// // 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. // // Renderer11.h: Defines a back-end specific class for the D3D11 renderer. #ifndef LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_H_ #define LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_H_ #include "common/angleutils.h" #include "common/mathutil.h" #include "libANGLE/AttributeMap.h" #include "libANGLE/angletypes.h" #include "libANGLE/renderer/d3d/HLSLCompiler.h" #include "libANGLE/renderer/d3d/RendererD3D.h" #include "libANGLE/renderer/d3d/RenderTargetD3D.h" #include "libANGLE/renderer/d3d/d3d11/DebugAnnotator11.h" #include "libANGLE/renderer/d3d/d3d11/InputLayoutCache.h" #include "libANGLE/renderer/d3d/d3d11/RenderStateCache.h" struct ID3D11DeviceContext1; namespace gl { class FramebufferAttachment; struct ImageIndex; } namespace rx { class VertexDataManager; class IndexDataManager; class StreamingIndexBufferInterface; class Blit11; class Clear11; class PixelTransfer11; class RenderTarget11; class Trim11; struct PackPixelsParams; enum { MAX_VERTEX_UNIFORM_VECTORS_D3D11 = 1024, MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 = 1024 }; // Possible reasons RendererD3D initialize can fail enum D3D11InitError { // The renderer loaded successfully D3D11_INIT_SUCCESS = 0, // Failed to load the ANGLE & D3D compiler libraries D3D11_INIT_COMPILER_ERROR, // Failed to load a necessary DLL (non-compiler) D3D11_INIT_MISSING_DEP, // CreateDevice returned E_INVALIDARG D3D11_INIT_CREATEDEVICE_INVALIDARG, // CreateDevice failed with an error other than invalid arg D3D11_INIT_CREATEDEVICE_ERROR, // DXGI 1.2 required but not found D3D11_INIT_INCOMPATIBLE_DXGI, // Other initialization error D3D11_INIT_OTHER_ERROR, NUM_D3D11_INIT_ERRORS }; class Renderer11 : public RendererD3D { public: explicit Renderer11(egl::Display *display); virtual ~Renderer11(); static Renderer11 *makeRenderer11(Renderer *renderer); egl::Error initialize() override; virtual bool resetDevice(); egl::ConfigSet generateConfigs() const override; gl::Error flush() override; gl::Error finish() override; virtual SwapChainD3D *createSwapChain(NativeWindow nativeWindow, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat); virtual gl::Error generateSwizzle(gl::Texture *texture); virtual gl::Error setSamplerState(gl::SamplerType type, int index, gl::Texture *texture, const gl::SamplerState &sampler); virtual gl::Error setTexture(gl::SamplerType type, int index, gl::Texture *texture); gl::Error setUniformBuffers(const gl::Data &data, const GLint vertexUniformBuffers[], const GLint fragmentUniformBuffers[]) override; virtual gl::Error setRasterizerState(const gl::RasterizerState &rasterState); gl::Error setBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor, unsigned int sampleMask) override; virtual gl::Error setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef, int stencilBackRef, bool frontFaceCCW); virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled); virtual void setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace, bool ignoreViewport); virtual bool applyPrimitiveType(GLenum mode, GLsizei count, bool usesPointSize); gl::Error applyRenderTarget(const gl::Framebuffer *frameBuffer) override; virtual gl::Error applyShaders(gl::Program *program, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer, bool rasterizerDiscard, bool transformFeedbackActive); virtual gl::Error applyUniforms(const ProgramImpl &program, const std::vector &uniformArray); virtual gl::Error applyVertexBuffer(const gl::State &state, GLenum mode, GLint first, GLsizei count, GLsizei instances); virtual gl::Error applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo); void applyTransformFeedbackBuffers(const gl::State &state) override; gl::Error drawArrays(const gl::Data &data, GLenum mode, GLsizei count, GLsizei instances, bool usesPointSize) override; virtual gl::Error drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances); virtual void markAllStateDirty(); // lost device bool testDeviceLost() override; bool testDeviceResettable() override; VendorID getVendorId() const override; std::string getRendererDescription() const override; GUID getAdapterIdentifier() const override; virtual unsigned int getReservedVertexUniformVectors() const; virtual unsigned int getReservedFragmentUniformVectors() const; virtual unsigned int getReservedVertexUniformBuffers() const; virtual unsigned int getReservedFragmentUniformBuffers() const; virtual bool getShareHandleSupport() const; virtual bool getPostSubBufferSupport() const; virtual int getMajorShaderModel() const; int getMinorShaderModel() const override; std::string getShaderModelSuffix() const override; // Pixel