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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/renderer11_utils.h
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/renderer11_utils.h')
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.h431
1 files changed, 0 insertions, 431 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.h
deleted file mode 100644
index 3af51bb0f6..0000000000
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.h
+++ /dev/null
@@ -1,431 +0,0 @@
-//
-// Copyright (c) 2012-2014 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.
-//
-
-// renderer11_utils.h: Conversion functions and other utility routines
-// specific to the D3D11 renderer.
-
-#ifndef LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_UTILS_H_
-#define LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_UTILS_H_
-
-#include <array>
-#include <functional>
-#include <vector>
-
-#include "common/Color.h"
-
-#include "libANGLE/Caps.h"
-#include "libANGLE/Error.h"
-#include "libANGLE/renderer/d3d/RendererD3D.h"
-#include "libANGLE/renderer/d3d/d3d11/ResourceManager11.h"
-#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h"
-
-namespace gl
-{
-class FramebufferAttachment;
-}
-
-namespace rx
-{
-class Renderer11;
-class RenderTarget11;
-struct Renderer11DeviceCaps;
-
-using RenderTargetArray = std::array<RenderTarget11 *, gl::IMPLEMENTATION_MAX_DRAW_BUFFERS>;
-using RTVArray = std::array<ID3D11RenderTargetView *, gl::IMPLEMENTATION_MAX_DRAW_BUFFERS>;
-
-namespace gl_d3d11
-{
-
-D3D11_BLEND ConvertBlendFunc(GLenum glBlend, bool isAlpha);
-D3D11_BLEND_OP ConvertBlendOp(GLenum glBlendOp);
-UINT8 ConvertColorMask(bool maskRed, bool maskGreen, bool maskBlue, bool maskAlpha);
-
-D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, gl::CullFaceMode cullMode);
-
-D3D11_COMPARISON_FUNC ConvertComparison(GLenum comparison);
-D3D11_DEPTH_WRITE_MASK ConvertDepthMask(bool depthWriteEnabled);
-UINT8 ConvertStencilMask(GLuint stencilmask);
-D3D11_STENCIL_OP ConvertStencilOp(GLenum stencilOp);
-
-D3D11_FILTER ConvertFilter(GLenum minFilter, GLenum magFilter, float maxAnisotropy, GLenum comparisonMode);
-D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap);
-UINT ConvertMaxAnisotropy(float maxAnisotropy, D3D_FEATURE_LEVEL featureLevel);
-
-D3D11_QUERY ConvertQueryType(GLenum queryType);
-
-UINT8 GetColorMask(const gl::InternalFormat &formatInfo);
-
-} // namespace gl_d3d11
-
-namespace d3d11_gl
-{
-
-unsigned int GetReservedVertexUniformVectors(D3D_FEATURE_LEVEL featureLevel);
-
-unsigned int GetReservedFragmentUniformVectors(D3D_FEATURE_LEVEL featureLevel);
-
-gl::Version GetMaximumClientVersion(D3D_FEATURE_LEVEL featureLevel);
-void GenerateCaps(ID3D11Device *device, ID3D11DeviceContext *deviceContext, const Renderer11DeviceCaps &renderer11DeviceCaps, gl::Caps *caps,
- gl::TextureCapsMap *textureCapsMap, gl::Extensions *extensions, gl::Limitations *limitations);
-
-void GetSamplePosition(GLsizei sampleCount, size_t index, GLfloat *xy);
-
-} // namespace d3d11_gl
-
-namespace d3d11
-{
-
-enum ANGLED3D11DeviceType
-{
- ANGLE_D3D11_DEVICE_TYPE_UNKNOWN,
- ANGLE_D3D11_DEVICE_TYPE_HARDWARE,
- ANGLE_D3D11_DEVICE_TYPE_SOFTWARE_REF_OR_NULL,
- ANGLE_D3D11_DEVICE_TYPE_WARP,
-};
-
-ANGLED3D11DeviceType GetDeviceType(ID3D11Device *device);
-
