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-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.h285
1 files changed, 171 insertions, 114 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.h
index cc7d6c237b..b4e7761ffc 100644
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.h
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.h
@@ -18,9 +18,9 @@
#include "libANGLE/renderer/d3d/RenderTargetD3D.h"
#include "libANGLE/renderer/d3d/d3d11/DebugAnnotator11.h"
#include "libANGLE/renderer/d3d/d3d11/InputLayoutCache.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
#include "libANGLE/renderer/d3d/d3d11/RenderStateCache.h"
-
-struct ID3D11DeviceContext1;
+#include "libANGLE/renderer/d3d/d3d11/StateManager11.h"
namespace gl
{
@@ -28,6 +28,8 @@ class FramebufferAttachment;
struct ImageIndex;
}
+struct ID3D11DeviceContext1;
+
namespace rx
{
@@ -35,12 +37,24 @@ class VertexDataManager;
class IndexDataManager;
class StreamingIndexBufferInterface;
class Blit11;
+class Buffer11;
class Clear11;
class PixelTransfer11;
class RenderTarget11;
class Trim11;
struct PackPixelsParams;
+struct Renderer11DeviceCaps
+{
+ D3D_FEATURE_LEVEL featureLevel;
+ bool supportsDXGI1_2; // Support for DXGI 1.2
+ bool supportsClearView; // Support for ID3D11DeviceContext1::ClearView
+ bool supportsConstantBufferOffsets; // Support for Constant buffer offset
+ UINT B5G6R5support; // Bitfield of D3D11_FORMAT_SUPPORT values for DXGI_FORMAT_B5G6R5_UNORM
+ UINT B4G4R4A4support; // Bitfield of D3D11_FORMAT_SUPPORT values for DXGI_FORMAT_B4G4R4A4_UNORM
+ UINT B5G5R5A1support; // Bitfield of D3D11_FORMAT_SUPPORT values for DXGI_FORMAT_B5G5R5A1_UNORM
+};
+
enum
{
MAX_VERTEX_UNIFORM_VECTORS_D3D11 = 1024,
@@ -64,6 +78,24 @@ enum D3D11InitError
D3D11_INIT_INCOMPATIBLE_DXGI,
// Other initialization error
D3D11_INIT_OTHER_ERROR,
+ // CreateDevice returned E_FAIL
+ D3D11_INIT_CREATEDEVICE_FAIL,
+ // CreateDevice returned E_NOTIMPL
+ D3D11_INIT_CREATEDEVICE_NOTIMPL,
+ // CreateDevice returned E_OUTOFMEMORY
+ D3D11_INIT_CREATEDEVICE_OUTOFMEMORY,
+ // CreateDevice returned DXGI_ERROR_INVALID_CALL
+ D3D11_INIT_CREATEDEVICE_INVALIDCALL,
+ // CreateDevice returned DXGI_ERROR_SDK_COMPONENT_MISSING
+ D3D11_INIT_CREATEDEVICE_COMPONENTMISSING,
+ // CreateDevice returned DXGI_ERROR_WAS_STILL_DRAWING
+ D3D11_INIT_CREATEDEVICE_WASSTILLDRAWING,
+ // CreateDevice returned DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
+ D3D11_INIT_CREATEDEVICE_NOTAVAILABLE,
+ // CreateDevice returned DXGI_ERROR_DEVICE_HUNG
+ D3D11_INIT_CREATEDEVICE_DEVICEHUNG,
+ // CreateDevice returned NULL
+ D3D11_INIT_CREATEDEVICE_NULL,
NUM_D3D11_INIT_ERRORS
};
@@ -73,66 +105,65 @@ class Renderer11 : public RendererD3D
explicit Renderer11(egl::Display *display);
virtual ~Renderer11();
- static Renderer11 *makeRenderer11(Renderer *renderer);
-
egl::Error initialize() override;
virtual bool resetDevice();
egl::ConfigSet generateConfigs() const override;
+ void generateDisplayExtensions(egl::DisplayExtensions *outExtensions) const override;
gl::Error flush() override;
gl::Error finish() override;
- virtual SwapChainD3D *createSwapChain(NativeWindow nativeWindow, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat);
+ SwapChainD3D *createSwapChain(NativeWindow nativeWindow,
+ HANDLE shareHandle,
+ GLenum backBufferFormat,
+ GLenum depthBufferFormat,
+ EGLint orientation) override;
+
+ CompilerImpl *createCompiler() override;
virtual gl::Error generateSwizzle(gl::Texture *texture);
virtual gl::Error setSamplerState(gl::SamplerType type, int index, gl::Texture *texture, const gl::SamplerState &sampler);
