diff options
author | Andrew Knight <andrew.knight@digia.com> | 2014-02-24 11:18:33 +0200 |
---|---|---|
committer | The Qt Project <gerrit-noreply@qt-project.org> | 2014-02-26 07:56:50 +0100 |
commit | a7d093e740b1e20874b5ebeb37b5c5d76ae19e42 (patch) | |
tree | 573b63025dbaa090392e468e1a90de8104054578 /src/3rdparty/angle/src/libGLESv2/renderer/Renderer.cpp | |
parent | 45e17d0cc74d3444e23c18f73d6ac155659cec55 (diff) |
Upgrade ANGLE to 1.3.5bb7ec572d0a
This brings Qt's copy of ANGLE up to ANGLE master, which contains a number
of bugfixes as well as restructuring for the upcoming ES 3.0 support. This
version brings considerable stability improvements to the D3D11 renderer.
The static translator project files have been merged to align with the
ANGLE source tree.
Two new patches have been applied to fix errors in upstream ANGLE:
- 0011-ANGLE-Fix-compilation-error-on-MinGW-caused-by-trace.patch
The event trace header in ANGLE's third_party directory has an unused
template which causes a compilation error on MinGW. Disable this part
of the code.
- 0012-ANGLE-fix-semantic-index-lookup.patch
The sorted semantic index table was returning a direct mapping to the
new indices, instead of the old indices. This caused a mismatch in the
GL type lookup for the translated attribute.
All other patches have been rebased, removed if no longer needed,
and renamed to clear up the application order:
- 0001-Fix-compilation-for-MSVC-2008-and-std-tuple.patch
No changes.
- 0001-Fix-compilation-with-MinGW-mingw-tdm64-gcc-4.8.1.patch
No changes. Renamed to 0002.
- 0001-Fix-compilation-with-MinGW-gcc-64-bit.patch
No changes. Renamed to 0003.
- 0001-Make-it-possible-to-link-ANGLE-statically-for-single.patch
Modified patch to adapt to new DLL loading structure. Renamed to 0004.
- 0005-Fix-build-when-SSE2-is-not-available.patch
No changes.
- 0011-Fix-compilation-of-libGLESv2-with-older-MinGW-w64-he.patch
No changes. Renamed to 0006.
- 0006-Make-DX9-DX11-mutually-exclusive.patch
Made the patch less invasive by allowing D3D9 code to run unless
explicitly disabled (e.g. on WinRT, where it doesn't compile). This
makes the patch smaller and allows Desktop Windows to compile both
D3D9 and D3D11 codepaths. Renamed to 0007.
- 0015-ANGLE-Dynamically-load-D3D-compiler-from-a-list-of-k.patch
No changes. Renamed to 0008.
- 0012-ANGLE-Support-WinRT.patch
Made D3D11_level9 initialization only possible if D3D9 is disabled.
This makes sure Desktop PCs use the old D3D9 codepath instead of
the less-tested D3D11_level9 codepath. Renamed to 0009.
- 0013-Enable-D3D11-for-feature-level-9-cards.patch
Conveniently smaller patch due to buffer implementation improvements
upstream. Renamed to 0010.
- 0014-ANGLE-D3D11-Alwayls-execute-QueryInterface.patch
This was a fix for patch 0009, so was integrated there. Removed.
- 0016-ANGLE-D3D11-Fix-build-on-desktop-Windows.patch
This was a fix for patch 0009, so it was integrated there. Removed.
- 0001-ANGLE-Fix-compilation-with-MSVC2013.patch
Fixed upstream. Removed.
- 0007-ANGLE-Fix-typedefs-for-Win64.patch
Fixed upstream. Removed.
- 0004-Fix-black-screen-after-minimizing-OpenGL-window-with.patch
The issue has been fixed in Qt itself. Removed.
- 0008-DX11-Prevent-assert-when-view-is-minimized-or-.patch
The cause of the problem was the same as patch 0004, but for the
D3D11 codepath. Removed.
