// // Copyright 2016 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. // // Context11: // D3D11-specific functionality associated with a GL Context. // #include "libANGLE/renderer/d3d/d3d11/Context11.h" #include "common/string_utils.h" #include "libANGLE/Context.h" #include "libANGLE/MemoryProgramCache.h" #include "libANGLE/renderer/d3d/CompilerD3D.h" #include "libANGLE/renderer/d3d/ProgramD3D.h" #include "libANGLE/renderer/d3d/RenderbufferD3D.h" #include "libANGLE/renderer/d3d/SamplerD3D.h" #include "libANGLE/renderer/d3d/ShaderD3D.h" #include "libANGLE/renderer/d3d/TextureD3D.h" #include "libANGLE/renderer/d3d/d3d11/Buffer11.h" #include "libANGLE/renderer/d3d/d3d11/Fence11.h" #include "libANGLE/renderer/d3d/d3d11/Framebuffer11.h" #include "libANGLE/renderer/d3d/d3d11/ProgramPipeline11.h" #include "libANGLE/renderer/d3d/d3d11/Renderer11.h" #include "libANGLE/renderer/d3d/d3d11/StateManager11.h" #include "libANGLE/renderer/d3d/d3d11/TransformFeedback11.h" #include "libANGLE/renderer/d3d/d3d11/VertexArray11.h" namespace rx { Context11::Context11(const gl::ContextState &state, Renderer11 *renderer) : ContextImpl(state), mRenderer(renderer) { } Context11::~Context11() { } gl::Error Context11::initialize() { return gl::NoError(); } CompilerImpl *Context11::createCompiler() { if (mRenderer->getRenderer11DeviceCaps().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); } } ShaderImpl *Context11::createShader(const gl::ShaderState &data) { return new ShaderD3D(data, mRenderer->getWorkarounds(), mRenderer->getNativeExtensions()); } ProgramImpl *Context11::createProgram(const gl::ProgramState &data) { return new ProgramD3D(data, mRenderer); } FramebufferImpl *Context11::createFramebuffer(const gl::FramebufferState &data) { return new Framebuffer11(data, mRenderer); } TextureImpl *Context11::createTexture(const gl::TextureState &state) { switch (state.getTarget()) { case GL_TEXTURE_2D: return new TextureD3D_2D(state, mRenderer); case GL_TEXTURE_CUBE_MAP: return new TextureD3D_Cube(state, mRenderer); case GL_TEXTURE_3D: return new TextureD3D_3D(state, mRenderer); case GL_TEXTURE_2D_ARRAY: return new TextureD3D_2DArray(state, mRenderer); case GL_TEXTURE_EXTERNAL_OES: return new TextureD3D_External(state, mRenderer); case GL_TEXTURE_2D_MULTISAMPLE: return new TextureD3D_2DMultisample(state, mRenderer); break; default: UNREACHABLE(); } return nullptr; } RenderbufferImpl *Context11::createRenderbuffer() { return new RenderbufferD3D(mRenderer); } BufferImpl *Context11::createBuffer(const gl::BufferState &state) { Buffer11 *buffer = new Buffer11(state, mRenderer); mRenderer->onBufferCreate(buffer); return buffer; } VertexArrayImpl *Context11::createVertexArray(const gl::VertexArrayState &data) { return new VertexArray11(data); } QueryImpl *Context11::createQuery(GLenum type) { return new Query11(mRenderer, type); } FenceNVImpl *Context11::createFenceNV() { return new FenceNV11(mRenderer); } SyncImpl *Context11::createSync() { return new Sync11(mRenderer); } TransformFeedbackImpl *Context11::createTransformFeedback(const gl::TransformFeedbackState &state) { return new TransformFeedback11(state, mRenderer); } SamplerImpl *Context11::createSampler(const gl::SamplerState &state) { return new SamplerD3D(state); } ProgramPipelineImpl *Context11::createProgramPipeline(const gl::ProgramPipelineState &data) { return new ProgramPipeline11(data); } std::vector Context11::createPaths(GLsizei) { return std::vector(); } gl::Error Context11::flush(const gl::Context *context) { return mRenderer->flush(); } gl::Error Context11::finish(const gl::Context *context) { return mRenderer->finish(); } gl::Error Context11::drawArrays(const gl::Context *context, GLenum mode, GLint first, GLsizei count) { ANGLE_TRY(prepareForDrawCall(context, mode)); return mRenderer->drawArrays(context, mode, first, count, 0); } gl::Error Context11::drawArraysInstanced(const gl::Context *context, GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) { ANGLE_TRY(prepareForDrawCall(context, mode)); return mRenderer->drawArrays(context, mode, first, count, instanceCount); } gl::Error Context11::drawElements(const gl::Context *context, GLenum mode, GLsizei count, GLenum type, const void *indices) { ANGLE_TRY(prepareForDrawCall(context, mode)); return mRenderer->drawElements(context, mode, count, type, indices, 0); } gl::Error Context11::drawElementsInstanced(const gl::Context *context, GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instances) { ANGLE_TRY(prepareForDrawCall(context, mode)); return mRenderer->drawElements(context, mode, count, type, indices, instances); } gl::Error Context11::drawRangeElements(const gl::Context *context, GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices) { ANGLE_TRY(prepareForDrawCall(context, mode)); return mRenderer->drawElements(context, mode, count, type, indices, 0); } gl::Error Context11::drawArraysIndirect(const gl::Context *context, GLenum mode, const void *indirect) { ANGLE_TRY(prepareForDrawCall(context, mode)); return