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-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/RendererD3D.cpp703
1 files changed, 130 insertions, 573 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/RendererD3D.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/RendererD3D.cpp
index 105587f62c..2167200a91 100644
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/RendererD3D.cpp
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/RendererD3D.cpp
@@ -8,43 +8,39 @@
#include "libANGLE/renderer/d3d/RendererD3D.h"
-#include "common/debug.h"
#include "common/MemoryBuffer.h"
+#include "common/debug.h"
#include "common/utilities.h"
+#include "libANGLE/Context.h"
#include "libANGLE/Display.h"
-#include "libANGLE/formatutils.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/FramebufferAttachment.h"
+#include "libANGLE/ImageIndex.h"
+#include "libANGLE/ResourceManager.h"
+#include "libANGLE/State.h"
+#include "libANGLE/VertexArray.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/renderer/ContextImpl.h"
+#include "libANGLE/renderer/TextureImpl.h"
#include "libANGLE/renderer/d3d/BufferD3D.h"
#include "libANGLE/renderer/d3d/DeviceD3D.h"
#include "libANGLE/renderer/d3d/DisplayD3D.h"
#include "libANGLE/renderer/d3d/IndexDataManager.h"
#include "libANGLE/renderer/d3d/ProgramD3D.h"
#include "libANGLE/renderer/d3d/SamplerD3D.h"
-#include "libANGLE/ResourceManager.h"
-#include "libANGLE/State.h"
-#include "libANGLE/VertexArray.h"
+#include "libANGLE/renderer/d3d/TextureD3D.h"
namespace rx
{
-namespace
-{
-// If we request a scratch buffer requesting a smaller size this many times,
-// release and recreate the scratch buffer. This ensures we don't have a
-// degenerate case where we are stuck hogging memory.
-const int ScratchMemoryBufferLifetime = 1000;
-
-} // anonymous namespace
-
RendererD3D::RendererD3D(egl::Display *display)
: mDisplay(display),
- mDeviceLost(false),
- mAnnotator(nullptr),
mPresentPathFastEnabled(false),
- mScratchMemoryBufferResetCounter(0),
+ mCapsInitialized(false),
mWorkaroundsInitialized(false),
- mDisjoint(false)
+ mDisjoint(false),
+ mDeviceLost(false),
+ mWorkerThreadPool(4)
{
}
@@ -55,451 +51,29 @@ RendererD3D::~RendererD3D()
void RendererD3D::cleanup()
{
- mScratchMemoryBuffer.resize(0);
- for (auto &incompleteTexture : mIncompleteTextures)
- {
- incompleteTexture.second.set(NULL);
- }
- mIncompleteTextures.clear();
-
- if (mAnnotator != nullptr)
- {
- gl::UninitializeDebugAnnotations();
- SafeDelete(mAnnotator);
- }
-}
-
-SamplerImpl *RendererD3D::createSampler()
-{
- return new SamplerD3D();
-}
-
-gl::Error RendererD3D::drawArrays(const gl::Data &data, GLenum mode, GLint first, GLsizei count)
-{
- return genericDrawArrays(data, mode, first, count, 0);
-}
-
-gl::Error RendererD3D::drawArraysInstanced(const gl::Data &data,
- GLenum mode,
- GLint first,
- GLsizei count,
- GLsizei instanceCount)
-{
- return genericDrawArrays(data, mode, first, count, instanceCount);
-}
-
-gl::Error RendererD3D::drawElements(const gl::Data &data,
- GLenum mode,
- GLsizei count,
- GLenum type,
- const GLvoid *indices,
- const gl::IndexRange &indexRange)
-{
