diff options
Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/StateManager11.h')
-rw-r--r-- | src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/StateManager11.h | 484 |
1 files changed, 430 insertions, 54 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/StateManager11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/StateManager11.h index f900882d7e..e48bc83a22 100644 --- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/StateManager11.h +++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/StateManager11.h @@ -11,12 +11,15 @@ #include <array> -#include "libANGLE/angletypes.h" -#include "libANGLE/Data.h" +#include "libANGLE/ContextState.h" #include "libANGLE/State.h" +#include "libANGLE/angletypes.h" +#include "libANGLE/renderer/d3d/IndexDataManager.h" +#include "libANGLE/renderer/d3d/RendererD3D.h" +#include "libANGLE/renderer/d3d/d3d11/InputLayoutCache.h" +#include "libANGLE/renderer/d3d/d3d11/Query11.h" #include "libANGLE/renderer/d3d/d3d11/RenderStateCache.h" #include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h" -#include "libANGLE/renderer/d3d/RendererD3D.h" namespace rx { @@ -24,20 +27,147 @@ namespace rx struct RenderTargetDesc; struct Renderer11DeviceCaps; -struct dx_VertexConstants11 +class ShaderConstants11 : angle::NonCopyable { - float depthRange[4]; - float viewAdjust[4]; - float viewCoords[4]; - float viewScale[4]; + public: + ShaderConstants11(); + ~ShaderConstants11(); + + void init(const gl::Caps &caps); + size_t getRequiredBufferSize(gl::SamplerType samplerType) const; + void markDirty(); + + void setComputeWorkGroups(GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ); + void setMultiviewWriteToViewportIndex(GLfloat index); + void onViewportChange(const gl::Rectangle &glViewport, + const D3D11_VIEWPORT &dxViewport, + bool is9_3, + bool presentPathFast); + void onSamplerChange(gl::SamplerType samplerType, + unsigned int samplerIndex, + const gl::Texture &texture); + + gl::Error updateBuffer(ID3D11DeviceContext *deviceContext, + gl::SamplerType samplerType, + const ProgramD3D &programD3D, + const d3d11::Buffer &driverConstantBuffer); + + private: + struct Vertex + { + Vertex() + : depthRange{.0f}, + viewAdjust{.0f}, + viewCoords{.0f}, + viewScale{.0f}, + multiviewWriteToViewportIndex{.0f}, + padding{.0f} + { + } + + float depthRange[4]; + float viewAdjust[4]; + float viewCoords[4]; + float viewScale[2]; + // multiviewWriteToViewportIndex is used to select either the side-by-side or layered + // code-path in the GS. It's value, if set, is either 0.0f or 1.0f. The value is updated + // whenever a multi-view draw framebuffer is made active. + float multiviewWriteToViewportIndex; + + // Added here to manually pad the struct. + float padding; + }; + + struct Pixel + { + Pixel() + : depthRange{.0f}, + viewCoords{.0f}, + depthFront{.0f}, + viewScale{.0f}, + multiviewWriteToViewportIndex(0), + padding(0) + { + } + + float depthRange[4]; + float viewCoords[4]; + float depthFront[4]; + float viewScale[2]; + // multiviewWriteToViewportIndex is used to select either the side-by-side or layered + // code-path in the GS. It's value, if set, is either 0.0f or 1.0f. The value is updated + // whenever a multi-view draw framebuffer is made active. + float multiviewWriteToViewportIndex; + + // Added here to manually pad the struct. + float padding; + }; + + struct Compute + { + Compute() : numWorkGroups{0u}, padding(0u) {} + unsigned int numWorkGroups[3]; + unsigned int padding; // This just pads the struct to 16 bytes + }; + + struct SamplerMetadata + { + SamplerMetadata() : baseLevel(0), internalFormatBits(0), wrapModes(0), padding(0) {} + + int baseLevel; + int internalFormatBits; + int wrapModes; + int padding; // This just pads the struct to 16 bytes + }; + + static_assert(sizeof(SamplerMetadata) == 