// // Copyright (c) 2012-2014 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. // // RenderStateCache.cpp: Defines rx::RenderStateCache, a cache of Direct3D render // state objects. #include "libANGLE/renderer/d3d/d3d11/RenderStateCache.h" #include #include "common/debug.h" #include "libANGLE/Framebuffer.h" #include "libANGLE/FramebufferAttachment.h" #include "libANGLE/renderer/d3d/FramebufferD3D.h" #include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h" #include "libANGLE/renderer/d3d/d3d11/Renderer11.h" namespace rx { using namespace gl_d3d11; RenderStateCache::RenderStateCache() : mBlendStateCache(kMaxStates), mRasterizerStateCache(kMaxStates), mDepthStencilStateCache(kMaxStates), mSamplerStateCache(kMaxStates) { } RenderStateCache::~RenderStateCache() { } void RenderStateCache::clear() { mBlendStateCache.Clear(); mRasterizerStateCache.Clear(); mDepthStencilStateCache.Clear(); mSamplerStateCache.Clear(); } // static d3d11::BlendStateKey RenderStateCache::GetBlendStateKey(const gl::Context *context, const gl::Framebuffer *framebuffer, const gl::BlendState &blendState) { d3d11::BlendStateKey key; FramebufferD3D *framebufferD3D = GetImplAs(framebuffer); const gl::AttachmentList &colorbuffers = framebufferD3D->getColorAttachmentsForRender(context); const UINT8 blendStateMask = gl_d3d11::ConvertColorMask(blendState.colorMaskRed, blendState.colorMaskGreen, blendState.colorMaskBlue, blendState.colorMaskAlpha); key.blendState = blendState; for (size_t i = 0; i < colorbuffers.size(); i++) { const gl::FramebufferAttachment *attachment = colorbuffers[i]; if (attachment) { key.rtvMax = static_cast(i) + 1; key.rtvMasks[i] = (gl_d3d11::GetColorMask(*attachment->getFormat().info)) & blendStateMask; } } return key; } gl::Error RenderStateCache::getBlendState(Renderer11 *renderer, const d3d11::BlendStateKey &key, const d3d11::BlendState **outBlendState) { auto keyIter = mBlendStateCache.Get(key); if (keyIter != mBlendStateCache.end()) { *outBlendState = &keyIter->second; return gl::NoError(); } TrimCache(kMaxStates, kGCLimit, "blend state", &mBlendStateCache); // Create a new blend state and insert it into the cache D3D11_BLEND_DESC blendDesc; D3D11_RENDER_TARGET_BLEND_DESC &rtDesc0 = blendDesc.RenderTarget[0]; const gl::BlendState &blendState = key.blendState; blendDesc.AlphaToCoverageEnable = blendState.sampleAlphaToCoverage; blendDesc.IndependentBlendEnable = key.rtvMax > 1 ? TRUE : FALSE; rtDesc0 = {}; if (blendState.blend) { rtDesc0.BlendEnable = true; rtDesc0.SrcBlend = gl_d3d11::ConvertBlendFunc(blendState.sourceBlendRGB, false); rtDesc0.DestBlend = gl_d3d11::ConvertBlendFunc(blendState.destBlendRGB, false); rtDesc0.BlendOp = gl_d3d11::ConvertBlendOp(blendState.blendEquationRGB); rtDesc0.SrcBlendAlpha = gl_d3d11::ConvertBlendFunc(blendState.sourceBlendAlpha, true); rtDesc0.DestBlendAlpha = gl_d3d11::ConvertBlendFunc(blendState.destBlendAlpha, true); rtDesc0.BlendOpAlpha = gl_d3d11::ConvertBlendOp(blendState.blendEquationAlpha); } rtDesc0.RenderTargetWriteMask = key.rtvMasks[0]; for (unsigned int i = 1; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++) { blendDesc.RenderTarget[i] = rtDesc0; blendDesc.RenderTarget[i].RenderTargetWriteMask = key.rtvMasks[i]; } d3d11::BlendState d3dBlendState; ANGLE_TRY(renderer->allocateResource(blendDesc, &d3dBlendState)); const auto &iter = mBlendStateCache.Put(key, std::move(d3dBlendState)); *outBlendState = &iter->second; return gl::NoError(); } gl::Error RenderStateCache::getRasterizerState(Renderer11 *renderer, const gl::RasterizerState &rasterState, bool scissorEnabled, ID3D11RasterizerState **outRasterizerState) { d3d11::RasterizerStateKey key; key.rasterizerState = rasterState; key.scissorEnabled = scissorEnabled ? 1 : 0; auto keyIter = mRasterizerStateCache.Get(key); if (keyIter != mRasterizerStateCache.end()) { *outRasterizerState = keyIter->second.get(); return gl::NoError(); } TrimCache(kMaxStates, kGCLimit, "rasterizer state", &mRasterizerStateCache); D3D11_CULL_MODE cullMode = gl_d3d11::ConvertCullMode(rasterState.cullFace, rasterState.cullMode); // Disable culling if drawing points if (rasterState.pointDrawMode) { cullMode = D3D11_CULL_NONE; } D3D11_RASTERIZER_DESC rasterDesc; rasterDesc.FillMode = D3D11_FILL_SOLID; rasterDesc.CullMode = cullMode; rasterDesc.FrontCounterClockwise = (rasterState.frontFace == GL_CCW) ? FALSE : TRUE; rasterDesc.DepthBiasClamp = 0.0f; // MSDN documentation of DepthBiasClamp implies a value of // zero