mRenderer->drawArraysIndirect(context, mode, indirect); } gl::Error Context11::drawElementsIndirect(const gl::Context *context, GLenum mode, GLenum type, const void *indirect) { ANGLE_TRY(prepareForDrawCall(context, mode)); return mRenderer->drawElementsIndirect(context, mode, type, indirect); } GLenum Context11::getResetStatus() { return mRenderer->getResetStatus(); } std::string Context11::getVendorString() const { return mRenderer->getVendorString(); } std::string Context11::getRendererDescription() const { return mRenderer->getRendererDescription(); } void Context11::insertEventMarker(GLsizei length, const char *marker) { auto optionalString = angle::WidenString(static_cast(length), marker); if (optionalString.valid()) { mRenderer->getAnnotator()->setMarker(optionalString.value().data()); } } void Context11::pushGroupMarker(GLsizei length, const char *marker) { auto optionalString = angle::WidenString(static_cast(length), marker); if (optionalString.valid()) { mRenderer->getAnnotator()->beginEvent(optionalString.value().data()); } } void Context11::popGroupMarker() { mRenderer->getAnnotator()->endEvent(); } void Context11::pushDebugGroup(GLenum source, GLuint id, GLsizei length, const char *message) { // Fall through to the EXT_debug_marker functions pushGroupMarker(length, message); } void Context11::popDebugGroup() { // Fall through to the EXT_debug_marker functions popGroupMarker(); } void Context11::syncState(const gl::Context *context, const gl::State::DirtyBits &dirtyBits) { mRenderer->getStateManager()->syncState(context, dirtyBits); } GLint Context11::getGPUDisjoint() { return mRenderer->getGPUDisjoint(); } GLint64 Context11::getTimestamp() { return mRenderer->getTimestamp(); } void Context11::onMakeCurrent(const gl::Context *context) { ANGLE_SWALLOW_ERR(mRenderer->getStateManager()->onMakeCurrent(context)); } const gl::Caps &Context11::getNativeCaps() const { return mRenderer->getNativeCaps(); } const gl::TextureCapsMap &Context11::getNativeTextureCaps() const { return mRenderer->getNativeTextureCaps(); } const gl::Extensions &Context11::getNativeExtensions() const { return mRenderer->getNativeExtensions(); } const gl::Limitations &Context11::getNativeLimitations() const { return mRenderer->getNativeLimitations(); } gl::Error Context11::dispatchCompute(const gl::Context *context, GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ) { return mRenderer->dispatchCompute(context, numGroupsX, numGroupsY, numGroupsZ); } gl::Error Context11::triggerDrawCallProgramRecompilation(const gl::Context *context, GLenum drawMode) { const auto &glState = context->getGLState(); const auto *va11 = GetImplAs(glState.getVertexArray()); const auto *drawFBO = glState.getDrawFramebuffer(); gl::Program *program = glState.getProgram(); ProgramD3D *programD3D = GetImplAs(program); programD3D->updateCachedInputLayout(va11->getCurrentStateSerial(), glState); programD3D->updateCachedOutputLayout(context, drawFBO); bool recompileVS = !programD3D->hasVertexExecutableForCachedInputLayout(); bool recompileGS = !programD3D->hasGeometryExecutableForPrimitiveType(drawMode); bool recompilePS = !programD3D->hasPixelExecutableForCachedOutputLayout(); if (!recompileVS && !recompileGS && !recompilePS) { return gl::NoError(); } // Load the compiler if necessary and recompile the programs. ANGLE_TRY(mRenderer->ensureHLSLCompilerInitialized()); gl::InfoLog infoLog; if (recompileVS) { ShaderExecutableD3D *vertexExe = nullptr; ANGLE_TRY(programD3D->getVertexExecutableForCachedInputLayout(&vertexExe, &infoLog)); if (!programD3D->hasVertexExecutableForCachedInputLayout()) { ASSERT(infoLog.getLength() > 0); ERR() << "Dynamic recompilation error log: " << infoLog.str(); return gl::InternalError() << "Error compiling dynamic vertex executable:" << infoLog.str(); } } if (recompileGS) { ShaderExecutableD3D *geometryExe = nullptr; ANGLE_TRY(programD3D->getGeometryExecutableForPrimitiveType(context, drawMode, &geometryExe, &infoLog)); if (!programD3D->hasGeometryExecutableForPrimitiveType(drawMode)) { ASSERT(infoLog.getLength() > 0); ERR() << "Dynamic recompilation error log: " << infoLog.str(); return gl::InternalError() << "Error compiling dynamic geometry executable:" << infoLog.str(); } } if (recompilePS) { ShaderExecutableD3D *pixelExe = nullptr; ANGLE_TRY(programD3D->getPixelExecutableForCachedOutputLayout(&pixelExe, &infoLog)); if (!programD3D->hasPixelExecutableForCachedOutputLayout()) { ASSERT(infoLog.getLength() > 0); ERR() << "Dynamic recompilation error log: " << infoLog.str(); return gl::InternalError() << "Error compiling dynamic pixel executable:" << infoLog.str(); } } // Refresh the program cache entry. if (mMemoryProgramCache) { mMemoryProgramCache->updateProgram(context, program); } return gl::NoError(); } gl::Error Context11::prepareForDrawCall(const gl::Context *context, GLenum drawMode) { ANGLE_TRY(mRenderer->getStateManager()->updateState(context, drawMode)); return gl::NoError(); } } // namespace rx