16u, + "Sampler metadata struct must be one 4-vec / 16 bytes."); + + // Return true if dirty. + bool updateSamplerMetadata(SamplerMetadata *data, const gl::Texture &texture); + + Vertex mVertex; + bool mVertexDirty; + Pixel mPixel; + bool mPixelDirty; + Compute mCompute; + bool mComputeDirty; + + std::vector<SamplerMetadata> mSamplerMetadataVS; + bool mSamplerMetadataVSDirty; + std::vector<SamplerMetadata> mSamplerMetadataPS; + bool mSamplerMetadataPSDirty; + std::vector<SamplerMetadata> mSamplerMetadataCS; + bool mSamplerMetadataCSDirty; }; -struct dx_PixelConstants11 +class DrawCallVertexParams final : angle::NonCopyable { - float depthRange[4]; - float viewCoords[4]; - float depthFront[4]; - float viewScale[4]; + public: + // Use when in a drawArrays call. + DrawCallVertexParams(GLint firstVertex, GLsizei vertexCount, GLsizei instances); + + // Use when in a drawElements call. + DrawCallVertexParams(bool firstVertexDefinitelyZero, + const gl::HasIndexRange &hasIndexRange, + GLint baseVertex, + GLsizei instances); + + // It should be possible to also use an overload to handle the 'slow' indirect draw path. + // TODO(jmadill): Indirect draw slow path overload. + + GLint firstVertex() const; + GLsizei vertexCount() const; + GLsizei instances() const; + + private: + void ensureResolved() const; + + mutable const gl::HasIndexRange *mHasIndexRange; + mutable Optional<GLint> mFirstVertex; + mutable GLsizei mVertexCount; + GLsizei mInstances; + GLint mBaseVertex; }; class StateManager11 final : angle::NonCopyable @@ -46,62 +176,221 @@ class StateManager11 final : angle::NonCopyable StateManager11(Renderer11 *renderer); ~StateManager11(); - void initialize(const gl::Caps &caps); - void syncState(const gl::State &state, const gl::State::DirtyBits &dirtyBits); + gl::Error initialize(const gl::Caps &caps, const gl::Extensions &extensions); + void deinitialize(); - gl::Error setBlendState(const gl::Framebuffer *framebuffer, - const gl::BlendState &blendState, - const gl::ColorF &blendColor, - unsigned int sampleMask); + void syncState(const gl::Context *context, const gl::State::DirtyBits &dirtyBits); - gl::Error setDepthStencilState(const gl::State &glState); + gl::Error updateStateForCompute(const gl::Context *context, + GLuint numGroupsX, + GLuint numGroupsY, + GLuint numGroupsZ); - gl::Error setRasterizerState(const gl::RasterizerState &rasterState); + void updateStencilSizeIfChanged(bool depthStencilInitialized, unsigned int stencilSize); - void setScissorRectangle(const gl::Rectangle &scissor, bool enabled); + // These invalidations methods are called externally. - void setViewport(const gl::Caps *caps, const gl::Rectangle &viewport, float zNear, float zFar); + // Called from TextureStorage11. + void invalidateBoundViews(); - void updatePresentPath(bool presentPathFastActive, - const gl::FramebufferAttachment *framebufferAttachment); + // Called from VertexArray11::updateVertexAttribStorage. + void invalidateCurrentValueAttrib(size_t attribIndex); - const dx_VertexConstants11 &getVertexConstants() const { return mVertexConstants; } - const dx_PixelConstants11 &getPixelConstants() const { return mPixelConstants; } + // Checks are done on a framebuffer state change to trigger other state changes. + // The Context is allowed to be nullptr for these methods, when called in EGL init code. + void invalidateRenderTarget(); - void updateStencilSizeIfChanged(bool depthStencilInitialized, unsigned int stencilSize); + // Called by instanced point sprite emulation. + void invalidateVertexBuffer(); + + // Called by Framebuffer11::syncState for the default sized viewport. + void invalidateViewport(const gl::Context *context); + + // Called by TextureStorage11::markLevelDirty. + void invalidateSwizzles(); + + // Called by the Framebuffer11 and VertexArray11. + void