will preform no clamping, must be tested though. rasterDesc.DepthClipEnable = TRUE; rasterDesc.ScissorEnable = scissorEnabled ? TRUE : FALSE; rasterDesc.MultisampleEnable = rasterState.multiSample; rasterDesc.AntialiasedLineEnable = FALSE; if (rasterState.polygonOffsetFill) { rasterDesc.SlopeScaledDepthBias = rasterState.polygonOffsetFactor; rasterDesc.DepthBias = (INT)rasterState.polygonOffsetUnits; } else { rasterDesc.SlopeScaledDepthBias = 0.0f; rasterDesc.DepthBias = 0; } d3d11::RasterizerState dx11RasterizerState; ANGLE_TRY(renderer->allocateResource(rasterDesc, &dx11RasterizerState)); *outRasterizerState = dx11RasterizerState.get(); mRasterizerStateCache.Put(key, std::move(dx11RasterizerState)); return gl::NoError(); } gl::Error RenderStateCache::getDepthStencilState(Renderer11 *renderer, const gl::DepthStencilState &glState, const d3d11::DepthStencilState **outDSState) { auto keyIter = mDepthStencilStateCache.Get(glState); if (keyIter != mDepthStencilStateCache.end()) { *outDSState = &keyIter->second; return gl::NoError(); } TrimCache(kMaxStates, kGCLimit, "depth stencil state", &mDepthStencilStateCache); D3D11_DEPTH_STENCIL_DESC dsDesc = {0}; dsDesc.DepthEnable = glState.depthTest ? TRUE : FALSE; dsDesc.DepthWriteMask = ConvertDepthMask(glState.depthMask); dsDesc.DepthFunc = ConvertComparison(glState.depthFunc); dsDesc.StencilEnable = glState.stencilTest ? TRUE : FALSE; dsDesc.StencilReadMask = ConvertStencilMask(glState.stencilMask); dsDesc.StencilWriteMask = ConvertStencilMask(glState.stencilWritemask); dsDesc.FrontFace.StencilFailOp = ConvertStencilOp(glState.stencilFail); dsDesc.FrontFace.StencilDepthFailOp = ConvertStencilOp(glState.stencilPassDepthFail); dsDesc.FrontFace.StencilPassOp = ConvertStencilOp(glState.stencilPassDepthPass); dsDesc.FrontFace.StencilFunc = ConvertComparison(glState.stencilFunc); dsDesc.BackFace.StencilFailOp = ConvertStencilOp(glState.stencilBackFail); dsDesc.BackFace.StencilDepthFailOp = ConvertStencilOp(glState.stencilBackPassDepthFail); dsDesc.BackFace.StencilPassOp = ConvertStencilOp(glState.stencilBackPassDepthPass); dsDesc.BackFace.StencilFunc = ConvertComparison(glState.stencilBackFunc); d3d11::DepthStencilState dx11DepthStencilState; ANGLE_TRY(renderer->allocateResource(dsDesc, &dx11DepthStencilState)); const auto &iter = mDepthStencilStateCache.Put(glState, std::move(dx11DepthStencilState)); *outDSState = &iter->second; return gl::NoError(); } gl::Error RenderStateCache::getSamplerState(Renderer11 *renderer, const gl::SamplerState &samplerState, ID3D11SamplerState **outSamplerState) { auto keyIter = mSamplerStateCache.Get(samplerState); if (keyIter != mSamplerStateCache.end()) { *outSamplerState = keyIter->second.get(); return gl::NoError(); } TrimCache(kMaxStates, kGCLimit, "sampler state", &mSamplerStateCache); const auto &featureLevel = renderer->getRenderer11DeviceCaps().featureLevel; D3D11_SAMPLER_DESC samplerDesc; samplerDesc.Filter = gl_d3d11::ConvertFilter(samplerState.minFilter, samplerState.magFilter, samplerState.maxAnisotropy, samplerState.compareMode); samplerDesc.AddressU = gl_d3d11::ConvertTextureWrap(samplerState.wrapS); samplerDesc.AddressV = gl_d3d11::ConvertTextureWrap(samplerState.wrapT); samplerDesc.AddressW = gl_d3d11::ConvertTextureWrap(samplerState.wrapR); samplerDesc.MipLODBias = 0; samplerDesc.MaxAnisotropy = gl_d3d11::ConvertMaxAnisotropy(samplerState.maxAnisotropy, featureLevel); samplerDesc.ComparisonFunc = gl_d3d11::ConvertComparison(samplerState.compareFunc); samplerDesc.BorderColor[0] = 0.0f; samplerDesc.BorderColor[1] = 0.0f; samplerDesc.BorderColor[2] = 0.0f; samplerDesc.BorderColor[3] = 0.0f; samplerDesc.MinLOD = samplerState.minLod; samplerDesc.MaxLOD = samplerState.maxLod; if (featureLevel <= D3D_FEATURE_LEVEL_9_3) { // Check that maxLOD is nearly FLT_MAX (1000.0f is the default), since 9_3 doesn't support // anything other than FLT_MAX. Note that Feature Level 9_* only supports GL ES 2.0, so the // consumer of ANGLE can't modify the Max LOD themselves. ASSERT(samplerState.maxLod >= 999.9f); // Now just set MaxLOD to FLT_MAX. Other parts of the renderer (e.g. the non-zero max LOD // workaround) should take account of this. samplerDesc.MaxLOD = FLT_MAX; } d3d11::SamplerState dx11SamplerState; ANGLE_TRY(renderer->allocateResource(samplerDesc, &dx11SamplerState)); *outSamplerState = dx11SamplerState.get(); mSamplerStateCache.Put(samplerState, std::move(dx11SamplerState)); return gl::NoError(); } } // namespace rx