Change-Id: Id69484ab3a3e013050741c462fb1b06dfb0fd112
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
Reviewed-by: Kai Koehne <kai.koehne@digia.com>
Reviewed-by: Oliver Wolff <oliver.wolff@digia.com>
Diffstat (limited to 'src/3rdparty/angle/src/libGLESv2/renderer/Renderer.cpp')
-rw-r--r-- | src/3rdparty/angle/src/libGLESv2/renderer/Renderer.cpp | 83 |
1 files changed, 53 insertions, 30 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/Renderer.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/Renderer.cpp index 39fd0f41f0..5278113811 100644 --- a/src/3rdparty/angle/src/libGLESv2/renderer/Renderer.cpp +++ b/src/3rdparty/angle/src/libGLESv2/renderer/Renderer.cpp @@ -11,35 +11,26 @@ #include "libGLESv2/main.h" #include "libGLESv2/Program.h" #include "libGLESv2/renderer/Renderer.h" -#ifndef ANGLE_ENABLE_D3D11 -#include "libGLESv2/renderer/Renderer9.h" -#else -#include "libGLESv2/renderer/Renderer11.h" +#if defined(ANGLE_ENABLE_D3D9) +# include "libGLESv2/renderer/d3d9/Renderer9.h" +#endif +#if defined(ANGLE_ENABLE_D3D11) +# include "libGLESv2/renderer/d3d11/Renderer11.h" #endif #include "libGLESv2/utilities.h" #include "third_party/trace_event/trace_event.h" -#if !defined(ANGLE_ENABLE_D3D11) -// Enables use of the Direct3D 11 API for a default display, when available -#define ANGLE_ENABLE_D3D11 0 -#endif - #ifndef D3DERR_OUTOFVIDEOMEMORY #define D3DERR_OUTOFVIDEOMEMORY MAKE_HRESULT(1, 0x876, 380) #endif -#ifndef D3DCOMPILER_DLL -#define D3DCOMPILER_DLL L"d3dcompiler_43.dll" // Lowest common denominator -#endif +#if defined(__MINGW32__) || defined(ANGLE_OS_WINPHONE) -#ifndef QT_D3DCOMPILER_DLL -#define QT_D3DCOMPILER_DLL D3DCOMPILER_DLL -#endif +#ifndef D3DCOMPILER_DLL -#if defined(__MINGW32__) || defined(ANGLE_OS_WINPHONE) +// Add define + typedefs for older MinGW-w64 headers (pre 5783) -//Add define + typedefs for older MinGW-w64 headers (pre 5783) -//Also define these on Windows Phone, which doesn't have a shader compiler +#define D3DCOMPILER_DLL L"d3dcompiler_43.dll" HRESULT WINAPI D3DCompile(const void *data, SIZE_T data_size, const char *filename, const D3D_SHADER_MACRO *defines, ID3DInclude *include, const char *entrypoint, @@ -48,8 +39,14 @@ typedef HRESULT (WINAPI *pD3DCompile)(const void *data, SIZE_T data_size, const const D3D_SHADER_MACRO *defines, ID3DInclude *include, const char *entrypoint, const char *target, UINT sflags, UINT eflags, ID3DBlob **shader, ID3DBlob **error_messages); +#endif // D3DCOMPILER_DLL + #endif // __MINGW32__ || ANGLE_OS_WINPHONE +#ifndef QT_D3DCOMPILER_DLL +#define QT_D3DCOMPILER_DLL D3DCOMPILER_DLL +#endif + namespace rx { @@ -82,7 +79,8 @@ bool Renderer::initializeCompiler() break; } } -#else +#endif // ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES + // Load the compiler DLL specified by the environment, or default to QT_D3DCOMPILER_DLL #if !defined(ANGLE_OS_WINRT) const wchar_t *defaultCompiler = _wgetenv(L"QT_D3DCOMPILER_DLL"); @@ -109,15 +107,11 @@ bool Renderer::initializeCompiler() // Load the first available known compiler DLL for (int i = 0; compilerDlls[i]; ++i) { -#if !defined(ANGLE_OS_WINRT) + // Load the version of the D3DCompiler DLL associated with the Direct3D version ANGLE was built with. mD3dCompilerModule = LoadLibrary(compilerDlls[i]); -#else - mD3dCompilerModule = LoadPackagedLibrary(compilerDlls[i], NULL); -#endif if (mD3dCompilerModule) break; } -#endif // ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES if (!mD3dCompilerModule) { @@ -230,18 +224,46 @@ ShaderBlob *Renderer::compileToBinary(gl::InfoLog &infoLog, const char *hlsl, co extern "C" { -rx::Renderer *glCreateRenderer(egl::Display *display, HDC hDc, EGLNativeDisplayType displayId) +rx::Renderer *glCreateRenderer(egl::Display *display, EGLNativeDisplayType displayId) { rx::Renderer *renderer = NULL; EGLint status = EGL_BAD_ALLOC; -#if ANGLE_ENABLE_D3D11 - renderer = new rx::Renderer11(display, hDc); -#else - bool softwareDevice = (displayId == EGL_SOFTWARE_DISPLAY_ANGLE); - renderer = new rx::Renderer9(display, hDc, softwareDevice); +#if defined(ANGLE_OS_WINRT) + if (displayId == EGL_DEFAULT_DISPLAY) + displayId = EGL_D3D11_ONLY_DISPLAY_ANGLE; #endif +#if defined(ANGLE_ENABLE_D3D11) + if (displayId == EGL_DEFAULT_DISPLAY || + displayId == EGL_D3D11_ELSE_D3D9_DISPLAY_ANGLE || + displayId == EGL_D3D11_ONLY_DISPLAY_ANGLE) + { + renderer = new rx::Renderer11(display); + + if (renderer) + { + status = renderer->initialize(); + } + + if (status == EGL_SUCCESS) + { + return renderer; + } + else if (displayId == EGL_D3D11_ONLY_DISPLAY_ANGLE) + { + return NULL; + } + + // Failed to create a D3D11 renderer, try creating a D3D9 renderer + delete renderer; + } +#endif // ANGLE_ENABLE_D3D11 + +#if defined(ANGLE_ENABLE_D3D9) + bool softwareDevice = (displayId == EGL_SOFTWARE_DISPLAY_ANGLE); + renderer = new rx::Renderer9(display, displayId, softwareDevice); + if (renderer) { status = renderer->initialize(); @@ -251,6 +273,7 @@ rx::Renderer *glCreateRenderer(egl::Display *display, HDC hDc, EGLNativeDisplayT { return renderer; } +#endif // ANGLE_ENABLE_D3D9 return NULL; } |