invalidateShaders(); + // Called by VertexArray11 to trigger attribute translation. + void invalidateVertexAttributeTranslation(); + + void setRenderTarget(ID3D11RenderTargetView *rtv, ID3D11DepthStencilView *dsv); + void setRenderTargets(ID3D11RenderTargetView **rtvs, UINT numRtvs, ID3D11DepthStencilView *dsv); + + void onBeginQuery(Query11 *query); + void onDeleteQueryObject(Query11 *query); + gl::Error onMakeCurrent(const gl::Context *context); + + void setInputLayout(const d3d11::InputLayout *inputLayout); + + // TODO(jmadill): Migrate to d3d11::Buffer. + bool queueVertexBufferChange(size_t bufferIndex, + ID3D11Buffer *buffer, + UINT stride, + UINT offset); + bool queueVertexOffsetChange(size_t bufferIndex, UINT offsetOnly); + void applyVertexBufferChanges(); + + void setSingleVertexBuffer(const d3d11::Buffer *buffer, UINT stride, UINT offset); + + gl::Error updateState(const gl::Context *context, GLenum drawMode); + + void setShaderResourceShared(gl::SamplerType shaderType, + UINT resourceSlot, + const d3d11::SharedSRV *srv); void setShaderResource(gl::SamplerType shaderType, UINT resourceSlot, - ID3D11ShaderResourceView *srv); + const d3d11::ShaderResourceView *srv); + void setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY primitiveTopology); + + void setDrawShaders(const d3d11::VertexShader *vertexShader, + const d3d11::GeometryShader *geometryShader, + const d3d11::PixelShader *pixelShader); + void setVertexShader(const d3d11::VertexShader *shader); + void setGeometryShader(const d3d11::GeometryShader *shader); + void setPixelShader(const d3d11::PixelShader *shader); + void setComputeShader(const d3d11::ComputeShader *shader); + void setVertexConstantBuffer(unsigned int slot, const d3d11::Buffer *buffer); + void setPixelConstantBuffer(unsigned int slot, const d3d11::Buffer *buffer); + void setDepthStencilState(const d3d11::DepthStencilState *depthStencilState, UINT stencilRef); + void setSimpleBlendState(const d3d11::BlendState *blendState); + void setRasterizerState(const d3d11::RasterizerState *rasterizerState); + void setSimpleViewport(const gl::Extents &viewportExtents); + void setSimpleViewport(int width, int height); + void setSimplePixelTextureAndSampler(const d3d11::SharedSRV &srv, + const d3d11::SamplerState &samplerState); + void setSimpleScissorRect(const gl::Rectangle &glRect); + void setScissorRectD3D(const D3D11_RECT &d3dRect); + + // Not handled by an internal dirty bit because of the extra draw parameters. + gl::Error applyVertexBuffer(const gl::Context *context, + GLenum mode, + const DrawCallVertexParams &vertexParams, + bool isIndexedRendering); + + gl::Error applyIndexBuffer(const gl::Context *context, + const void *indices, + GLsizei count, + GLenum type, + const gl::HasIndexRange &lazyIndexRange, + bool usePrimitiveRestartWorkaround); + + void setIndexBuffer(ID3D11Buffer *buffer, DXGI_FORMAT indexFormat, unsigned int offset); + + gl::Error updateVertexOffsetsForPointSpritesEmulation(GLint startVertex, + GLsizei emulatedInstanceId); + + // TODO(jmadill): Should be private. + gl::Error applyComputeUniforms(ProgramD3D *programD3D); + + // Only used in testing. + InputLayoutCache *getInputLayoutCache() { return &mInputLayoutCache; } + + private: + template <typename SRVType> + void setShaderResourceInternal(gl::SamplerType shaderType, + UINT resourceSlot, + const SRVType *srv); + + bool unsetConflictingView(ID3D11View *view); + bool unsetConflictingSRVs(gl::SamplerType shaderType, + uintptr_t resource, + const gl::ImageIndex *index); + void unsetConflictingAttachmentResources(const gl::FramebufferAttachment *attachment, + ID3D11Resource *resource); + + gl::Error syncBlendState(const gl::Context *context, + const gl::Framebuffer *framebuffer, + const gl::BlendState &blendState, + const gl::ColorF &blendColor, + unsigned