- return genericDrawElements(data, mode, count, type, indices, 0, indexRange);
-}
-
-gl::Error RendererD3D::drawElementsInstanced(const gl::Data &data,
- GLenum mode,
- GLsizei count,
- GLenum type,
- const GLvoid *indices,
- GLsizei instances,
- const gl::IndexRange &indexRange)
-{
- return genericDrawElements(data, mode, count, type, indices, instances, indexRange);
-}
-
-gl::Error RendererD3D::drawRangeElements(const gl::Data &data,
- GLenum mode,
- GLuint start,
- GLuint end,
- GLsizei count,
- GLenum type,
- const GLvoid *indices,
- const gl::IndexRange &indexRange)
-{
- return genericDrawElements(data, mode, count, type, indices, 0, indexRange);
-}
-
-gl::Error RendererD3D::genericDrawElements(const gl::Data &data,
- GLenum mode,
- GLsizei count,
- GLenum type,
- const GLvoid *indices,
- GLsizei instances,
- const gl::IndexRange &indexRange)
-{
- gl::Program *program = data.state->getProgram();
- ASSERT(program != nullptr);
- ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
- bool usesPointSize = programD3D->usesPointSize();
-
- programD3D->updateSamplerMapping();
-
- gl::Error error = generateSwizzles(data);
- if (error.isError())
- {
- return error;
- }
-
- if (!applyPrimitiveType(mode, count, usesPointSize))
- {
- return gl::Error(GL_NO_ERROR);
- }
-
- error = updateState(data, mode);
- if (error.isError())
- {
- return error;
- }
-
- TranslatedIndexData indexInfo;
- indexInfo.indexRange = indexRange;
-
- error = applyIndexBuffer(data, indices, count, mode, type, &indexInfo);
- if (error.isError())
- {
- return error;
- }
-
- applyTransformFeedbackBuffers(*data.state);
- // Transform feedback is not allowed for DrawElements, this error should have been caught at the API validation
- // layer.
- ASSERT(!data.state->isTransformFeedbackActiveUnpaused());
-
- size_t vertexCount = indexInfo.indexRange.vertexCount();
- error = applyVertexBuffer(*data.state, mode, static_cast<GLsizei>(indexInfo.indexRange.start),
- static_cast<GLsizei>(vertexCount), instances, &indexInfo);
- if (error.isError())
- {
- return error;
- }
-
- error = applyTextures(data);
- if (error.isError())
- {
- return error;
- }
-
- error = applyShaders(data, mode);
- if (error.isError())
- {
- return error;
- }
-
- error = programD3D->applyUniformBuffers(data);
- if (error.isError())
- {
- return error;
- }
-
- if (!skipDraw(data, mode))
- {
- error = drawElementsImpl(data, indexInfo, mode, count, type, indices, instances);
- if (error.isError())
- {
- return error;
- }
- }
-
- return gl::Error(GL_NO_ERROR);
-}
-
-gl::Error RendererD3D::genericDrawArrays(const gl::Data &data,
- GLenum mode,
- GLint first,
- GLsizei count,
- GLsizei instances)
-{
- gl::Program *program = data.state->getProgram();
- ASSERT(program != nullptr);
- ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
- bool usesPointSize = programD3D->usesPointSize();
-
- programD3D->updateSamplerMapping();
-
- gl::Error error = generateSwizzles(data);
- if (error.isError())
- {
- return error;
- }
-
- if (!applyPrimitiveType(mode, count, usesPointSize))
- {
- return gl::Error(GL_NO_ERROR);
- }
-
- error = updateState(data, mode);
- if (error.isError())
- {
- return error;
- }
-
- applyTransformFeedbackBuffers(*data.state);
