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diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/StateManager11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/StateManager11.h
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+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/StateManager11.h
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+//
+// Copyright (c) 2015 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// StateManager11.h: Defines a class for caching D3D11 state
+
+#ifndef LIBANGLE_RENDERER_D3D11_STATEMANAGER11_H_
+#define LIBANGLE_RENDERER_D3D11_STATEMANAGER11_H_
+
+#include <array>
+
+#include "libANGLE/angletypes.h"
+#include "libANGLE/Data.h"
+#include "libANGLE/State.h"
+#include "libANGLE/renderer/d3d/d3d11/RenderStateCache.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libANGLE/renderer/d3d/RendererD3D.h"
+
+namespace rx
+{
+
+struct RenderTargetDesc;
+struct Renderer11DeviceCaps;
+
+struct dx_VertexConstants11
+{
+ float depthRange[4];
+ float viewAdjust[4];
+ float viewCoords[4];
+ float viewScale[4];
+};
+
+struct dx_PixelConstants11
+{
+ float depthRange[4];
+ float viewCoords[4];
+ float depthFront[4];
+ float viewScale[4];
+};
+
+class StateManager11 final : angle::NonCopyable
+{
+ public:
+ StateManager11(Renderer11 *renderer);
+ ~StateManager11();
+
+ void initialize(const gl::Caps &caps);
+ void syncState(const gl::State &state, const gl::State::DirtyBits &dirtyBits);
+
+ gl::Error setBlendState(const gl::Framebuffer *framebuffer,
+ const gl::BlendState &blendState,
+ const gl::ColorF &blendColor,
+ unsigned int sampleMask);
+
+ gl::Error setDepthStencilState(const gl::State &glState);
+
+ gl::Error setRasterizerState(const gl::RasterizerState &rasterState);
+
+ void setScissorRectangle(const gl::Rectangle &scissor, bool enabled);
+
+ void setViewport(const gl::Caps *caps, const gl::Rectangle &viewport, float zNear, float zFar);
+
+ void updatePresentPath(bool presentPathFastActive,
+ const gl::FramebufferAttachment *framebufferAttachment);
+
+ const dx_VertexConstants11 &getVertexConstants() const { return mVertexConstants; }
+ const dx_PixelConstants11 &getPixelConstants() const { return mPixelConstants; }
+
+ void updateStencilSizeIfChanged(bool depthStencilInitialized, unsigned int stencilSize);
+
+ void setShaderResource(gl::SamplerType shaderType,
+ UINT resourceSlot,
+ ID3D11ShaderResourceView *srv);
+ gl::Error clearTextures(gl::SamplerType samplerType, size_t rangeStart, size_t rangeEnd);
+
+ gl::Error syncFramebuffer(const gl::Framebuffer *framebuffer);
+
+ void invalidateRenderTarget();
+ void invalidateEverything();
+ bool setRenderTargets(const RenderTargetArray &renderTargets,
+ ID3D11DepthStencilView *depthStencil);
+ void setRenderTarget(ID3D11RenderTargetView *renderTarget,
+ ID3D11DepthStencilView *depthStencil);
+
+ private:
+ void unsetConflictingSRVs(gl::SamplerType shaderType,
+ uintptr_t resource,
+ const gl::ImageIndex &index);
+ void setViewportBounds(const int width, const int height);
+
+ Renderer11 *mRenderer;
+
+ // Blend State
+ bool mBlendStateIsDirty;
+ // TODO(dianx) temporary representation of a dirty bit. once we move enough states in,
+ // try experimenting with dirty bit instead of a bool
+ gl::BlendState mCurBlendState;
+ gl::ColorF mCurBlendColor;
+ unsigned int mCurSampleMask;
+
+ // Currently applied depth stencil state
+ bool mDepthStencilStateIsDirty;
+ gl::DepthStencilState mCurDepthStencilState;
+ int mCurStencilRef;
+ int mCurStencilBackRef;
+ unsigned int mCurStencilSize;
+ Optional<bool> mCurDisableDepth;
+ Optional<bool> mCurDisableStencil;
+
+ // Currently applied rasterizer state
+ bool mRasterizerStateIsDirty;
+ gl::RasterizerState mCurRasterState;
+
+ // Currently applied scissor rectangle state
+ bool mScissorStateIsDirty;
+ bool mCurScissorEnabled;
+ gl::Rectangle mCurScissorRect;
+
+ // Currently applied viewport state
+ bool mViewportStateIsDirty;
+ gl::Rectangle mCurViewport;
+ float mCurNear;
+ float mCurFar;
+
+ // Things needed in viewport state
+ dx_VertexConstants11 mVertexConstants;
+ dx_PixelConstants11 mPixelConstants;
+
+ // Render target variables
+ gl::Extents mViewportBounds;
+
+ // EGL_ANGLE_experimental_present_path variables
+ bool mCurPresentPathFastEnabled;
+ int mCurPresentPathFastColorBufferHeight;
+
+ // Current RenderTarget state
+ std::array<uintptr_t, gl::IMPLEMENTATION_MAX_DRAW_BUFFERS> mAppliedRTVs;
+ uintptr_t mAppliedDSV;
+
+ // Currently applied textures
+ struct SRVRecord
+ {
+ uintptr_t srv;
+ uintptr_t resource;
+ D3D11_SHADER_RESOURCE_VIEW_DESC desc;
+ };
+
+ // A cache of current SRVs that also tracks the highest 'used' (non-NULL) SRV
+ // We might want to investigate a more robust approach that is also fast when there's
+ // a large gap between used SRVs (e.g. if SRV 0 and 7 are non-NULL, this approach will
+ // waste time on SRVs 1-6.)
+ class SRVCache : angle::NonCopyable
+ {
+ public:
+ SRVCache() : mHighestUsedSRV(0) {}
+
+ void initialize(size_t size) { mCurrentSRVs.resize(size); }
+
+ size_t size() const { return mCurrentSRVs.size(); }
+ size_t highestUsed() const { return mHighestUsedSRV; }
+
+ const SRVRecord &operator[](size_t index) const { return mCurrentSRVs[index]; }
+ void clear();
+ void update(size_t resourceIndex, ID3D11ShaderResourceView *srv);
+
+ private:
+ std::vector<SRVRecord> mCurrentSRVs;
+ size_t mHighestUsedSRV;
+ };
+
+ SRVCache mCurVertexSRVs;
+ SRVCache mCurPixelSRVs;
+
+ // A block of NULL pointers, cached so we don't re-allocate every draw call
+ std::vector<ID3D11ShaderResourceView *> mNullSRVs;
+};
+
+} // namespace rx
+#endif // LIBANGLE_RENDERER_D3D11_STATEMANAGER11_H_