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-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp3106
1 files changed, 1818 insertions, 1288 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp
index dd554f4f38..0173311bc6 100644
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp
@@ -8,47 +8,63 @@
#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
-#include "common/utilities.h"
+#include <EGL/eglext.h>
+#include <sstream>
+#if !defined(ANGLE_MINGW32_COMPAT) && WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
+#include <VersionHelpers.h>
+#endif
+
#include "common/tls.h"
+#include "common/utilities.h"
#include "libANGLE/Buffer.h"
#include "libANGLE/Display.h"
+#include "libANGLE/formatutils.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/FramebufferAttachment.h"
+#include "libANGLE/histogram_macros.h"
#include "libANGLE/Program.h"
-#include "libANGLE/State.h"
-#include "libANGLE/Surface.h"
-#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/d3d/CompilerD3D.h"
-#include "libANGLE/renderer/d3d/FramebufferD3D.h"
-#include "libANGLE/renderer/d3d/IndexDataManager.h"
-#include "libANGLE/renderer/d3d/ProgramD3D.h"
-#include "libANGLE/renderer/d3d/RenderbufferD3D.h"
-#include "libANGLE/renderer/d3d/ShaderD3D.h"
-#include "libANGLE/renderer/d3d/SurfaceD3D.h"
-#include "libANGLE/renderer/d3d/TextureD3D.h"
-#include "libANGLE/renderer/d3d/TransformFeedbackD3D.h"
-#include "libANGLE/renderer/d3d/VertexDataManager.h"
#include "libANGLE/renderer/d3d/d3d11/Blit11.h"
#include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
#include "libANGLE/renderer/d3d/d3d11/Clear11.h"
+#include "libANGLE/renderer/d3d/d3d11/dxgi_support_table.h"
#include "libANGLE/renderer/d3d/d3d11/Fence11.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
#include "libANGLE/renderer/d3d/d3d11/Framebuffer11.h"
#include "libANGLE/renderer/d3d/d3d11/Image11.h"
#include "libANGLE/renderer/d3d/d3d11/IndexBuffer11.h"
#include "libANGLE/renderer/d3d/d3d11/PixelTransfer11.h"
#include "libANGLE/renderer/d3d/d3d11/Query11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
#include "libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h"
#include "libANGLE/renderer/d3d/d3d11/SwapChain11.h"
+#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h"
#include "libANGLE/renderer/d3d/d3d11/TextureStorage11.h"
#include "libANGLE/renderer/d3d/d3d11/Trim11.h"
#include "libANGLE/renderer/d3d/d3d11/VertexArray11.h"
#include "libANGLE/renderer/d3d/d3d11/VertexBuffer11.h"
-#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
-#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libANGLE/renderer/d3d/CompilerD3D.h"
+#include "libANGLE/renderer/d3d/DeviceD3D.h"
+#include "libANGLE/renderer/d3d/FramebufferD3D.h"
+#include "libANGLE/renderer/d3d/IndexDataManager.h"
+#include "libANGLE/renderer/d3d/ProgramD3D.h"
+#include "libANGLE/renderer/d3d/RenderbufferD3D.h"
+#include "libANGLE/renderer/d3d/ShaderD3D.h"
+#include "libANGLE/renderer/d3d/SurfaceD3D.h"
+#include "libANGLE/renderer/d3d/TextureD3D.h"
+#include "libANGLE/renderer/d3d/TransformFeedbackD3D.h"
+#include "libANGLE/renderer/d3d/VertexDataManager.h"
+#include "libANGLE/State.h"
+#include "libANGLE/Surface.h"
+#include "third_party/trace_event/trace_event.h"
-#include <sstream>
-#include <EGL/eglext.h>
+// Include the D3D9 debug annotator header for use by the desktop D3D11 renderer
+// because the D3D11 interface method ID3DUserDefinedAnnotation::GetStatus
+// doesn't work with the Graphics Diagnostics tools in Visual Studio 2013.
+#ifdef ANGLE_ENABLE_D3D9
+#include "libANGLE/renderer/d3d/d3d9/DebugAnnotator9.h"
+#endif
// Enable ANGLE_SKIP_DXGI_1_2_CHECK if there is not a possibility of using cross-process
// HWNDs or the Windows 7 Platform Update (KB2670838) is expected to be installed.
@@ -62,67 +78,6 @@
#define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1
#endif
-#ifndef __d3d11sdklayers_h__
-#define D3D11_MESSAGE_CATEGORY UINT
-#define D3D11_MESSAGE_SEVERITY UINT
-#define D3D11_MESSAGE_ID UINT
-struct D3D11_MESSAGE;
-typedef struct D3D11_INFO_QUEUE_FILTER_DESC
-{
- UINT NumCategories;
- D3D11_MESSAGE_CATEGORY *pCategoryList;
- UINT NumSeverities;
- D3D11_MESSAGE_SEVERITY *pSeverityList;
- UINT NumIDs;
- D3D11_MESSAGE_ID *pIDList;
-} D3D11_INFO_QUEUE_FILTER_DESC;
-typedef struct D3D11_INFO_QUEUE_FILTER
-{
- D3D11_INFO_QUEUE_FILTER_DESC AllowList;
- D3D11_INFO_QUEUE_FILTER_DESC DenyList;
-} D3D11_INFO_QUEUE_FILTER;
-static const IID IID_ID3D11InfoQueue = { 0x6543dbb6, 0x1b48, 0x42f5, 0xab, 0x82, 0xe9, 0x7e, 0xc7, 0x43, 0x26, 0xf6 };
-MIDL_INTERFACE("6543dbb6-1b48-42f5-ab82-e97ec74326f6") ID3D11InfoQueue : public IUnknown
-{
-public:
- virtual HRESULT __stdcall SetMessageCountLimit(UINT64) = 0;
- virtual void __stdcall ClearStoredMessages() = 0;
- virtual HRESULT __stdcall GetMessage(UINT64, D3D11_MESSAGE *, SIZE_T *) = 0;
- virtual UINT64 __stdcall GetNumMessagesAllowedByStorageFilter() = 0;
- virtual UINT64 __stdcall GetNumMessagesDeniedByStorageFilter() = 0;
- virtual UINT64 __stdcall GetNumStoredMessages() = 0;
- virtual UINT64 __stdcall GetNumStoredMessagesAllowedByRetrievalFilter() = 0;
- virtual UINT64 __stdcall GetNumMessagesDiscardedByMessageCountLimit() = 0;
- virtual UINT64 __stdcall GetMessageCountLimit() = 0;
- virtual HRESULT __stdcall AddStorageFilterEntries(D3D11_INFO_QUEUE_FILTER *) = 0;
- virtual HRESULT __stdcall GetStorageFilter(D3D11_INFO_QUEUE_FILTER *, SIZE_T *) = 0;
- virtual void __stdcall ClearStorageFilter() = 0;
- virtual HRESULT __stdcall PushEmptyStorageFilter() = 0;
- virtual HRESULT __stdcall PushCopyOfStorageFilter() = 0;
- virtual HRESULT __stdcall PushStorageFilter(D3D11_INFO_QUEUE_FILTER *) = 0;
- virtual void __stdcall PopStorageFilter() = 0;
- virtual UINT __stdcall GetStorageFilterStackSize() = 0;
- virtual HRESULT __stdcall AddRetrievalFilterEntries(D3D11_INFO_QUEUE_FILTER *) = 0;
- virtual HRESULT __stdcall GetRetrievalFilter(D3D11_INFO_QUEUE_FILTER *, SIZE_T *) = 0;
- virtual void __stdcall ClearRetrievalFilter() = 0;
- virtual HRESULT __stdcall PushEmptyRetrievalFilter() = 0;
- virtual HRESULT __stdcall PushCopyOfRetrievalFilter() = 0;
- virtual HRESULT __stdcall PushRetrievalFilter(D3D11_INFO_QUEUE_FILTER *) = 0;
- virtual void __stdcall PopRetrievalFilter() = 0;
- virtual UINT __stdcall GetRetrievalFilterStackSize() = 0;
- virtual HRESULT __stdcall AddMessage(D3D11_MESSAGE_CATEGORY, D3D11_MESSAGE_SEVERITY, D3D11_MESSAGE_ID, LPCSTR) = 0;
- virtual HRESULT __stdcall AddApplicationMessage(D3D11_MESSAGE_SEVERITY, LPCSTR) = 0;
- virtual HRESULT __stdcall SetBreakOnCategory(D3D11_MESSAGE_CATEGORY, BOOL) = 0;
- virtual HRESULT __stdcall SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY, BOOL) = 0;
- virtual HRESULT __stdcall SetBreakOnID(D3D11_MESSAGE_ID, BOOL) = 0;
- virtual BOOL __stdcall GetBreakOnCategory(D3D11_MESSAGE_CATEGORY) = 0;
- virtual BOOL __stdcall GetBreakOnSeverity(D3D11_MESSAGE_SEVERITY) = 0;
- virtual BOOL __stdcall GetBreakOnID(D3D11_MESSAGE_ID) = 0;
- virtual void __stdcall SetMuteDebugOutput(BOOL) = 0;
- virtual BOOL __stdcall GetMuteDebugOutput() = 0;
-};
-#endif
-
namespace rx
{
@@ -134,107 +89,299 @@ enum
MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
};
-// dirtyPointer is a special value that will make the comparison with any valid pointer fail and force the renderer to re-apply the state.
-static const uintptr_t DirtyPointer = static_cast<uintptr_t>(-1);
+#if defined(ANGLE_ENABLE_D3D11_1)
+void CalculateConstantBufferParams(GLintptr offset, GLsizeiptr size, UINT *outFirstConstant, UINT *outNumConstants)
+{
+ // The offset must be aligned to 256 bytes (should have been enforced by glBindBufferRange).
+ ASSERT(offset % 256 == 0);
+
+ // firstConstant and numConstants are expressed in constants of 16-bytes. Furthermore they must be a multiple of 16 constants.
+ *outFirstConstant = static_cast<UINT>(offset / 16);
+
+ // The GL size is not required to be aligned to a 256 bytes boundary.
+ // Round the size up to a 256 bytes boundary then express the results in constants of 16-bytes.
+ *outNumConstants = static_cast<UINT>(rx::roundUp(size, static_cast<GLsizeiptr>(256)) / 16);
+
+ // Since the size is rounded up, firstConstant + numConstants may be bigger than the actual size of the buffer.
+ // This behaviour is explictly allowed according to the documentation on ID3D11DeviceContext1::PSSetConstantBuffers1
+ // https://msdn.microsoft.com/en-us/library/windows/desktop/hh404649%28v=vs.85%29.aspx
+}
+#endif
+
+enum ANGLEFeatureLevel
+{
+ ANGLE_FEATURE_LEVEL_INVALID,
+ ANGLE_FEATURE_LEVEL_9_3,
+ ANGLE_FEATURE_LEVEL_10_0,
+ ANGLE_FEATURE_LEVEL_10_1,
+ ANGLE_FEATURE_LEVEL_11_0,
+ ANGLE_FEATURE_LEVEL_11_1,
+ NUM_ANGLE_FEATURE_LEVELS
+};
+
+ANGLEFeatureLevel GetANGLEFeatureLevel(D3D_FEATURE_LEVEL d3dFeatureLevel)
+{
+ switch (d3dFeatureLevel)
+ {
+ case D3D_FEATURE_LEVEL_9_3: return ANGLE_FEATURE_LEVEL_9_3;
+ case D3D_FEATURE_LEVEL_10_0: return ANGLE_FEATURE_LEVEL_10_0;
+ case D3D_FEATURE_LEVEL_10_1: return ANGLE_FEATURE_LEVEL_10_1;
+ case D3D_FEATURE_LEVEL_11_0: return ANGLE_FEATURE_LEVEL_11_0;
+ // Note: we don't ever request a 11_1 device, because this gives
+ // an E_INVALIDARG error on systems that don't have the platform update.
+ case D3D_FEATURE_LEVEL_11_1: return ANGLE_FEATURE_LEVEL_11_1;
+ default: return ANGLE_FEATURE_LEVEL_INVALID;
+ }
+}
-static bool ImageIndexConflictsWithSRV(const gl::ImageIndex *index, D3D11_SHADER_RESOURCE_VIEW_DESC desc)
+void SetLineLoopIndices(GLuint *dest, size_t count)
{
- unsigned mipLevel = index->mipIndex;
- unsigned layerIndex = index->layerIndex;
- GLenum type = index->type;
+ for (size_t i = 0; i < count; i++)
+ {
+ dest[i] = static_cast<GLuint>(i);
+ }
+ dest[count] = 0;
+}
- switch (desc.ViewDimension)
+template <typename T>
+void CopyLineLoopIndices(const GLvoid *indices, GLuint *dest, size_t count)
+{
+ const T *srcPtr = static_cast<const T *>(indices);
+ for (size_t i = 0; i < count; ++i)
{
- case D3D11_SRV_DIMENSION_TEXTURE2D:
- {
- unsigned maxSrvMip = desc.Texture2D.MipLevels + desc.Texture2D.MostDetailedMip;
- maxSrvMip = (desc.Texture2D.MipLevels == -1) ? INT_MAX : maxSrvMip;
+ dest[i] = static_cast<GLuint>(srcPtr[i]);
+ }
+ dest[count] = static_cast<GLuint>(srcPtr[0]);
+}
- unsigned mipMin = index->mipIndex;
- unsigned mipMax = (layerIndex == -1) ? INT_MAX : layerIndex;
+void SetTriangleFanIndices(GLuint *destPtr, size_t numTris)
+{
+ for (size_t i = 0; i < numTris; i++)
+ {
+ destPtr[i * 3 + 0] = 0;
+ destPtr[i * 3 + 1] = static_cast<GLuint>(i) + 1;
+ destPtr[i * 3 + 2] = static_cast<GLuint>(i) + 2;
+ }
+}
- return type == GL_TEXTURE_2D && RangeUI(mipMin, mipMax).intersects(RangeUI(desc.Texture2D.MostDetailedMip, maxSrvMip));
- }
+template <typename T>
+void CopyLineLoopIndicesWithRestart(const GLvoid *indices,
+ size_t count,
+ GLenum indexType,
+ std::vector<GLuint> *bufferOut)
+{
+ GLuint restartIndex = gl::GetPrimitiveRestartIndex(indexType);
+ GLuint d3dRestartIndex = static_cast<GLuint>(d3d11::GetPrimitiveRestartIndex());
+ const T *srcPtr = static_cast<const T *>(indices);
+ Optional<GLuint> currentLoopStart;
- case D3D11_SRV_DIMENSION_TEXTURE2DARRAY:
- {
- unsigned maxSrvMip = desc.Texture2DArray.MipLevels + desc.Texture2DArray.MostDetailedMip;
- maxSrvMip = (desc.Texture2DArray.MipLevels == -1) ? INT_MAX : maxSrvMip;
+ bufferOut->clear();
- unsigned maxSlice = desc.Texture2DArray.FirstArraySlice + desc.Texture2DArray.ArraySize;
+ for (size_t indexIdx = 0; indexIdx < count; ++indexIdx)
+ {
+ GLuint value = static_cast<GLuint>(srcPtr[indexIdx]);
- // Cube maps can be mapped to Texture2DArray SRVs
- return (type == GL_TEXTURE_2D_ARRAY || gl::IsCubeMapTextureTarget(type)) &&
- desc.Texture2DArray.MostDetailedMip <= mipLevel && mipLevel < maxSrvMip &&
- desc.Texture2DArray.FirstArraySlice <= layerIndex && layerIndex < maxSlice;
+ if (value == restartIndex)
+ {
+ if (currentLoopStart.valid())
+ {
+ bufferOut->push_back(currentLoopStart.value());
+ bufferOut->push_back(d3dRestartIndex);
+ currentLoopStart.reset();
+ }
}
-
- case D3D11_SRV_DIMENSION_TEXTURECUBE:
+ else
{
- unsigned maxSrvMip = desc.TextureCube.MipLevels + desc.TextureCube.MostDetailedMip;
- maxSrvMip = (desc.TextureCube.MipLevels == -1) ? INT_MAX : maxSrvMip;
-
- return gl::IsCubeMapTextureTarget(type) &&
- desc.TextureCube.MostDetailedMip <= mipLevel && mipLevel < maxSrvMip;
+ bufferOut->push_back(value);
+ if (!currentLoopStart.valid())
+ {
+ currentLoopStart = value;
+ }
}
+ }
- case D3D11_SRV_DIMENSION_TEXTURE3D:
- {
- unsigned maxSrvMip = desc.Texture3D.MipLevels + desc.Texture3D.MostDetailedMip;
- maxSrvMip = (desc.Texture3D.MipLevels == -1) ? INT_MAX : maxSrvMip;
+ if (currentLoopStart.valid())
+ {
+ bufferOut->push_back(currentLoopStart.value());
+ }
+}
- return type == GL_TEXTURE_3D &&
- desc.Texture3D.MostDetailedMip <= mipLevel && mipLevel < maxSrvMip;
+void GetLineLoopIndices(const GLvoid *indices,
+ GLenum indexType,
+ GLuint count,
+ bool usePrimitiveRestartFixedIndex,
+ std::vector<GLuint> *bufferOut)
+{
+ if (indexType != GL_NONE && usePrimitiveRestartFixedIndex)
+ {
+ switch (indexType)
+ {
+ case GL_UNSIGNED_BYTE:
+ CopyLineLoopIndicesWithRestart<GLubyte>(indices, count, indexType, bufferOut);
+ break;
+ case GL_UNSIGNED_SHORT:
+ CopyLineLoopIndicesWithRestart<GLushort>(indices, count, indexType, bufferOut);
+ break;
+ case GL_UNSIGNED_INT:
+ CopyLineLoopIndicesWithRestart<GLuint>(indices, count, indexType, bufferOut);
+ break;
+ default:
+ UNREACHABLE();
+ break;
}
- default:
- // We only handle the cases corresponding to valid image indexes
- UNIMPLEMENTED();
+ return;
+ }
+
+ // For non-primitive-restart draws, the index count is static.
+ bufferOut->resize(static_cast<size_t>(count) + 1);
+
+ switch (indexType)
+ {
+ // Non-indexed draw
+ case GL_NONE:
+ SetLineLoopIndices(&(*bufferOut)[0], count);
+ break;
+ case GL_UNSIGNED_BYTE:
+ CopyLineLoopIndices<GLubyte>(indices, &(*bufferOut)[0], count);
+ break;
+ case GL_UNSIGNED_SHORT:
+ CopyLineLoopIndices<GLushort>(indices, &(*bufferOut)[0], count);
+ break;
+ case GL_UNSIGNED_INT:
+ CopyLineLoopIndices<GLuint>(indices, &(*bufferOut)[0], count);
+ break;
+ default:
+ UNREACHABLE();
+ break;
}
-
- return false;
}
-// Does *not* increment the resource ref count!!
-ID3D11Resource *GetViewResource(ID3D11View *view)
+template <typename T>
+void CopyTriangleFanIndices(const GLvoid *indices, GLuint *destPtr, size_t numTris)
{
- ID3D11Resource *resource = NULL;
- ASSERT(view);
- view->GetResource(&resource);
- resource->Release();
- return resource;
+ const T *srcPtr = static_cast<const T *>(indices);
+
+ for (size_t i = 0; i < numTris; i++)
+ {
+ destPtr[i * 3 + 0] = static_cast<GLuint>(srcPtr[0]);
+ destPtr[i * 3 + 1] = static_cast<GLuint>(srcPtr[i + 1]);
+ destPtr[i * 3 + 2] = static_cast<GLuint>(srcPtr[i + 2]);
+ }
}
-void CalculateConstantBufferParams(GLintptr offset, GLsizeiptr size, UINT *outFirstConstant, UINT *outNumConstants)
+template <typename T>
+void CopyTriangleFanIndicesWithRestart(const GLvoid *indices,
+ GLuint indexCount,
+ GLenum indexType,
+ std::vector<GLuint> *bufferOut)
{
- // The offset must be aligned to 256 bytes (should have been enforced by glBindBufferRange).
- ASSERT(offset % 256 == 0);
+ GLuint restartIndex = gl::GetPrimitiveRestartIndex(indexType);
+ GLuint d3dRestartIndex = gl::GetPrimitiveRestartIndex(GL_UNSIGNED_INT);
+ const T *srcPtr = static_cast<const T *>(indices);
+ Optional<GLuint> vertexA;
+ Optional<GLuint> vertexB;
- // firstConstant and numConstants are expressed in constants of 16-bytes. Furthermore they must be a multiple of 16 constants.
- *outFirstConstant = offset / 16;
+ bufferOut->clear();
- // The GL size is not required to be aligned to a 256 bytes boundary.
- // Round the size up to a 256 bytes boundary then express the results in constants of 16-bytes.
- *outNumConstants = rx::roundUp(size, static_cast<GLsizeiptr>(256)) / 16;
+ for (size_t indexIdx = 0; indexIdx < indexCount; ++indexIdx)
+ {
+ GLuint value = static_cast<GLuint>(srcPtr[indexIdx]);
- // Since the size is rounded up, firstConstant + numConstants may be bigger than the actual size of the buffer.
- // This behaviour is explictly allowed according to the documentation on ID3D11DeviceContext1::PSSetConstantBuffers1
- // https://msdn.microsoft.com/en-us/library/windows/desktop/hh404649%28v=vs.85%29.aspx
+ if (value == restartIndex)
+ {
+ bufferOut->push_back(d3dRestartIndex);
+ vertexA.reset();
+ vertexB.reset();
+ }
+ else
+ {
+ if (!vertexA.valid())
+ {
+ vertexA = value;
+ }
+ else if (!vertexB.valid())
+ {
+ vertexB = value;
+ }
+ else
+ {
+ bufferOut->push_back(vertexA.value());
+ bufferOut->push_back(vertexB.value());
+ bufferOut->push_back(value);
+ vertexB = value;
+ }
+ }
+ }
}
+void GetTriFanIndices(const GLvoid *indices,
+ GLenum indexType,
+ GLuint count,
+ bool usePrimitiveRestartFixedIndex,
+ std::vector<GLuint> *bufferOut)
+{
+ if (indexType != GL_NONE && usePrimitiveRestartFixedIndex)
+ {
+ switch (indexType)
+ {
+ case GL_UNSIGNED_BYTE:
+ CopyTriangleFanIndicesWithRestart<GLubyte>(indices, count, indexType, bufferOut);
+ break;
+ case GL_UNSIGNED_SHORT:
+ CopyTriangleFanIndicesWithRestart<GLushort>(indices, count, indexType, bufferOut);
+ break;
+ case GL_UNSIGNED_INT:
+ CopyTriangleFanIndicesWithRestart<GLuint>(indices, count, indexType, bufferOut);
+ break;
+ default:
+ UNREACHABLE();
+ break;
+ }
+ return;
+ }
+
+ // For non-primitive-restart draws, the index count is static.