-
- error = applyVertexBuffer(*data.state, mode, first, count, instances, nullptr);
- if (error.isError())
- {
- return error;
- }
-
- error = applyTextures(data);
- if (error.isError())
- {
- return error;
- }
-
- error = applyShaders(data, mode);
- if (error.isError())
- {
- return error;
- }
-
- error = programD3D->applyUniformBuffers(data);
- if (error.isError())
- {
- return error;
- }
-
- if (!skipDraw(data, mode))
- {
- error = drawArraysImpl(data, mode, count, instances);
- if (error.isError())
- {
- return error;
- }
-
- if (data.state->isTransformFeedbackActiveUnpaused())
- {
- markTransformFeedbackUsage(data);
- }
- }
-
- return gl::Error(GL_NO_ERROR);
-}
-
-gl::Error RendererD3D::generateSwizzles(const gl::Data &data, gl::SamplerType type)
-{
- ProgramD3D *programD3D = GetImplAs<ProgramD3D>(data.state->getProgram());
-
- unsigned int samplerRange = static_cast<unsigned int>(programD3D->getUsedSamplerRange(type));
-
- for (unsigned int i = 0; i < samplerRange; i++)
- {
- GLenum textureType = programD3D->getSamplerTextureType(type, i);
- GLint textureUnit = programD3D->getSamplerMapping(type, i, *data.caps);
- if (textureUnit != -1)
- {
- gl::Texture *texture = data.state->getSamplerTexture(textureUnit, textureType);
- ASSERT(texture);
- if (texture->getTextureState().swizzleRequired())
- {
- gl::Error error = generateSwizzle(texture);
- if (error.isError())
- {
- return error;
- }
- }
- }
- }
-
- return gl::Error(GL_NO_ERROR);
-}
-
-gl::Error RendererD3D::generateSwizzles(const gl::Data &data)
-{
- gl::Error error = generateSwizzles(data, gl::SAMPLER_VERTEX);
- if (error.isError())
- {
- return error;
- }
-
- error = generateSwizzles(data, gl::SAMPLER_PIXEL);
- if (error.isError())
- {
- return error;
- }
-
- return gl::Error(GL_NO_ERROR);
-}
-
-unsigned int RendererD3D::GetBlendSampleMask(const gl::Data &data, int samples)
-{
- unsigned int mask = 0;
- if (data.state->isSampleCoverageEnabled())
- {
- GLclampf coverageValue = data.state->getSampleCoverageValue();
- if (coverageValue != 0)
- {
- float threshold = 0.5f;
-
- for (int i = 0; i < samples; ++i)
- {
- mask <<= 1;
-
- if ((i + 1) * coverageValue >= threshold)
- {
- threshold += 1.0f;
- mask |= 1;
- }
- }
- }
-
- bool coverageInvert = data.state->getSampleCoverageInvert();
- if (coverageInvert)
- {
- mask = ~mask;
- }
- }
- else
- {
- mask = 0xFFFFFFFF;
- }
-
- return mask;
-}
-
-// Applies the shaders and shader constants to the Direct3D device
-gl::Error RendererD3D::applyShaders(const gl::Data &data, GLenum drawMode)
-{
- gl::Program *program = data.state->getProgram();
- ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
- programD3D->updateCachedInputLayout(*data.state);
-
- gl::Error error = applyShadersImpl(data, drawMode);
- if (error.isError())
- {
- return error;
- }
-
- return programD3D->applyUniforms(drawMode);
-}
-
-// For each Direct3D sampler of either the pixel or vertex stage,
-// looks up the corresponding OpenGL texture image unit and texture type,
-// and sets the texture and its addressing/filtering state (or NULL when inactive).
-// Sampler mapping needs to be up-to-date on the program object before this is called.