int sampleMask); + + gl::Error syncDepthStencilState(const gl::State &glState); + + gl::Error syncRasterizerState(const gl::Context *context, bool pointDrawMode); + + void syncScissorRectangle(const gl::Rectangle &scissor, bool enabled); + + void syncViewport(const gl::Context *context); + + void checkPresentPath(const gl::Context *context); + + gl::Error syncFramebuffer(const gl::Context *context, gl::Framebuffer *framebuffer); + gl::Error syncProgram(const gl::Context *context, GLenum drawMode); + + gl::Error syncTextures(const gl::Context *context); + gl::Error applyTextures(const gl::Context *context, gl::SamplerType shaderType); + + gl::Error setSamplerState(const gl::Context *context, + gl::SamplerType type, + int index, + gl::Texture *texture, + const gl::SamplerState &sampler); + gl::Error setTexture(const gl::Context *context, + gl::SamplerType type, + int index, + gl::Texture *texture); + + // Faster than calling setTexture a jillion times gl::Error clearTextures(gl::SamplerType samplerType, size_t rangeStart, size_t rangeEnd); + void handleMultiviewDrawFramebufferChange(const gl::Context *context); - gl::Error syncFramebuffer(const gl::Framebuffer *framebuffer); + gl::Error syncCurrentValueAttribs(const gl::State &glState); - void invalidateRenderTarget(); - void invalidateEverything(); - bool setRenderTargets(const RenderTargetArray &renderTargets, - ID3D11DepthStencilView *depthStencil); - void setRenderTarget(ID3D11RenderTargetView *renderTarget, - ID3D11DepthStencilView *depthStencil); + gl::Error generateSwizzle(const gl::Context *context, gl::Texture *texture); + gl::Error generateSwizzlesForShader(const gl::Context *context, gl::SamplerType type); + gl::Error generateSwizzles(const gl::Context *context); - private: - void unsetConflictingSRVs(gl::SamplerType shaderType, - uintptr_t resource, - const gl::ImageIndex &index); - void setViewportBounds(const int width, const int height); + gl::Error applyDriverUniforms(const ProgramD3D &programD3D); + gl::Error applyUniforms(ProgramD3D *programD3D); + + gl::Error syncUniformBuffers(const gl::Context *context, ProgramD3D *programD3D); + gl::Error syncTransformFeedbackBuffers(const gl::Context *context); + + // These are currently only called internally. + void invalidateTexturesAndSamplers(); + void invalidateDriverUniforms(); + void invalidateProgramUniforms(); + void invalidateProgramUniformBuffers(); + void invalidateConstantBuffer(unsigned int slot); + + // Called by the Framebuffer11 directly. + void processFramebufferInvalidation(const gl::Context *context); + + bool syncIndexBuffer(ID3D11Buffer *buffer, DXGI_FORMAT indexFormat, unsigned int offset); + + enum DirtyBitType + { + DIRTY_BIT_RENDER_TARGET, + DIRTY_BIT_VIEWPORT_STATE, + DIRTY_BIT_SCISSOR_STATE, + DIRTY_BIT_RASTERIZER_STATE, + DIRTY_BIT_BLEND_STATE, + DIRTY_BIT_DEPTH_STENCIL_STATE, + DIRTY_BIT_TEXTURE_AND_SAMPLER_STATE, + DIRTY_BIT_PROGRAM_UNIFORMS, + DIRTY_BIT_DRIVER_UNIFORMS, + DIRTY_BIT_PROGRAM_UNIFORM_BUFFERS, + DIRTY_BIT_SHADERS, + DIRTY_BIT_CURRENT_VALUE_ATTRIBS, + DIRTY_BIT_INVALID, + DIRTY_BIT_MAX = DIRTY_BIT_INVALID, + }; + + using DirtyBits = angle::BitSet<DIRTY_BIT_MAX>; Renderer11 *mRenderer; + // Internal dirty bits. + DirtyBits mInternalDirtyBits; + // 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; @@ -110,34 +399,35 @@ class StateManager11 final : angle::NonCopyable 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; + // The viewport offsets are guaranteed to be updated whenever the gl::State::DirtyBits are + // resolved and can be applied to the viewport and scissor whenever the internal viewport and + // scissor bits are resolved. + std::vector<gl::Offset> mViewportOffsets; + // Things needed in viewport state - dx_VertexConstants11 mVertexConstants; - dx_PixelConstants11 