+ GLuint numTris = count - 2;
+ bufferOut->resize(numTris * 3);
+
+ switch (indexType)
+ {
+ // Non-indexed draw
+ case GL_NONE:
+ SetTriangleFanIndices(&(*bufferOut)[0], numTris);
+ break;
+ case GL_UNSIGNED_BYTE:
+ CopyTriangleFanIndices<GLubyte>(indices, &(*bufferOut)[0], numTris);
+ break;
+ case GL_UNSIGNED_SHORT:
+ CopyTriangleFanIndices<GLushort>(indices, &(*bufferOut)[0], numTris);
+ break;
+ case GL_UNSIGNED_INT:
+ CopyTriangleFanIndices<GLuint>(indices, &(*bufferOut)[0], numTris);
+ break;
+ default:
+ UNREACHABLE();
+ break;
+ }
}
+} // anonymous namespace
+
Renderer11::Renderer11(egl::Display *display)
: RendererD3D(display),
- mStateCache(this)
+ mStateCache(this),
+ mStateManager(this),
+ mLastHistogramUpdateTime(ANGLEPlatformCurrent()->monotonicallyIncreasingTime())
+#if !defined(ANGLE_MINGW32_COMPAT)
+ ,mDebug(nullptr)
+#endif
{
- // Initialize global annotator
- gl::InitializeDebugAnnotations(&mAnnotator);
-
mVertexDataManager = NULL;
mIndexDataManager = NULL;
mLineLoopIB = NULL;
mTriangleFanIB = NULL;
+ mAppliedIBChanged = false;
mBlit = NULL;
mPixelTransfer = NULL;
@@ -245,10 +392,18 @@ Renderer11::Renderer11(egl::Display *display)
mSyncQuery = NULL;
- mSupportsConstantBufferOffsets = false;
+ mRenderer11DeviceCaps.supportsClearView = false;
+ mRenderer11DeviceCaps.supportsConstantBufferOffsets = false;
+ mRenderer11DeviceCaps.supportsDXGI1_2 = false;
+ mRenderer11DeviceCaps.B5G6R5support = 0;
+ mRenderer11DeviceCaps.B4G4R4A4support = 0;
+ mRenderer11DeviceCaps.B5G5R5A1support = 0;
mD3d11Module = NULL;
mDxgiModule = NULL;
+ mDCompModule = NULL;
+ mCreatedWithDeviceEXT = false;
+ mEGLDevice = nullptr;
mDevice = NULL;
mDeviceContext = NULL;
@@ -265,89 +420,105 @@ Renderer11::Renderer11(egl::Display *display)
mAppliedNumXFBBindings = static_cast<size_t>(-1);
- const auto &attributes = mDisplay->getAttributeMap();
-
- EGLint requestedMajorVersion = attributes.get(EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, EGL_DONT_CARE);
- EGLint requestedMinorVersion = attributes.get(EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, EGL_DONT_CARE);
+ ZeroMemory(&mAdapterDescription, sizeof(mAdapterDescription));
- if (requestedMajorVersion == EGL_DONT_CARE || requestedMajorVersion >= 11)
+ if (mDisplay->getPlatform() == EGL_PLATFORM_ANGLE_ANGLE)
{
- if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 0)
- {
- mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_11_0);
- }
- }
+ const auto &attributes = mDisplay->getAttributeMap();
- if (requestedMajorVersion == EGL_DONT_CARE || requestedMajorVersion >= 10)
- {
- if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 1)
+ EGLint requestedMajorVersion =
+ attributes.get(EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, EGL_DONT_CARE);
+ EGLint requestedMinorVersion =
+ attributes.get(EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, EGL_DONT_CARE);
+
+ if (requestedMajorVersion == EGL_DONT_CARE || requestedMajorVersion >= 11)
{
- mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_10_1);
+ if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 0)
+ {
+ mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_11_0);
+ }
}
- if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 0)
+
+ if (requestedMajorVersion == EGL_DONT_CARE || requestedMajorVersion >= 10)
{
- mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_10_0);
+ if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 1)
+ {
+ mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_10_1);
+ }
+ if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 0)
+ {
+ mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_10_0);
+ }
}
- }
#if defined(ANGLE_ENABLE_WINDOWS_STORE)
- if (requestedMajorVersion == EGL_DONT_CARE || requestedMajorVersion >= 9)
+ if (requestedMajorVersion == EGL_DONT_CARE || requestedMajorVersion >= 9)
#else
- if (requestedMajorVersion == 9 && requestedMinorVersion == 3)
+ if (requestedMajorVersion == 9 && requestedMinorVersion == 3)
#endif
- {
- if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 3)
{
- mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_9_3);
- }
+ if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 3)
+ {
+ mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_9_3);
+ }
#if defined(ANGLE_ENABLE_WINDOWS_STORE)
- if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 2)
- {
- mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_9_2);
+ if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 2)
+ {
+ mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_9_2);
+ }
+ if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 1)
+ {
+ mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_9_1);
+ }
+#endif
}
- if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 1)
+
+ EGLint requestedDeviceType = attributes.get(EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE,
+ EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE);
+ switch (requestedDeviceType)
{
- mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_9_1);
- }
-#endif
- }
+ case EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE:
+ mRequestedDriverType = D3D_DRIVER_TYPE_HARDWARE;
+ break;
- EGLint requestedDeviceType = attributes.get(EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE,
- EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE);
- switch (requestedDeviceType)
- {
- case EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE:
- mDriverType = D3D_DRIVER_TYPE_HARDWARE;
- break;
+ case EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE:
+ mRequestedDriverType = D3D_DRIVER_TYPE_WARP;
+ break;
- case EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE:
- mDriverType = D3D_DRIVER_TYPE_WARP;
- break;
+ case EGL_PLATFORM_ANGLE_DEVICE_TYPE_REFERENCE_ANGLE:
+ mRequestedDriverType = D3D_DRIVER_TYPE_REFERENCE;
+ break;
- case EGL_PLATFORM_ANGLE_DEVICE_TYPE_REFERENCE_ANGLE:
- mDriverType = D3D_DRIVER_TYPE_REFERENCE;
- break;
+ case EGL_PLATFORM_ANGLE_DEVICE_TYPE_NULL_ANGLE:
+ mRequestedDriverType = D3D_DRIVER_TYPE_NULL;
+ break;
- case EGL_PLATFORM_ANGLE_DEVICE_TYPE_NULL_ANGLE:
- mDriverType = D3D_DRIVER_TYPE_NULL;
- break;
+ default:
+ UNREACHABLE();
+ }
- default:
- UNREACHABLE();
+ const EGLenum presentPath = attributes.get(EGL_EXPERIMENTAL_PRESENT_PATH_ANGLE,
+ EGL_EXPERIMENTAL_PRESENT_PATH_COPY_ANGLE);
+ mPresentPathFastEnabled = (presentPath == EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE);
}
-}
+ else if (display->getPlatform() == EGL_PLATFORM_DEVICE_EXT)
+ {
+ mEGLDevice = GetImplAs<DeviceD3D>(display->getDevice());
+ ASSERT(mEGLDevice != nullptr);
+ mCreatedWithDeviceEXT = true;
-Renderer11::~Renderer11()
-{
- release();
+ // Also set EGL_PLATFORM_ANGLE_ANGLE variables, in case they're used elsewhere in ANGLE
+ // mAvailableFeatureLevels defaults to empty
+ mRequestedDriverType = D3D_DRIVER_TYPE_UNKNOWN;
+ mPresentPathFastEnabled = false;
+ }
- gl::UninitializeDebugAnnotations();
+ initializeDebugAnnotator();
}
-Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
+Renderer11::~Renderer11()
{
- ASSERT(HAS_DYNAMIC_TYPE(Renderer11*, renderer));
- return static_cast<Renderer11*>(renderer);
+ release();
}
#ifndef __d3d11_1_h__
@@ -356,209 +527,268 @@ Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
egl::Error Renderer11::initialize()
{
- if (!mCompiler.initialize())
+ HRESULT result = S_OK;
+
+ egl::Error error = initializeD3DDevice();
+ if (error.isError())
{
- return egl::Error(EGL_NOT_INITIALIZED,
- D3D11_INIT_COMPILER_ERROR,
- "Failed to initialize compiler.");
+ return error;
}
#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
- mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
- mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
-
- if (mD3d11Module == NULL || mDxgiModule == NULL)
+#if !ANGLE_SKIP_DXGI_1_2_CHECK
{
- return egl::Error(EGL_NOT_INITIALIZED,
- D3D11_INIT_MISSING_DEP,
- "Could not load D3D11 or DXGI library.");
- }
-
- // create the D3D11 device
- ASSERT(mDevice == NULL);
- PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
+ TRACE_EVENT0("gpu.angle", "Renderer11::initialize (DXGICheck)");
+ // In order to create a swap chain for an HWND owned by another process, DXGI 1.2 is required.
+ // The easiest way to check is to query for a IDXGIDevice2.
+ bool requireDXGI1_2 = false;
+ HWND hwnd = WindowFromDC(mDisplay->getNativeDisplayId());
+ if (hwnd)
+ {
+ DWORD currentProcessId = GetCurrentProcessId();
+ DWORD wndProcessId;
+ GetWindowThreadProcessId(hwnd, &wndProcessId);
+ requireDXGI1_2 = (currentProcessId != wndProcessId);
+ }
+ else
+ {
+ requireDXGI1_2 = true;
+ }
- if (D3D11CreateDevice == NULL)
- {
- return egl::Error(EGL_NOT_INITIALIZED,
- D3D11_INIT_MISSING_DEP,
- "Could not retrieve D3D11CreateDevice address.");
+ if (requireDXGI1_2)
+ {
+ IDXGIDevice2 *dxgiDevice2 = NULL;
+ result = mDevice->QueryInterface(__uuidof(IDXGIDevice2), (void**)&dxgiDevice2);
+ if (FAILED(result))
+ {
+ return egl::Error(EGL_NOT_INITIALIZED,
+ D3D11_INIT_INCOMPATIBLE_DXGI,
+ "DXGI 1.2 required to present to HWNDs owned by another process.");
+ }
+ SafeRelease(dxgiDevice2);
+ }
}
#endif
+#endif
- HRESULT result = S_OK;
-#ifdef _DEBUG
- result = D3D11CreateDevice(NULL,
- mDriverType,
- NULL,
- D3D11_CREATE_DEVICE_DEBUG,
- mAvailableFeatureLevels.data(),
- mAvailableFeatureLevels.size(),
- D3D11_SDK_VERSION,
- &mDevice,
- &mFeatureLevel,
- &mDeviceContext);
-
- if (!mDevice || FAILED(result))
{
- ERR("Failed creating Debug D3D11 device - falling back to release runtime.\n");
- }
-
- if (!mDevice || FAILED(result))
+ TRACE_EVENT0("gpu.angle", "Renderer11::initialize (ComQueries)");
+ // Cast the DeviceContext to a DeviceContext1.
+ // This could fail on Windows 7 without the Platform Update.
+ // Don't error in this case- just don't use mDeviceContext1.
+#if defined(ANGLE_ENABLE_D3D11_1)
+ mDeviceContext1 = d3d11::DynamicCastComObject<ID3D11DeviceContext1>(mDeviceContext);
#endif
- {
- result = D3D11CreateDevice(NULL,
- mDriverType,
- NULL,
- 0,
- mAvailableFeatureLevels.data(),
- mAvailableFeatureLevels.size(),
- D3D11_SDK_VERSION,
- &mDevice,
- &mFeatureLevel,
- &mDeviceContext);
- if (result == E_INVALIDARG)
+ IDXGIDevice *dxgiDevice = NULL;
+ result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
+
+ if (FAILED(result))
{
- // Cleanup done by destructor through glDestroyRenderer
return egl::Error(EGL_NOT_INITIALIZED,
- D3D11_INIT_CREATEDEVICE_INVALIDARG,
- "Could not create D3D11 device.");
+ D3D11_INIT_OTHER_ERROR,
+ "Could not query DXGI device.");
}
- if (!mDevice || FAILED(result))
+ result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
+
+ if (FAILED(result))
{
- // Cleanup done by destructor through glDestroyRenderer
return egl::Error(EGL_NOT_INITIALIZED,
- D3D11_INIT_CREATEDEVICE_ERROR,
- "Could not create D3D11 device.");
+ D3D11_INIT_OTHER_ERROR,
+ "Could not retrieve DXGI adapter");
}
- }
-#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
-#if !ANGLE_SKIP_DXGI_1_2_CHECK
- // In order to create a swap chain for an HWND owned by another process, DXGI 1.2 is required.
- // The easiest way to check is to query for a IDXGIDevice2.
- bool requireDXGI1_2 = false;
- HWND hwnd = WindowFromDC(mDisplay->getNativeDisplayId());
- if (hwnd)
- {
- DWORD currentProcessId = GetCurrentProcessId();
- DWORD wndProcessId;
- GetWindowThreadProcessId(hwnd, &wndProcessId);
- requireDXGI1_2 = (currentProcessId != wndProcessId);
- }
- else
- {
- requireDXGI1_2 = true;
- }
+ SafeRelease(dxgiDevice);
- if (requireDXGI1_2)
- {
- IDXGIDevice2 *dxgiDevice2 = NULL;
- result = mDevice->QueryInterface(__uuidof(IDXGIDevice2), (void**)&dxgiDevice2);
- if (FAILED(result))
+#if defined(ANGLE_ENABLE_D3D11_1)
+ IDXGIAdapter2 *dxgiAdapter2 = d3d11::DynamicCastComObject<IDXGIAdapter2>(mDxgiAdapter);
+
+ // On D3D_FEATURE_LEVEL_9_*, IDXGIAdapter::GetDesc returns "Software Adapter" for the description string.
+ // If DXGI1.2 is available then IDXGIAdapter2::GetDesc2 can be used to get the actual hardware values.
+ if (mRenderer11DeviceCaps.featureLevel <= D3D_FEATURE_LEVEL_9_3 && dxgiAdapter2 != NULL)
{
- return egl::Error(EGL_NOT_INITIALIZED,
- D3D11_INIT_INCOMPATIBLE_DXGI,
- "DXGI 1.2 required to present to HWNDs owned by another process.");
+ DXGI_ADAPTER_DESC2 adapterDesc2 = {};
+ result = dxgiAdapter2->GetDesc2(&adapterDesc2);
+ if (SUCCEEDED(result))
+ {
+ // Copy the contents of the DXGI_ADAPTER_DESC2 into mAdapterDescription (a DXGI_ADAPTER_DESC).
+ memcpy(mAdapterDescription.Description, adapterDesc2.Description, sizeof(mAdapterDescription.Description));
+ mAdapterDescription.VendorId = adapterDesc2.VendorId;
+ mAdapterDescription.DeviceId = adapterDesc2.DeviceId;
+ mAdapterDescription.SubSysId = adapterDesc2.SubSysId;
+ mAdapterDescription.Revision = adapterDesc2.Revision;
+ mAdapterDescription.DedicatedVideoMemory = adapterDesc2.DedicatedVideoMemory;
+ mAdapterDescription.DedicatedSystemMemory = adapterDesc2.DedicatedSystemMemory;
+ mAdapterDescription.SharedSystemMemory = adapterDesc2.SharedSystemMemory;
+ mAdapterDescription.AdapterLuid = adapterDesc2.AdapterLuid;
+ }
}
- SafeRelease(dxgiDevice2);
- }
-#endif
+ else
#endif
+ {
+ result = mDxgiAdapter->GetDesc(&mAdapterDescription);
+ }
- // Cast the DeviceContext to a DeviceContext1.
- // This could fail on Windows 7 without the Platform Update.
- // Don't error in this case- just don't use mDeviceContext1.
#if defined(ANGLE_ENABLE_D3D11_1)
- mDeviceContext1 = d3d11::DynamicCastComObject<ID3D11DeviceContext1>(mDeviceContext);
+ SafeRelease(dxgiAdapter2);
#endif
- IDXGIDevice *dxgiDevice = NULL;
- result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
+ if (FAILED(result))
+ {
+ return egl::Error(EGL_NOT_INITIALIZED,
+ D3D11_INIT_OTHER_ERROR,
+ "Could not read DXGI adaptor description.");
+ }
- if (FAILED(result))
- {
- return egl::Error(EGL_NOT_INITIALIZED,
- D3D11_INIT_OTHER_ERROR,
- "Could not query DXGI device.");
- }
+ memset(mDescription, 0, sizeof(mDescription));
+ wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
- result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
+ result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
- if (FAILED(result))
- {
- return egl::Error(EGL_NOT_INITIALIZED,
- D3D11_INIT_OTHER_ERROR,
- "Could not retrieve DXGI adapter");
+ if (!mDxgiFactory || FAILED(result))
+ {
+ return egl::Error(EGL_NOT_INITIALIZED,
+ D3D11_INIT_OTHER_ERROR,
+ "Could not create DXGI factory.");
+ }
}
- SafeRelease(dxgiDevice);
+#if !defined(ANGLE_MINGW32_COMPAT)
+ // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
+#if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
+ {
+ TRACE_EVENT0("gpu.angle", "Renderer11::initialize (HideWarnings)");
+ ID3D11InfoQueue *infoQueue;
+ result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue);
-#if defined(ANGLE_ENABLE_D3D11_1)
- IDXGIAdapter2 *dxgiAdapter2 = d3d11::DynamicCastComObject<IDXGIAdapter2>(mDxgiAdapter);
+ if (SUCCEEDED(result))
+ {
+ D3D11_MESSAGE_ID hideMessages[] =
+ {
+ D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET
+ };
- // On D3D_FEATURE_LEVEL_9_*, IDXGIAdapter::GetDesc returns "Software Adapter" for the description string.
- // If DXGI1.2 is available then IDXGIAdapter2::GetDesc2 can be used to get the actual hardware values.
- if (mFeatureLevel <= D3D_FEATURE_LEVEL_9_3 && dxgiAdapter2 != NULL)
- {
- DXGI_ADAPTER_DESC2 adapterDesc2 = {0};
- dxgiAdapter2->GetDesc2(&adapterDesc2);
+ D3D11_INFO_QUEUE_FILTER filter = {};
+ filter.DenyList.NumIDs = static_cast<unsigned int>(ArraySize(hideMessages));
+ filter.DenyList.pIDList = hideMessages;
- // Copy the contents of the DXGI_ADAPTER_DESC2 into mAdapterDescription (a DXGI_ADAPTER_DESC).
- memcpy(mAdapterDescription.Description, adapterDesc2.Description, sizeof(mAdapterDescription.Description));
- mAdapterDescription.VendorId = adapterDesc2.VendorId;
- mAdapterDescription.DeviceId = adapterDesc2.DeviceId;
- mAdapterDescription.SubSysId = adapterDesc2.SubSysId;
- mAdapterDescription.Revision = adapterDesc2.Revision;
- mAdapterDescription.DedicatedVideoMemory = adapterDesc2.DedicatedVideoMemory;
- mAdapterDescription.DedicatedSystemMemory = adapterDesc2.DedicatedSystemMemory;
- mAdapterDescription.SharedSystemMemory = adapterDesc2.SharedSystemMemory;
- mAdapterDescription.AdapterLuid = adapterDesc2.AdapterLuid;
- }
- else
- {
- mDxgiAdapter->GetDesc(&mAdapterDescription);
+ infoQueue->AddStorageFilterEntries(&filter);
+ SafeRelease(infoQueue);
+ }
}
+#endif
- SafeRelease(dxgiAdapter2);
+#if !defined(NDEBUG)
+ mDebug = d3d11::DynamicCastComObject<ID3D11Debug>(mDevice);
#endif
+#endif // !ANGLE_MINGW32_COMPAT
- memset(mDescription, 0, sizeof(mDescription));
- wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
+ initializeDevice();
- result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
+ return egl::Error(EGL_SUCCESS);
+}
+
+egl::Error Renderer11::initializeD3DDevice()
+{
+ HRESULT result = S_OK;
- if (!mDxgiFactory || FAILED(result))
+ if (!mCreatedWithDeviceEXT)
{
- return egl::Error(EGL_NOT_INITIALIZED,
- D3D11_INIT_OTHER_ERROR,
- "Could not create DXGI factory.");
- }
+#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
+ PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = nullptr;
+ {
+ SCOPED_ANGLE_HISTOGRAM_TIMER("GPU.ANGLE.Renderer11InitializeDLLsMS");
+ TRACE_EVENT0("gpu.angle", "Renderer11::initialize (Load DLLs)");
+ mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
+ mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
+ mDCompModule = LoadLibrary(TEXT("dcomp.dll"));
- // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
-#if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
- ID3D11InfoQueue *infoQueue;
- result = mDevice->QueryInterface(IID_ID3D11InfoQueue, (void **)&infoQueue);
+ if (mD3d11Module == nullptr || mDxgiModule == nullptr)
+ {
+ return egl::Error(EGL_NOT_INITIALIZED, D3D11_INIT_MISSING_DEP,
+ "Could not load D3D11 or DXGI library.");
+ }
- if (SUCCEEDED(result))
+ // create the D3D11 device
+ ASSERT(mDevice == nullptr);
+ D3D11CreateDevice = reinterpret_cast<PFN_D3D11_CREATE_DEVICE>(
+ GetProcAddress(mD3d11Module, "D3D11CreateDevice"));
+
+ if (D3D11CreateDevice == nullptr)
+ {
+ return egl::Error(EGL_NOT_INITIALIZED, D3D11_INIT_MISSING_DEP,
+ "Could not retrieve D3D11CreateDevice address.");
+ }
+ }
+#endif
+
+#ifdef _DEBUG
+ {
+ TRACE_EVENT0("gpu.angle", "D3D11CreateDevice (Debug)");
+ result = D3D11CreateDevice(nullptr, mRequestedDriverType, nullptr,
+ D3D11_CREATE_DEVICE_DEBUG, mAvailableFeatureLevels.data(),
+ static_cast<unsigned int>(mAvailableFeatureLevels.size()),
+ D3D11_SDK_VERSION, &mDevice,
+ &(mRenderer11DeviceCaps.featureLevel), &mDeviceContext);
+ }
+
+ if (!mDevice || FAILED(result))
+ {
+ ERR("Failed creating Debug D3D11 device - falling back to release runtime.\n");
+ }
+
+ if (!mDevice || FAILED(result))
+#endif
+ {
+ SCOPED_ANGLE_HISTOGRAM_TIMER("GPU.ANGLE.D3D11CreateDeviceMS");
+ TRACE_EVENT0("gpu.angle", "D3D11CreateDevice");
+
+ result = D3D11CreateDevice(
+ nullptr, mRequestedDriverType, nullptr, 0, mAvailableFeatureLevels.data(),
+ static_cast<unsigned int>(mAvailableFeatureLevels.size()), D3D11_SDK_VERSION,
+ &mDevice, &(mRenderer11DeviceCaps.featureLevel), &mDeviceContext);
+
+ // Cleanup done by destructor
+ if (!mDevice || FAILED(result))
+ {
+ ANGLE_HISTOGRAM_SPARSE_SLOWLY("GPU.ANGLE.D3D11CreateDeviceError",
+ static_cast<int>(result));
+ return egl::Error(EGL_NOT_INITIALIZED, D3D11_INIT_CREATEDEVICE_ERROR,
+ "Could not create D3D11 device.");
+ }
+ }
+ }
+ else
{
- D3D11_MESSAGE_ID hideMessages[] =
+ // We should use the inputted D3D11 device instead
+ void *device = nullptr;
+ egl::Error error = mEGLDevice->getDevice(&device);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ID3D11Device *d3dDevice = reinterpret_cast<ID3D11Device *>(device);
+ if (FAILED(d3dDevice->GetDeviceRemovedReason()))
{
- D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET
- };
+ return egl::Error(EGL_NOT_INITIALIZED, "Inputted D3D11 device has been lost.");
+ }
- D3D11_INFO_QUEUE_FILTER filter = {0};
- filter.DenyList.NumIDs = ArraySize(hideMessages);
- filter.DenyList.pIDList = hideMessages;
+ if (d3dDevice->GetFeatureLevel() < D3D_FEATURE_LEVEL_9_3)
+ {
+ return egl::Error(EGL_NOT_INITIALIZED,
+ "Inputted D3D11 device must be Feature Level 9_3 or greater.");
+ }
- infoQueue->AddStorageFilterEntries(&filter);
- SafeRelease(infoQueue);
+ // The Renderer11 adds a ref to the inputted D3D11 device, like D3D11CreateDevice does.
