamicAttribs(const gl::Context *context,
- const DrawCallVertexParams &vertexParams)
-{
- const gl::State &state = context->getGLState();
- const gl::Program *program = state.getProgram();
- const auto &activeLocations = program->getActiveAttribLocationsMask();
- mAttribsToUpdate &= ~activeLocations;
-
- // Promote to static after we clear the dirty attributes, otherwise we can lose dirtyness.
- auto activeDynamicAttribs = (mDynamicAttribsMask & activeLocations);
- if (activeDynamicAttribs.any())
- {
- VertexDataManager::PromoteDynamicAttribs(context, mTranslatedAttribs, activeDynamicAttribs,
- vertexParams.vertexCount());
- }
-}
-
-void VertexArray11::markAllAttributeDivisorsForAdjustment(int numViews)
-{
- if (mAppliedNumViewsToDivisor != numViews)
- {
- mAppliedNumViewsToDivisor = numViews;
- mAttribsToUpdate.set();
- }
-}
-
-TranslatedIndexData *VertexArray11::getCachedIndexInfo()
-{
- return &mCachedIndexInfo;
-}
-
-void VertexArray11::setCachedIndexInfoValid()
-{
- mCachedIndexInfoValid = true;
-}
-
-bool VertexArray11::isCachedIndexInfoValid() const
-{
- return mCachedIndexInfoValid;
-}
-
-} // namespace rx