-gl::Error RendererD3D::applyTextures(const gl::Data &data, gl::SamplerType shaderType,
- const FramebufferTextureArray &framebufferTextures, size_t framebufferTextureCount)
-{
- ProgramD3D *programD3D = GetImplAs<ProgramD3D>(data.state->getProgram());
-
- ASSERT(!programD3D->isSamplerMappingDirty());
-
- unsigned int samplerRange = programD3D->getUsedSamplerRange(shaderType);
- for (unsigned int samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++)
- {
- GLenum textureType = programD3D->getSamplerTextureType(shaderType, samplerIndex);
- GLint textureUnit = programD3D->getSamplerMapping(shaderType, samplerIndex, *data.caps);
- if (textureUnit != -1)
- {
- gl::Texture *texture = data.state->getSamplerTexture(textureUnit, textureType);
- ASSERT(texture);
-
- gl::Sampler *samplerObject = data.state->getSampler(textureUnit);
-
- const gl::SamplerState &samplerState =
- samplerObject ? samplerObject->getSamplerState() : texture->getSamplerState();
-
- // TODO: std::binary_search may become unavailable using older versions of GCC
- if (texture->isSamplerComplete(samplerState, data) &&
- !std::binary_search(framebufferTextures.begin(),
- framebufferTextures.begin() + framebufferTextureCount, texture))
- {
- gl::Error error = setSamplerState(shaderType, samplerIndex, texture, samplerState);
- if (error.isError())
- {
- return error;
- }
-
- error = setTexture(shaderType, samplerIndex, texture);
- if (error.isError())
- {
- return error;
- }
- }
- else
- {
- // Texture is not sampler complete or it is in use by the framebuffer. Bind the incomplete texture.
- gl::Texture *incompleteTexture = getIncompleteTexture(textureType);
-
- gl::Error error = setSamplerState(shaderType, samplerIndex, incompleteTexture,
- incompleteTexture->getSamplerState());
- if (error.isError())
- {
- return error;
- }
-
- error = setTexture(shaderType, samplerIndex, incompleteTexture);
- if (error.isError())
- {
- return error;
- }
- }
- }
- else
- {
- // No texture bound to this slot even though it is used by the shader, bind a NULL texture
- gl::Error error = setTexture(shaderType, samplerIndex, NULL);
- if (error.isError())
- {
- return error;
- }
- }
- }
-
- // Set all the remaining textures to NULL
- size_t samplerCount = (shaderType == gl::SAMPLER_PIXEL) ? data.caps->maxTextureImageUnits
- : data.caps->maxVertexTextureImageUnits;
- clearTextures(shaderType, samplerRange, samplerCount);
-
- return gl::Error(GL_NO_ERROR);
-}
-
-gl::Error RendererD3D::applyTextures(const gl::Data &data)
-{
- FramebufferTextureArray framebufferTextures;
- size_t framebufferSerialCount = getBoundFramebufferTextures(data, &framebufferTextures);
-
- gl::Error error = applyTextures(data, gl::SAMPLER_VERTEX, framebufferTextures, framebufferSerialCount);
- if (error.isError())
- {
- return error;
- }
-
- error = applyTextures(data, gl::SAMPLER_PIXEL, framebufferTextures, framebufferSerialCount);
- if (error.isError())
- {
- return error;
- }
-
- return gl::Error(GL_NO_ERROR);
+ mIncompleteTextures.onDestroy(mDisplay->getProxyContext());
}
-bool RendererD3D::skipDraw(const gl::Data &data, GLenum drawMode)
+bool RendererD3D::skipDraw(const gl::State &glState, GLenum drawMode)
{
- const gl::State &state = *data.state;
-
if (drawMode == GL_POINTS)
{
- bool usesPointSize = GetImplAs<ProgramD3D>(state.getProgram())->usesPointSize();
+ bool usesPointSize = GetImplAs<ProgramD3D>(glState.getProgram())->usesPointSize();
// ProgramBinary assumes non-point rendering if gl_PointSize isn't written,
// which affects varying interpolation. Since the value of gl_PointSize is
// undefined when not written, just skip drawing to avoid unexpected results.
- if (!usesPointSize && !state.isTransformFeedbackActiveUnpaused())
+ if (!usesPointSize && !glState.isTransformFeedbackActiveUnpaused())
{
- // This is stictly speaking not an error, but developers should be
- // notified of risking undefined behavior.
- ERR("Point rendering without writing to gl_PointSize.");
-
+ // Notify developers of risking undefined behavior.
