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-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.h375
1 files changed, 208 insertions, 167 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.h
index 4925a2d227..3af51bb0f6 100644
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.h
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.h
@@ -11,12 +11,16 @@
#define LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_UTILS_H_
#include <array>
+#include <functional>
#include <vector>
-#include "libANGLE/angletypes.h"
+#include "common/Color.h"
+
#include "libANGLE/Caps.h"
#include "libANGLE/Error.h"
#include "libANGLE/renderer/d3d/RendererD3D.h"
+#include "libANGLE/renderer/d3d/d3d11/ResourceManager11.h"
+#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h"
namespace gl
{
@@ -27,10 +31,10 @@ namespace rx
{
class Renderer11;
class RenderTarget11;
-struct WorkaroundsD3D;
struct Renderer11DeviceCaps;
-using RenderTargetArray = std::array<ID3D11RenderTargetView *, gl::IMPLEMENTATION_MAX_DRAW_BUFFERS>;
+using RenderTargetArray = std::array<RenderTarget11 *, gl::IMPLEMENTATION_MAX_DRAW_BUFFERS>;
+using RTVArray = std::array<ID3D11RenderTargetView *, gl::IMPLEMENTATION_MAX_DRAW_BUFFERS>;
namespace gl_d3d11
{
@@ -39,7 +43,7 @@ D3D11_BLEND ConvertBlendFunc(GLenum glBlend, bool isAlpha);
D3D11_BLEND_OP ConvertBlendOp(GLenum glBlendOp);
UINT8 ConvertColorMask(bool maskRed, bool maskGreen, bool maskBlue, bool maskAlpha);
-D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, GLenum cullMode);
+D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, gl::CullFaceMode cullMode);
D3D11_COMPARISON_FUNC ConvertComparison(GLenum comparison);
D3D11_DEPTH_WRITE_MASK ConvertDepthMask(bool depthWriteEnabled);
@@ -48,9 +52,12 @@ D3D11_STENCIL_OP ConvertStencilOp(GLenum stencilOp);
D3D11_FILTER ConvertFilter(GLenum minFilter, GLenum magFilter, float maxAnisotropy, GLenum comparisonMode);
D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap);
+UINT ConvertMaxAnisotropy(float maxAnisotropy, D3D_FEATURE_LEVEL featureLevel);
D3D11_QUERY ConvertQueryType(GLenum queryType);
+UINT8 GetColorMask(const gl::InternalFormat &formatInfo);
+
} // namespace gl_d3d11
namespace d3d11_gl
@@ -60,10 +67,12 @@ unsigned int GetReservedVertexUniformVectors(D3D_FEATURE_LEVEL featureLevel);
unsigned int GetReservedFragmentUniformVectors(D3D_FEATURE_LEVEL featureLevel);
-GLint GetMaximumClientVersion(D3D_FEATURE_LEVEL featureLevel);
+gl::Version GetMaximumClientVersion(D3D_FEATURE_LEVEL featureLevel);
void GenerateCaps(ID3D11Device *device, ID3D11DeviceContext *deviceContext, const Renderer11DeviceCaps &renderer11DeviceCaps, gl::Caps *caps,
gl::TextureCapsMap *textureCapsMap, gl::Extensions *extensions, gl::Limitations *limitations);
+void GetSamplePosition(GLsizei sampleCount, size_t index, GLfloat *xy);
+
} // namespace d3d11_gl
namespace d3d11
@@ -108,32 +117,45 @@ struct PositionLayerTexCoord3DVertex
void SetPositionLayerTexCoord3DVertex(PositionLayerTexCoord3DVertex* vertex, float x, float y,
unsigned int layer, float u, float v, float s);
-template <typename T>
-struct PositionDepthColorVertex
+struct PositionVertex
{
- float x, y, z;
- T r, g, b, a;
+ float x, y, z, w;
};
-template <typename T>
-void SetPositionDepthColorVertex(PositionDepthColorVertex<T>* vertex, float x, float y, float z,
- const gl::Color<T> &color)
+struct BlendStateKey final
{
- vertex->x = x;
- vertex->y = y;
- vertex->z = z;
- vertex->r = color.red;
- vertex->g = color.green;
- vertex->b = color.blue;
- vertex->a = color.alpha;
-}
+ // This will zero-initialize the struct, including padding.