+ mDevice = d3dDevice;
+ mDevice->AddRef();
+ mDevice->GetImmediateContext(&mDeviceContext);
+ mRenderer11DeviceCaps.featureLevel = mDevice->GetFeatureLevel();
}
-#endif
- initializeDevice();
+ d3d11::SetDebugName(mDeviceContext, "DeviceContext");
return egl::Error(EGL_SUCCESS);
}
@@ -568,6 +798,11 @@ egl::Error Renderer11::initialize()
// to reset the scene status and ensure the default states are reset.
void Renderer11::initializeDevice()
{
+ SCOPED_ANGLE_HISTOGRAM_TIMER("GPU.ANGLE.Renderer11InitializeDeviceMS");
+ TRACE_EVENT0("gpu.angle", "Renderer11::initializeDevice");
+
+ populateRenderer11DeviceCaps();
+
mStateCache.initialize(mDevice);
mInputLayoutCache.initialize(mDevice, mDeviceContext);
@@ -598,14 +833,7 @@ void Renderer11::initializeDevice()
const gl::Caps &rendererCaps = getRendererCaps();
-#if defined(ANGLE_ENABLE_D3D11_1)
- if (getDeviceContext1IfSupported())
- {
- D3D11_FEATURE_DATA_D3D11_OPTIONS d3d11Options;
- mDevice->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS, &d3d11Options, sizeof(D3D11_FEATURE_DATA_D3D11_OPTIONS));
- mSupportsConstantBufferOffsets = (d3d11Options.ConstantBufferOffsetting != FALSE);
- }
-#endif
+ mStateManager.initialize(rendererCaps);
mForceSetVertexSamplerStates.resize(rendererCaps.maxVertexTextureImageUnits);
mCurVertexSamplerStates.resize(rendererCaps.maxVertexTextureImageUnits);
@@ -613,19 +841,94 @@ void Renderer11::initializeDevice()
mForceSetPixelSamplerStates.resize(rendererCaps.maxTextureImageUnits);
mCurPixelSamplerStates.resize(rendererCaps.maxTextureImageUnits);
- mCurVertexSRVs.resize(rendererCaps.maxVertexTextureImageUnits);
- mCurPixelSRVs.resize(rendererCaps.maxTextureImageUnits);
+ mStateManager.initialize(rendererCaps);
markAllStateDirty();
+
+ // Gather stats on DXGI and D3D feature level
+ ANGLE_HISTOGRAM_BOOLEAN("GPU.ANGLE.SupportsDXGI1_2", mRenderer11DeviceCaps.supportsDXGI1_2);
+
+ ANGLEFeatureLevel angleFeatureLevel = GetANGLEFeatureLevel(mRenderer11DeviceCaps.featureLevel);
+
+ // We don't actually request a 11_1 device, because of complications with the platform
+ // update. Instead we check if the mDeviceContext1 pointer cast succeeded.
+ // Note: we should support D3D11_0 always, but we aren't guaranteed to be at FL11_0
+ // because the app can specify a lower version (such as 9_3) on Display creation.
+ if (mDeviceContext1 != nullptr)
+ {
+ angleFeatureLevel = ANGLE_FEATURE_LEVEL_11_1;
+ }
+
+ ANGLE_HISTOGRAM_ENUMERATION("GPU.ANGLE.D3D11FeatureLevel",
+ angleFeatureLevel,
+ NUM_ANGLE_FEATURE_LEVELS);
+
+ // TODO(jmadill): use context caps, and place in common D3D location
+ mTranslatedAttribCache.resize(getRendererCaps().maxVertexAttributes);
+}
+
+void Renderer11::populateRenderer11DeviceCaps()
+{
+ HRESULT hr = S_OK;
+
+#if defined(ANGLE_ENABLE_D3D11_1)
+ if (mDeviceContext1)
+ {
+ D3D11_FEATURE_DATA_D3D11_OPTIONS d3d11Options;
+ HRESULT result = mDevice->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS, &d3d11Options, sizeof(D3D11_FEATURE_DATA_D3D11_OPTIONS));
+ if (SUCCEEDED(result))
+ {
+ mRenderer11DeviceCaps.supportsClearView = (d3d11Options.ClearView != FALSE);
+ mRenderer11DeviceCaps.supportsConstantBufferOffsets = (d3d11Options.ConstantBufferOffsetting != FALSE);
+ }
+ }
+#endif
+
+ hr = mDevice->CheckFormatSupport(DXGI_FORMAT_B5G6R5_UNORM, &(mRenderer11DeviceCaps.B5G6R5support));
+ if (FAILED(hr))
+ {
+ mRenderer11DeviceCaps.B5G6R5support = 0;
+ }
+
+ hr = mDevice->CheckFormatSupport(DXGI_FORMAT_B4G4R4A4_UNORM, &(mRenderer11DeviceCaps.B4G4R4A4support));
+ if (FAILED(hr))
+ {
+ mRenderer11DeviceCaps.B4G4R4A4support = 0;
+ }
+
+ hr = mDevice->CheckFormatSupport(DXGI_FORMAT_B5G5R5A1_UNORM, &(mRenderer11DeviceCaps.B5G5R5A1support));
+ if (FAILED(hr))
+ {
+ mRenderer11DeviceCaps.B5G5R5A1support = 0;
+ }
+
+#if defined(ANGLE_ENABLE_D3D11_1)
+ IDXGIAdapter2 *dxgiAdapter2 = d3d11::DynamicCastComObject<IDXGIAdapter2>(mDxgiAdapter);
+ mRenderer11DeviceCaps.supportsDXGI1_2 = (dxgiAdapter2 != nullptr);
+ SafeRelease(dxgiAdapter2);
+#endif
}
egl::ConfigSet Renderer11::generateConfigs() const
{
- static const GLenum colorBufferFormats[] =
+ std::vector<GLenum> colorBufferFormats;
+
+ // 32-bit supported formats
+ colorBufferFormats.push_back(GL_BGRA8_EXT);
+ colorBufferFormats.push_back(GL_RGBA8_OES);
+
+ // 24-bit supported formats
+ colorBufferFormats.push_back(GL_RGB8_OES);
+
+ if (!mPresentPathFastEnabled)
{
- GL_BGRA8_EXT,
- GL_RGBA8_OES,
- };
+ // 16-bit supported formats
+ // These aren't valid D3D11 swapchain formats, so don't expose them as configs
+ // if present path fast is active
+ colorBufferFormats.push_back(GL_RGBA4);
+ colorBufferFormats.push_back(GL_RGB5_A1);
+ colorBufferFormats.push_back(GL_RGB565);
+ }
static const GLenum depthStencilBufferFormats[] =
{
@@ -637,64 +940,87 @@ egl::ConfigSet Renderer11::generateConfigs() const
const gl::Caps &rendererCaps = getRendererCaps();
const gl::TextureCapsMap &rendererTextureCaps = getRendererTextureCaps();
+ const EGLint optimalSurfaceOrientation =
+ mPresentPathFastEnabled ? 0 : EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE;
+
egl::ConfigSet configs;
- for (size_t formatIndex = 0; formatIndex < ArraySize(colorBufferFormats); formatIndex++)
+ for (GLenum colorBufferInternalFormat : colorBufferFormats)
{
- GLenum colorBufferInternalFormat = colorBufferFormats[formatIndex];
const gl::TextureCaps &colorBufferFormatCaps = rendererTextureCaps.get(colorBufferInternalFormat);
- if (colorBufferFormatCaps.renderable)
+ if (!colorBufferFormatCaps.renderable)
{
- for (size_t depthStencilIndex = 0; depthStencilIndex < ArraySize(depthStencilBufferFormats); depthStencilIndex++)
+ continue;
+ }
+
+ for (GLenum depthStencilBufferInternalFormat : depthStencilBufferFormats)
+ {
+ const gl::TextureCaps &depthStencilBufferFormatCaps =
+ rendererTextureCaps.get(depthStencilBufferInternalFormat);
+ if (!depthStencilBufferFormatCaps.renderable &&
+ depthStencilBufferInternalFormat != GL_NONE)
{
- GLenum depthStencilBufferInternalFormat = depthStencilBufferFormats[depthStencilIndex];
- const gl::TextureCaps &depthStencilBufferFormatCaps = rendererTextureCaps.get(depthStencilBufferInternalFormat);
- if (depthStencilBufferFormatCaps.renderable || depthStencilBufferInternalFormat == GL_NONE)
- {
- const gl::InternalFormat &colorBufferFormatInfo = gl::GetInternalFormatInfo(colorBufferInternalFormat);
- const gl::InternalFormat &depthStencilBufferFormatInfo = gl::GetInternalFormatInfo(depthStencilBufferInternalFormat);
-
- egl::Config config;
- config.renderTargetFormat = colorBufferInternalFormat;
- config.depthStencilFormat = depthStencilBufferInternalFormat;
- config.bufferSize = colorBufferFormatInfo.pixelBytes * 8;
- config.redSize = colorBufferFormatInfo.redBits;
- config.greenSize = colorBufferFormatInfo.greenBits;
- config.blueSize = colorBufferFormatInfo.blueBits;
- config.luminanceSize = colorBufferFormatInfo.luminanceBits;
- config.alphaSize = colorBufferFormatInfo.alphaBits;
- config.alphaMaskSize = 0;
- config.bindToTextureRGB = (colorBufferFormatInfo.format == GL_RGB);
- config.bindToTextureRGBA = (colorBufferFormatInfo.format == GL_RGBA || colorBufferFormatInfo.format == GL_BGRA_EXT);
- config.colorBufferType = EGL_RGB_BUFFER;
- config.configID = static_cast<EGLint>(configs.size() + 1);
- // Can only support a conformant ES2 with feature level greater than 10.0.
- config.conformant = (mFeatureLevel >= D3D_FEATURE_LEVEL_10_0) ? (EGL_OPENGL_ES2_BIT | EGL_OPENGL_ES3_BIT_KHR) : EGL_NONE;
- config.configCaveat = config.conformant == EGL_NONE ? EGL_NON_CONFORMANT_CONFIG : EGL_NONE;
- config.depthSize = depthStencilBufferFormatInfo.depthBits;
- config.level = 0;
- config.matchNativePixmap = EGL_NONE;
- config.maxPBufferWidth = rendererCaps.max2DTextureSize;
- config.maxPBufferHeight = rendererCaps.max2DTextureSize;
- config.maxPBufferPixels = rendererCaps.max2DTextureSize * rendererCaps.max2DTextureSize;
- config.maxSwapInterval = 4;
- config.minSwapInterval = 0;
- config.nativeRenderable = EGL_FALSE;
- config.nativeVisualID = 0;
- config.nativeVisualType = EGL_NONE;
- // Can't support ES3 at all without feature level 10.0
- config.renderableType = EGL_OPENGL_ES2_BIT | ((mFeatureLevel >= D3D_FEATURE_LEVEL_10_0) ? EGL_OPENGL_ES3_BIT_KHR : 0);
- config.sampleBuffers = 0; // FIXME: enumerate multi-sampling
- config.samples = 0;
- config.stencilSize = depthStencilBufferFormatInfo.stencilBits;
- config.surfaceType = EGL_PBUFFER_BIT | EGL_WINDOW_BIT | EGL_SWAP_BEHAVIOR_PRESERVED_BIT;
- config.transparentType = EGL_NONE;
- config.transparentRedValue = 0;
- config.transparentGreenValue = 0;
- config.transparentBlueValue = 0;
-
- configs.add(config);
- }
+ continue;
+ }
+
+ const gl::InternalFormat &colorBufferFormatInfo =
+ gl::GetInternalFormatInfo(colorBufferInternalFormat);
+ const gl::InternalFormat &depthStencilBufferFormatInfo =
+ gl::GetInternalFormatInfo(depthStencilBufferInternalFormat);
+
+ egl::Config config;
+ config.renderTargetFormat = colorBufferInternalFormat;
+ config.depthStencilFormat = depthStencilBufferInternalFormat;
+ config.bufferSize = colorBufferFormatInfo.pixelBytes * 8;
+ config.redSize = colorBufferFormatInfo.redBits;
+ config.greenSize = colorBufferFormatInfo.greenBits;
+ config.blueSize = colorBufferFormatInfo.blueBits;
+ config.luminanceSize = colorBufferFormatInfo.luminanceBits;
+ config.alphaSize = colorBufferFormatInfo.alphaBits;
+ config.alphaMaskSize = 0;
+ config.bindToTextureRGB = (colorBufferFormatInfo.format == GL_RGB);
+ config.bindToTextureRGBA = (colorBufferFormatInfo.format == GL_RGBA ||
+ colorBufferFormatInfo.format == GL_BGRA_EXT);
+ config.colorBufferType = EGL_RGB_BUFFER;
+ config.configID = static_cast<EGLint>(configs.size() + 1);
+ // Can only support a conformant ES2 with feature level greater than 10.0.
+ config.conformant = (mRenderer11DeviceCaps.featureLevel >= D3D_FEATURE_LEVEL_10_0)
+ ? (EGL_OPENGL_ES2_BIT | EGL_OPENGL_ES3_BIT_KHR)
+ : 0;
+ config.configCaveat = config.conformant == EGL_NONE ? EGL_NON_CONFORMANT_CONFIG : EGL_NONE;
+
+ // PresentPathFast may not be conformant
+ if (mPresentPathFastEnabled)
+ {
+ config.conformant = 0;
}
+
+ config.depthSize = depthStencilBufferFormatInfo.depthBits;
+ config.level = 0;
+ config.matchNativePixmap = EGL_NONE;
+ config.maxPBufferWidth = rendererCaps.max2DTextureSize;
+ config.maxPBufferHeight = rendererCaps.max2DTextureSize;
+ config.maxPBufferPixels = rendererCaps.max2DTextureSize * rendererCaps.max2DTextureSize;
+ config.maxSwapInterval = 4;
+ config.minSwapInterval = 0;
+ config.nativeRenderable = EGL_FALSE;
+ config.nativeVisualID = 0;
+ config.nativeVisualType = EGL_NONE;
+ // Can't support ES3 at all without feature level 10.0
+ config.renderableType =
+ EGL_OPENGL_ES2_BIT | ((mRenderer11DeviceCaps.featureLevel >= D3D_FEATURE_LEVEL_10_0)
+ ? EGL_OPENGL_ES3_BIT_KHR
+ : 0);
+ config.sampleBuffers = 0; // FIXME: enumerate multi-sampling
+ config.samples = 0;
+ config.stencilSize = depthStencilBufferFormatInfo.stencilBits;
+ config.surfaceType = EGL_PBUFFER_BIT | EGL_WINDOW_BIT | EGL_SWAP_BEHAVIOR_PRESERVED_BIT;
+ config.transparentType = EGL_NONE;
+ config.transparentRedValue = 0;
+ config.transparentGreenValue = 0;
+ config.transparentBlueValue = 0;
+ config.optimalOrientation = optimalSurfaceOrientation;
+
+ configs.add(config);
}
}
@@ -702,6 +1028,42 @@ egl::ConfigSet Renderer11::generateConfigs() const
return configs;
}
+void Renderer11::generateDisplayExtensions(egl::DisplayExtensions *outExtensions) const
+{
+ outExtensions->createContextRobustness = true;
+
+ if (getShareHandleSupport())
+ {
+ outExtensions->d3dShareHandleClientBuffer = true;
+ outExtensions->surfaceD3DTexture2DShareHandle = true;
+ }
+
+ outExtensions->keyedMutex = true;
+ outExtensions->querySurfacePointer = true;
+ outExtensions->windowFixedSize = true;
+
+ // If present path fast is active then the surface orientation extension isn't supported
+ outExtensions->surfaceOrientation = !mPresentPathFastEnabled;
+
+ // D3D11 does not support present with dirty rectangles until DXGI 1.2.