mPixelConstants; + ShaderConstants11 mShaderConstants; // Render target variables gl::Extents mViewportBounds; + bool mRenderTargetIsDirty; // 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; + // Queries that are currently active in this state + std::set<Query11 *> mCurrentQueries; // Currently applied textures struct SRVRecord @@ -154,7 +444,8 @@ class StateManager11 final : angle::NonCopyable class SRVCache : angle::NonCopyable { public: - SRVCache() : mHighestUsedSRV(0) {} + SRVCache(); + ~SRVCache(); void initialize(size_t size) { mCurrentSRVs.resize(size); } @@ -175,6 +466,91 @@ class StateManager11 final : angle::NonCopyable // A block of NULL pointers, cached so we don't re-allocate every draw call std::vector<ID3D11ShaderResourceView *> mNullSRVs; + + // Current translations of "Current-Value" data - owned by Context, not VertexArray. + gl::AttributesMask mDirtyCurrentValueAttribs; + std::vector<TranslatedAttribute> mCurrentValueAttribs; + + // Current applied input layout. + ResourceSerial mCurrentInputLayout; + bool mInputLayoutIsDirty; + bool mVertexAttribsNeedTranslation; + + // Current applied vertex states. + // TODO(jmadill): Figure out how to use ResourceSerial here. + std::array<ID3D11Buffer *, gl::MAX_VERTEX_ATTRIBS> mCurrentVertexBuffers; + std::array<UINT, gl::MAX_VERTEX_ATTRIBS> mCurrentVertexStrides; + std::array<UINT, gl::MAX_VERTEX_ATTRIBS> mCurrentVertexOffsets; + gl::RangeUI mDirtyVertexBufferRange; + + // Currently applied primitive topology + D3D11_PRIMITIVE_TOPOLOGY mCurrentPrimitiveTopology; + + // Currently applied shaders + ResourceSerial mAppliedVertexShader; + ResourceSerial mAppliedGeometryShader; + ResourceSerial mAppliedPixelShader; + ResourceSerial mAppliedComputeShader; + + // Currently applied sampler states + std::vector<bool> mForceSetVertexSamplerStates; + std::vector<gl::SamplerState> mCurVertexSamplerStates; + + std::vector<bool> mForceSetPixelSamplerStates; + std::vector<gl::SamplerState> mCurPixelSamplerStates; + + std::vector<bool> mForceSetComputeSamplerStates; + std::vector<gl::SamplerState> mCurComputeSamplerStates; + + // Special dirty bit for swizzles. Since they use internal shaders, must be done in a pre-pass. + bool mDirtySwizzles; + + // Currently applied index buffer + ID3D11Buffer *mAppliedIB; + DXGI_FORMAT mAppliedIBFormat; + unsigned int mAppliedIBOffset; + bool mIndexBufferIsDirty; + + // Vertex, index and input layouts + VertexDataManager mVertexDataManager; + IndexDataManager mIndexDataManager; + InputLayoutCache mInputLayoutCache; + std::vector<const TranslatedAttribute *> mCurrentAttributes; + Optional<GLint> mLastFirstVertex; + + // ANGLE_multiview. + bool mIsMultiviewEnabled; + + // Driver Constants. + d3d11::Buffer mDriverConstantBufferVS; + d3d11::Buffer mDriverConstantBufferPS; + d3d11::Buffer mDriverConstantBufferCS; + + ResourceSerial mCurrentComputeConstantBuffer; + ResourceSerial mCurrentGeometryConstantBuffer; + + template <typename T> + using VertexConstantBufferArray = + std::array<T, gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS>; + + VertexConstantBufferArray<ResourceSerial> mCurrentConstantBufferVS; + VertexConstantBufferArray<GLintptr> mCurrentConstantBufferVSOffset; + VertexConstantBufferArray<GLsizeiptr> mCurrentConstantBufferVSSize; + + template <typename T> + using FragmentConstantBufferArray = + std::array<T, gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS>; + + FragmentConstantBufferArray<ResourceSerial> mCurrentConstantBufferPS; + FragmentConstantBufferArray<GLintptr> mCurrentConstantBufferPSOffset; + FragmentConstantBufferArray<GLsizeiptr> mCurrentConstantBufferPSSize; + + // Currently applied transform feedback buffers + Serial mAppliedTFSerial; + + Serial mEmptySerial; + + bool mIsTransformFeedbackCurrentlyActiveUnpaused; }; } // namespace rx |