+ BlendStateKey();
+
+ gl::BlendState blendState;
+
+ // An int so struct size rounds nicely.
+ uint32_t rtvMax;
+
+ uint8_t rtvMasks[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT];
+};
+
+bool operator==(const BlendStateKey &a, const BlendStateKey &b);
+bool operator!=(const BlendStateKey &a, const BlendStateKey &b);
+
+struct RasterizerStateKey final
+{
+ // This will zero-initialize the struct, including padding.
+ RasterizerStateKey();
+
+ gl::RasterizerState rasterizerState;
-HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name);
+ // Use a 32-bit int to round the struct nicely.
+ uint32_t scissorEnabled;
+};
+
+bool operator==(const RasterizerStateKey &a, const RasterizerStateKey &b);
+bool operator!=(const RasterizerStateKey &a, const RasterizerStateKey &b);
template <typename outType>
outType* DynamicCastComObject(IUnknown* object)
{
- outType *outObject = NULL;
+ outType *outObject = nullptr;
HRESULT result = object->QueryInterface(__uuidof(outType), reinterpret_cast<void**>(&outObject));
if (SUCCEEDED(result))
{
@@ -142,7 +164,7 @@ outType* DynamicCastComObject(IUnknown* object)
else
{
SafeRelease(outObject);
- return NULL;
+ return nullptr;
}
}
@@ -161,143 +183,63 @@ inline bool isDeviceLostError(HRESULT errorCode)
}
}
-inline ID3D11VertexShader *CompileVS(ID3D11Device *device, const BYTE *byteCode, size_t N, const char *name)
-{
- ID3D11VertexShader *vs = nullptr;
- HRESULT result = device->CreateVertexShader(byteCode, N, nullptr, &vs);
- ASSERT(SUCCEEDED(result));
- if (SUCCEEDED(result))
- {
- SetDebugName(vs, name);
- return vs;
- }
- return nullptr;
-}
-
-template <unsigned int N>
-ID3D11VertexShader *CompileVS(ID3D11Device *device, const BYTE (&byteCode)[N], const char *name)
-{
- return CompileVS(device, byteCode, N, name);
-}
-
-inline ID3D11GeometryShader *CompileGS(ID3D11Device *device, const BYTE *byteCode, size_t N, const char *name)
-{
- ID3D11GeometryShader *gs = nullptr;
- HRESULT result = device->CreateGeometryShader(byteCode, N, nullptr, &gs);
- ASSERT(SUCCEEDED(result));
- if (SUCCEEDED(result))
- {
- SetDebugName(gs, name);
- return gs;
- }
- return nullptr;
-}
-
-template <unsigned int N>
-ID3D11GeometryShader *CompileGS(ID3D11Device *device, const BYTE (&byteCode)[N], const char *name)
+template <ResourceType ResourceT>
+class LazyResource : angle::NonCopyable
{
- return CompileGS(device, byteCode, N, name);
-}
+ public:
+ constexpr LazyResource() : mResource() {}
+ virtual ~LazyResource() {}
-inline ID3D11PixelShader *CompilePS(ID3D11Device *device, const BYTE *byteCode, size_t N, const char *name)
-{
- ID3D11PixelShader *ps = nullptr;
- HRESULT result = device->CreatePixelShader(byteCode, N, nullptr, &ps);
- ASSERT(SUCCEEDED(result));
- if (SUCCEEDED(result))
+ virtual gl::Error resolve(Renderer11 *renderer) = 0;
+ void reset() { mResource.reset(); }
+ GetD3D11Type<ResourceT> *get() const
{
- SetDebugName(ps, name);
- return ps;
+ ASSERT(mResource.valid());
+ return mResource.get();
}
- return nullptr;
-}
-
-template <unsigned int N>
-ID3D11PixelShader *CompilePS(ID3D11Device *device, const BYTE (&byteCode)[N], const char *name)
-{
- return CompilePS(device, byteCode, N, name);
-}
-
-template <typename ResourceType>
-class LazyResource : public angle::NonCopyable
-{
- public:
- LazyResource() : mResource(nullptr), mAssociatedDevice(nullptr) {}
- virtual ~LazyResource() { release(); }
- virtual ResourceType *resolve(ID3D11Device *device) = 0;
- void release() { SafeRelease(mResource); }
+ const Resource11<GetD3D11Type<ResourceT>> &getObj() const { return mResource; }
protected:
- void checkAssociatedDevice(ID3D11Device *device);
+ LazyResource(LazyResource &&other) : mResource(std::move(other.mResource)) {}
- ResourceType *mResource;
- ID3D11Device *mAssociatedDevice;
-};
+ // Specialized in the cpp file to avoid MSVS/Clang specific code.