-void MakeValidSize(bool isImage, DXGI_FORMAT format, GLsizei *requestWidth, GLsizei *requestHeight, int *levelOffset);
-
-void GenerateInitialTextureData(GLint internalFormat,
- const Renderer11DeviceCaps &renderer11DeviceCaps,
- GLuint width,
- GLuint height,
- GLuint depth,
- GLuint mipLevels,
- std::vector<D3D11_SUBRESOURCE_DATA> *outSubresourceData,
- std::vector<std::vector<BYTE>> *outData);
-
-UINT GetPrimitiveRestartIndex();
-
-struct PositionTexCoordVertex
-{
- float x, y;
- float u, v;
-};
-void SetPositionTexCoordVertex(PositionTexCoordVertex* vertex, float x, float y, float u, float v);
-
-struct PositionLayerTexCoord3DVertex
-{
- float x, y;
- unsigned int l;
- float u, v, s;
-};
-void SetPositionLayerTexCoord3DVertex(PositionLayerTexCoord3DVertex* vertex, float x, float y,
- unsigned int layer, float u, float v, float s);
-
-struct PositionVertex
-{
- float x, y, z, w;
-};
-
-struct BlendStateKey final
-{
- // This will zero-initialize the struct, including padding.
- BlendStateKey();
-
- gl::BlendState blendState;
-
- // An int so struct size rounds nicely.
- uint32_t rtvMax;
-
- uint8_t rtvMasks[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT];
-};
-
-bool operator==(const BlendStateKey &a, const BlendStateKey &b);
-bool operator!=(const BlendStateKey &a, const BlendStateKey &b);
-
-struct RasterizerStateKey final
-{
- // This will zero-initialize the struct, including padding.
- RasterizerStateKey();
-
- gl::RasterizerState rasterizerState;
-
- // Use a 32-bit int to round the struct nicely.
- uint32_t scissorEnabled;
-};
-
-bool operator==(const RasterizerStateKey &a, const RasterizerStateKey &b);
-bool operator!=(const RasterizerStateKey &a, const RasterizerStateKey &b);
-
-template <typename outType>
-outType* DynamicCastComObject(IUnknown* object)
-{
- outType *outObject = nullptr;
- HRESULT result = object->QueryInterface(__uuidof(outType), reinterpret_cast<void**>(&outObject));
- if (SUCCEEDED(result))
- {
- return outObject;
- }
- else
- {
- SafeRelease(outObject);
- return nullptr;
- }
-}
-
-inline bool isDeviceLostError(HRESULT errorCode)
-{
- switch (errorCode)
- {
- case DXGI_ERROR_DEVICE_HUNG:
- case DXGI_ERROR_DEVICE_REMOVED:
- case DXGI_ERROR_DEVICE_RESET:
- case DXGI_ERROR_DRIVER_INTERNAL_ERROR:
- case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE:
- return true;
- default:
- return false;
- }
-}
-
-template <ResourceType ResourceT>
-class LazyResource : angle::NonCopyable
-{
- public:
- constexpr LazyResource() : mResource() {}
- virtual ~LazyResource() {}
-
- virtual gl::Error resolve(Renderer11 *renderer) = 0;
- void reset() { mResource.reset(); }
- GetD3D11Type<ResourceT> *get() const
- {
- ASSERT(mResource.valid());
- return mResource.get();
- }
-
- const Resource11<GetD3D11Type<ResourceT>> &getObj() const { return mResource; }
-
- protected:
- LazyResource(LazyResource &&other) : mResource(std::move(other.mResource)) {}
-
- // Specialized in the cpp file to avoid MSVS/Clang specific code.
- gl::Error resolveImpl(Renderer11 *renderer,
- const GetDescType<ResourceT> &desc,
- GetInitDataType<ResourceT> *initData,
- const char *name);
-
- Resource11<GetD3D11Type<ResourceT>> mResource;
-};
-
-template <typename D3D11ShaderType>
-class LazyShader final : public LazyResource<GetResourceTypeFromD3D11<D3D11ShaderType>()>
-{
- public:
- // All parameters must be constexpr. Not supported in VS2013.