+ WARN() << "Point rendering without writing to gl_PointSize.";
return true;
}
}
else if (gl::IsTriangleMode(drawMode))
{
- if (state.getRasterizerState().cullFace &&
- state.getRasterizerState().cullMode == GL_FRONT_AND_BACK)
+ if (glState.getRasterizerState().cullFace &&
+ glState.getRasterizerState().cullMode == gl::CullFaceMode::FrontAndBack)
{
return true;
}
@@ -508,196 +82,179 @@ bool RendererD3D::skipDraw(const gl::Data &data, GLenum drawMode)
return false;
}
-void RendererD3D::markTransformFeedbackUsage(const gl::Data &data)
+gl::Error RendererD3D::getIncompleteTexture(const gl::Context *context,
+ GLenum type,
+ gl::Texture **textureOut)
{
- const gl::TransformFeedback *transformFeedback = data.state->getCurrentTransformFeedback();
- for (size_t i = 0; i < transformFeedback->getIndexedBufferCount(); i++)
- {
- const OffsetBindingPointer<gl::Buffer> &binding = transformFeedback->getIndexedBuffer(i);
- if (binding.get() != nullptr)
- {
- BufferD3D *bufferD3D = GetImplAs<BufferD3D>(binding.get());
- bufferD3D->markTransformFeedbackUsage();
- }
- }
+ return mIncompleteTextures.getIncompleteTexture(context, type, this, textureOut);
}
-size_t RendererD3D::getBoundFramebufferTextures(const gl::Data &data, FramebufferTextureArray *outTextureArray)
+GLenum RendererD3D::getResetStatus()
{
- size_t textureCount = 0;
-
- const gl::Framebuffer *drawFramebuffer = data.state->getDrawFramebuffer();
- for (size_t i = 0; i < drawFramebuffer->getNumColorBuffers(); i++)
+ if (!mDeviceLost)
{
- const gl::FramebufferAttachment *attachment = drawFramebuffer->getColorbuffer(i);
- if (attachment && attachment->type() == GL_TEXTURE)
+ if (testDeviceLost())
{
- (*outTextureArray)[textureCount++] = attachment->getTexture();
+ mDeviceLost = true;
+ notifyDeviceLost();
+ return GL_UNKNOWN_CONTEXT_RESET_EXT;
}
+ return GL_NO_ERROR;
}
- const gl::FramebufferAttachment *depthStencilAttachment = drawFramebuffer->getDepthOrStencilbuffer();
- if (depthStencilAttachment && depthStencilAttachment->type() == GL_TEXTURE)
+ if (testDeviceResettable())
{
- (*outTextureArray)[textureCount++] = depthStencilAttachment->getTexture();
+ return GL_NO_ERROR;
}
- std::sort(outTextureArray->begin(), outTextureArray->begin() + textureCount);
-
- return textureCount;
-}
-
-gl::Texture *RendererD3D::getIncompleteTexture(GLenum type)
-{
- if (mIncompleteTextures.find(type) == mIncompleteTextures.end())
- {
- const GLubyte color[] = { 0, 0, 0, 255 };
- const gl::Extents colorSize(1, 1, 1);
- const gl::PixelUnpackState unpack(1, 0);
- const gl::Box area(0, 0, 0, 1, 1, 1);
-
- // Skip the API layer to avoid needing to pass the Context and mess with dirty bits.