virtual gl::Error setTexture(gl::SamplerType type, int index, gl::Texture *texture);
gl::Error setUniformBuffers(const gl::Data &data,
- const GLint vertexUniformBuffers[],
- const GLint fragmentUniformBuffers[]) override;
+ const std::vector<GLint> &vertexUniformBuffers,
+ const std::vector<GLint> &fragmentUniformBuffers) override;
- virtual gl::Error setRasterizerState(const gl::RasterizerState &rasterState);
- gl::Error setBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
- unsigned int sampleMask) override;
- virtual gl::Error setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
- int stencilBackRef, bool frontFaceCCW);
-
- virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled);
- virtual void setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
- bool ignoreViewport);
+ gl::Error updateState(const gl::Data &data, GLenum drawMode) override;
virtual bool applyPrimitiveType(GLenum mode, GLsizei count, bool usesPointSize);
gl::Error applyRenderTarget(const gl::Framebuffer *frameBuffer) override;
- virtual gl::Error applyShaders(gl::Program *program, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
- bool rasterizerDiscard, bool transformFeedbackActive);
-
- virtual gl::Error applyUniforms(const ProgramImpl &program, const std::vector<gl::LinkedUniform*> &uniformArray);
- virtual gl::Error applyVertexBuffer(const gl::State &state, GLenum mode, GLint first, GLsizei count, GLsizei instances);
- virtual gl::Error applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo);
+ gl::Error applyUniforms(const ProgramD3D &programD3D,
+ GLenum drawMode,
+ const std::vector<D3DUniform *> &uniformArray) override;
+ virtual gl::Error applyVertexBuffer(const gl::State &state,
+ GLenum mode,
+ GLint first,
+ GLsizei count,
+ GLsizei instances,
+ TranslatedIndexData *indexInfo);
+ gl::Error applyIndexBuffer(const gl::Data &data,
+ const GLvoid *indices,
+ GLsizei count,
+ GLenum mode,
+ GLenum type,
+ TranslatedIndexData *indexInfo) override;
void applyTransformFeedbackBuffers(const gl::State &state) override;
- gl::Error drawArrays(const gl::Data &data, GLenum mode, GLsizei count, GLsizei instances, bool usesPointSize) override;
- virtual gl::Error drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
- gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances);
-
- virtual void markAllStateDirty();
-
// lost device
bool testDeviceLost() override;
bool testDeviceResettable() override;
- VendorID getVendorId() const override;
std::string getRendererDescription() const override;
- GUID getAdapterIdentifier() const override;
+ DeviceIdentifier getAdapterIdentifier() const override;
virtual unsigned int getReservedVertexUniformVectors() const;
virtual unsigned int getReservedFragmentUniformVectors() const;
virtual unsigned int getReservedVertexUniformBuffers() const;
virtual unsigned int getReservedFragmentUniformBuffers() const;
- virtual bool getShareHandleSupport() const;
- virtual bool getPostSubBufferSupport() const;
+
+ bool getShareHandleSupport() const;
virtual int getMajorShaderModel() const;
int getMinorShaderModel() const override;
@@ -150,30 +181,38 @@ class Renderer11 : public RendererD3D
// RenderTarget creation
virtual gl::Error createRenderTarget(int width, int height, GLenum format, GLsizei samples, RenderTargetD3D **outRT);
+ gl::Error createRenderTargetCopy(RenderTargetD3D *source, RenderTargetD3D **outRT) override;
// Framebuffer creation
- FramebufferImpl *createDefaultFramebuffer(const gl::Framebuffer::Data &data) override;
FramebufferImpl *createFramebuffer(const gl::Framebuffer::Data &data) override;
// Shader creation