operations virtual gl::Error copyImage2D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, const gl::Offset &destOffset, TextureStorage *storage, GLint level); virtual gl::Error copyImageCube(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, const gl::Offset &destOffset, TextureStorage *storage, GLenum target, GLint level); virtual gl::Error copyImage3D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, const gl::Offset &destOffset, TextureStorage *storage, GLint level); virtual gl::Error copyImage2DArray(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, const gl::Offset &destOffset, TextureStorage *storage, GLint level); // RenderTarget creation virtual gl::Error createRenderTarget(int width, int height, GLenum format, GLsizei samples, RenderTargetD3D **outRT); // Framebuffer creation FramebufferImpl *createDefaultFramebuffer(const gl::Framebuffer::Data &data) override; FramebufferImpl *createFramebuffer(const gl::Framebuffer::Data &data) override; // Shader creation virtual CompilerImpl *createCompiler(const gl::Data &data); virtual ShaderImpl *createShader(GLenum type); virtual ProgramImpl *createProgram(); // Shader operations virtual gl::Error loadExecutable(const void *function, size_t length, ShaderType type, const std::vector &transformFeedbackVaryings, bool separatedOutputBuffers, ShaderExecutableD3D **outExecutable); virtual gl::Error compileToExecutable(gl::InfoLog &infoLog, const std::string &shaderHLSL, ShaderType type, const std::vector &transformFeedbackVaryings, bool separatedOutputBuffers, const D3DCompilerWorkarounds &workarounds, ShaderExecutableD3D **outExectuable); virtual UniformStorageD3D *createUniformStorage(size_t storageSize); // Image operations virtual ImageD3D *createImage(); gl::Error generateMipmap(ImageD3D *dest, ImageD3D *source) override; virtual TextureStorage *createTextureStorage2D(SwapChainD3D *swapChain); virtual TextureStorage *createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels, bool hintLevelZeroOnly); virtual TextureStorage *createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels, bool hintLevelZeroOnly); virtual TextureStorage *createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels); virtual TextureStorage *createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels); // Texture creation virtual TextureImpl *createTexture(GLenum target); // Renderbuffer creation virtual RenderbufferImpl *createRenderbuffer(); // Buffer creation virtual BufferImpl *createBuffer(); virtual VertexBuffer *createVertexBuffer(); virtual IndexBuffer *createIndexBuffer(); // Vertex Array creation virtual VertexArrayImpl *createVertexArray(); // Query and Fence creation virtual QueryImpl *createQuery(GLenum type); virtual FenceNVImpl *createFenceNV(); virtual FenceSyncImpl *createFenceSync(); // Transform Feedback creation virtual TransformFeedbackImpl* createTransformFeedback(); // D3D11-renderer specific methods ID3D11Device *getDevice() { return mDevice; } ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; }; ID3D11DeviceContext1 *getDeviceContext1IfSupported() { return mDeviceContext1; }; DXGIFactory *getDxgiFactory() { return mDxgiFactory; }; Blit11 *getBlitter() { return mBlit; } Clear11 *getClearer() { return mClear; } // Buffer-to-texture and Texture-to-buffer copies virtual bool supportsFastCopyBufferToTexture(GLenum internalFormat) const; virtual gl::Error fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *destRenderTarget, GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea); void unapplyRenderTargets(); void setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView); gl::Error packPixels(ID3D11Texture2D *readTexture, const PackPixelsParams ¶ms, uint8_t *pixelsOut); bool getLUID(LUID *adapterLuid) const override; virtual VertexConversionType getVertexConversionType(const gl::VertexFormat &vertexFormat) const; virtual GLenum getVertexComponentType(const gl::VertexFormat &vertexFormat) const; gl::Error readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, GLenum format, GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, uint8_t *pixels); void setShaderResource(gl::SamplerType shaderType, UINT resourceSlot, ID3D11ShaderResourceView *srv); gl::Error blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTargetD3D *readRenderTarget, RenderTargetD3D *drawRenderTarget, GLenum filter, const gl::Rectangle *scissor, bool colorBlit, bool depthBlit, bool stencilBlit); bool isES3Capable() const; D3D_FEATURE_LEVEL getFeatureLevel() const { return mFeatureLevel; }; RendererClass getRendererClass() const override { return RENDERER_D3D11; } private: void generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions) const