- gl::Texture *t =
- new gl::Texture(createTexture(type), std::numeric_limits<GLuint>::max(), type);
- t->setStorage(type, 1, GL_RGBA8, colorSize);
-
- if (type == GL_TEXTURE_CUBE_MAP)
- {
- for (GLenum face = GL_TEXTURE_CUBE_MAP_POSITIVE_X; face <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; face++)
- {
- t->getImplementation()->setSubImage(face, 0, area, GL_RGBA8, GL_UNSIGNED_BYTE,
- unpack, color);
- }
- }
- else
- {
- t->getImplementation()->setSubImage(type, 0, area, GL_RGBA8, GL_UNSIGNED_BYTE, unpack,
- color);
- }
-
- mIncompleteTextures[type].set(t);
- }
-
- return mIncompleteTextures[type].get();
-}
-
-bool RendererD3D::isDeviceLost() const
-{
- return mDeviceLost;
+ return GL_UNKNOWN_CONTEXT_RESET_EXT;
}
void RendererD3D::notifyDeviceLost()
{
- mDeviceLost = true;
mDisplay->notifyDeviceLost();
}
std::string RendererD3D::getVendorString() const
{
- LUID adapterLuid = { 0 };
+ LUID adapterLuid = {0};
if (getLUID(&adapterLuid))
{
char adapterLuidString[64];
- sprintf_s(adapterLuidString, sizeof(adapterLuidString), "(adapter LUID: %08x%08x)", adapterLuid.HighPart, adapterLuid.LowPart);
+ sprintf_s(adapterLuidString, sizeof(adapterLuidString), "(adapter LUID: %08x%08x)",
+ adapterLuid.HighPart, adapterLuid.LowPart);
return std::string(adapterLuidString);
}
return std::string("");
}
-gl::Error RendererD3D::getScratchMemoryBuffer(size_t requestedSize, MemoryBuffer **bufferOut)
+void RendererD3D::setGPUDisjoint()
{
- if (mScratchMemoryBuffer.size() == requestedSize)
- {
- mScratchMemoryBufferResetCounter = ScratchMemoryBufferLifetime;
- *bufferOut = &mScratchMemoryBuffer;
- return gl::Error(GL_NO_ERROR);
- }
-
- if (mScratchMemoryBuffer.size() > requestedSize)
- {
- mScratchMemoryBufferResetCounter--;
- }
+ mDisjoint = true;
+}
- if (mScratchMemoryBufferResetCounter <= 0 || mScratchMemoryBuffer.size() < requestedSize)
- {
- mScratchMemoryBuffer.resize(0);
- if (!mScratchMemoryBuffer.resize(requestedSize))
- {
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate internal buffer.");
- }
- mScratchMemoryBufferResetCounter = ScratchMemoryBufferLifetime;
- }
+GLint RendererD3D::getGPUDisjoint()
+{
+ bool disjoint = mDisjoint;
- ASSERT(mScratchMemoryBuffer.size() >= requestedSize);
+ // Disjoint flag is cleared when read
+ mDisjoint = false;
- *bufferOut = &mScratchMemoryBuffer;
- return gl::Error(GL_NO_ERROR);
+ return disjoint;
}
-void RendererD3D::insertEventMarker(GLsizei length, const char *marker)
+GLint64 RendererD3D::getTimestamp()
{
- std::vector<wchar_t> wcstring (length + 1);
- size_t convertedChars = 0;
- errno_t err = mbstowcs_s(&convertedChars, wcstring.data(), length + 1, marker, _TRUNCATE);
- if (err == 0)
- {
- getAnnotator()->setMarker(wcstring.data());
- }
+ // D3D has no way to get an actual timestamp reliably so 0 is returned
+ return 0;
}
-void RendererD3D::pushGroupMarker(GLsizei length, const char *marker)
+void RendererD3D::ensureCapsInitialized() const
{
- std::vector<wchar_t> wcstring(length + 1);
- size_t convertedChars = 0;
- errno_t err = mbstowcs_s(&convertedChars, wcstring.data(), length + 1, marker, _TRUNCATE);