- virtual CompilerImpl *createCompiler(const gl::Data &data);
- virtual ShaderImpl *createShader(GLenum type);
- virtual ProgramImpl *createProgram();
+ ShaderImpl *createShader(const gl::Shader::Data &data) override;
+ ProgramImpl *createProgram(const gl::Program::Data &data) override;
// Shader operations
- virtual gl::Error loadExecutable(const void *function, size_t length, ShaderType type,
- const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
- bool separatedOutputBuffers, ShaderExecutableD3D **outExecutable);
- virtual gl::Error compileToExecutable(gl::InfoLog &infoLog, const std::string &shaderHLSL, ShaderType type,
- const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
- bool separatedOutputBuffers, const D3DCompilerWorkarounds &workarounds,
- ShaderExecutableD3D **outExectuable);
- virtual UniformStorageD3D *createUniformStorage(size_t storageSize);
+ gl::Error loadExecutable(const void *function,
+ size_t length,
+ ShaderType type,
+ const std::vector<D3DVarying> &streamOutVaryings,
+ bool separatedOutputBuffers,
+ ShaderExecutableD3D **outExecutable) override;
+ gl::Error compileToExecutable(gl::InfoLog &infoLog,
+ const std::string &shaderHLSL,
+ ShaderType type,
+ const std::vector<D3DVarying> &streamOutVaryings,
+ bool separatedOutputBuffers,
+ const D3DCompilerWorkarounds &workarounds,
+ ShaderExecutableD3D **outExectuable) override;
+ UniformStorageD3D *createUniformStorage(size_t storageSize) override;
// Image operations
virtual ImageD3D *createImage();
gl::Error generateMipmap(ImageD3D *dest, ImageD3D *source) override;
+ gl::Error generateMipmapsUsingD3D(TextureStorage *storage,
+ const gl::TextureState &textureState) override;
virtual TextureStorage *createTextureStorage2D(SwapChainD3D *swapChain);
+ TextureStorage *createTextureStorageEGLImage(EGLImageD3D *eglImage) override;
virtual TextureStorage *createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels, bool hintLevelZeroOnly);
virtual TextureStorage *createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels, bool hintLevelZeroOnly);
virtual TextureStorage *createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels);
@@ -191,7 +230,7 @@ class Renderer11 : public RendererD3D
virtual IndexBuffer *createIndexBuffer();
// Vertex Array creation
- virtual VertexArrayImpl *createVertexArray();
+ VertexArrayImpl *createVertexArray(const gl::VertexArray::Data &data) override;
// Query and Fence creation
virtual QueryImpl *createQuery(GLenum type);
@@ -203,10 +242,13 @@ class Renderer11 : public RendererD3D
// D3D11-renderer specific methods
ID3D11Device *getDevice() { return mDevice; }
+ void *getD3DDevice() override;
ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; };
ID3D11DeviceContext1 *getDeviceContext1IfSupported() { return mDeviceContext1; };
DXGIFactory *getDxgiFactory() { return mDxgiFactory; };
+ RenderStateCache &getStateCache() { return mStateCache; }
+
Blit11 *getBlitter() { return mBlit; }
Clear11 *getClearer() { return mClear; }
@@ -215,64 +257,108 @@ class Renderer11 : public RendererD3D
virtual gl::Error fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *destRenderTarget,
GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea);
+ void markAllStateDirty();
void unapplyRenderTargets();
void setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView);
- gl::Error packPixels(ID3D11Texture2D *readTexture, const PackPixelsParams &params, uint8_t *pixelsOut);
+ gl::Error packPixels(const TextureHelper11 &textureHelper,
+ const PackPixelsParams &params,
+ uint8_t *pixelsOut);
bool getLUID(LUID *adapterLuid) const override;