+ outExtensions->postSubBuffer = mRenderer11DeviceCaps.supportsDXGI1_2;
+
+ outExtensions->createContext = true;
+
+ outExtensions->deviceQuery = true;
+
+ outExtensions->createContextNoError = true;
+
+ outExtensions->image = true;
+ outExtensions->imageBase = true;
+ outExtensions->glTexture2DImage = true;
+ outExtensions->glTextureCubemapImage = true;
+ outExtensions->glRenderbufferImage = true;
+
+ outExtensions->flexibleSurfaceCompatibility = true;
+ outExtensions->directComposition = !!mDCompModule;
+}
+
gl::Error Renderer11::flush()
{
mDeviceContext->Flush();
@@ -751,9 +1113,31 @@ gl::Error Renderer11::finish()
return gl::Error(GL_NO_ERROR);
}
-SwapChainD3D *Renderer11::createSwapChain(NativeWindow nativeWindow, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
+SwapChainD3D *Renderer11::createSwapChain(NativeWindow nativeWindow,
+ HANDLE shareHandle,
+ GLenum backBufferFormat,
+ GLenum depthBufferFormat,
+ EGLint orientation)
+{
+ return new SwapChain11(this, nativeWindow, shareHandle, backBufferFormat, depthBufferFormat,
+ orientation);
+}
+
+CompilerImpl *Renderer11::createCompiler()
+{
+ if (mRenderer11DeviceCaps.featureLevel <= D3D_FEATURE_LEVEL_9_3)
+ {
+ return new CompilerD3D(SH_HLSL_4_0_FL9_3_OUTPUT);
+ }
+ else
+ {
+ return new CompilerD3D(SH_HLSL_4_1_OUTPUT);
+ }
+}
+
+void *Renderer11::getD3DDevice()
{
- return new SwapChain11(this, nativeWindow, shareHandle, backBufferFormat, depthBufferFormat);
+ return reinterpret_cast<void*>(mDevice);
}
gl::Error Renderer11::generateSwizzle(gl::Texture *texture)
@@ -772,11 +1156,11 @@ gl::Error Renderer11::generateSwizzle(gl::Texture *texture)
if (texStorage)
{
- TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage);
- error = storage11->generateSwizzles(texture->getSamplerState().swizzleRed,
- texture->getSamplerState().swizzleGreen,
- texture->getSamplerState().swizzleBlue,
- texture->getSamplerState().swizzleAlpha);
+ TextureStorage11 *storage11 = GetAs<TextureStorage11>(texStorage);
+ const gl::TextureState &textureState = texture->getTextureState();
+ error =
+ storage11->generateSwizzles(textureState.swizzleRed, textureState.swizzleGreen,
+ textureState.swizzleBlue, textureState.swizzleAlpha);
if (error.isError())
{
return error;
@@ -787,11 +1171,13 @@ gl::Error Renderer11::generateSwizzle(gl::Texture *texture)
return gl::Error(GL_NO_ERROR);
}
-gl::Error Renderer11::setSamplerState(gl::SamplerType type, int index, gl::Texture *texture, const gl::SamplerState &samplerStateParam)
+gl::Error Renderer11::setSamplerState(gl::SamplerType type,
+ int index,
+ gl::Texture *texture,
+ const gl::SamplerState &samplerState)
{
// Make sure to add the level offset for our tiny compressed texture workaround
TextureD3D *textureD3D = GetImplAs<TextureD3D>(texture);
- gl::SamplerState samplerStateInternal = samplerStateParam;
TextureStorage *storage = nullptr;
gl::Error error = textureD3D->getNativeTexture(&storage);
@@ -803,16 +1189,15 @@ gl::Error Renderer11::setSamplerState(gl::SamplerType type, int index, gl::Textu
// Storage should exist, texture should be complete
ASSERT(storage);
- samplerStateInternal.baseLevel += storage->getTopLevel();
-
if (type == gl::SAMPLER_PIXEL)
{
ASSERT(static_cast<unsigned int>(index) < getRendererCaps().maxTextureImageUnits);
- if (mForceSetPixelSamplerStates[index] || memcmp(&samplerStateInternal, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
+ if (mForceSetPixelSamplerStates[index] ||
+ memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
{
ID3D11SamplerState *dxSamplerState = NULL;
- error = mStateCache.getSamplerState(samplerStateInternal, &dxSamplerState);
+ error = mStateCache.getSamplerState(samplerState, &dxSamplerState);
if (error.isError())
{
return error;
@@ -821,7 +1206,7 @@ gl::Error Renderer11::setSamplerState(gl::SamplerType type, int index, gl::Textu
ASSERT(dxSamplerState != NULL);
mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
- mCurPixelSamplerStates[index] = samplerStateInternal;
+ mCurPixelSamplerStates[index] = samplerState;
}
mForceSetPixelSamplerStates[index] = false;
@@ -830,10 +1215,11 @@ gl::Error Renderer11::setSamplerState(gl::SamplerType type, int index, gl::Textu
{
ASSERT(static_cast<unsigned int>(index) < getRendererCaps().maxVertexTextureImageUnits);
- if (mForceSetVertexSamplerStates[index] || memcmp(&samplerStateInternal, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
+ if (mForceSetVertexSamplerStates[index] ||
+ memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
{
ID3D11SamplerState *dxSamplerState = NULL;
- error = mStateCache.getSamplerState(samplerStateInternal, &dxSamplerState);
+ error = mStateCache.getSamplerState(samplerState, &dxSamplerState);
if (error.isError())
{
return error;
@@ -842,7 +1228,7 @@ gl::Error Renderer11::setSamplerState(gl::SamplerType type, int index, gl::Textu
ASSERT(dxSamplerState != NULL);
mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
- mCurVertexSamplerStates[index] = samplerStateInternal;
+ mCurVertexSamplerStates[index] = samplerState;
}
mForceSetVertexSamplerStates[index] = false;
@@ -870,13 +1256,13 @@ gl::Error Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *t
// Texture should be complete and have a storage
ASSERT(texStorage);
- TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage);
+ TextureStorage11 *storage11 = GetAs<TextureStorage11>(texStorage);
// Make sure to add the level offset for our tiny compressed texture workaround
- gl::SamplerState samplerState = texture->getSamplerState();
- samplerState.baseLevel += storage11->getTopLevel();
+ gl::TextureState textureState = texture->getTextureState();
+ textureState.baseLevel += storage11->getTopLevel();
- error = storage11->getSRV(samplerState, &textureSRV);
+ error = storage11->getSRV(textureState, &textureSRV);
if (error.isError())
{
return error;
@@ -892,16 +1278,16 @@ gl::Error Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *t
ASSERT((type == gl::SAMPLER_PIXEL && static_cast<unsigned int>(index) < getRendererCaps().maxTextureImageUnits) ||
(type == gl::SAMPLER_VERTEX && static_cast<unsigned int>(index) < getRendererCaps().maxVertexTextureImageUnits));
- setShaderResource(type, index, textureSRV);
+ mStateManager.setShaderResource(type, index, textureSRV);
return gl::Error(GL_NO_ERROR);
}
gl::Error Renderer11::setUniformBuffers(const gl::Data &data,
- const GLint vertexUniformBuffers[],
- const GLint fragmentUniformBuffers[])
+ const std::vector<GLint> &vertexUniformBuffers,
+ const std::vector<GLint> &fragmentUniformBuffers)
{
- for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < data.caps->maxVertexUniformBlocks; uniformBufferIndex++)
+ for (size_t uniformBufferIndex = 0; uniformBufferIndex < vertexUniformBuffers.size(); uniformBufferIndex++)
{
GLint binding = vertexUniformBuffers[uniformBufferIndex];
@@ -910,14 +1296,24 @@ gl::Error Renderer11::setUniformBuffers(const gl::Data &data,
continue;
}
- gl::Buffer *uniformBuffer = data.state->getIndexedUniformBuffer(binding);
- GLintptr uniformBufferOffset = data.state->getIndexedUniformBufferOffset(binding);
- GLsizeiptr uniformBufferSize = data.state->getIndexedUniformBufferSize(binding);
+ const OffsetBindingPointer<gl::Buffer> &uniformBuffer =
+ data.state->getIndexedUniformBuffer(binding);
+ GLintptr uniformBufferOffset = uniformBuffer.getOffset();
+ GLsizeiptr uniformBufferSize = uniformBuffer.getSize();
- if (uniformBuffer)
+ if (uniformBuffer.get() != nullptr)
{
- Buffer11 *bufferStorage = Buffer11::makeBuffer11(uniformBuffer->getImplementation());
- ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(BUFFER_USAGE_UNIFORM);
+ Buffer11 *bufferStorage = GetImplAs<Buffer11>(uniformBuffer.get());
+ ID3D11Buffer *constantBuffer;
+
+ if (mRenderer11DeviceCaps.supportsConstantBufferOffsets)
+ {
+ constantBuffer = bufferStorage->getBuffer(BUFFER_USAGE_UNIFORM);
+ }
+ else
+ {
+ constantBuffer = bufferStorage->getConstantBufferRange(uniformBufferOffset, uniformBufferSize);
+ }
if (!constantBuffer)
{
@@ -929,19 +1325,22 @@ gl::Error Renderer11::setUniformBuffers(const gl::Data &data,
mCurrentConstantBufferVSSize[uniformBufferIndex] != uniformBufferSize)
{
#if defined(ANGLE_ENABLE_D3D11_1)
- if (mSupportsConstantBufferOffsets && uniformBufferSize != 0)
+ if (mRenderer11DeviceCaps.supportsConstantBufferOffsets && uniformBufferSize != 0)
{
UINT firstConstant = 0, numConstants = 0;
CalculateConstantBufferParams(uniformBufferOffset, uniformBufferSize, &firstConstant, &numConstants);
- mDeviceContext1->VSSetConstantBuffers1(getReservedVertexUniformBuffers() + uniformBufferIndex,
- 1, &constantBuffer, &firstConstant, &numConstants);
+ mDeviceContext1->VSSetConstantBuffers1(
+ getReservedVertexUniformBuffers() +
+ static_cast<unsigned int>(uniformBufferIndex),
+ 1, &constantBuffer, &firstConstant, &numConstants);
}
else
#endif
{
- ASSERT(uniformBufferOffset == 0);
- mDeviceContext->VSSetConstantBuffers(getReservedVertexUniformBuffers() + uniformBufferIndex,
- 1, &constantBuffer);
+ mDeviceContext->VSSetConstantBuffers(
+ getReservedVertexUniformBuffers() +
+ static_cast<unsigned int>(uniformBufferIndex),
+ 1, &constantBuffer);
}
mCurrentConstantBufferVS[uniformBufferIndex] = bufferStorage->getSerial();
@@ -951,7 +1350,7 @@ gl::Error Renderer11::setUniformBuffers(const gl::Data &data,
}
}
- for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < data.caps->maxFragmentUniformBlocks; uniformBufferIndex++)
+ for (size_t uniformBufferIndex = 0; uniformBufferIndex < fragmentUniformBuffers.size(); uniformBufferIndex++)
{
GLint binding = fragmentUniformBuffers[uniformBufferIndex];
@@ -960,14 +1359,24 @@ gl::Error Renderer11::setUniformBuffers(const gl::Data &data,
continue;
}
- gl::Buffer *uniformBuffer = data.state->getIndexedUniformBuffer(binding);
- GLintptr uniformBufferOffset = data.state->getIndexedUniformBufferOffset(binding);
- GLsizeiptr uniformBufferSize = data.state->getIndexedUniformBufferSize(binding);
+ const OffsetBindingPointer<gl::Buffer> &uniformBuffer =
+ data.state->getIndexedUniformBuffer(binding);
+ GLintptr uniformBufferOffset = uniformBuffer.getOffset();
+ GLsizeiptr uniformBufferSize = uniformBuffer.getSize();
- if (uniformBuffer)
+ if (uniformBuffer.get() != nullptr)
{
- Buffer11 *bufferStorage = Buffer11::makeBuffer11(uniformBuffer->getImplementation());
- ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(BUFFER_USAGE_UNIFORM);
+ Buffer11 *bufferStorage = GetImplAs<Buffer11>(uniformBuffer.get());
+ ID3D11Buffer *constantBuffer;
+
+ if (mRenderer11DeviceCaps.supportsConstantBufferOffsets)
+ {
+ constantBuffer = bufferStorage->getBuffer(BUFFER_USAGE_UNIFORM);
+ }
+ else
+ {
+ constantBuffer = bufferStorage->getConstantBufferRange(uniformBufferOffset, uniformBufferSize);
+ }
if (!constantBuffer)
{
@@ -979,19 +1388,22 @@ gl::Error Renderer11::setUniformBuffers(const gl::Data &data,
mCurrentConstantBufferPSSize[uniformBufferIndex] != uniformBufferSize)
{
#if defined(ANGLE_ENABLE_D3D11_1)
- if (mSupportsConstantBufferOffsets && uniformBufferSize != 0)
+ if (mRenderer11DeviceCaps.supportsConstantBufferOffsets && uniformBufferSize != 0)
{
UINT firstConstant = 0, numConstants = 0;
CalculateConstantBufferParams(uniformBufferOffset, uniformBufferSize, &firstConstant, &numConstants);
- mDeviceContext1->PSSetConstantBuffers1(getReservedFragmentUniformBuffers() + uniformBufferIndex,
- 1, &constantBuffer, &firstConstant, &numConstants);
+ mDeviceContext1->PSSetConstantBuffers1(
+ getReservedFragmentUniformBuffers() +
+ static_cast<unsigned int>(uniformBufferIndex),
+ 1, &constantBuffer, &firstConstant, &numConstants);
}
else
#endif
{
- ASSERT(uniformBufferOffset == 0);
- mDeviceContext->PSSetConstantBuffers(getReservedFragmentUniformBuffers() + uniformBufferIndex,
- 1, &constantBuffer);
+ mDeviceContext->PSSetConstantBuffers(
+ getReservedFragmentUniformBuffers() +
+ static_cast<unsigned int>(uniformBufferIndex),
+ 1, &constantBuffer);
}
mCurrentConstantBufferPS[uniformBufferIndex] = bufferStorage->getSerial();
@@ -1004,229 +1416,60 @@ gl::Error Renderer11::setUniformBuffers(const gl::Data &data,
return gl::Error(GL_NO_ERROR);
}
-gl::Error Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
+gl::Error Renderer11::updateState(const gl::Data &data, GLenum drawMode)
{
- if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
+ // Applies the render target surface, depth stencil surface, viewport rectangle and
+ // scissor rectangle to the renderer
+ const gl::Framebuffer *framebufferObject = data.state->getDrawFramebuffer();
+ ASSERT(framebufferObject && framebufferObject->checkStatus(data) == GL_FRAMEBUFFER_COMPLETE);
+ gl::Error error = applyRenderTarget(framebufferObject);
+ if (error.isError())
{
- ID3D11RasterizerState *dxRasterState = NULL;
- gl::Error error = mStateCache.getRasterizerState(rasterState, mScissorEnabled, &dxRasterState);
- if (error.isError())
- {
- return error;
- }
-
- mDeviceContext->RSSetState(dxRasterState);
-
- mCurRasterState = rasterState;
+ return error;
}
- mForceSetRasterState = false;
+ // Set the present path state
+ const bool presentPathFastActive =
+ UsePresentPathFast(this, framebufferObject->getFirstColorbuffer());
+ mStateManager.updatePresentPath(presentPathFastActive,
+ framebufferObject->getFirstColorbuffer());
- return gl::Error(GL_NO_ERROR);
-}
+ // Setting viewport state
+ mStateManager.setViewport(data.caps, data.state->getViewport(), data.state->getNearPlane(),
+ data.state->getFarPlane());
-gl::Error Renderer11::setBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
- unsigned int sampleMask)
-{
- if (mForceSetBlendState ||
- memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
- memcmp(&blendColor, &mCurBlendColor, sizeof(gl::ColorF)) != 0 ||
- sampleMask != mCurSampleMask)
- {
- ID3D11BlendState *dxBlendState = NULL;
- gl::Error error = mStateCache.getBlendState(framebuffer, blendState, &dxBlendState);
- if (error.isError())
- {
- return error;
- }
-
- ASSERT(dxBlendState != NULL);
-
- float blendColors[4] = {0.0f};
- if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
- blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
- {
- blendColors[0] = blendColor.red;
- blendColors[1] = blendColor.green;
- blendColors[2] = blendColor.blue;
- blendColors[3] = blendColor.alpha;
- }
- else
- {
- blendColors[0] = blendColor.alpha;
- blendColors[1] = blendColor.alpha;
- blendColors[2] = blendColor.alpha;
- blendColors[3] = blendColor.alpha;
- }
-
- mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
-
- mCurBlendState = blendState;
- mCurBlendColor = blendColor;
- mCurSampleMask = sampleMask;
- }
+ // Setting scissor state
+ mStateManager.setScissorRectangle(data.state->getScissor(), data.state->isScissorTestEnabled());
- mForceSetBlendState = false;
-
- return gl::Error(GL_NO_ERROR);
-}
+ // Applying rasterizer state to D3D11 device
+ int samples = framebufferObject->getSamples(data);
+ gl::RasterizerState rasterizer = data.state->getRasterizerState();
+ rasterizer.pointDrawMode = (drawMode == GL_POINTS);
+ rasterizer.multiSample = (samples != 0);
-gl::Error Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
- int stencilBackRef, bool frontFaceCCW)
-{
- if (mForceSetDepthStencilState ||
- memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
- stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
+ error = mStateManager.setRasterizerState(rasterizer);
+ if (error.isError())
{
- ASSERT(depthStencilState.stencilWritemask == depthStencilState.stencilBackWritemask);
- ASSERT(stencilRef == stencilBackRef);
- ASSERT(depthStencilState.stencilMask == depthStencilState.stencilBackMask);
-
- ID3D11DepthStencilState *dxDepthStencilState = NULL;
- gl::Error error = mStateCache.getDepthStencilState(depthStencilState, &dxDepthStencilState);
- if (error.isError())
- {
- return error;
- }
-
- ASSERT(dxDepthStencilState);
-
- // Max D3D11 stencil reference value is 0xFF, corresponding to the max 8 bits in a stencil buffer
- // GL specifies we should clamp the ref value to the nearest bit depth when doing stencil ops
- static_assert(D3D11_DEFAULT_STENCIL_READ_MASK == 0xFF, "Unexpected value of D3D11_DEFAULT_STENCIL_READ_MASK");
- static_assert(D3D11_DEFAULT_STENCIL_WRITE_MASK == 0xFF, "Unexpected value of D3D11_DEFAULT_STENCIL_WRITE_MASK");
- UINT dxStencilRef = std::min<UINT>(stencilRef, 0xFFu);
-
- mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, dxStencilRef);
-
- mCurDepthStencilState = depthStencilState;
- mCurStencilRef = stencilRef;
- mCurStencilBackRef = stencilBackRef;
+ return error;
}
- mForceSetDepthStencilState = false;
-
- return gl::Error(GL_NO_ERROR);
-}
-
-void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
-{
- if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
- enabled != mScissorEnabled)
+ // Setting blend state
+ unsigned int mask = GetBlendSampleMask(data, samples);
+ error = mStateManager.setBlendState(framebufferObject, data.state->getBlendState(),
+ data.state->getBlendColor(), mask);
+ if (error.isError())
{
- if (enabled)
- {
- D3D11_RECT rect;
- rect.left = std::max(0, scissor.x);
- rect.top = std::max(0, scissor.y);
- rect.right = scissor.x + std::max(0, scissor.width);
- rect.bottom = scissor.y + std::max(0, scissor.height);
-
- mDeviceContext->RSSetScissorRects(1, &rect);
- }
-
- if (enabled != mScissorEnabled)
- {
- mForceSetRasterState = true;
- }
-
- mCurScissor = scissor;
- mScissorEnabled = enabled;
+ return error;
}
- mForceSetScissor = false;
+ // Setting depth stencil state
+ error = mStateManager.setDepthStencilState(*data.state);
+ return error;
}
-void Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
- bool ignoreViewport)
+void Renderer11::syncState(const gl::State &state, const gl::State::DirtyBits &bitmask)
{
- gl::Rectangle actualViewport = viewport;
- float actualZNear = gl::clamp01(zNear);
- float actualZFar = gl::clamp01(zFar);
- if (ignoreViewport)
- {
- actualViewport.x = 0;
- actualViewport.y = 0;
- actualViewport.width = mRenderTargetDesc.width;
- actualViewport.height = mRenderTargetDesc.height;
- actualZNear = 0.0f;
- actualZFar = 1.0f;
- }
-
- bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
- actualZNear != mCurNear || actualZFar != mCurFar;
-
- if (viewportChanged)
- {
- const gl::Caps& caps = getRendererCaps();
-
- int dxMaxViewportBoundsX = static_cast<int>(caps.maxViewportWidth);
- int dxMaxViewportBoundsY = static_cast<int>(caps.maxViewportHeight);
- int dxMinViewportBoundsX = -dxMaxViewportBoundsX;
- int dxMinViewportBoundsY = -dxMaxViewportBoundsY;
-
- if (mFeatureLevel <= D3D_FEATURE_LEVEL_9_3)
- {
- // Feature Level 9 viewports shouldn't exceed the dimensions of the rendertarget.
- dxMaxViewportBoundsX = mRenderTargetDesc.width;
- dxMaxViewportBoundsY = mRenderTargetDesc.height;
- dxMinViewportBoundsX = 0;
- dxMinViewportBoundsY = 0;
- }
-
- int dxViewportTopLeftX = gl::clamp(actualViewport.x, dxMinViewportBoundsX, dxMaxViewportBoundsX);
- int dxViewportTopLeftY = gl::clamp(actualViewport.y, dxMinViewportBoundsY, dxMaxViewportBoundsY);
- int dxViewportWidth = gl::clamp(actualViewport.width, 0, dxMaxViewportBoundsX - dxViewportTopLeftX);
- int dxViewportHeight = gl::clamp(actualViewport.height, 0, dxMaxViewportBoundsY - dxViewportTopLeftY);
-
- D3D11_VIEWPORT dxViewport;
- dxViewport.TopLeftX = static_cast<float>(dxViewportTopLeftX);
- dxViewport.TopLeftY = static_cast<float>(dxViewportTopLeftY);
- dxViewport.Width = static_cast<float>(dxViewportWidth);
- dxViewport.Height = static_cast<float>(dxViewportHeight);
- dxViewport.MinDepth = actualZNear;
- dxViewport.MaxDepth = actualZFar;
-
- mDeviceContext->RSSetViewports(1, &dxViewport);
-
- mCurViewport = actualViewport;
- mCurNear = actualZNear;
- mCurFar = actualZFar;
-
- // On Feature Level 9_*, we must emulate large and/or negative viewports in the shaders using viewAdjust (like the D3D9 renderer).
- if (mFeatureLevel <= D3D_FEATURE_LEVEL_9_3)
- {
- mVertexConstants.viewAdjust[0] = static_cast<float>((actualViewport.width - dxViewportWidth) + 2 * (actualViewport.x - dxViewportTopLeftX)) / dxViewport.Width;
- mVertexConstants.viewAdjust[1] = static_cast<float>((actualViewport.height - dxViewportHeight) + 2 * (actualViewport.y - dxViewportTopLeftY)) / dxViewport.Height;
- mVertexConstants.viewAdjust[2] = static_cast<float>(actualViewport.width) / dxViewport.Width;
- mVertexConstants.viewAdjust[3] = static_cast<float>(actualViewport.height) / dxViewport.Height;
- }
-
- mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
- mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
- mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
- mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
-
- // Instanced pointsprite emulation requires ViewCoords to be defined in the
- // the vertex shader.
- mVertexConstants.viewCoords[0] = mPixelConstants.viewCoords[0];
- mVertexConstants.viewCoords[1] = mPixelConstants.viewCoords[1];
- mVertexConstants.viewCoords[2] = mPixelConstants.viewCoords[2];
- mVertexConstants.viewCoords[3] = mPixelConstants.viewCoords[3];
-
- mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
- mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
-
- mVertexConstants.depthRange[0] = actualZNear;
- mVertexConstants.depthRange[1] = actualZFar;
- mVertexConstants.depthRange[2] = actualZFar - actualZNear;
-
- mPixelConstants.depthRange[0] = actualZNear;
- mPixelConstants.depthRange[1] = actualZFar;
- mPixelConstants.depthRange[2] = actualZFar - actualZNear;
- }
-
- mForceSetViewport = false;
+ mStateManager.syncState(state, bitmask);
}
bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count, bool usesPointSize)
@@ -1267,176 +1510,51 @@ bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count, bool usesPointSi
return count >= minCount;
}
-void Renderer11::unsetConflictingSRVs(gl::SamplerType samplerType, uintptr_t resource, const gl::ImageIndex *index)
+gl::Error Renderer11::applyRenderTarget(const gl::Framebuffer *framebuffer)
{
- auto &currentSRVs = (samplerType == gl::SAMPLER_VERTEX ? mCurVertexSRVs : mCurPixelSRVs);
-
- for (size_t resourceIndex = 0; resourceIndex < currentSRVs.size(); ++resourceIndex)
- {
- auto &record = currentSRVs[resourceIndex];
-
- if (record.srv && record.resource == resource && ImageIndexConflictsWithSRV(index, record.desc))
- {
- setShaderResource(samplerType, static_cast<UINT>(resourceIndex), NULL);
- }
- }
+ return mStateManager.syncFramebuffer(framebuffer);
}
-gl::Error Renderer11::applyRenderTarget(const gl::Framebuffer *framebuffer)
+gl::Error Renderer11::applyVertexBuffer(const gl::State &state,
+ GLenum mode,
+ GLint first,
+ GLsizei count,
+ GLsizei instances,
+ TranslatedIndexData *indexInfo)
{
- // Get the color render buffer and serial
- // Also extract the render target dimensions and view
- unsigned int renderTargetWidth = 0;
- unsigned int renderTargetHeight = 0;
- DXGI_FORMAT renderTargetFormat = DXGI_FORMAT_UNKNOWN;
- ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
- bool missingColorRenderTarget = true;
-
- const FramebufferD3D *framebufferD3D = GetImplAs<FramebufferD3D>(framebuffer);
- const gl::AttachmentList &colorbuffers = framebufferD3D->getColorAttachmentsForRender(getWorkarounds());
-
- for (size_t colorAttachment = 0; colorAttachment < colorbuffers.size(); ++colorAttachment)
- {
- gl::FramebufferAttachment *colorbuffer = colorbuffers[colorAttachment];
-
- if (colorbuffer)
- {
- // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order)
-
- // check for zero-sized default framebuffer, which is a special case.
- // in this case we do not wish to modify any state and just silently return false.
- // this will not report any gl error but will cause the calling method to return.
- if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
- {
- return gl::Error(GL_NO_ERROR);
- }
-
- // Extract the render target dimensions and view
- RenderTarget11 *renderTarget = NULL;
- gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &renderTarget);
- if (error.isError())
- {
- return error;
- }
- ASSERT(renderTarget);
-
- framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView();
- ASSERT(framebufferRTVs[colorAttachment]);
-
- if (missingColorRenderTarget)
- {
- renderTargetWidth = renderTarget->getWidth();
- renderTargetHeight = renderTarget->getHeight();
- renderTargetFormat = renderTarget->getDXGIFormat();
- missingColorRenderTarget = false;
- }
-
- // Unbind render target SRVs from the shader here to prevent D3D11 warnings.
- if (colorbuffer->type() == GL_TEXTURE)
- {
- uintptr_t rtResource = reinterpret_cast<uintptr_t>(GetViewResource(framebufferRTVs[colorAttachment]));
- const gl::ImageIndex *index = colorbuffer->getTextureImageIndex();
- ASSERT(index);
- // The index doesn't need to be corrected for the small compressed texture workaround
- // because a rendertarget is never compressed.
- unsetConflictingSRVs(gl::SAMPLER_VERTEX, rtResource, index);
- unsetConflictingSRVs(gl::SAMPLER_PIXEL, rtResource, index);
- }
- }
- }
-
- // Get the depth stencil buffers
- ID3D11DepthStencilView* framebufferDSV = NULL;
- gl::FramebufferAttachment *depthStencil = framebuffer->getDepthOrStencilbuffer();
- if (depthStencil)
- {
- RenderTarget11 *depthStencilRenderTarget = NULL;
- gl::Error error = d3d11::GetAttachmentRenderTarget(depthStencil, &depthStencilRenderTarget);
- if (error.isError())
- {
- SafeRelease(framebufferRTVs);
- return error;
- }
- ASSERT(depthStencilRenderTarget);
-
- framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
- ASSERT(framebufferDSV);
-
- // If there is no render buffer, the width, height and format values come from
- // the depth stencil
- if (missingColorRenderTarget)
- {
- renderTargetWidth = depthStencilRenderTarget->getWidth();
- renderTargetHeight = depthStencilRenderTarget->getHeight();
- renderTargetFormat = depthStencilRenderTarget->getDXGIFormat();
- }
-
- // Unbind render target SRVs from the shader here to prevent D3D11 warnings.
- if (depthStencil->type() == GL_TEXTURE)
- {
- uintptr_t depthStencilResource = reinterpret_cast<uintptr_t>(GetViewResource(framebufferDSV));
- const gl::ImageIndex *index = depthStencil->getTextureImageIndex();
- ASSERT(index);
- // The index doesn't need to be corrected for the small compressed texture workaround
- // because a rendertarget is never compressed.