- constexpr LazyShader(const BYTE *byteCode, size_t byteCodeSize, const char *name)
- : mByteCode(byteCode, byteCodeSize), mName(name)
- {
- }
-
- constexpr LazyShader(LazyShader &&shader)
- : LazyResource<GetResourceTypeFromD3D11<D3D11ShaderType>()>(std::move(shader)),
- mByteCode(std::move(shader.mByteCode)),
- mName(shader.mName)
- {
- }
-
- gl::Error resolve(Renderer11 *renderer) override
- {
- return this->resolveImpl(renderer, mByteCode, nullptr, mName);
- }
-
- private:
- ShaderData mByteCode;
- const char *mName;
-};
-
-class LazyInputLayout final : public LazyResource<ResourceType::InputLayout>
-{
- public:
- LazyInputLayout(const D3D11_INPUT_ELEMENT_DESC *inputDesc,
- size_t inputDescLen,
- const BYTE *byteCode,
- size_t byteCodeLen,
- const char *debugName);
- ~LazyInputLayout() override;
-
- gl::Error resolve(Renderer11 *renderer) override;
-
- private:
- InputElementArray mInputDesc;
- ShaderData mByteCode;
- const char *mDebugName;
-};
-
-class LazyBlendState final : public LazyResource<ResourceType::BlendState>
-{
- public:
- LazyBlendState(const D3D11_BLEND_DESC &desc, const char *debugName);
-
- gl::Error resolve(Renderer11 *renderer) override;
-
- private:
- D3D11_BLEND_DESC mDesc;
- const char *mDebugName;
-};
-
-// Copy data to small D3D11 buffers, such as for small constant buffers, which use one struct to
-// represent an entire buffer.
-template <class T>
-void SetBufferData(ID3D11DeviceContext *context, ID3D11Buffer *constantBuffer, const T &value)
-{
- D3D11_MAPPED_SUBRESOURCE mappedResource = {};
- HRESULT result = context->Map(constantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
- ASSERT(SUCCEEDED(result));
- if (SUCCEEDED(result))
- {
- memcpy(mappedResource.pData, &value, sizeof(T));
- context->Unmap(constantBuffer, 0);
- }
-}
-
-angle::WorkaroundsD3D GenerateWorkarounds(const Renderer11DeviceCaps &deviceCaps,
- const DXGI_ADAPTER_DESC &adapterDesc);
-
-enum ReservedConstantBufferSlot
-{
- RESERVED_CONSTANT_BUFFER_SLOT_DEFAULT_UNIFORM_BLOCK = 0,
- RESERVED_CONSTANT_BUFFER_SLOT_DRIVER = 1,
-
- RESERVED_CONSTANT_BUFFER_SLOT_COUNT = 2
-};
-
-void InitConstantBufferDesc(D3D11_BUFFER_DESC *constantBufferDescription, size_t byteWidth);
-} // namespace d3d11
-
-struct GenericData
-{
- GenericData() {}
- ~GenericData()
- {
- if (object)
- {
- // We can have a nullptr factory when holding passed-in resources.
- if (manager)
- {
- manager->onReleaseGeneric(resourceType, object);
- manager = nullptr;
- }
- object->Release();
- object = nullptr;
- }
- }
-
- ResourceType resourceType = ResourceType::Last;
- ID3D11Resource *object = nullptr;
- ResourceManager11 *manager = nullptr;
-};
-
-// A helper class which wraps a 2D or 3D texture.