- virtual VertexConversionType getVertexConversionType(const gl::VertexFormat &vertexFormat) const;
- virtual GLenum getVertexComponentType(const gl::VertexFormat &vertexFormat) const;
-
- gl::Error readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, GLenum format,
- GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, uint8_t *pixels);
+ VertexConversionType getVertexConversionType(gl::VertexFormatType vertexFormatType) const override;
+ GLenum getVertexComponentType(gl::VertexFormatType vertexFormatType) const override;
- void setShaderResource(gl::SamplerType shaderType, UINT resourceSlot, ID3D11ShaderResourceView *srv);
+ gl::Error readFromAttachment(const gl::FramebufferAttachment &srcAttachment,
+ const gl::Rectangle &sourceArea,
+ GLenum format,
+ GLenum type,
+ GLuint outputPitch,
+ const gl::PixelPackState &pack,
+ uint8_t *pixels);
gl::Error 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);
bool isES3Capable() const;
- D3D_FEATURE_LEVEL getFeatureLevel() const { return mFeatureLevel; };
+ const Renderer11DeviceCaps &getRenderer11DeviceCaps() { return mRenderer11DeviceCaps; };
RendererClass getRendererClass() const override { return RENDERER_D3D11; }
+ InputLayoutCache *getInputLayoutCache() { return &mInputLayoutCache; }
+ StateManager11 *getStateManager() { return &mStateManager; }
- private:
- void generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions) const override;
- Workarounds generateWorkarounds() const override;
+ void onSwap();
+ void onBufferDelete(const Buffer11 *deleted);
+
+ egl::Error getEGLDevice(DeviceImpl **device) override;
- gl::Error drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer);
- gl::Error drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances);
+ protected:
+ void createAnnotator() override;
+ gl::Error clearTextures(gl::SamplerType samplerType, size_t rangeStart, size_t rangeEnd) override;
+ gl::Error applyShadersImpl(const gl::Data &data, GLenum drawMode) override;
+
+ void syncState(const gl::State &state, const gl::State::DirtyBits &bitmask) override;
+
+ private:
+ gl::Error drawArraysImpl(const gl::Data &data,
+ GLenum mode,
+ GLsizei count,
+ GLsizei instances) override;
+ gl::Error drawElementsImpl(const gl::Data &data,
+ const TranslatedIndexData &indexInfo,
+ GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const GLvoid *indices,
+ GLsizei instances) override;
+
+ void generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps,
+ gl::Extensions *outExtensions,
+ gl::Limitations *outLimitations) const override;
+
+ WorkaroundsD3D generateWorkarounds() const override;
+
+ gl::Error drawLineLoop(const gl::Data &data,
+ GLsizei count,
+ GLenum type,
+ const GLvoid *indices,
+ const TranslatedIndexData *indexInfo,
+ int instances);
+ gl::Error drawTriangleFan(const gl::Data &data,
+ GLsizei count,
+ GLenum type,
+ const GLvoid *indices,
+ int minIndex,
+ int instances);
ID3D11Texture2D *resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource);
- void unsetConflictingSRVs(gl::SamplerType shaderType, uintptr_t resource, const gl::ImageIndex *index);
+
+ void populateRenderer11DeviceCaps();
+
+ void updateHistograms();
HMODULE mD3d11Module;
HMODULE mDxgiModule;
+ HMODULE mDCompModule;
std::vector<D3D_FEATURE_LEVEL> mAvailableFeatureLevels;
- D3D_DRIVER_TYPE mDriverType;
+ D3D_DRIVER_TYPE mRequestedDriverType;
+ bool mCreatedWithDeviceEXT;
+ DeviceD3D *mEGLDevice;
HLSLCompiler mCompiler;
+ egl::Error initializeD3DDevice();
void initializeDevice();
void releaseDeviceResources();
void release();
+ d3d11::ANGLED3D11DeviceType getDeviceType() const;
+