- unsetConflictingSRVs(gl::SAMPLER_VERTEX, depthStencilResource, index);
- unsetConflictingSRVs(gl::SAMPLER_PIXEL, depthStencilResource, index);
- }
- }
-
- // Apply the render target and depth stencil
- if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
- memcmp(framebufferRTVs, mAppliedRTVs, sizeof(framebufferRTVs)) != 0 ||
- reinterpret_cast<uintptr_t>(framebufferDSV) != mAppliedDSV)
- {
- mDeviceContext->OMSetRenderTargets(getRendererCaps().maxDrawBuffers, framebufferRTVs, framebufferDSV);
-
- mRenderTargetDesc.width = renderTargetWidth;
- mRenderTargetDesc.height = renderTargetHeight;
- mRenderTargetDesc.format = renderTargetFormat;
- mForceSetViewport = true;
- mForceSetScissor = true;
- mForceSetBlendState = true;
-
- if (!mDepthStencilInitialized)
- {
- mForceSetRasterState = true;
- }
-
- for (size_t rtIndex = 0; rtIndex < ArraySize(framebufferRTVs); rtIndex++)
- {
- mAppliedRTVs[rtIndex] = reinterpret_cast<uintptr_t>(framebufferRTVs[rtIndex]);
- }
- mAppliedDSV = reinterpret_cast<uintptr_t>(framebufferDSV);
- mRenderTargetDescInitialized = true;
- mDepthStencilInitialized = true;
- }
-
- const Framebuffer11 *framebuffer11 = GetImplAs<Framebuffer11>(framebuffer);
- gl::Error error = framebuffer11->invalidateSwizzles();
+ gl::Error error = mVertexDataManager->prepareVertexData(state, first, count, &mTranslatedAttribCache, instances);
if (error.isError())
{
return error;
}
- return gl::Error(GL_NO_ERROR);
-}
-
-gl::Error Renderer11::applyVertexBuffer(const gl::State &state, GLenum mode, GLint first, GLsizei count, GLsizei instances)
-{
- TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
- gl::Error error = mVertexDataManager->prepareVertexData(state, first, count, attributes, instances);
- if (error.isError())
+ // If index information is passed, mark it with the current changed status.
+ if (indexInfo)
{
- return error;
+ indexInfo->srcIndexData.srcIndicesChanged = mAppliedIBChanged;
}
- return mInputLayoutCache.applyVertexBuffers(attributes, mode, state.getProgram());
+ GLsizei numIndicesPerInstance = 0;
+ if (instances > 0)
+ {
+ numIndicesPerInstance = count;
+ }
+ return mInputLayoutCache.applyVertexBuffers(mTranslatedAttribCache, mode, state.getProgram(),
+ indexInfo, numIndicesPerInstance);
}
-gl::Error Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
+gl::Error Renderer11::applyIndexBuffer(const gl::Data &data,
+ const GLvoid *indices,
+ GLsizei count,
+ GLenum mode,
+ GLenum type,
+ TranslatedIndexData *indexInfo)
{
- gl::Error error = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
+ gl::VertexArray *vao = data.state->getVertexArray();
+ gl::Buffer *elementArrayBuffer = vao->getElementArrayBuffer().get();
+ gl::Error error =
+ mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo,
+ data.state->isPrimitiveRestartEnabled());
if (error.isError())
{
return error;
@@ -1447,15 +1565,16 @@ gl::Error Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elemen
if (indexInfo->storage)
{
- Buffer11 *storage = Buffer11::makeBuffer11(indexInfo->storage);
+ Buffer11 *storage = GetAs<Buffer11>(indexInfo->storage);
buffer = storage->getBuffer(BUFFER_USAGE_INDEX);
}
else
{
- IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
+ IndexBuffer11* indexBuffer = GetAs<IndexBuffer11>(indexInfo->indexBuffer);
buffer = indexBuffer->getBuffer();
}
+ mAppliedIBChanged = false;
if (buffer != mAppliedIB || bufferFormat != mAppliedIBFormat || indexInfo->startOffset != mAppliedIBOffset)
{
mDeviceContext->IASetIndexBuffer(buffer, bufferFormat, indexInfo->startOffset);
@@ -1463,6 +1582,7 @@ gl::Error Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elemen
mAppliedIB = buffer;
mAppliedIBFormat = bufferFormat;
mAppliedIBOffset = indexInfo->startOffset;
+ mAppliedIBChanged = true;
}
return gl::Error(GL_NO_ERROR);
@@ -1475,22 +1595,23 @@ void Renderer11::applyTransformFeedbackBuffers(const gl::State &state)
if (state.isTransformFeedbackActiveUnpaused())
{
- numXFBBindings = state.getTransformFeedbackBufferIndexRange();
+ const gl::TransformFeedback *transformFeedback = state.getCurrentTransformFeedback();
+ numXFBBindings = transformFeedback->getIndexedBufferCount();
ASSERT(numXFBBindings <= gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS);
for (size_t i = 0; i < numXFBBindings; i++)
{
- gl::Buffer *curXFBBuffer = state.getIndexedTransformFeedbackBuffer(i);
- GLintptr curXFBOffset = state.getIndexedTransformFeedbackBufferOffset(i);
+ const OffsetBindingPointer<gl::Buffer> &binding = transformFeedback->getIndexedBuffer(i);
+
ID3D11Buffer *d3dBuffer = NULL;
- if (curXFBBuffer)
+ if (binding.get() != nullptr)
{
- Buffer11 *storage = Buffer11::makeBuffer11(curXFBBuffer->getImplementation());
+ Buffer11 *storage = GetImplAs<Buffer11>(binding.get());
d3dBuffer = storage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK);
}
// TODO: mAppliedTFBuffers and friends should also be kept in a vector.
- if (d3dBuffer != mAppliedTFBuffers[i] || curXFBOffset != mAppliedTFOffsets[i])
+ if (d3dBuffer != mAppliedTFBuffers[i] || binding.getOffset() != mAppliedTFOffsets[i])
{
requiresUpdate = true;
}
@@ -1499,18 +1620,17 @@ void Renderer11::applyTransformFeedbackBuffers(const gl::State &state)
if (requiresUpdate || numXFBBindings != mAppliedNumXFBBindings)
{
+ const gl::TransformFeedback *transformFeedback = state.getCurrentTransformFeedback();
for (size_t i = 0; i < numXFBBindings; ++i)
{
- gl::Buffer *curXFBBuffer = state.getIndexedTransformFeedbackBuffer(i);
- GLintptr curXFBOffset = state.getIndexedTransformFeedbackBufferOffset(i);
-
- if (curXFBBuffer)
+ const OffsetBindingPointer<gl::Buffer> &binding = transformFeedback->getIndexedBuffer(i);
+ if (binding.get() != nullptr)
{
- Buffer11 *storage = Buffer11::makeBuffer11(curXFBBuffer->getImplementation());
+ Buffer11 *storage = GetImplAs<Buffer11>(binding.get());
ID3D11Buffer *d3dBuffer = storage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK);
- mCurrentD3DOffsets[i] = (mAppliedTFBuffers[i] != d3dBuffer || mAppliedTFOffsets[i] != curXFBOffset) ?
- static_cast<UINT>(curXFBOffset) : -1;
+ mCurrentD3DOffsets[i] = (mAppliedTFBuffers[i] != d3dBuffer || mAppliedTFOffsets[i] != binding.getOffset()) ?
+ static_cast<UINT>(binding.getOffset()) : -1;
mAppliedTFBuffers[i] = d3dBuffer;
}
else
@@ -1518,26 +1638,30 @@ void Renderer11::applyTransformFeedbackBuffers(const gl::State &state)
mAppliedTFBuffers[i] = NULL;
mCurrentD3DOffsets[i] = 0;
}
- mAppliedTFOffsets[i] = curXFBOffset;
+ mAppliedTFOffsets[i] = binding.getOffset();
}
mAppliedNumXFBBindings = numXFBBindings;
- mDeviceContext->SOSetTargets(numXFBBindings, mAppliedTFBuffers, mCurrentD3DOffsets);
+ mDeviceContext->SOSetTargets(static_cast<unsigned int>(numXFBBindings), mAppliedTFBuffers,
+ mCurrentD3DOffsets);
}
}
-gl::Error Renderer11::drawArrays(const gl::Data &data, GLenum mode, GLsizei count, GLsizei instances, bool usesPointSize)
+gl::Error Renderer11::drawArraysImpl(const gl::Data &data,
+ GLenum mode,
+ GLsizei count,
+ GLsizei instances)
{
- bool useInstancedPointSpriteEmulation = usesPointSize && getWorkarounds().useInstancedPointSpriteEmulation;
- if (mode == GL_POINTS && data.state->isTransformFeedbackActiveUnpaused())
- {
- // Since point sprites are generated with a geometry shader, too many vertices will
- // be written if transform feedback is active. To work around this, draw only the points
- // with the stream out shader and no pixel shader to feed the stream out buffers and then
- // draw again with the point sprite geometry shader to rasterize the point sprites.
+ ProgramD3D *programD3D = GetImplAs<ProgramD3D>(data.state->getProgram());
- mDeviceContext->PSSetShader(NULL, NULL, 0);
+ if (programD3D->usesGeometryShader(mode) && data.state->isTransformFeedbackActiveUnpaused())
+ {
+ // Since we use a geometry if-and-only-if we rewrite vertex streams, transform feedback
+ // won't get the correct output. To work around this, draw with *only* the stream out
+ // first (no pixel shader) to feed the stream out buffers and then draw again with the
+ // geometry shader + pixel shader to rasterize the primitives.
+ mDeviceContext->PSSetShader(nullptr, nullptr, 0);
if (instances > 0)
{
@@ -1548,98 +1672,192 @@ gl::Error Renderer11::drawArrays(const gl::Data &data, GLenum mode, GLsizei coun
mDeviceContext->Draw(count, 0);
}
- ProgramD3D *programD3D = GetImplAs<ProgramD3D>(data.state->getProgram());
-
- rx::ShaderExecutableD3D *pixelExe = NULL;
+ rx::ShaderExecutableD3D *pixelExe = nullptr;
gl::Error error = programD3D->getPixelExecutableForFramebuffer(data.state->getDrawFramebuffer(), &pixelExe);
if (error.isError())
{
return error;
}
- // Skip this step if we're doing rasterizer discard.
- if (pixelExe && !data.state->getRasterizerState().rasterizerDiscard && usesPointSize)
+ // Skip the draw call if rasterizer discard is enabled (or no fragment shader).
+ if (!pixelExe || data.state->getRasterizerState().rasterizerDiscard)
{
- ID3D11PixelShader *pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
- ASSERT(reinterpret_cast<uintptr_t>(pixelShader) == mAppliedPixelShader);
- mDeviceContext->PSSetShader(pixelShader, NULL, 0);
+ return gl::Error(GL_NO_ERROR);
+ }
- // Retrieve the point sprite geometry shader
- rx::ShaderExecutableD3D *geometryExe = programD3D->getGeometryExecutable();
- ID3D11GeometryShader *geometryShader = (geometryExe ? ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader() : NULL);
- mAppliedGeometryShader = reinterpret_cast<uintptr_t>(geometryShader);
- ASSERT(geometryShader);
- mDeviceContext->GSSetShader(geometryShader, NULL, 0);
+ ID3D11PixelShader *pixelShader = GetAs<ShaderExecutable11>(pixelExe)->getPixelShader();
+ ASSERT(reinterpret_cast<uintptr_t>(pixelShader) == mAppliedPixelShader);
+ mDeviceContext->PSSetShader(pixelShader, NULL, 0);
- if (instances > 0)
- {
- mDeviceContext->DrawInstanced(count, instances, 0, 0);
- }
- else
- {
- mDeviceContext->Draw(count, 0);
- }
+ // Retrieve the geometry shader.
+ rx::ShaderExecutableD3D *geometryExe = nullptr;
+ error =
+ programD3D->getGeometryExecutableForPrimitiveType(data, mode, &geometryExe, nullptr);
+ if (error.isError())
+ {
+ return error;
}
+ ID3D11GeometryShader *geometryShader =
+ (geometryExe ? GetAs<ShaderExecutable11>(geometryExe)->getGeometryShader() : NULL);
+ mAppliedGeometryShader = reinterpret_cast<uintptr_t>(geometryShader);
+ ASSERT(geometryShader);
+ mDeviceContext->GSSetShader(geometryShader, NULL, 0);
+
+ if (instances > 0)
+ {
+ mDeviceContext->DrawInstanced(count, instances, 0, 0);
+ }
+ else
+ {
+ mDeviceContext->Draw(count, 0);
+ }
return gl::Error(GL_NO_ERROR);
}
- else if (mode == GL_LINE_LOOP)
- {
- return drawLineLoop(count, GL_NONE, NULL, 0, NULL);
- }
- else if (mode == GL_TRIANGLE_FAN)
+
+ if (mode == GL_LINE_LOOP)
{
- return drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
+ return drawLineLoop(data, count, GL_NONE, nullptr, nullptr, instances);
}
- else if (instances > 0)
+
+ if (mode == GL_TRIANGLE_FAN)
{
- mDeviceContext->DrawInstanced(count, instances, 0, 0);
- return gl::Error(GL_NO_ERROR);
+ return drawTriangleFan(data, count, GL_NONE, nullptr, 0, instances);
}
- else
+
+ bool useInstancedPointSpriteEmulation =
+ programD3D->usesPointSize() && getWorkarounds().useInstancedPointSpriteEmulation;
+
+ if (instances > 0)
{
- // If gl_PointSize is used and GL_POINTS is specified, then it is expected to render pointsprites.
- // If instanced pointsprite emulation is being used the topology is expexted to be
- // D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST and DrawIndexedInstanced must be used.
if (mode == GL_POINTS && useInstancedPointSpriteEmulation)
{
- mDeviceContext->DrawIndexedInstanced(6, count, 0, 0, 0);
+ // If pointsprite emulation is used with glDrawArraysInstanced then we need to take a
+ // less efficent code path.
+ // Instanced rendering of emulated pointsprites requires a loop to draw each batch of
+ // points. An offset into the instanced data buffer is calculated and applied on each
+ // iteration to ensure all instances are rendered correctly.
+
+ // Each instance being rendered requires the inputlayout cache to reapply buffers and
+ // offsets.
+ for (GLsizei i = 0; i < instances; i++)
+ {
+ gl::Error error = mInputLayoutCache.updateVertexOffsetsForPointSpritesEmulation(i);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mDeviceContext->DrawIndexedInstanced(6, count, 0, 0, 0);
+ }
}
else
{
- mDeviceContext->Draw(count, 0);
+ mDeviceContext->DrawInstanced(count, instances, 0, 0);
}
return gl::Error(GL_NO_ERROR);
}
+
+ // If the shader is writing to gl_PointSize, then pointsprites are being rendered.
+ // Emulating instanced point sprites for FL9_3 requires the topology to be
+ // D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST and DrawIndexedInstanced is called instead.
+ if (mode == GL_POINTS && useInstancedPointSpriteEmulation)
+ {
+ mDeviceContext->DrawIndexedInstanced(6, count, 0, 0, 0);
+ }
+ else
+ {
+ mDeviceContext->Draw(count, 0);
+ }
+ return gl::Error(GL_NO_ERROR);
}
-gl::Error Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
- gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances)
+gl::Error Renderer11::drawElementsImpl(const gl::Data &data,
+ const TranslatedIndexData &indexInfo,
+ GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const GLvoid *indices,
+ GLsizei instances)
{
int minIndex = static_cast<int>(indexInfo.indexRange.start);
if (mode == GL_LINE_LOOP)
{
- return drawLineLoop(count, type, indices, minIndex, elementArrayBuffer);
+ return drawLineLoop(data, count, type, indices, &indexInfo, instances);
}
- else if (mode == GL_TRIANGLE_FAN)
+
+ if (mode == GL_TRIANGLE_FAN)
{
- return drawTriangleFan(count, type, indices, minIndex, elementArrayBuffer, instances);
+ return drawTriangleFan(data, count, type, indices, minIndex, instances);
}
- else if (instances > 0)
+
+ const ProgramD3D *programD3D = GetImplAs<ProgramD3D>(data.state->getProgram());
+ if (instances > 0)
{
- mDeviceContext->DrawIndexedInstanced(count, instances, 0, -minIndex, 0);
+ if (mode == GL_POINTS && programD3D->usesInstancedPointSpriteEmulation())
+ {
+ // If pointsprite emulation is used with glDrawElementsInstanced then we need to take a
+ // less efficent code path.
+ // Instanced rendering of emulated pointsprites requires a loop to draw each batch of
+ // points. An offset into the instanced data buffer is calculated and applied on each
+ // iteration to ensure all instances are rendered correctly.
+ GLsizei elementsToRender = static_cast<GLsizei>(indexInfo.indexRange.vertexCount());
+
+ // Each instance being rendered requires the inputlayout cache to reapply buffers and
+ // offsets.
+ for (GLsizei i = 0; i < instances; i++)
+ {
+ gl::Error error = mInputLayoutCache.updateVertexOffsetsForPointSpritesEmulation(i);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mDeviceContext->DrawIndexedInstanced(6, elementsToRender, 0, 0, 0);
+ }
+ }
+ else
+ {
+ mDeviceContext->DrawIndexedInstanced(count, instances, 0, -minIndex, 0);
+ }
return gl::Error(GL_NO_ERROR);
}
+
+ // If the shader is writing to gl_PointSize, then pointsprites are being rendered.
+ // Emulating instanced point sprites for FL9_3 requires the topology to be
+ // D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST and DrawIndexedInstanced is called instead.
+ if (mode == GL_POINTS && programD3D->usesInstancedPointSpriteEmulation())
+ {
+ // The count parameter passed to drawElements represents the total number of instances
+ // to be rendered. Each instance is referenced by the bound index buffer from the
+ // the caller.
+ //
+ // Indexed pointsprite emulation replicates data for duplicate entries found
+ // in the index buffer.
+ // This is not an efficent rendering mechanism and is only used on downlevel renderers
+ // that do not support geometry shaders.
+ mDeviceContext->DrawIndexedInstanced(6, count, 0, 0, 0);
+ }
else
{
mDeviceContext->DrawIndexed(count, 0, -minIndex);
- return gl::Error(GL_NO_ERROR);
}
+ return gl::Error(GL_NO_ERROR);
}
-gl::Error Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
+gl::Error Renderer11::drawLineLoop(const gl::Data &data,
+ GLsizei count,
+ GLenum type,
+ const GLvoid *indexPointer,
+ const TranslatedIndexData *indexInfo,
+ int instances)
{
+ gl::VertexArray *vao = data.state->getVertexArray();
+ gl::Buffer *elementArrayBuffer = vao->getElementArrayBuffer().get();
+
+ const GLvoid *indices = indexPointer;
+
// Get the raw indices for an indexed draw
if (type != GL_NONE && elementArrayBuffer)
{
@@ -1675,7 +1893,11 @@ gl::Error Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *ind
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
}
- const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned int);
+ GetLineLoopIndices(indices, type, static_cast<GLuint>(count),
+ data.state->isPrimitiveRestartEnabled(), &mScratchIndexDataBuffer);
+
+ unsigned int spaceNeeded =
+ static_cast<unsigned int>(sizeof(GLuint) * mScratchIndexDataBuffer.size());
gl::Error error = mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT);
if (error.isError())
{
@@ -1690,41 +1912,9 @@ gl::Error Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *ind
return error;
}
- unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
- unsigned int indexBufferOffset = offset;
-
- switch (type)
- {
- case GL_NONE: // Non-indexed draw
- for (int i = 0; i < count; i++)
- {
- data[i] = i;
- }
- data[count] = 0;
- break;
- case GL_UNSIGNED_BYTE:
- for (int i = 0; i < count; i++)
- {
- data[i] = static_cast<const GLubyte*>(indices)[i];
- }
- data[count] = static_cast<const GLubyte*>(indices)[0];
- break;
- case GL_UNSIGNED_SHORT:
- for (int i = 0; i < count; i++)
- {
- data[i] = static_cast<const GLushort*>(indices)[i];
- }
- data[count] = static_cast<const GLushort*>(indices)[0];
- break;
- case GL_UNSIGNED_INT:
- for (int i = 0; i < count; i++)
- {
- data[i] = static_cast<const GLuint*>(indices)[i];
- }
- data[count] = static_cast<const GLuint*>(indices)[0];
- break;
- default: UNREACHABLE();
- }
+ // Copy over the converted index data.