override; Workarounds generateWorkarounds() const override; gl::Error drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer); gl::Error drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances); ID3D11Texture2D *resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource); void unsetConflictingSRVs(gl::SamplerType shaderType, uintptr_t resource, const gl::ImageIndex *index); HMODULE mD3d11Module; HMODULE mDxgiModule; std::vector mAvailableFeatureLevels; D3D_DRIVER_TYPE mDriverType; HLSLCompiler mCompiler; void initializeDevice(); void releaseDeviceResources(); void release(); RenderStateCache mStateCache; // current render target states uintptr_t mAppliedRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS]; uintptr_t mAppliedDSV; bool mDepthStencilInitialized; bool mRenderTargetDescInitialized; struct RenderTargetDesc { size_t width; size_t height; DXGI_FORMAT format; }; RenderTargetDesc mRenderTargetDesc; // Currently applied sampler states std::vector mForceSetVertexSamplerStates; std::vector mCurVertexSamplerStates; std::vector mForceSetPixelSamplerStates; std::vector mCurPixelSamplerStates; // Currently applied textures struct SRVRecord { uintptr_t srv; uintptr_t resource; D3D11_SHADER_RESOURCE_VIEW_DESC desc; }; std::vector mCurVertexSRVs; std::vector mCurPixelSRVs; // Currently applied blend state bool mForceSetBlendState; gl::BlendState mCurBlendState; gl::ColorF mCurBlendColor; unsigned int mCurSampleMask; // Currently applied rasterizer state bool mForceSetRasterState; gl::RasterizerState mCurRasterState; // Currently applied depth stencil state bool mForceSetDepthStencilState; gl::DepthStencilState mCurDepthStencilState; int mCurStencilRef; int mCurStencilBackRef; // Currently applied scissor rectangle bool mForceSetScissor; bool mScissorEnabled; gl::Rectangle mCurScissor; // Currently applied viewport bool mForceSetViewport; gl::Rectangle mCurViewport; float mCurNear; float mCurFar; // Currently applied primitive topology D3D11_PRIMITIVE_TOPOLOGY mCurrentPrimitiveTopology; // Currently applied index buffer ID3D11Buffer *mAppliedIB; DXGI_FORMAT mAppliedIBFormat; unsigned int mAppliedIBOffset; // Currently applied transform feedback buffers size_t mAppliedNumXFBBindings; ID3D11Buffer *mAppliedTFBuffers[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS]; // Tracks the current D3D buffers // in use for streamout GLintptr mAppliedTFOffsets[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS]; // Tracks the current GL-specified // buffer offsets to transform feedback // buffers UINT mCurrentD3DOffsets[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS]; // Tracks the D3D buffer offsets, // which may differ from GLs, due // to different append behavior // Currently applied shaders uintptr_t mAppliedVertexShader; uintptr_t mAppliedGeometryShader; uintptr_t mAppliedPixelShader; dx_VertexConstants mVertexConstants; dx_VertexConstants mAppliedVertexConstants; ID3D11Buffer *mDriverConstantBufferVS; ID3D11Buffer *mCurrentVertexConstantBuffer; unsigned int mCurrentConstantBufferVS[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS]; GLintptr mCurrentConstantBufferVSOffset[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS]; GLsizeiptr mCurrentConstantBufferVSSize[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS]; dx_PixelConstants mPixelConstants; dx_PixelConstants mAppliedPixelConstants; ID3D11Buffer *mDriverConstantBufferPS; ID3D11Buffer *mCurrentPixelConstantBuffer; unsigned int mCurrentConstantBufferPS[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS]; GLintptr mCurrentConstantBufferPSOffset[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS]; GLsizeiptr mCurrentConstantBufferPSSize[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS]; ID3D11Buffer *mCurrentGeometryConstantBuffer; // Vertex, index and input layouts VertexDataManager *mVertexDataManager; IndexDataManager *mIndexDataManager; InputLayoutCache mInputLayoutCache; StreamingIndexBufferInterface *mLineLoopIB; StreamingIndexBufferInterface *mTriangleFanIB; // Texture copy resources Blit11 *mBlit; PixelTransfer11 *mPixelTransfer; // Masked clear resources Clear11 *mClear; // Perform trim for D3D resources Trim11 *mTrim; // Sync query ID3D11Query *mSyncQuery; // Constant buffer offset support bool mSupportsConstantBufferOffsets; ID3D11Device *mDevice; D3D_FEATURE_LEVEL mFeatureLevel; ID3D11DeviceContext *mDeviceContext; ID3D11DeviceContext1 *mDeviceContext1; IDXGIAdapter *mDxgiAdapter; DXGI_ADAPTER_DESC mAdapterDescription; char mDescription[128]; DXGIFactory *mDxgiFactory; DebugAnnotator11 mAnnotator; }; } #endif // LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_H_