RenderStateCache mStateCache;
// current render target states
uintptr_t mAppliedRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS];
uintptr_t mAppliedDSV;
- bool mDepthStencilInitialized;
- bool mRenderTargetDescInitialized;
-
- struct RenderTargetDesc
- {
- size_t width;
- size_t height;
- DXGI_FORMAT format;
- };
- RenderTargetDesc mRenderTargetDesc;
// Currently applied sampler states
std::vector<bool> mForceSetVertexSamplerStates;
@@ -281,42 +367,7 @@ class Renderer11 : public RendererD3D
std::vector<bool> mForceSetPixelSamplerStates;
std::vector<gl::SamplerState> mCurPixelSamplerStates;
- // Currently applied textures
- struct SRVRecord
- {
- uintptr_t srv;
- uintptr_t resource;
- D3D11_SHADER_RESOURCE_VIEW_DESC desc;
- };
- std::vector<SRVRecord> mCurVertexSRVs;
- std::vector<SRVRecord> mCurPixelSRVs;
-
- // Currently applied blend state
- bool mForceSetBlendState;
- gl::BlendState mCurBlendState;
- gl::ColorF mCurBlendColor;
- unsigned int mCurSampleMask;
-
- // Currently applied rasterizer state
- bool mForceSetRasterState;
- gl::RasterizerState mCurRasterState;
-
- // Currently applied depth stencil state
- bool mForceSetDepthStencilState;
- gl::DepthStencilState mCurDepthStencilState;
- int mCurStencilRef;
- int mCurStencilBackRef;
-
- // Currently applied scissor rectangle
- bool mForceSetScissor;
- bool mScissorEnabled;
- gl::Rectangle mCurScissor;
-
- // Currently applied viewport
- bool mForceSetViewport;
- gl::Rectangle mCurViewport;
- float mCurNear;
- float mCurFar;
+ StateManager11 mStateManager;
// Currently applied primitive topology
D3D11_PRIMITIVE_TOPOLOGY mCurrentPrimitiveTopology;
@@ -325,6 +376,7 @@ class Renderer11 : public RendererD3D
ID3D11Buffer *mAppliedIB;
DXGI_FORMAT mAppliedIBFormat;
unsigned int mAppliedIBOffset;
+ bool mAppliedIBChanged;
// Currently applied transform feedback buffers
size_t mAppliedNumXFBBindings;
@@ -342,16 +394,14 @@ class Renderer11 : public RendererD3D
uintptr_t mAppliedGeometryShader;
uintptr_t mAppliedPixelShader;
- dx_VertexConstants mVertexConstants;
- dx_VertexConstants mAppliedVertexConstants;
+ dx_VertexConstants11 mAppliedVertexConstants;
ID3D11Buffer *mDriverConstantBufferVS;
ID3D11Buffer *mCurrentVertexConstantBuffer;
unsigned int mCurrentConstantBufferVS[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS];
GLintptr mCurrentConstantBufferVSOffset[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS];
GLsizeiptr mCurrentConstantBufferVSSize[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS];
- dx_PixelConstants mPixelConstants;
- dx_PixelConstants mAppliedPixelConstants;
+ dx_PixelConstants11 mAppliedPixelConstants;
ID3D11Buffer *mDriverConstantBufferPS;
ID3D11Buffer *mCurrentPixelConstantBuffer;
unsigned int mCurrentConstantBufferPS[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS];
@@ -381,19 +431,26 @@ class Renderer11 : public RendererD3D
// Sync query
ID3D11Query *mSyncQuery;
- // Constant buffer offset support
- bool mSupportsConstantBufferOffsets;
+ // Created objects state tracking
+ std::set<const Buffer11*> mAliveBuffers;
+
+ double mLastHistogramUpdateTime;
ID3D11Device *mDevice;
- D3D_FEATURE_LEVEL mFeatureLevel;
+ Renderer11DeviceCaps mRenderer11DeviceCaps;
ID3D11DeviceContext *mDeviceContext;
ID3D11DeviceContext1 *mDeviceContext1;
IDXGIAdapter *mDxgiAdapter;
DXGI_ADAPTER_DESC mAdapterDescription;
char mDescription[128];
DXGIFactory *mDxgiFactory;
+#if !defined(ANGLE_MINGW32_COMPAT)
+ ID3D11Debug *mDebug;
+#endif
+
+ std::vector<GLuint> mScratchIndexDataBuffer;
- DebugAnnotator11 mAnnotator;
+ mutable Optional<bool> mSupportsShareHandles;
};
}