+ gl::Error resolveImpl(Renderer11 *renderer,
+ const GetDescType<ResourceT> &desc,
+ GetInitDataType<ResourceT> *initData,
+ const char *name);
-template <typename ResourceType>
-void LazyResource<ResourceType>::checkAssociatedDevice(ID3D11Device *device)
-{
- ASSERT(mAssociatedDevice == nullptr || device == mAssociatedDevice);
- mAssociatedDevice = device;
-}
+ Resource11<GetD3D11Type<ResourceT>> mResource;
+};
template <typename D3D11ShaderType>
-class LazyShader final : public LazyResource<D3D11ShaderType>
+class LazyShader final : public LazyResource<GetResourceTypeFromD3D11<D3D11ShaderType>()>
{
public:
// All parameters must be constexpr. Not supported in VS2013.
- LazyShader(const BYTE *byteCode,
- size_t byteCodeSize,
- const char *name)
- : mByteCode(byteCode),
- mByteCodeSize(byteCodeSize),
- mName(name)
+ constexpr LazyShader(const BYTE *byteCode, size_t byteCodeSize, const char *name)
+ : mByteCode(byteCode, byteCodeSize), mName(name)
{
}
- D3D11ShaderType *resolve(ID3D11Device *device) override;
-
- private:
- const BYTE *mByteCode;
- size_t mByteCodeSize;
- const char *mName;
-};
-
-template <>
-inline ID3D11VertexShader *LazyShader<ID3D11VertexShader>::resolve(ID3D11Device *device)
-{
- checkAssociatedDevice(device);
- if (mResource == nullptr)
+ constexpr LazyShader(LazyShader &&shader)
+ : LazyResource<GetResourceTypeFromD3D11<D3D11ShaderType>()>(std::move(shader)),
+ mByteCode(std::move(shader.mByteCode)),
+ mName(shader.mName)
{
- mResource = CompileVS(device, mByteCode, mByteCodeSize, mName);
}
- return mResource;
-}
-template <>
-inline ID3D11GeometryShader *LazyShader<ID3D11GeometryShader>::resolve(ID3D11Device *device)
-{
- checkAssociatedDevice(device);
- if (mResource == nullptr)
+ gl::Error resolve(Renderer11 *renderer) override
{
- mResource = CompileGS(device, mByteCode, mByteCodeSize, mName);
+ return this->resolveImpl(renderer, mByteCode, nullptr, mName);
}
- return mResource;
-}
-template <>
-inline ID3D11PixelShader *LazyShader<ID3D11PixelShader>::resolve(ID3D11Device *device)
-{
- checkAssociatedDevice(device);
- if (mResource == nullptr)
- {
- mResource = CompilePS(device, mByteCode, mByteCodeSize, mName);
- }
- return mResource;
-}
+ private:
+ ShaderData mByteCode;
+ const char *mName;
+};
-class LazyInputLayout final : public LazyResource<ID3D11InputLayout>
+class LazyInputLayout final : public LazyResource<ResourceType::InputLayout>
{
public:
LazyInputLayout(const D3D11_INPUT_ELEMENT_DESC *inputDesc,
@@ -305,22 +247,22 @@ class LazyInputLayout final : public LazyResource<ID3D11InputLayout>
const BYTE *byteCode,
size_t byteCodeLen,
const char *debugName);
+ ~LazyInputLayout() override;
- ID3D11InputLayout *resolve(ID3D11Device *device) override;
+ gl::Error resolve(Renderer11 *renderer) override;
private:
- std::vector<D3D11_INPUT_ELEMENT_DESC> mInputDesc;
- size_t mByteCodeLen;
- const BYTE *mByteCode;
+ InputElementArray mInputDesc;
+ ShaderData mByteCode;
const char *mDebugName;
};
-class LazyBlendState final : public LazyResource<ID3D11BlendState>
+class LazyBlendState final : public LazyResource<ResourceType::BlendState>