+ memcpy(mappedMemory, &mScratchIndexDataBuffer[0],
+ sizeof(GLuint) * mScratchIndexDataBuffer.size());
error = mLineLoopIB->unmapBuffer();
if (error.isError())
@@ -1732,25 +1922,46 @@ gl::Error Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *ind
return error;
}
- IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
+ IndexBuffer11 *indexBuffer = GetAs<IndexBuffer11>(mLineLoopIB->getIndexBuffer());
ID3D11Buffer *d3dIndexBuffer = indexBuffer->getBuffer();
DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat();
- if (mAppliedIB != d3dIndexBuffer || mAppliedIBFormat != indexFormat || mAppliedIBOffset != indexBufferOffset)
+ if (mAppliedIB != d3dIndexBuffer || mAppliedIBFormat != indexFormat ||
+ mAppliedIBOffset != offset)
{
- mDeviceContext->IASetIndexBuffer(d3dIndexBuffer, indexFormat, indexBufferOffset);
+ mDeviceContext->IASetIndexBuffer(d3dIndexBuffer, indexFormat, offset);
mAppliedIB = d3dIndexBuffer;
mAppliedIBFormat = indexFormat;
- mAppliedIBOffset = indexBufferOffset;
+ mAppliedIBOffset = offset;
}
- mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
+ INT baseVertexLocation = (indexInfo ? -static_cast<int>(indexInfo->indexRange.start) : 0);
+ UINT indexCount = static_cast<UINT>(mScratchIndexDataBuffer.size());
+
+ if (instances > 0)
+ {
+ mDeviceContext->DrawIndexedInstanced(indexCount, instances, 0, baseVertexLocation, 0);
+ }
+ else
+ {
+ mDeviceContext->DrawIndexed(indexCount, 0, baseVertexLocation);
+ }
return gl::Error(GL_NO_ERROR);
}
-gl::Error Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
+gl::Error Renderer11::drawTriangleFan(const gl::Data &data,
+ GLsizei count,
+ GLenum type,
+ const GLvoid *indices,
+ int minIndex,
+ int instances)
{
+ gl::VertexArray *vao = data.state->getVertexArray();
+ gl::Buffer *elementArrayBuffer = vao->getElementArrayBuffer().get();
+
+ const GLvoid *indexPointer = indices;
+
// Get the raw indices for an indexed draw
if (type != GL_NONE && elementArrayBuffer)
{
@@ -1764,7 +1975,7 @@ gl::Error Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *
return error;
}
- indices = bufferData + offset;
+ indexPointer = bufferData + offset;
}
if (!mTriangleFanIB)
@@ -1781,21 +1992,25 @@ gl::Error Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *
// Checked by Renderer11::applyPrimitiveType
ASSERT(count >= 3);
- const unsigned int numTris = count - 2;
+ const GLuint numTris = count - 2;
if (numTris > (std::numeric_limits<unsigned int>::max() / (sizeof(unsigned int) * 3)))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create a scratch index buffer for GL_TRIANGLE_FAN, too many indices required.");
}
- const unsigned int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
+ GetTriFanIndices(indexPointer, type, count, data.state->isPrimitiveRestartEnabled(),
+ &mScratchIndexDataBuffer);
+
+ const unsigned int spaceNeeded =
+ static_cast<unsigned int>(mScratchIndexDataBuffer.size() * sizeof(unsigned int));
gl::Error error = mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT);
if (error.isError())
{
return error;
}
- void* mappedMemory = NULL;
+ void *mappedMemory = nullptr;
unsigned int offset;
error = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory, &offset);
if (error.isError())
@@ -1803,45 +2018,7 @@ gl::Error Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *
return error;
}
- unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
- unsigned int indexBufferOffset = offset;
-
- switch (type)
- {
- case GL_NONE: // Non-indexed draw
- for (unsigned int i = 0; i < numTris; i++)
- {
- data[i*3 + 0] = 0;
- data[i*3 + 1] = i + 1;
- data[i*3 + 2] = i + 2;
- }
- break;
- case GL_UNSIGNED_BYTE:
- for (unsigned int i = 0; i < numTris; i++)
- {
- data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
- data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
- data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
- }
- break;
- case GL_UNSIGNED_SHORT:
- for (unsigned int i = 0; i < numTris; i++)
- {
- data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
- data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
- data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
- }
- break;
- case GL_UNSIGNED_INT:
- for (unsigned int i = 0; i < numTris; i++)
- {
- data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
- data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
- data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
- }
- break;
- default: UNREACHABLE();
- }
+ memcpy(mappedMemory, &mScratchIndexDataBuffer[0], spaceNeeded);
error = mTriangleFanIB->unmapBuffer();
if (error.isError())
@@ -1849,34 +2026,37 @@ gl::Error Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *
return error;
}
- IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
+ IndexBuffer11 *indexBuffer = GetAs<IndexBuffer11>(mTriangleFanIB->getIndexBuffer());
ID3D11Buffer *d3dIndexBuffer = indexBuffer->getBuffer();
DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat();
- if (mAppliedIB != d3dIndexBuffer || mAppliedIBFormat != indexFormat || mAppliedIBOffset != indexBufferOffset)
+ if (mAppliedIB != d3dIndexBuffer || mAppliedIBFormat != indexFormat ||
+ mAppliedIBOffset != offset)
{
- mDeviceContext->IASetIndexBuffer(d3dIndexBuffer, indexFormat, indexBufferOffset);
+ mDeviceContext->IASetIndexBuffer(d3dIndexBuffer, indexFormat, offset);
mAppliedIB = d3dIndexBuffer;
mAppliedIBFormat = indexFormat;
- mAppliedIBOffset = indexBufferOffset;
+ mAppliedIBOffset = offset;
}
+ UINT indexCount = static_cast<UINT>(mScratchIndexDataBuffer.size());
+
if (instances > 0)
{
- mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
+ mDeviceContext->DrawIndexedInstanced(indexCount, instances, 0, -minIndex, 0);
}
else
{
- mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
+ mDeviceContext->DrawIndexed(indexCount, 0, -minIndex);
}
return gl::Error(GL_NO_ERROR);
}
-gl::Error Renderer11::applyShaders(gl::Program *program, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
- bool rasterizerDiscard, bool transformFeedbackActive)
+gl::Error Renderer11::applyShadersImpl(const gl::Data &data, GLenum drawMode)
{
- ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
+ ProgramD3D *programD3D = GetImplAs<ProgramD3D>(data.state->getProgram());
+ const auto &inputLayout = programD3D->getCachedInputLayout();
ShaderExecutableD3D *vertexExe = NULL;
gl::Error error = programD3D->getVertexExecutableForInputLayout(inputLayout, &vertexExe, nullptr);
@@ -1885,32 +2065,41 @@ gl::Error Renderer11::applyShaders(gl::Program *program, const gl::VertexFormat
return error;
}
+ const gl::Framebuffer *drawFramebuffer = data.state->getDrawFramebuffer();
ShaderExecutableD3D *pixelExe = NULL;
- error = programD3D->getPixelExecutableForFramebuffer(framebuffer, &pixelExe);
+ error = programD3D->getPixelExecutableForFramebuffer(drawFramebuffer, &pixelExe);
if (error.isError())
{
return error;
}
- ShaderExecutableD3D *geometryExe = programD3D->getGeometryExecutable();
+ ShaderExecutableD3D *geometryExe = nullptr;
+ error =
+ programD3D->getGeometryExecutableForPrimitiveType(data, drawMode, &geometryExe, nullptr);
+ if (error.isError())
+ {
+ return error;
+ }
- ID3D11VertexShader *vertexShader = (vertexExe ? ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader() : NULL);
+ ID3D11VertexShader *vertexShader = (vertexExe ? GetAs<ShaderExecutable11>(vertexExe)->getVertexShader() : NULL);
ID3D11PixelShader *pixelShader = NULL;
// Skip pixel shader if we're doing rasterizer discard.
+ bool rasterizerDiscard = data.state->getRasterizerState().rasterizerDiscard;
if (!rasterizerDiscard)
{
- pixelShader = (pixelExe ? ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader() : NULL);
+ pixelShader = (pixelExe ? GetAs<ShaderExecutable11>(pixelExe)->getPixelShader() : NULL);
}
ID3D11GeometryShader *geometryShader = NULL;
+ bool transformFeedbackActive = data.state->isTransformFeedbackActiveUnpaused();
if (transformFeedbackActive)
{
- geometryShader = (vertexExe ? ShaderExecutable11::makeShaderExecutable11(vertexExe)->getStreamOutShader() : NULL);
+ geometryShader = (vertexExe ? GetAs<ShaderExecutable11>(vertexExe)->getStreamOutShader() : NULL);
}
- else if (mCurRasterState.pointDrawMode)
+ else
{
- geometryShader = (geometryExe ? ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader() : NULL);
+ geometryShader = (geometryExe ? GetAs<ShaderExecutable11>(geometryExe)->getGeometryShader() : NULL);
}
bool dirtyUniforms = false;
@@ -1944,7 +2133,9 @@ gl::Error Renderer11::applyShaders(gl::Program *program, const gl::VertexFormat
return gl::Error(GL_NO_ERROR);
}
-gl::Error Renderer11::applyUniforms(const ProgramImpl &program, const std::vector<gl::LinkedUniform*> &uniformArray)
+gl::Error Renderer11::applyUniforms(const ProgramD3D &programD3D,
+ GLenum drawMode,
+ const std::vector<D3DUniform *> &uniformArray)
{
unsigned int totalRegisterCountVS = 0;
unsigned int totalRegisterCountPS = 0;
@@ -1952,26 +2143,25 @@ gl::Error Renderer11::applyUniforms(const ProgramImpl &program, const std::vecto
bool vertexUniformsDirty = false;
bool pixelUniformsDirty = false;
- for (size_t uniformIndex = 0; uniformIndex < uniformArray.size(); uniformIndex++)
+ for (const D3DUniform *uniform : uniformArray)
{
- const gl::LinkedUniform &uniform = *uniformArray[uniformIndex];
-
- if (uniform.isReferencedByVertexShader() && !uniform.isSampler())
+ if (uniform->isReferencedByVertexShader() && !uniform->isSampler())
{
- totalRegisterCountVS += uniform.registerCount;
- vertexUniformsDirty = (vertexUniformsDirty || uniform.dirty);
+ totalRegisterCountVS += uniform->registerCount;
+ vertexUniformsDirty = (vertexUniformsDirty || uniform->dirty);
}
- if (uniform.isReferencedByFragmentShader() && !uniform.isSampler())
+ if (uniform->isReferencedByFragmentShader() && !uniform->isSampler())
{
- totalRegisterCountPS += uniform.registerCount;
- pixelUniformsDirty = (pixelUniformsDirty || uniform.dirty);
+ totalRegisterCountPS += uniform->registerCount;
+ pixelUniformsDirty = (pixelUniformsDirty || uniform->dirty);
}
}
- const ProgramD3D *programD3D = GetAs<ProgramD3D>(&program);
- const UniformStorage11 *vertexUniformStorage = UniformStorage11::makeUniformStorage11(&programD3D->getVertexUniformStorage());
- const UniformStorage11 *fragmentUniformStorage = UniformStorage11::makeUniformStorage11(&programD3D->getFragmentUniformStorage());
+ const UniformStorage11 *vertexUniformStorage =
+ GetAs<UniformStorage11>(&programD3D.getVertexUniformStorage());
+ const UniformStorage11 *fragmentUniformStorage =
+ GetAs<UniformStorage11>(&programD3D.getFragmentUniformStorage());
ASSERT(vertexUniformStorage);
ASSERT(fragmentUniformStorage);
@@ -1999,26 +2189,26 @@ gl::Error Renderer11::applyUniforms(const ProgramImpl &program, const std::vecto
mapPS = (float(*)[4])map.pData;
}
- for (size_t uniformIndex = 0; uniformIndex < uniformArray.size(); uniformIndex++)
+ for (const D3DUniform *uniform : uniformArray)
{
- gl::LinkedUniform *uniform = uniformArray[uniformIndex];
+ if (uniform->isSampler())
+ continue;
- if (!uniform->isSampler())
- {
- unsigned int componentCount = (4 - uniform->registerElement);
+ unsigned int componentCount = (4 - uniform->registerElement);
- // we assume that uniforms from structs are arranged in struct order in our uniforms list. otherwise we would
- // overwrite previously written regions of memory.
+ // we assume that uniforms from structs are arranged in struct order in our uniforms list.
+ // otherwise we would overwrite previously written regions of memory.
- if (uniform->isReferencedByVertexShader() && mapVS)
- {
- memcpy(&mapVS[uniform->vsRegisterIndex][uniform->registerElement], uniform->data, uniform->registerCount * sizeof(float) * componentCount);
- }
+ if (uniform->isReferencedByVertexShader() && mapVS)
+ {
+ memcpy(&mapVS[uniform->vsRegisterIndex][uniform->registerElement], uniform->data,
+ uniform->registerCount * sizeof(float) * componentCount);
+ }
- if (uniform->isReferencedByFragmentShader() && mapPS)
- {
- memcpy(&mapPS[uniform->psRegisterIndex][uniform->registerElement], uniform->data, uniform->registerCount * sizeof(float) * componentCount);
- }
+ if (uniform->isReferencedByFragmentShader() && mapPS)
+ {
+ memcpy(&mapPS[uniform->psRegisterIndex][uniform->registerElement], uniform->data,
+ uniform->registerCount * sizeof(float) * componentCount);
}
}
@@ -2048,7 +2238,7 @@ gl::Error Renderer11::applyUniforms(const ProgramImpl &program, const std::vecto
if (!mDriverConstantBufferVS)
{
D3D11_BUFFER_DESC constantBufferDescription = {0};
- constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
+ constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants11);
constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
constantBufferDescription.CPUAccessFlags = 0;
@@ -2056,16 +2246,18 @@ gl::Error Renderer11::applyUniforms(const ProgramImpl &program, const std::vecto
constantBufferDescription.StructureByteStride = 0;
HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
- UNUSED_ASSERTION_VARIABLE(result);
ASSERT(SUCCEEDED(result));
-
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create vertex shader constant buffer, result: 0x%X.", result);
+ }
mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
}
if (!mDriverConstantBufferPS)
{
D3D11_BUFFER_DESC constantBufferDescription = {0};
- constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
+ constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants11);
constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
constantBufferDescription.CPUAccessFlags = 0;
@@ -2073,32 +2265,50 @@ gl::Error Renderer11::applyUniforms(const ProgramImpl &program, const std::vecto
constantBufferDescription.StructureByteStride = 0;
HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
- UNUSED_ASSERTION_VARIABLE(result);
ASSERT(SUCCEEDED(result));
-
+ if (FAILED(result))
+ {
+ return gl::Error(GL_OUT_OF_MEMORY, "Failed to create pixel shader constant buffer, result: 0x%X.", result);
+ }
mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
}
- if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
+ const dx_VertexConstants11 &vertexConstants = mStateManager.getVertexConstants();
+ if (memcmp(&vertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants11)) != 0)
{
- mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
- memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
+ ASSERT(mDriverConstantBufferVS != nullptr);
+ if (mDriverConstantBufferVS)
+ {
+ mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &vertexConstants,
+ 16, 0);
+ memcpy(&mAppliedVertexConstants, &vertexConstants, sizeof(dx_VertexConstants11));
+ }
}
- if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
+ const dx_PixelConstants11 &pixelConstants = mStateManager.getPixelConstants();
+ if (memcmp(&pixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants11)) != 0)
{
- mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
- memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
+ ASSERT(mDriverConstantBufferPS != nullptr);
+ if (mDriverConstantBufferPS)
+ {
+ mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &pixelConstants, 16,
+ 0);
+ memcpy(&mAppliedPixelConstants, &pixelConstants, sizeof(dx_PixelConstants11));
+ }
}
// GSSetConstantBuffers triggers device removal on 9_3, so we should only call it if necessary
- if (programD3D->usesGeometryShader())
+ if (programD3D.usesGeometryShader(drawMode))
{
// needed for the point sprite geometry shader
if (mCurrentGeometryConstantBuffer != mDriverConstantBufferPS)
{
- mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
- mCurrentGeometryConstantBuffer = mDriverConstantBufferPS;
+ ASSERT(mDriverConstantBufferPS != nullptr);
+ if (mDriverConstantBufferPS)
+ {
+ mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
+ mCurrentGeometryConstantBuffer = mDriverConstantBufferPS;
+ }
}
}
@@ -2107,45 +2317,27 @@ gl::Error Renderer11::applyUniforms(const ProgramImpl &program, const std::vecto
void Renderer11::markAllStateDirty()
{
- for (size_t rtIndex = 0; rtIndex < ArraySize(mAppliedRTVs); rtIndex++)
- {
- mAppliedRTVs[rtIndex] = DirtyPointer;
- }
- mAppliedDSV = DirtyPointer;
- mDepthStencilInitialized = false;
- mRenderTargetDescInitialized = false;
+ TRACE_EVENT0("gpu.angle", "Renderer11::markAllStateDirty");
- // We reset the current SRV data because it might not be in sync with D3D's state
- // anymore. For example when a currently used SRV is used as an RTV, D3D silently
- // remove it from its state.
- memset(mCurVertexSRVs.data(), 0, sizeof(SRVRecord) * mCurVertexSRVs.size());
- memset(mCurPixelSRVs.data(), 0, sizeof(SRVRecord) * mCurPixelSRVs.size());
-
- ASSERT(mForceSetVertexSamplerStates.size() == mCurVertexSRVs.size());
for (size_t vsamplerId = 0; vsamplerId < mForceSetVertexSamplerStates.size(); ++vsamplerId)
{
mForceSetVertexSamplerStates[vsamplerId] = true;
}
- ASSERT(mForceSetPixelSamplerStates.size() == mCurPixelSRVs.size());
for (size_t fsamplerId = 0; fsamplerId < mForceSetPixelSamplerStates.size(); ++fsamplerId)
{
mForceSetPixelSamplerStates[fsamplerId] = true;
}
- mForceSetBlendState = true;
- mForceSetRasterState = true;
- mForceSetDepthStencilState = true;
- mForceSetScissor = true;
- mForceSetViewport = true;
+ mStateManager.invalidateEverything();
mAppliedIB = NULL;
mAppliedIBFormat = DXGI_FORMAT_UNKNOWN;
mAppliedIBOffset = 0;
- mAppliedVertexShader = DirtyPointer;
- mAppliedGeometryShader = DirtyPointer;
- mAppliedPixelShader = DirtyPointer;
+ mAppliedVertexShader = angle::DirtyPointer;
+ mAppliedGeometryShader = angle::DirtyPointer;
+ mAppliedPixelShader = angle::DirtyPointer;
mAppliedNumXFBBindings = static_cast<size_t>(-1);
@@ -2155,8 +2347,8 @@ void Renderer11::markAllStateDirty()
mAppliedTFOffsets[i] = 0;
}
- memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
- memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
+ memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants11));
+ memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants11));
mInputLayoutCache.markDirty();
@@ -2238,20 +2430,16 @@ bool Renderer11::testDeviceResettable()
D3D_FEATURE_LEVEL dummyFeatureLevel;
ID3D11DeviceContext* dummyContext;
- HRESULT result = D3D11CreateDevice(NULL,
- mDriverType,
- NULL,
+ ASSERT(mRequestedDriverType != D3D_DRIVER_TYPE_UNKNOWN);
+ HRESULT result = D3D11CreateDevice(
+ NULL, mRequestedDriverType, NULL,
#if defined(_DEBUG)
- D3D11_CREATE_DEVICE_DEBUG,
+ D3D11_CREATE_DEVICE_DEBUG,
#else
- 0,
+ 0,
#endif
- mAvailableFeatureLevels.data(),
- mAvailableFeatureLevels.size(),
- D3D11_SDK_VERSION,
- &dummyDevice,
- &dummyFeatureLevel,
- &dummyContext);
+ mAvailableFeatureLevels.data(), static_cast<unsigned int>(mAvailableFeatureLevels.size()),
+ D3D11_SDK_VERSION, &dummyDevice, &dummyFeatureLevel, &dummyContext);
if (!mDevice || FAILED(result))
{
@@ -2270,6 +2458,13 @@ void Renderer11::release()
releaseDeviceResources();
+ if (!mCreatedWithDeviceEXT)
+ {
+ // Only delete the device if the Renderer11 owns it
+ // Otherwise we should keep it around in case we try to reinitialize the renderer later
+ SafeDelete(mEGLDevice);
+ }
+
SafeRelease(mDxgiFactory);
SafeRelease(mDxgiAdapter);
@@ -2285,6 +2480,9 @@ void Renderer11::release()
}
SafeRelease(mDevice);
+#if !defined(ANGLE_MINGW32_COMPAT)
+ SafeRelease(mDebug);
+#endif
if (mD3d11Module)
{
@@ -2298,7 +2496,15 @@ void Renderer11::release()
mDxgiModule = NULL;
}
+ if (mDCompModule)
+ {
+ FreeLibrary(mDCompModule);
+ mDCompModule = NULL;
+ }
+
mCompiler.release();
+
+ mSupportsShareHandles.reset();
}
bool Renderer11::resetDevice()
@@ -2318,11 +2524,6 @@ bool Renderer11::resetDevice()
return true;
}
-VendorID Renderer11::getVendorId() const
-{
- return static_cast<VendorID>(mAdapterDescription.VendorId);
-}
-
std::string Renderer11::getRendererDescription() const
{
std::ostringstream rendererString;
@@ -2336,24 +2537,29 @@ std::string Renderer11::getRendererDescription() const
return rendererString.str();
}
-GUID Renderer11::getAdapterIdentifier() const
+DeviceIdentifier Renderer11::getAdapterIdentifier() const
{
- // Use the adapter LUID as our adapter ID
- // This number is local to a machine is only guaranteed to be unique between restarts
- static_assert(sizeof(LUID) <= sizeof(GUID), "Size of GUID must be at least as large as LUID.");
- GUID adapterId = {0};
- memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
- return adapterId;
+ // Don't use the AdapterLuid here, since that doesn't persist across reboot.
+ DeviceIdentifier deviceIdentifier = { 0 };
+ deviceIdentifier.VendorId = mAdapterDescription.VendorId;
+ deviceIdentifier.DeviceId = mAdapterDescription.DeviceId;
+ deviceIdentifier.SubSysId = mAdapterDescription.SubSysId;
+ deviceIdentifier.Revision = mAdapterDescription.Revision;
+ deviceIdentifier.FeatureLevel = static_cast<UINT>(mRenderer11DeviceCaps.featureLevel);
+
+ return deviceIdentifier;
}
unsigned int Renderer11::getReservedVertexUniformVectors() const
{
- return 0; // Driver uniforms are stored in a separate constant buffer
+ // Driver uniforms are stored in a separate constant buffer
+ return d3d11_gl::GetReservedVertexUniformVectors(mRenderer11DeviceCaps.featureLevel);
}
unsigned int Renderer11::getReservedFragmentUniformVectors() const
{
- return 0; // Driver uniforms are stored in a separate constant buffer
+ // Driver uniforms are stored in a separate constant buffer
+ return d3d11_gl::GetReservedFragmentUniformVectors(mRenderer11DeviceCaps.featureLevel);
}
unsigned int Renderer11::getReservedVertexUniformBuffers() const
@@ -2368,37 +2574,103 @@ unsigned int Renderer11::getReservedFragmentUniformBuffers() const
return 2;
}
+d3d11::ANGLED3D11DeviceType Renderer11::getDeviceType() const
+{
+ if (mCreatedWithDeviceEXT)
+ {
+ return d3d11::GetDeviceType(mDevice);
+ }
+
+ if ((mRequestedDriverType == D3D_DRIVER_TYPE_SOFTWARE) ||
+ (mRequestedDriverType == D3D_DRIVER_TYPE_REFERENCE) ||
+ (mRequestedDriverType == D3D_DRIVER_TYPE_NULL))
+ {
+ return d3d11::ANGLE_D3D11_DEVICE_TYPE_SOFTWARE_REF_OR_NULL;
+ }
+
+ if (mRequestedDriverType == D3D_DRIVER_TYPE_WARP)
+ {
+ return d3d11::ANGLE_D3D11_DEVICE_TYPE_WARP;
+ }
+
+ return d3d11::ANGLE_D3D11_DEVICE_TYPE_HARDWARE;
+}
+
bool Renderer11::getShareHandleSupport() const
{
- if (mDriverType == D3D_DRIVER_TYPE_WARP)
+ if (mSupportsShareHandles.valid())
{
-#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
- // Warp mode does not support shared handles in Windows versions below Windows 8
- OSVERSIONINFO result = { sizeof(OSVERSIONINFO), 0, 0, 0, 0, {'\0'}};
- if (GetVersionEx(&result) &&
- ((result.dwMajorVersion == 6 && result.dwMinorVersion < 2) || result.dwMajorVersion < 6))
+ return mSupportsShareHandles.value();
+ }
+
+ // We only currently support share handles with BGRA surfaces, because
+ // chrome needs BGRA. Once chrome fixes this, we should always support them.
+ if (!getRendererExtensions().textureFormatBGRA8888)
+ {
+ mSupportsShareHandles = false;
+ return false;
+ }
+
+ // PIX doesn't seem to support using share handles, so disable them.
+ if (gl::DebugAnnotationsActive())
+ {
+ mSupportsShareHandles = false;
+ return false;
+ }
+
+ // Qt: we don't care about the 9_3 limitation
+#if 0
+ // Also disable share handles on Feature Level 9_3, since it doesn't support share handles on RGBA8 textures/swapchains.
+ if (mRenderer11DeviceCaps.featureLevel <= D3D_FEATURE_LEVEL_9_3)
+ {
+ mSupportsShareHandles = false;
+ return false;
+ }
+#endif
+
+ // Find out which type of D3D11 device the Renderer11 is using
+ d3d11::ANGLED3D11DeviceType deviceType = getDeviceType();
+ if (deviceType == d3d11::ANGLE_D3D11_DEVICE_TYPE_UNKNOWN)
+ {
+ mSupportsShareHandles = false;
+ return false;
+ }
+
+ if (deviceType == d3d11::ANGLE_D3D11_DEVICE_TYPE_SOFTWARE_REF_OR_NULL)
+ {
+ // Software/Reference/NULL devices don't support share handles
+ mSupportsShareHandles = false;
+ return false;
+ }
+
+ if (deviceType == d3d11::ANGLE_D3D11_DEVICE_TYPE_WARP)
+ {
+#if !defined(ANGLE_ENABLE_WINDOWS_STORE) && !defined(__GNUC__)
+ if (!IsWindows8OrGreater())
{
// WARP on Windows 7 doesn't support shared handles
+ mSupportsShareHandles = false;
return false;
}
#endif // ANGLE_ENABLE_WINDOWS_STORE
+
+ // WARP on Windows 8.0+ supports shared handles when shared with another WARP device
+ // TODO: allow applications to query for HARDWARE or WARP-specific share handles,
+ // to prevent them trying to use a WARP share handle with an a HW device (or
+ // vice-versa)
+ // e.g. by creating EGL_D3D11_[HARDWARE/WARP]_DEVICE_SHARE_HANDLE_ANGLE
+ mSupportsShareHandles = true;
+ return true;
}
- // We only currently support share handles with BGRA surfaces, because
- // chrome needs BGRA. Once chrome fixes this, we should always support them.