-class TextureHelper11 : public Resource11Base<ID3D11Resource, std::shared_ptr, GenericData>
-{
- public:
- TextureHelper11();
- TextureHelper11(TextureHelper11 &&other);
- TextureHelper11(const TextureHelper11 &other);
- ~TextureHelper11() override;
- TextureHelper11 &operator=(TextureHelper11 &&other);
- TextureHelper11 &operator=(const TextureHelper11 &other);
-
- bool is2D() const { return mData->resourceType == ResourceType::Texture2D; }
- bool is3D() const { return mData->resourceType == ResourceType::Texture3D; }
- ResourceType getTextureType() const { return mData->resourceType; }
- gl::Extents getExtents() const { return mExtents; }
- DXGI_FORMAT getFormat() const { return mFormatSet->texFormat; }
- const d3d11::Format &getFormatSet() const { return *mFormatSet; }
- int getSampleCount() const { return mSampleCount; }
-
- template <typename DescT, typename ResourceT>
- void init(Resource11<ResourceT> &&texture, const DescT &desc, const d3d11::Format &format)
- {
- std::swap(mData->manager, texture.mData->manager);
-
- // Can't use std::swap because texture is typed, and here we use ID3D11Resource.
- ID3D11Resource *temp = mData->object;
- mData->object = texture.mData->object;
- texture.mData->object = static_cast<ResourceT *>(temp);
-
- mFormatSet = &format;
- initDesc(desc);
- }
-
- template <typename ResourceT>
- void set(ResourceT *object, const d3d11::Format &format)
- {
- ASSERT(!valid());
- mFormatSet = &format;
- mData->object = object;
- mData->manager = nullptr;
-
- GetDescFromD3D11<ResourceT> desc;
- getDesc(&desc);
- initDesc(desc);
- }
-
- bool operator==(const TextureHelper11 &other) const;
- bool operator!=(const TextureHelper11 &other) const;
-
- void getDesc(D3D11_TEXTURE2D_DESC *desc) const;
- void getDesc(D3D11_TEXTURE3D_DESC *desc) const;
-
- private:
- void initDesc(const D3D11_TEXTURE2D_DESC &desc2D);
- void initDesc(const D3D11_TEXTURE3D_DESC &desc3D);
-
- const d3d11::Format *mFormatSet;
- gl::Extents mExtents;
- int mSampleCount;
-};
-
-enum class StagingAccess
-{
- READ,
- READ_WRITE,
-};
-
-bool UsePresentPathFast(const Renderer11 *renderer, const gl::FramebufferAttachment *colorbuffer);
-bool UsePrimitiveRestartWorkaround(bool primitiveRestartFixedIndexEnabled, GLenum type);
-bool IsStreamingIndexData(const gl::Context *context, GLenum srcType);
-
-enum class IndexStorageType
-{
- // Dynamic indexes are re-streamed every frame. They come from a client data pointer or
- // from buffers that are updated frequently.
- Dynamic,
-
- // Static indexes are translated from the original storage once, and re-used multiple times.
- Static,
-
- // Direct indexes are never transated and are used directly from the source buffer. They are
- // the fastest available path.
- Direct,
-
- // Not a real storage type.
- Invalid,
-};
-
-IndexStorageType ClassifyIndexStorage(const gl::State &glState,
- const gl::Buffer *elementArrayBuffer,
- GLenum elementType,
- GLenum destElementType,
- unsigned int offset,
- bool *needsTranslation);
-
-// Used for state change notifications between buffers and vertex arrays.
-using OnBufferDataDirtyBinding = angle::ChannelBinding<size_t, const gl::Context *>;
-using OnBufferDataDirtyChannel = angle::BroadcastChannel<size_t, const gl::Context *>;
-using OnBufferDataDirtyReceiver = angle::SignalReceiver<size_t, const gl::Context *>;
-
-// Used for state change notifications between RenderTarget11 and Framebuffer11.
-using OnRenderTargetDirtyBinding = angle::ChannelBinding<size_t, const gl::Context *>;
-using OnRenderTargetDirtyChannel = angle::BroadcastChannel<size_t, const gl::Context *>;
-using OnRenderTargetDirtyReceiver = angle::SignalReceiver<size_t, const gl::Context *>;
-
-} // namespace rx
-
-#endif // LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_UTILS_H_