{
public:
LazyBlendState(const D3D11_BLEND_DESC &desc, const char *debugName);
- ID3D11BlendState *resolve(ID3D11Device *device) override;
+ gl::Error resolve(Renderer11 *renderer) override;
private:
D3D11_BLEND_DESC mDesc;
@@ -342,48 +284,147 @@ void SetBufferData(ID3D11DeviceContext *context, ID3D11Buffer *constantBuffer, c
}
}
-WorkaroundsD3D GenerateWorkarounds(D3D_FEATURE_LEVEL featureLevel);
+angle::WorkaroundsD3D GenerateWorkarounds(const Renderer11DeviceCaps &deviceCaps,
+ const DXGI_ADAPTER_DESC &adapterDesc);
+
+enum ReservedConstantBufferSlot
+{
+ RESERVED_CONSTANT_BUFFER_SLOT_DEFAULT_UNIFORM_BLOCK = 0,
+ RESERVED_CONSTANT_BUFFER_SLOT_DRIVER = 1,
+
+ RESERVED_CONSTANT_BUFFER_SLOT_COUNT = 2
+};
+
+void InitConstantBufferDesc(D3D11_BUFFER_DESC *constantBufferDescription, size_t byteWidth);
} // namespace d3d11
+struct GenericData
+{
+ GenericData() {}
+ ~GenericData()
+ {
+ if (object)
+ {
+ // We can have a nullptr factory when holding passed-in resources.
+ if (manager)
+ {
+ manager->onReleaseGeneric(resourceType, object);
+ manager = nullptr;
+ }
+ object->Release();
+ object = nullptr;
+ }
+ }
+
+ ResourceType resourceType = ResourceType::Last;
+ ID3D11Resource *object = nullptr;
+ ResourceManager11 *manager = nullptr;
+};
+
// A helper class which wraps a 2D or 3D texture.
-class TextureHelper11 : angle::NonCopyable
+class TextureHelper11 : public Resource11Base<ID3D11Resource, std::shared_ptr, GenericData>
{
public:
TextureHelper11();
- TextureHelper11(TextureHelper11 &&toCopy);
- ~TextureHelper11();
- TextureHelper11 &operator=(TextureHelper11 &&texture);
-
- static TextureHelper11 MakeAndReference(ID3D11Resource *genericResource);
- static TextureHelper11 MakeAndPossess2D(ID3D11Texture2D *texToOwn);
- static TextureHelper11 MakeAndPossess3D(ID3D11Texture3D *texToOwn);
-
- GLenum getTextureType() const { return mTextureType; }
+ TextureHelper11(TextureHelper11 &&other);
+ TextureHelper11(const TextureHelper11 &other);
+ ~TextureHelper11() override;
+ TextureHelper11 &operator=(TextureHelper11 &&other);
+ TextureHelper11 &operator=(const TextureHelper11 &other);
+
+ bool is2D() const { return mData->resourceType == ResourceType::Texture2D; }
+ bool is3D() const { return mData->resourceType == ResourceType::Texture3D; }
+ ResourceType getTextureType() const { return mData->resourceType; }
gl::Extents getExtents() const { return mExtents; }
- DXGI_FORMAT getFormat() const { return mFormat; }
+ DXGI_FORMAT getFormat() const { return mFormatSet->texFormat; }
+ const d3d11::Format &getFormatSet() const { return *mFormatSet; }
int getSampleCount() const { return mSampleCount; }
- ID3D11Texture2D *getTexture2D() const { return mTexture2D; }
- ID3D11Texture3D *getTexture3D() const { return mTexture3D; }
- ID3D11Resource *getResource() const;
+
+ template <typename DescT, typename ResourceT>
+ void init(Resource11<ResourceT> &&texture, const DescT &desc, const d3d11::Format &format)
+ {
+ std::swap(mData->manager, texture.mData->manager);
+
+ // Can't use std::swap because texture is typed, and here we use ID3D11Resource.