- // PIX doesn't seem to support using share handles, so disable them.
- // Also disable share handles on Feature Level 9_3, since it doesn't support share handles on RGBA8 textures/swapchains.
- return getRendererExtensions().textureFormatBGRA8888 && !gl::DebugAnnotationsActive();// && !(mFeatureLevel <= D3D_FEATURE_LEVEL_9_3); Qt: we don't care about the 9_3 limitation
-}
-bool Renderer11::getPostSubBufferSupport() const
-{
- // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
- return false;
+ ASSERT(mCreatedWithDeviceEXT || mRequestedDriverType == D3D_DRIVER_TYPE_HARDWARE);
+ mSupportsShareHandles = true;
+ return true;
}
int Renderer11::getMajorShaderModel() const
{
- switch (mFeatureLevel)
+ switch (mRenderer11DeviceCaps.featureLevel)
{
case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
@@ -2410,7 +2682,7 @@ int Renderer11::getMajorShaderModel() const
int Renderer11::getMinorShaderModel() const
{
- switch (mFeatureLevel)
+ switch (mRenderer11DeviceCaps.featureLevel)
{
case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
@@ -2422,7 +2694,7 @@ int Renderer11::getMinorShaderModel() const
std::string Renderer11::getShaderModelSuffix() const
{
- switch (mFeatureLevel)
+ switch (mRenderer11DeviceCaps.featureLevel)
{
case D3D_FEATURE_LEVEL_11_0: return "";
case D3D_FEATURE_LEVEL_10_1: return "";
@@ -2432,14 +2704,25 @@ std::string Renderer11::getShaderModelSuffix() const
}
}
+const WorkaroundsD3D &RendererD3D::getWorkarounds() const
+{
+ if (!mWorkaroundsInitialized)
+ {
+ mWorkarounds = generateWorkarounds();
+ mWorkaroundsInitialized = true;
+ }
+
+ return mWorkarounds;
+}
+
gl::Error Renderer11::copyImage2D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
const gl::Offset &destOffset, TextureStorage *storage, GLint level)
{
- gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
+ const gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
ASSERT(colorbuffer);
RenderTarget11 *sourceRenderTarget = NULL;
- gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &sourceRenderTarget);
+ gl::Error error = colorbuffer->getRenderTarget(&sourceRenderTarget);
if (error.isError())
{
return error;
@@ -2449,7 +2732,7 @@ gl::Error Renderer11::copyImage2D(const gl::Framebuffer *framebuffer, const gl::
ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
ASSERT(source);
- TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage);
+ TextureStorage11_2D *storage11 = GetAs<TextureStorage11_2D>(storage);
ASSERT(storage11);
gl::ImageIndex index = gl::ImageIndex::Make2D(level);
@@ -2461,18 +2744,26 @@ gl::Error Renderer11::copyImage2D(const gl::Framebuffer *framebuffer, const gl::
}
ASSERT(destRenderTarget);
- ID3D11RenderTargetView *dest = RenderTarget11::makeRenderTarget11(destRenderTarget)->getRenderTargetView();
+ ID3D11RenderTargetView *dest = GetAs<RenderTarget11>(destRenderTarget)->getRenderTargetView();
ASSERT(dest);
gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
+ const bool invertSource = UsePresentPathFast(this, colorbuffer);
+ if (invertSource)
+ {
+ sourceArea.y = sourceSize.height - sourceRect.y;
+ sourceArea.height = -sourceArea.height;
+ }
+
gl::Box destArea(destOffset.x, destOffset.y, 0, sourceRect.width, sourceRect.height, 1);
gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
// Use nearest filtering because source and destination are the same size for the direct
// copy
- mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL, destFormat, GL_NEAREST);
+ error = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
+ destFormat, GL_NEAREST, false);
if (error.isError())
{
return error;
@@ -2486,11 +2777,11 @@ gl::Error Renderer11::copyImage2D(const gl::Framebuffer *framebuffer, const gl::
gl::Error Renderer11::copyImageCube(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
const gl::Offset &destOffset, TextureStorage *storage, GLenum target, GLint level)
{
- gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
+ const gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
ASSERT(colorbuffer);
RenderTarget11 *sourceRenderTarget = NULL;
- gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &sourceRenderTarget);
+ gl::Error error = colorbuffer->getRenderTarget(&sourceRenderTarget);
if (error.isError())
{
return error;
@@ -2500,7 +2791,7 @@ gl::Error Renderer11::copyImageCube(const gl::Framebuffer *framebuffer, const gl
ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
ASSERT(source);
- TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage);
+ TextureStorage11_Cube *storage11 = GetAs<TextureStorage11_Cube>(storage);
ASSERT(storage11);
gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level);
@@ -2512,18 +2803,26 @@ gl::Error Renderer11::copyImageCube(const gl::Framebuffer *framebuffer, const gl
}
ASSERT(destRenderTarget);
- ID3D11RenderTargetView *dest = RenderTarget11::makeRenderTarget11(destRenderTarget)->getRenderTargetView();
+ ID3D11RenderTargetView *dest = GetAs<RenderTarget11>(destRenderTarget)->getRenderTargetView();
ASSERT(dest);
gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
+ const bool invertSource = UsePresentPathFast(this, colorbuffer);
+ if (invertSource)
+ {
+ sourceArea.y = sourceSize.height - sourceRect.y;
+ sourceArea.height = -sourceArea.height;
+ }
+
gl::Box destArea(destOffset.x, destOffset.y, 0, sourceRect.width, sourceRect.height, 1);
gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
// Use nearest filtering because source and destination are the same size for the direct
// copy
- error = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL, destFormat, GL_NEAREST);
+ error = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
+ destFormat, GL_NEAREST, false);
if (error.isError())
{
return error;
@@ -2537,11 +2836,11 @@ gl::Error Renderer11::copyImageCube(const gl::Framebuffer *framebuffer, const gl
gl::Error Renderer11::copyImage3D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
const gl::Offset &destOffset, TextureStorage *storage, GLint level)
{
- gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
+ const gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
ASSERT(colorbuffer);
RenderTarget11 *sourceRenderTarget = NULL;
- gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &sourceRenderTarget);
+ gl::Error error = colorbuffer->getRenderTarget(&sourceRenderTarget);
if (error.isError())
{
return error;
@@ -2551,7 +2850,7 @@ gl::Error Renderer11::copyImage3D(const gl::Framebuffer *framebuffer, const gl::
ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
ASSERT(source);
- TextureStorage11_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(storage);
+ TextureStorage11_3D *storage11 = GetAs<TextureStorage11_3D>(storage);
ASSERT(storage11);
gl::ImageIndex index = gl::ImageIndex::Make3D(level, destOffset.z);
@@ -2563,7 +2862,7 @@ gl::Error Renderer11::copyImage3D(const gl::Framebuffer *framebuffer, const gl::
}
ASSERT(destRenderTarget);
- ID3D11RenderTargetView *dest = RenderTarget11::makeRenderTarget11(destRenderTarget)->getRenderTargetView();
+ ID3D11RenderTargetView *dest = GetAs<RenderTarget11>(destRenderTarget)->getRenderTargetView();
ASSERT(dest);
gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
@@ -2574,7 +2873,8 @@ gl::Error Renderer11::copyImage3D(const gl::Framebuffer *framebuffer, const gl::
// Use nearest filtering because source and destination are the same size for the direct
// copy
- error = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL, destFormat, GL_NEAREST);
+ error = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
+ destFormat, GL_NEAREST, false);
if (error.isError())
{
return error;
@@ -2588,11 +2888,11 @@ gl::Error Renderer11::copyImage3D(const gl::Framebuffer *framebuffer, const gl::
gl::Error Renderer11::copyImage2DArray(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
const gl::Offset &destOffset, TextureStorage *storage, GLint level)
{
- gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
+ const gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer();
ASSERT(colorbuffer);
RenderTarget11 *sourceRenderTarget = NULL;
- gl::Error error = d3d11::GetAttachmentRenderTarget(colorbuffer, &sourceRenderTarget);
+ gl::Error error = colorbuffer->getRenderTarget(&sourceRenderTarget);
if (error.isError())
{
return error;
@@ -2602,7 +2902,7 @@ gl::Error Renderer11::copyImage2DArray(const gl::Framebuffer *framebuffer, const
ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
ASSERT(source);
- TextureStorage11_2DArray *storage11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(storage);
+ TextureStorage11_2DArray *storage11 = GetAs<TextureStorage11_2DArray>(storage);
ASSERT(storage11);
gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, destOffset.z);
@@ -2614,7 +2914,7 @@ gl::Error Renderer11::copyImage2DArray(const gl::Framebuffer *framebuffer, const
}
ASSERT(destRenderTarget);
- ID3D11RenderTargetView *dest = RenderTarget11::makeRenderTarget11(destRenderTarget)->getRenderTargetView();
+ ID3D11RenderTargetView *dest = GetAs<RenderTarget11>(destRenderTarget)->getRenderTargetView();
ASSERT(dest);
gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
@@ -2625,7 +2925,8 @@ gl::Error Renderer11::copyImage2DArray(const gl::Framebuffer *framebuffer, const
// Use nearest filtering because source and destination are the same size for the direct
// copy
- error = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL, destFormat, GL_NEAREST);
+ error = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
+ destFormat, GL_NEAREST, false);
if (error.isError())
{
return error;
@@ -2653,14 +2954,14 @@ void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView
// Do not preserve the serial for this one-time-use render target
for (size_t rtIndex = 0; rtIndex < ArraySize(mAppliedRTVs); rtIndex++)
{
- mAppliedRTVs[rtIndex] = DirtyPointer;
+ mAppliedRTVs[rtIndex] = angle::DirtyPointer;
}
- mAppliedDSV = DirtyPointer;
+ mAppliedDSV = angle::DirtyPointer;
}
gl::Error Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, RenderTargetD3D **outRT)
{
- const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(format, mFeatureLevel);
+ const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(format, mRenderer11DeviceCaps);
const gl::TextureCaps &textureCaps = getRendererTextureCaps().get(format);
GLuint supportedSamples = textureCaps.getNearestSamples(samples);
@@ -2792,9 +3093,26 @@ gl::Error Renderer11::createRenderTarget(int width, int height, GLenum format, G
return gl::Error(GL_NO_ERROR);
}
-FramebufferImpl *Renderer11::createDefaultFramebuffer(const gl::Framebuffer::Data &data)
+gl::Error Renderer11::createRenderTargetCopy(RenderTargetD3D *source, RenderTargetD3D **outRT)
{
- return createFramebuffer(data);
+ ASSERT(source != nullptr);
+
+ RenderTargetD3D *newRT = nullptr;
+ gl::Error error = createRenderTarget(source->getWidth(), source->getHeight(),
+ source->getInternalFormat(), source->getSamples(), &newRT);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ RenderTarget11 *source11 = GetAs<RenderTarget11>(source);
+ RenderTarget11 *dest11 = GetAs<RenderTarget11>(newRT);
+
+ mDeviceContext->CopySubresourceRegion(dest11->getTexture(), dest11->getSubresourceIndex(), 0, 0,
+ 0, source11->getTexture(),
+ source11->getSubresourceIndex(), nullptr);
+ *outRT = newRT;
+ return gl::Error(GL_NO_ERROR);
}
FramebufferImpl *Renderer11::createFramebuffer(const gl::Framebuffer::Data &data)
@@ -2802,24 +3120,22 @@ FramebufferImpl *Renderer11::createFramebuffer(const gl::Framebuffer::Data &data
return new Framebuffer11(data, this);
}
-CompilerImpl *Renderer11::createCompiler(const gl::Data &data)
-{
- return new CompilerD3D(data, SH_HLSL11_OUTPUT);
-}
-
-ShaderImpl *Renderer11::createShader(GLenum type)
+ShaderImpl *Renderer11::createShader(const gl::Shader::Data &data)
{
- return new ShaderD3D(type);
+ return new ShaderD3D(data);
}
-ProgramImpl *Renderer11::createProgram()
+ProgramImpl *Renderer11::createProgram(const gl::Program::Data &data)
{
- return new ProgramD3D(this);
+ return new ProgramD3D(data, this);
}
-gl::Error Renderer11::loadExecutable(const void *function, size_t length, ShaderType type,
- const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
- bool separatedOutputBuffers, ShaderExecutableD3D **outExecutable)
+gl::Error Renderer11::loadExecutable(const void *function,
+ size_t length,
+ ShaderType type,
+ const std::vector<D3DVarying> &streamOutVaryings,
+ bool separatedOutputBuffers,
+ ShaderExecutableD3D **outExecutable)
{
switch (type)
{
@@ -2835,29 +3151,28 @@ gl::Error Renderer11::loadExecutable(const void *function, size_t length, Shader
return gl::Error(GL_OUT_OF_MEMORY, "Failed to create vertex shader, result: 0x%X.", result);
}
- if (transformFeedbackVaryings.size() > 0)
+ if (!streamOutVaryings.empty())
{
std::vector<D3D11_SO_DECLARATION_ENTRY> soDeclaration;
- for (size_t i = 0; i < transformFeedbackVaryings.size(); i++)
+ soDeclaration.reserve(streamOutVaryings.size());
+
+ for (const auto &streamOutVarying : streamOutVaryings)
{
- const gl::LinkedVarying &varying = transformFeedbackVaryings[i];
- GLenum transposedType = gl::TransposeMatrixType(varying.type);
-
- for (size_t j = 0; j < varying.semanticIndexCount; j++)
- {
- D3D11_SO_DECLARATION_ENTRY entry = { 0 };
- entry.Stream = 0;
- entry.SemanticName = varying.semanticName.c_str();
- entry.SemanticIndex = varying.semanticIndex + j;
- entry.StartComponent = 0;
- entry.ComponentCount = gl::VariableColumnCount(transposedType);
- entry.OutputSlot = (separatedOutputBuffers ? i : 0);
- soDeclaration.push_back(entry);
- }
+ D3D11_SO_DECLARATION_ENTRY entry = {0};
+ entry.Stream = 0;
+ entry.SemanticName = streamOutVarying.semanticName.c_str();
+ entry.SemanticIndex = streamOutVarying.semanticIndex;
+ entry.StartComponent = 0;
+ entry.ComponentCount = static_cast<BYTE>(streamOutVarying.componentCount);
+ entry.OutputSlot = static_cast<BYTE>(
+ (separatedOutputBuffers ? streamOutVarying.outputSlot : 0));
+ soDeclaration.push_back(entry);
}
- result = mDevice->CreateGeometryShaderWithStreamOutput(function, length, soDeclaration.data(), soDeclaration.size(),
- NULL, 0, 0, NULL, &streamOutShader);
+ result = mDevice->CreateGeometryShaderWithStreamOutput(
+ function, static_cast<unsigned int>(length), soDeclaration.data(),
+ static_cast<unsigned int>(soDeclaration.size()), NULL, 0, 0, NULL,
+ &streamOutShader);
ASSERT(SUCCEEDED(result));
if (FAILED(result))
{
@@ -2904,9 +3219,12 @@ gl::Error Renderer11::loadExecutable(const void *function, size_t length, Shader
return gl::Error(GL_NO_ERROR);
}
-gl::Error Renderer11::compileToExecutable(gl::InfoLog &infoLog, const std::string &shaderHLSL, ShaderType type,
- const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
- bool separatedOutputBuffers, const D3DCompilerWorkarounds &workarounds,
+gl::Error Renderer11::compileToExecutable(gl::InfoLog &infoLog,
+ const std::string &shaderHLSL,
+ ShaderType type,
+ const std::vector<D3DVarying> &streamOutVaryings,
+ bool separatedOutputBuffers,
+ const D3DCompilerWorkarounds &workarounds,
ShaderExecutableD3D **outExectuable)
{
const char *profileType = NULL;
@@ -2949,6 +3267,15 @@ gl::Error Renderer11::compileToExecutable(gl::InfoLog &infoLog, const std::strin
configs.push_back(CompileConfig(flags | D3DCOMPILE_SKIP_VALIDATION, "skip validation" ));
configs.push_back(CompileConfig(flags | D3DCOMPILE_SKIP_OPTIMIZATION, "skip optimization"));
+ if (getMajorShaderModel() == 4 && getShaderModelSuffix() != "")
+ {
+ // Some shaders might cause a "blob content mismatch between level9 and d3d10 shader".
+ // e.g. dEQP-GLES2.functional.shaders.struct.local.loop_nested_struct_array_*.
+ // Using the [unroll] directive works around this, as does this D3DCompile flag.
+ configs.push_back(
+ CompileConfig(flags | D3DCOMPILE_AVOID_FLOW_CONTROL, "avoid flow control"));
+ }
+
D3D_SHADER_MACRO loopMacros[] = { {"ANGLE_ENABLE_LOOP_FLATTEN", "1"}, {0, 0} };
ID3DBlob *binary = NULL;
@@ -2968,7 +3295,7 @@ gl::Error Renderer11::compileToExecutable(gl::InfoLog &infoLog, const std::strin
}
error = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type,
- transformFeedbackVaryings, separatedOutputBuffers, outExectuable);
+ streamOutVaryings, separatedOutputBuffers, outExectuable);
SafeRelease(binary);
if (error.isError())
@@ -3001,12 +3328,14 @@ IndexBuffer *Renderer11::createIndexBuffer()
BufferImpl *Renderer11::createBuffer()
{
- return new Buffer11(this);
+ Buffer11 *buffer = new Buffer11(this);
+ mAliveBuffers.insert(buffer);
+ return buffer;
}
-VertexArrayImpl *Renderer11::createVertexArray()
+VertexArrayImpl *Renderer11::createVertexArray(const gl::VertexArray::Data &data)
{
- return new VertexArray11(this);
+ return new VertexArray11(data);
}
QueryImpl *Renderer11::createQuery(GLenum type)
@@ -3034,7 +3363,7 @@ bool Renderer11::supportsFastCopyBufferToTexture(GLenum internalFormat) const
ASSERT(getRendererExtensions().pixelBufferObject);
const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat);
- const d3d11::TextureFormat &d3d11FormatInfo = d3d11::GetTextureFormatInfo(internalFormat, mFeatureLevel);
+ const d3d11::TextureFormat &d3d11FormatInfo = d3d11::GetTextureFormatInfo(internalFormat, mRenderer11DeviceCaps);
const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(d3d11FormatInfo.texFormat);
// sRGB formats do not work with D3D11 buffer SRVs
@@ -3078,17 +3407,42 @@ ImageD3D *Renderer11::createImage()
gl::Error Renderer11::generateMipmap(ImageD3D *dest, ImageD3D *src)
{
- Image11 *dest11 = Image11::makeImage11(dest);
- Image11 *src11 = Image11::makeImage11(src);
+ Image11 *dest11 = GetAs<Image11>(dest);
+ Image11 *src11 = GetAs<Image11>(src);
return Image11::generateMipmap(dest11, src11);
}
+gl::Error Renderer11::generateMipmapsUsingD3D(TextureStorage *storage,
+ const gl::TextureState &textureState)
+{
+ TextureStorage11 *storage11 = GetAs<TextureStorage11>(storage);
+
+ ASSERT(storage11->isRenderTarget());
+ ASSERT(storage11->supportsNativeMipmapFunction());
+
+ ID3D11ShaderResourceView *srv;
+ gl::Error error = storage11->getSRVLevels(textureState.baseLevel, textureState.maxLevel, &srv);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mDeviceContext->GenerateMips(srv);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
TextureStorage *Renderer11::createTextureStorage2D(SwapChainD3D *swapChain)
{
- SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
+ SwapChain11 *swapChain11 = GetAs<SwapChain11>(swapChain);
return new TextureStorage11_2D(this, swapChain11);
}
+TextureStorage *Renderer11::createTextureStorageEGLImage(EGLImageD3D *eglImage)
+{
+ return new TextureStorage11_EGLImage(this, eglImage);
+}
+
TextureStorage *Renderer11::createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels, bool hintLevelZeroOnly)
{
return new TextureStorage11_2D(this, internalformat, renderTarget, width, height, levels, hintLevelZeroOnly);
@@ -3130,28 +3484,53 @@ RenderbufferImpl *Renderer11::createRenderbuffer()
return renderbuffer;
}
-gl::Error Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, GLenum format,
- GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, uint8_t *pixels)
+gl::Error Renderer11::readFromAttachment(const gl::FramebufferAttachment &srcAttachment,
+ const gl::Rectangle &sourceArea,
+ GLenum format,
+ GLenum type,
+ GLuint outputPitch,
+ const gl::PixelPackState &pack,
+ uint8_t *pixelsOut)
{
- ASSERT(area.width >= 0);
- ASSERT(area.height >= 0);
+ ASSERT(sourceArea.width >= 0);
+ ASSERT(sourceArea.height >= 0);
- D3D11_TEXTURE2D_DESC textureDesc;
- texture->GetDesc(&textureDesc);
+ const bool invertTexture = UsePresentPathFast(this, &srcAttachment);
+
+ RenderTargetD3D *renderTarget = nullptr;
+ gl::Error error = srcAttachment.getRenderTarget(&renderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ RenderTarget11 *rt11 = GetAs<RenderTarget11>(renderTarget);
+ ASSERT(rt11->getTexture());
+
+ TextureHelper11 textureHelper = TextureHelper11::MakeAndReference(rt11->getTexture());
+ unsigned int sourceSubResource = rt11->getSubresourceIndex();
+
+ const gl::Extents &texSize = textureHelper.getExtents();
+
+ gl::Rectangle actualArea = sourceArea;
+ if (invertTexture)
+ {
+ actualArea.y = texSize.height - actualArea.y - actualArea.height;
+ }
// Clamp read region to the defined texture boundaries, preventing out of bounds reads
// and reads of uninitialized data.
gl::Rectangle safeArea;
- safeArea.x = gl::clamp(area.x, 0, static_cast<int>(textureDesc.Width));
- safeArea.y = gl::clamp(area.y, 0, static_cast<int>(textureDesc.Height));
- safeArea.width = gl::clamp(area.width + std::min(area.x, 0), 0,
- static_cast<int>(textureDesc.Width) - safeArea.x);
- safeArea.height = gl::clamp(area.height + std::min(area.y, 0), 0,
- static_cast<int>(textureDesc.Height) - safeArea.y);
+ safeArea.x = gl::clamp(actualArea.x, 0, texSize.width);
+ safeArea.y = gl::clamp(actualArea.y, 0, texSize.height);
+ safeArea.width =
+ gl::clamp(actualArea.width + std::min(actualArea.x, 0), 0, texSize.width - safeArea.x);
+ safeArea.height =
+ gl::clamp(actualArea.height + std::min(actualArea.y, 0), 0, texSize.height - safeArea.y);
ASSERT(safeArea.x >= 0 && safeArea.y >= 0);
- ASSERT(safeArea.x + safeArea.width <= static_cast<int>(textureDesc.Width));
- ASSERT(safeArea.y + safeArea.height <= static_cast<int>(textureDesc.Height));
+ ASSERT(safeArea.x + safeArea.width <= texSize.width);
+ ASSERT(safeArea.y + safeArea.height <= texSize.height);
if (safeArea.width == 0 || safeArea.height == 0)
{
@@ -3159,35 +3538,29 @@ gl::Error Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int sub
return gl::Error(GL_NO_ERROR);
}
- D3D11_TEXTURE2D_DESC stagingDesc;
- stagingDesc.Width = safeArea.width;
- stagingDesc.Height = safeArea.height;
- stagingDesc.MipLevels = 1;
- stagingDesc.ArraySize = 1;
- stagingDesc.Format = textureDesc.Format;
- stagingDesc.SampleDesc.Count = 1;
- stagingDesc.SampleDesc.Quality = 0;
- stagingDesc.Usage = D3D11_USAGE_STAGING;
- stagingDesc.BindFlags = 0;
- stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
- stagingDesc.MiscFlags = 0;
-
- ID3D11Texture2D* stagingTex = NULL;
- HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
- if (FAILED(result))
+ gl::Extents safeSize(safeArea.width, safeArea.height, 1);
+ auto errorOrResult = CreateStagingTexture(textureHelper.getTextureType(),
+ textureHelper.getFormat(), safeSize, mDevice);
+ if (errorOrResult.isError())
{
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal staging texture for ReadPixels, HRESULT: 0x%X.", result);
+ return errorOrResult.getError();
}
- ID3D11Texture2D* srcTex = NULL;
- if (textureDesc.SampleDesc.Count > 1)
+ TextureHelper11 stagingHelper(errorOrResult.getResult());
+ TextureHelper11 resolvedTextureHelper;
+
+ // "srcTexture" usually points to the source texture.