- if (err == 0)
+ if (!mCapsInitialized)
{
- getAnnotator()->beginEvent(wcstring.data());
+ generateCaps(&mNativeCaps, &mNativeTextureCaps, &mNativeExtensions, &mNativeLimitations);
+ mCapsInitialized = true;
}
}
-void RendererD3D::popGroupMarker()
+const gl::Caps &RendererD3D::getNativeCaps() const
{
- getAnnotator()->endEvent();
+ ensureCapsInitialized();
+ return mNativeCaps;
}
-void RendererD3D::setGPUDisjoint()
+const gl::TextureCapsMap &RendererD3D::getNativeTextureCaps() const
{
- mDisjoint = true;
+ ensureCapsInitialized();
+ return mNativeTextureCaps;
}
-GLint RendererD3D::getGPUDisjoint()
+const gl::Extensions &RendererD3D::getNativeExtensions() const
{
- bool disjoint = mDisjoint;
+ ensureCapsInitialized();
+ return mNativeExtensions;
+}
- // Disjoint flag is cleared when read
- mDisjoint = false;
+const gl::Limitations &RendererD3D::getNativeLimitations() const
+{
+ ensureCapsInitialized();
+ return mNativeLimitations;
+}
- return disjoint;
+angle::WorkerThreadPool *RendererD3D::getWorkerThreadPool()
+{
+ return &mWorkerThreadPool;
}
-GLint64 RendererD3D::getTimestamp()
+Serial RendererD3D::generateSerial()
{
- // D3D has no way to get an actual timestamp reliably so 0 is returned
- return 0;
+ return mSerialFactory.generate();
}
-void RendererD3D::onMakeCurrent(const gl::Data &data)
+bool InstancedPointSpritesActive(ProgramD3D *programD3D, GLenum mode)
{
+ return programD3D->usesPointSize() && programD3D->usesInstancedPointSpriteEmulation() &&
+ mode == GL_POINTS;
}
-void RendererD3D::initializeDebugAnnotator()
+gl::Error RendererD3D::initRenderTarget(RenderTargetD3D *renderTarget)
{
- createAnnotator();
- ASSERT(mAnnotator);
- gl::InitializeDebugAnnotations(mAnnotator);
+ return clearRenderTarget(renderTarget, gl::ColorF(0, 0, 0, 0), 1, 0);
}
-gl::DebugAnnotator *RendererD3D::getAnnotator()
+gl::Error RendererD3D::initializeMultisampleTextureToBlack(const gl::Context *context,
+ gl::Texture *glTexture)
{
- ASSERT(mAnnotator);
- return mAnnotator;
+ ASSERT(glTexture->getTarget() == GL_TEXTURE_2D_MULTISAMPLE);
+ TextureD3D *textureD3D = GetImplAs<TextureD3D>(glTexture);
+ gl::ImageIndex index = gl::ImageIndex::Make2DMultisample();
+ RenderTargetD3D *renderTarget = nullptr;
+ ANGLE_TRY(textureD3D->getRenderTarget(context, index, &renderTarget));
+ return clearRenderTarget(renderTarget, gl::ColorF(0.0f, 0.0f, 0.0f, 1.0f), 1.0f, 0);
}
+
+unsigned int GetBlendSampleMask(const gl::State &glState, int samples)
+{
+ unsigned int mask = 0;
+ if (glState.isSampleCoverageEnabled())
+ {
+ GLfloat coverageValue = glState.getSampleCoverageValue();
+ if (coverageValue != 0)
+ {
+ float threshold = 0.5f;
+
+ for (int i = 0; i < samples; ++i)
+ {
+ mask <<= 1;
+
+ if ((i + 1) * coverageValue >= threshold)
+ {
+ threshold += 1.0f;
+ mask |= 1;
+ }
+ }
+ }
+
+ bool coverageInvert = glState.getSampleCoverageInvert();
+ if (coverageInvert)
+ {
+ mask = ~mask;
+ }
+ }
+ else
+ {
+ mask = 0xFFFFFFFF;
+ }
+
+ if (glState.isSampleMaskEnabled())
+ {
+ mask &= glState.getSampleMaskWord(0);
+ }
+
+ return mask;
}
+
+} // namespace rx