+ ID3D11Resource *temp = mData->object;
+ mData->object = texture.mData->object;
+ texture.mData->object = static_cast<ResourceT *>(temp);
+
+ mFormatSet = &format;
+ initDesc(desc);
+ }
+
+ template <typename ResourceT>
+ void set(ResourceT *object, const d3d11::Format &format)
+ {
+ ASSERT(!valid());
+ mFormatSet = &format;
+ mData->object = object;
+ mData->manager = nullptr;
+
+ GetDescFromD3D11<ResourceT> desc;
+ getDesc(&desc);
+ initDesc(desc);
+ }
+
+ bool operator==(const TextureHelper11 &other) const;
+ bool operator!=(const TextureHelper11 &other) const;
+
+ void getDesc(D3D11_TEXTURE2D_DESC *desc) const;
+ void getDesc(D3D11_TEXTURE3D_DESC *desc) const;
private:
- void reset();
- void initDesc();
+ void initDesc(const D3D11_TEXTURE2D_DESC &desc2D);
+ void initDesc(const D3D11_TEXTURE3D_DESC &desc3D);
- GLenum mTextureType;
+ const d3d11::Format *mFormatSet;
gl::Extents mExtents;
- DXGI_FORMAT mFormat;
int mSampleCount;
- ID3D11Texture2D *mTexture2D;
- ID3D11Texture3D *mTexture3D;
};
-gl::ErrorOrResult<TextureHelper11> CreateStagingTexture(GLenum textureType,
- DXGI_FORMAT dxgiFormat,
- const gl::Extents &size,
- ID3D11Device *device);
+enum class StagingAccess
+{
+ READ,
+ READ_WRITE,
+};
bool UsePresentPathFast(const Renderer11 *renderer, const gl::FramebufferAttachment *colorbuffer);
+bool UsePrimitiveRestartWorkaround(bool primitiveRestartFixedIndexEnabled, GLenum type);
+bool IsStreamingIndexData(const gl::Context *context, GLenum srcType);
+
+enum class IndexStorageType
+{
+ // Dynamic indexes are re-streamed every frame. They come from a client data pointer or
+ // from buffers that are updated frequently.
+ Dynamic,
+
+ // Static indexes are translated from the original storage once, and re-used multiple times.
+ Static,
+
+ // Direct indexes are never transated and are used directly from the source buffer. They are
+ // the fastest available path.
+ Direct,
+
+ // Not a real storage type.
+ Invalid,
+};
+
+IndexStorageType ClassifyIndexStorage(const gl::State &glState,
+ const gl::Buffer *elementArrayBuffer,
+ GLenum elementType,
+ GLenum destElementType,
+ unsigned int offset,
+ bool *needsTranslation);
+
+// Used for state change notifications between buffers and vertex arrays.
+using OnBufferDataDirtyBinding = angle::ChannelBinding<size_t, const gl::Context *>;
+using OnBufferDataDirtyChannel = angle::BroadcastChannel<size_t, const gl::Context *>;
+using OnBufferDataDirtyReceiver = angle::SignalReceiver<size_t, const gl::Context *>;
+
+// Used for state change notifications between RenderTarget11 and Framebuffer11.
+using OnRenderTargetDirtyBinding = angle::ChannelBinding<size_t, const gl::Context *>;
+using OnRenderTargetDirtyChannel = angle::BroadcastChannel<size_t, const gl::Context *>;
+using OnRenderTargetDirtyReceiver = angle::SignalReceiver<size_t, const gl::Context *>;
} // namespace rx