+ // For 2D multisampled textures, it points to the multisampled resolve texture.
+ const TextureHelper11 *srcTexture = &textureHelper;
+
+ if (textureHelper.getTextureType() == GL_TEXTURE_2D && textureHelper.getSampleCount() > 1)
{
D3D11_TEXTURE2D_DESC resolveDesc;
- resolveDesc.Width = textureDesc.Width;
- resolveDesc.Height = textureDesc.Height;
+ resolveDesc.Width = static_cast<UINT>(texSize.width);
+ resolveDesc.Height = static_cast<UINT>(texSize.height);
resolveDesc.MipLevels = 1;
resolveDesc.ArraySize = 1;
- resolveDesc.Format = textureDesc.Format;
+ resolveDesc.Format = textureHelper.getFormat();
resolveDesc.SampleDesc.Count = 1;
resolveDesc.SampleDesc.Quality = 0;
resolveDesc.Usage = D3D11_USAGE_DEFAULT;
@@ -3195,20 +3568,22 @@ gl::Error Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int sub
resolveDesc.CPUAccessFlags = 0;
resolveDesc.MiscFlags = 0;
- result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
+ ID3D11Texture2D *resolveTex2D = nullptr;
+ HRESULT result = mDevice->CreateTexture2D(&resolveDesc, nullptr, &resolveTex2D);
if (FAILED(result))
{
- SafeRelease(stagingTex);
- return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal resolve texture for ReadPixels, HRESULT: 0x%X.", result);
+ return gl::Error(GL_OUT_OF_MEMORY,
+ "Renderer11::readTextureData failed to create internal resolve "
+ "texture for ReadPixels, HRESULT: 0x%X.",
+ result);
}
- mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
- subResource = 0;
- }
- else
- {
- srcTex = texture;
- srcTex->AddRef();
+ mDeviceContext->ResolveSubresource(resolveTex2D, 0, textureHelper.getTexture2D(),
+ sourceSubResource, textureHelper.getFormat());
+ resolvedTextureHelper = TextureHelper11::MakeAndReference(resolveTex2D);
+
+ sourceSubResource = 0;
+ srcTexture = &resolvedTextureHelper;
}
D3D11_BOX srcBox;
@@ -3216,28 +3591,52 @@ gl::Error Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int sub
srcBox.right = static_cast<UINT>(safeArea.x + safeArea.width);
srcBox.top = static_cast<UINT>(safeArea.y);
srcBox.bottom = static_cast<UINT>(safeArea.y + safeArea.height);
- srcBox.front = 0;
- srcBox.back = 1;
- mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
+ // Select the correct layer from a 3D attachment
+ srcBox.front = 0;
+ if (textureHelper.getTextureType() == GL_TEXTURE_3D)
+ {
+ srcBox.front = static_cast<UINT>(srcAttachment.layer());
+ }
+ srcBox.back = srcBox.front + 1;
- SafeRelease(srcTex);
+ mDeviceContext->CopySubresourceRegion(stagingHelper.getResource(), 0, 0, 0, 0,
+ srcTexture->getResource(), sourceSubResource, &srcBox);
- PackPixelsParams packParams(safeArea, format, type, outputPitch, pack, 0);
- gl::Error error = packPixels(stagingTex, packParams, pixels);
+ if (invertTexture)
+ {
+ gl::PixelPackState invertTexturePack;
- SafeRelease(stagingTex);
+ // Create a new PixelPackState with reversed row order. Note that we can't just assign
+ // 'invertTexturePack' to be 'pack' (or memcpy) since that breaks the ref counting/object
+ // tracking in the 'pixelBuffer' members, causing leaks. Instead we must use
+ // pixelBuffer.set() twice, which performs the addRef/release correctly
+ invertTexturePack.alignment = pack.alignment;
+ invertTexturePack.pixelBuffer.set(pack.pixelBuffer.get());
+ invertTexturePack.reverseRowOrder = !pack.reverseRowOrder;
- return error;
+ PackPixelsParams packParams(safeArea, format, type, outputPitch, invertTexturePack, 0);
+ error = packPixels(stagingHelper, packParams, pixelsOut);
+
+ invertTexturePack.pixelBuffer.set(nullptr);
+
+ return error;
+ }
+ else
+ {
+ PackPixelsParams packParams(safeArea, format, type, outputPitch, pack, 0);
+ return packPixels(stagingHelper, packParams, pixelsOut);
+ }
}
-gl::Error Renderer11::packPixels(ID3D11Texture2D *readTexture, const PackPixelsParams &params, uint8_t *pixelsOut)
+gl::Error Renderer11::packPixels(const TextureHelper11 &textureHelper,
+ const PackPixelsParams &params,
+ uint8_t *pixelsOut)
{
- D3D11_TEXTURE2D_DESC textureDesc;
- readTexture->GetDesc(&textureDesc);
+ ID3D11Resource *readResource = textureHelper.getResource();
D3D11_MAPPED_SUBRESOURCE mapping;
- HRESULT hr = mDeviceContext->Map(readTexture, 0, D3D11_MAP_READ, 0, &mapping);
+ HRESULT hr = mDeviceContext->Map(readResource, 0, D3D11_MAP_READ, 0, &mapping);
if (FAILED(hr))
{
ASSERT(hr == E_OUTOFMEMORY);
@@ -3257,7 +3656,7 @@ gl::Error Renderer11::packPixels(ID3D11Texture2D *readTexture, const PackPixelsP
inputPitch = static_cast<int>(mapping.RowPitch);
}
- const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(textureDesc.Format);
+ const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(textureHelper.getFormat());
const gl::InternalFormat &sourceFormatInfo = gl::GetInternalFormatInfo(dxgiFormatInfo.internalFormat);
if (sourceFormatInfo.format == params.format && sourceFormatInfo.type == params.type)
{
@@ -3269,9 +3668,8 @@ gl::Error Renderer11::packPixels(ID3D11Texture2D *readTexture, const PackPixelsP
}
else
{
- const d3d11::DXGIFormat &sourceDXGIFormatInfo = d3d11::GetDXGIFormatInfo(textureDesc.Format);
- ColorCopyFunction fastCopyFunc = sourceDXGIFormatInfo.getFastCopyFunction(params.format, params.type);
-
+ ColorCopyFunction fastCopyFunc =
+ dxgiFormatInfo.getFastCopyFunction(params.format, params.type);
GLenum sizedDestInternalFormat = gl::GetSizedInternalFormat(params.format, params.type);
const gl::InternalFormat &destFormatInfo = gl::GetInternalFormatInfo(sizedDestInternalFormat);
@@ -3291,7 +3689,7 @@ gl::Error Renderer11::packPixels(ID3D11Texture2D *readTexture, const PackPixelsP
}
else
{
- ColorReadFunction colorReadFunction = sourceDXGIFormatInfo.colorReadFunction;
+ ColorReadFunction colorReadFunction = dxgiFormatInfo.colorReadFunction;
ColorWriteFunction colorWriteFunction = GetColorWriteFunction(params.format, params.type);
uint8_t temp[16]; // Maximum size of any Color<T> type used.
@@ -3316,21 +3714,27 @@ gl::Error Renderer11::packPixels(ID3D11Texture2D *readTexture, const PackPixelsP
}
}
- mDeviceContext->Unmap(readTexture, 0);
+ mDeviceContext->Unmap(readResource, 0);
return gl::Error(GL_NO_ERROR);
}
-gl::Error Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTargetD3D *readRenderTarget,
- RenderTargetD3D *drawRenderTarget, GLenum filter, const gl::Rectangle *scissor,
- bool colorBlit, bool depthBlit, bool stencilBlit)
+gl::Error Renderer11::blitRenderbufferRect(const gl::Rectangle &readRectIn,
+ const gl::Rectangle &drawRectIn,
+ RenderTargetD3D *readRenderTarget,
+ RenderTargetD3D *drawRenderTarget,
+ GLenum filter,
+ const gl::Rectangle *scissor,
+ bool colorBlit,
+ bool depthBlit,
+ bool stencilBlit)
{
// Since blitRenderbufferRect is called for each render buffer that needs to be blitted,
// it should never be the case that both color and depth/stencil need to be blitted at
// at the same time.
ASSERT(colorBlit != (depthBlit || stencilBlit));
- RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget);
+ RenderTarget11 *drawRenderTarget11 = GetAs<RenderTarget11>(drawRenderTarget);
if (!drawRenderTarget)
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to retrieve the internal draw render target from the draw framebuffer.");
@@ -3341,7 +3745,7 @@ gl::Error Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const
ID3D11RenderTargetView *drawRTV = drawRenderTarget11->getRenderTargetView();
ID3D11DepthStencilView *drawDSV = drawRenderTarget11->getDepthStencilView();
- RenderTarget11 *readRenderTarget11 = RenderTarget11::makeRenderTarget11(readRenderTarget);
+ RenderTarget11 *readRenderTarget11 = GetAs<RenderTarget11>(readRenderTarget);
if (!readRenderTarget)
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to retrieve the internal read render target from the read framebuffer.");
@@ -3389,13 +3793,94 @@ gl::Error Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const
gl::Extents readSize(readRenderTarget->getWidth(), readRenderTarget->getHeight(), 1);
gl::Extents drawSize(drawRenderTarget->getWidth(), drawRenderTarget->getHeight(), 1);
+ // From the spec:
+ // "The actual region taken from the read framebuffer is limited to the intersection of the
+ // source buffers being transferred, which may include the color buffer selected by the read
+ // buffer, the depth buffer, and / or the stencil buffer depending on mask."
+ // This means negative x and y are out of bounds, and not to be read from. We handle this here
+ // by internally scaling the read and draw rectangles.
+ gl::Rectangle readRect = readRectIn;
+ gl::Rectangle drawRect = drawRectIn;
+ auto readToDrawX = [&drawRectIn, &readRectIn](int readOffset)
+ {
+ double readToDrawScale =
+ static_cast<double>(drawRectIn.width) / static_cast<double>(readRectIn.width);
+ return static_cast<int>(round(static_cast<double>(readOffset) * readToDrawScale));
+ };
+ if (readRect.x < 0)
+ {
+ int readOffset = -readRect.x;
+ readRect.x += readOffset;
+ readRect.width -= readOffset;
+
+ int drawOffset = readToDrawX(readOffset);
+ drawRect.x += drawOffset;
+ drawRect.width -= drawOffset;
+ }
+
+ auto readToDrawY = [&drawRectIn, &readRectIn](int readOffset)
+ {
+ double readToDrawScale =
+ static_cast<double>(drawRectIn.height) / static_cast<double>(readRectIn.height);
+ return static_cast<int>(round(static_cast<double>(readOffset) * readToDrawScale));
+ };
+ if (readRect.y < 0)
+ {
+ int readOffset = -readRect.y;
+ readRect.y += readOffset;
+ readRect.height -= readOffset;
+
+ int drawOffset = readToDrawY(readOffset);
+ drawRect.y += drawOffset;
+ drawRect.height -= drawOffset;
+ }
+
+ if (readRect.x1() < 0)
+ {
+ int readOffset = -readRect.x1();
+ readRect.width += readOffset;
+
+ int drawOffset = readToDrawX(readOffset);
+ drawRect.width += drawOffset;
+ }
+
+ if (readRect.y1() < 0)
+ {
+ int readOffset = -readRect.y1();
+ readRect.height += readOffset;
+
+ int drawOffset = readToDrawY(readOffset);
+ drawRect.height += drawOffset;
+ }
+
bool scissorNeeded = scissor && gl::ClipRectangle(drawRect, *scissor, NULL);
- bool wholeBufferCopy = !scissorNeeded &&
- readRect.x == 0 && readRect.width == readSize.width &&
- readRect.y == 0 && readRect.height == readSize.height &&
- drawRect.x == 0 && drawRect.width == drawSize.width &&
- drawRect.y == 0 && drawRect.height == drawSize.height;
+ const auto &destFormatInfo = gl::GetInternalFormatInfo(drawRenderTarget->getInternalFormat());
+ const auto &srcFormatInfo = gl::GetInternalFormatInfo(readRenderTarget->getInternalFormat());
+ const auto &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(drawRenderTarget11->getDXGIFormat());
+
+ // Some blits require masking off emulated texture channels. eg: from RGBA8 to RGB8, we
+ // emulate RGB8 with RGBA8, so we need to mask off the alpha channel when we copy.
+
+ gl::Color<bool> colorMask;
+ colorMask.red = (srcFormatInfo.redBits > 0) && (destFormatInfo.redBits == 0) &&
+ (dxgiFormatInfo.redBits > 0);
+ colorMask.green = (srcFormatInfo.greenBits > 0) && (destFormatInfo.greenBits == 0) &&
+ (dxgiFormatInfo.greenBits > 0);
+ colorMask.blue = (srcFormatInfo.blueBits > 0) && (destFormatInfo.blueBits == 0) &&
+ (dxgiFormatInfo.blueBits > 0);
+ colorMask.alpha = (srcFormatInfo.alphaBits > 0) && (destFormatInfo.alphaBits == 0) &&
+ (dxgiFormatInfo.alphaBits > 0);
+
+ // We only currently support masking off the alpha channel.
+ bool colorMaskingNeeded = colorMask.alpha;
+ ASSERT(!colorMask.red && !colorMask.green && !colorMask.blue);
+
+ bool wholeBufferCopy = !scissorNeeded && !colorMaskingNeeded && readRect.x == 0 &&
+ readRect.width == readSize.width && readRect.y == 0 &&
+ readRect.height == readSize.height && drawRect.x == 0 &&
+ drawRect.width == drawSize.width && drawRect.y == 0 &&
+ drawRect.height == drawSize.height;
bool stretchRequired = readRect.width != drawRect.width || readRect.height != drawRect.height;
@@ -3406,14 +3891,13 @@ gl::Error Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const
drawRect.x < 0 || drawRect.x + drawRect.width > drawSize.width ||
drawRect.y < 0 || drawRect.y + drawRect.height > drawSize.height;
- const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(drawRenderTarget11->getDXGIFormat());
bool partialDSBlit = (dxgiFormatInfo.depthBits > 0 && depthBlit) != (dxgiFormatInfo.stencilBits > 0 && stencilBlit);
gl::Error result(GL_NO_ERROR);
if (readRenderTarget11->getDXGIFormat() == drawRenderTarget11->getDXGIFormat() &&
!stretchRequired && !outOfBounds && !flipRequired && !partialDSBlit &&
- (!(depthBlit || stencilBlit) || wholeBufferCopy))
+ !colorMaskingNeeded && (!(depthBlit || stencilBlit) || wholeBufferCopy))
{
UINT dstX = drawRect.x;
UINT dstY = drawRect.y;
@@ -3483,9 +3967,10 @@ gl::Error Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const
}
else
{
- GLenum format = gl::GetInternalFormatInfo(drawRenderTarget->getInternalFormat()).format;
+ // We don't currently support masking off any other channel than alpha
+ bool maskOffAlpha = colorMaskingNeeded && colorMask.alpha;
result = mBlit->copyTexture(readSRV, readArea, readSize, drawRTV, drawArea, drawSize,
- scissor, format, filter);
+ scissor, destFormatInfo.format, filter, maskOffAlpha);
}
}
@@ -3497,9 +3982,44 @@ gl::Error Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const
bool Renderer11::isES3Capable() const
{
- return (d3d11_gl::GetMaximumClientVersion(mFeatureLevel) > 2);
+ return (d3d11_gl::GetMaximumClientVersion(mRenderer11DeviceCaps.featureLevel) > 2);
};
+void Renderer11::onSwap()
+{
+ // Send histogram updates every half hour
+ const double kHistogramUpdateInterval = 30 * 60;
+
+ const double currentTime = ANGLEPlatformCurrent()->monotonicallyIncreasingTime();
+ const double timeSinceLastUpdate = currentTime - mLastHistogramUpdateTime;
+
+ if (timeSinceLastUpdate > kHistogramUpdateInterval)
+ {
+ updateHistograms();
+ mLastHistogramUpdateTime = currentTime;
+ }
+}
+
+void Renderer11::updateHistograms()
+{
+ // Update the buffer CPU memory histogram
+ {
+ size_t sizeSum = 0;
+ for (auto &buffer : mAliveBuffers)
+ {
+ sizeSum += buffer->getTotalCPUBufferMemoryBytes();
+ }
+ const int kOneMegaByte = 1024 * 1024;
+ ANGLE_HISTOGRAM_MEMORY_MB("GPU.ANGLE.Buffer11CPUMemoryMB",
+ static_cast<int>(sizeSum) / kOneMegaByte);
+ }
+}
+
+void Renderer11::onBufferDelete(const Buffer11 *deleted)
+{
+ mAliveBuffers.erase(deleted);
+}
+
ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
{
D3D11_TEXTURE2D_DESC textureDesc;
@@ -3558,54 +4078,64 @@ bool Renderer11::getLUID(LUID *adapterLuid) const
return true;
}
-VertexConversionType Renderer11::getVertexConversionType(const gl::VertexFormat &vertexFormat) const
+VertexConversionType Renderer11::getVertexConversionType(gl::VertexFormatType vertexFormatType) const
{
- return d3d11::GetVertexFormatInfo(vertexFormat, mFeatureLevel).conversionType;
+ return d3d11::GetVertexFormatInfo(vertexFormatType, mRenderer11DeviceCaps.featureLevel).conversionType;
}
-GLenum Renderer11::getVertexComponentType(const gl::VertexFormat &vertexFormat) const
+GLenum Renderer11::getVertexComponentType(gl::VertexFormatType vertexFormatType) const
{
- return d3d11::GetDXGIFormatInfo(d3d11::GetVertexFormatInfo(vertexFormat, mFeatureLevel).nativeFormat).componentType;
+ return d3d11::GetDXGIFormatInfo(d3d11::GetVertexFormatInfo(vertexFormatType, mRenderer11DeviceCaps.featureLevel).nativeFormat).componentType;
}
-void Renderer11::generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions) const
+void Renderer11::generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps,
+ gl::Extensions *outExtensions, gl::Limitations *outLimitations) const
{
- d3d11_gl::GenerateCaps(mDevice, mDeviceContext, outCaps, outTextureCaps, outExtensions);
+ d3d11_gl::GenerateCaps(mDevice, mDeviceContext, mRenderer11DeviceCaps, outCaps, outTextureCaps,
+ outExtensions, outLimitations);
}
-Workarounds Renderer11::generateWorkarounds() const
+WorkaroundsD3D Renderer11::generateWorkarounds() const
{
- return d3d11::GenerateWorkarounds(mFeatureLevel);
+ return d3d11::GenerateWorkarounds(mRenderer11DeviceCaps.featureLevel);
}
-void Renderer11::setShaderResource(gl::SamplerType shaderType, UINT resourceSlot, ID3D11ShaderResourceView *srv)
+void Renderer11::createAnnotator()
{
- auto &currentSRVs = (shaderType == gl::SAMPLER_VERTEX ? mCurVertexSRVs : mCurPixelSRVs);
+ // The D3D11 renderer must choose the D3D9 debug annotator because the D3D11 interface
+ // method ID3DUserDefinedAnnotation::GetStatus on desktop builds doesn't work with the Graphics
+ // Diagnostics tools in Visual Studio 2013.
+ // The D3D9 annotator works properly for both D3D11 and D3D9.
+ // Incorrect status reporting can cause ANGLE to log unnecessary debug events.
+#ifdef ANGLE_ENABLE_D3D9
+ mAnnotator = new DebugAnnotator9();
+#else
+ mAnnotator = new DebugAnnotator11();
+#endif
+}
- ASSERT(static_cast<size_t>(resourceSlot) < currentSRVs.size());
- auto &record = currentSRVs[resourceSlot];
+gl::Error Renderer11::clearTextures(gl::SamplerType samplerType, size_t rangeStart, size_t rangeEnd)
+{
+ return mStateManager.clearTextures(samplerType, rangeStart, rangeEnd);
+}
- if (record.srv != reinterpret_cast<uintptr_t>(srv))
+egl::Error Renderer11::getEGLDevice(DeviceImpl **device)
+{
+ if (mEGLDevice == nullptr)
{
- if (shaderType == gl::SAMPLER_VERTEX)
- {
- mDeviceContext->VSSetShaderResources(resourceSlot, 1, &srv);
- }
- else
- {
- mDeviceContext->PSSetShaderResources(resourceSlot, 1, &srv);
- }
+ ASSERT(mDevice != nullptr);
+ mEGLDevice = new DeviceD3D();
+ egl::Error error = mEGLDevice->initialize(reinterpret_cast<void *>(mDevice),
+ EGL_D3D11_DEVICE_ANGLE, EGL_FALSE);
- record.srv = reinterpret_cast<uintptr_t>(srv);
- if (srv)
- {
- record.resource = reinterpret_cast<uintptr_t>(GetViewResource(srv));
- srv->GetDesc(&record.desc);
- }
- else
+ if (error.isError())
{
- record.resource = 0;
+ SafeDelete(mEGLDevice);
+ return error;
}
}
+
+ *device = static_cast<DeviceImpl *>(mEGLDevice);
+ return egl::Error(EGL_SUCCESS);
}
}