// // 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/renderer11_utils.h" #include "libANGLE/renderer/d3d/d3d11/RenderStateCache.h" #include "libANGLE/renderer/d3d/d3d11/StateManager11.h" namespace gl { class FramebufferAttachment; struct ImageIndex; } struct ID3D11DeviceContext1; namespace rx { class VertexDataManager; class IndexDataManager; class StreamingIndexBufferInterface; class Blit11; class Buffer11; class Clear11; class PixelTransfer11; class RenderTarget11; class Trim11; struct PackPixelsParams; struct Renderer11DeviceCaps { D3D_FEATURE_LEVEL featureLevel; bool supportsDXGI1_2; // Support for DXGI 1.2 bool supportsClearView; // Support for ID3D11DeviceContext1::ClearView bool supportsConstantBufferOffsets; // Support for Constant buffer offset UINT B5G6R5support; // Bitfield of D3D11_FORMAT_SUPPORT values for DXGI_FORMAT_B5G6R5_UNORM UINT B4G4R4A4support; // Bitfield of D3D11_FORMAT_SUPPORT values for DXGI_FORMAT_B4G4R4A4_UNORM UINT B5G5R5A1support; // Bitfield of D3D11_FORMAT_SUPPORT values for DXGI_FORMAT_B5G5R5A1_UNORM }; 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, // CreateDevice returned E_FAIL D3D11_INIT_CREATEDEVICE_FAIL, // CreateDevice returned E_NOTIMPL D3D11_INIT_CREATEDEVICE_NOTIMPL, // CreateDevice returned E_OUTOFMEMORY D3D11_INIT_CREATEDEVICE_OUTOFMEMORY, // CreateDevice returned DXGI_ERROR_INVALID_CALL D3D11_INIT_CREATEDEVICE_INVALIDCALL, // CreateDevice returned DXGI_ERROR_SDK_COMPONENT_MISSING D3D11_INIT_CREATEDEVICE_COMPONENTMISSING, // CreateDevice returned DXGI_ERROR_WAS_STILL_DRAWING D3D11_INIT_CREATEDEVICE_WASSTILLDRAWING, // CreateDevice returned DXGI_ERROR_NOT_CURRENTLY_AVAILABLE D3D11_INIT_CREATEDEVICE_NOTAVAILABLE, // CreateDevice returned DXGI_ERROR_DEVICE_HUNG D3D11_INIT_CREATEDEVICE_DEVICEHUNG, // CreateDevice returned NULL D3D11_INIT_CREATEDEVICE_NULL, NUM_D3D11_INIT_ERRORS }; class Renderer11 : public RendererD3D { public: explicit Renderer11(egl::Display *display); virtual ~Renderer11(); egl::Error initialize() override; virtual bool resetDevice(); egl::ConfigSet generateConfigs() const override; void generateDisplayExtensions(egl::DisplayExtensions *outExtensions) const override; gl::Error flush() override; gl::Error finish() override; SwapChainD3D *createSwapChain(NativeWindow nativeWindow, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat, EGLint orientation) override; CompilerImpl *createCompiler() override; 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 std::vector &vertexUniformBuffers, const std::vector &fragmentUniformBuffers) override; gl::Error updateState(const gl::Data &data, GLenum drawMode) override; virtual bool applyPrimitiveType(GLenum mode, GLsizei count, bool usesPointSize); gl::Error applyRenderTarget(const gl::Framebuffer *frameBuffer) override; gl::Error applyUniforms(const ProgramD3D &programD3D, GLenum drawMode, const std::vector &uniformArray) override; virtual gl::Error applyVertexBuffer(const gl::State &state, GLenum mode, GLint first, GLsizei count, GLsizei instances, TranslatedIndexData *indexInfo); gl::Error applyIndexBuffer(const gl::Data &data, const GLvoid *indices, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) override; void applyTransformFeedbackBuffers(const gl::State &state) override; // lost device bool testDeviceLost() override; bool testDeviceResettable() override; std::string getRendererDescription() const override; DeviceIdentifier getAdapterIdentifier() const override; virtual unsigned int getReservedVertexUniformVectors() const; virtual unsigned int getReservedFragmentUniformVectors() const; virtual unsigned int getReservedVertexUniformBuffers() const; virtual unsigned int getReservedFragmentUniformBuffers() const; bool getShareHandleSupport() 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); gl::Error createRenderTargetCopy(RenderTargetD3D *source, RenderTargetD3D **outRT) override; // Framebuffer creation FramebufferImpl *createFramebuffer(const gl::Framebuffer::Data &data) override; // Shader creation ShaderImpl *createShader(const gl::Shader::Data &data) override; ProgramImpl *createProgram(const gl::Program::Data &data) override; // Shader operations gl::Error loadExecutable(const void *function, size_t length, ShaderType type, const std::vector &streamOutVaryings, bool separatedOutputBuffers, ShaderExecutableD3D **outExecutable) override; gl::Error compileToExecutable(gl::InfoLog &infoLog, const std::string &shaderHLSL, ShaderType type, const std::vector &streamOutVaryings, bool separatedOutputBuffers, const D3DCompilerWorkarounds &workarounds, ShaderExecutableD3D **outExectuable) override; UniformStorageD3D *createUniformStorage(size_t storageSize) override; // Image operations virtual ImageD3D *createImage(); gl::Error generateMipmap(ImageD3D *dest, ImageD3D *source) override; gl::Error generateMipmapsUsingD3D(TextureStorage *storage, const gl::TextureState &textureState) override; virtual TextureStorage *createTextureStorage2D(SwapChainD3D *swapChain); TextureStorage *createTextureStorageEGLImage(EGLImageD3D *eglImage) override; 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 VertexArrayImpl *createVertexArray(const gl::VertexArray::Data &data) override; // 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; } void *getD3DDevice() override; ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; }; ID3D11DeviceContext1 *getDeviceContext1IfSupported() { return mDeviceContext1; }; DXGIFactory *getDxgiFactory() { return mDxgiFactory; }; RenderStateCache &getStateCache() { return mStateCache; } 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 markAllStateDirty(); void unapplyRenderTargets(); void setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView); gl::Error packPixels(const TextureHelper11 &textureHelper, const PackPixelsParams ¶ms, uint8_t *pixelsOut); bool getLUID(LUID *adapterLuid) const override; VertexConversionType getVertexConversionType(gl::VertexFormatType vertexFormatType) const override; GLenum getVertexComponentType(gl::VertexFormatType vertexFormatType) const override; gl::Error readFromAttachment(const gl::FramebufferAttachment &srcAttachment, const gl::Rectangle &sourceArea, GLenum format, GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, uint8_t *pixels); 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; const Renderer11DeviceCaps &getRenderer11DeviceCaps() { return mRenderer11DeviceCaps; }; RendererClass getRendererClass() const override { return RENDERER_D3D11; } InputLayoutCache *getInputLayoutCache() { return &mInputLayoutCache; } StateManager11 *getStateManager() { return &mStateManager; } void onSwap(); void onBufferDelete(const Buffer11 *deleted); egl::Error getEGLDevice(DeviceImpl **device) override; protected: void createAnnotator() override; gl::Error clearTextures(gl::SamplerType samplerType, size_t rangeStart, size_t rangeEnd) override; gl::Error applyShadersImpl(const gl::Data &data, GLenum drawMode) override; void syncState(const gl::State &state, const gl::State::DirtyBits &bitmask) override; private: gl::Error drawArraysImpl(const gl::Data &data, GLenum mode, GLsizei count, GLsizei instances) override; gl::Error drawElementsImpl(const gl::Data &data, const TranslatedIndexData &indexInfo, GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instances) override; void generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions, gl::Limitations *outLimitations) const override; WorkaroundsD3D generateWorkarounds() const override; gl::Error drawLineLoop(const gl::Data &data, GLsizei count, GLenum type, const GLvoid *indices, const TranslatedIndexData *indexInfo, int instances); gl::Error drawTriangleFan(const gl::Data &data, GLsizei count, GLenum type, const GLvoid *indices, int minIndex, int instances); ID3D11Texture2D *resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource); void populateRenderer11DeviceCaps(); void updateHistograms(); HMODULE mD3d11Module; HMODULE mDxgiModule; HMODULE mDCompModule; std::vector mAvailableFeatureLevels; D3D_DRIVER_TYPE mRequestedDriverType; bool mCreatedWithDeviceEXT; DeviceD3D *mEGLDevice; HLSLCompiler mCompiler; egl::Error initializeD3DDevice(); void initializeDevice(); void releaseDeviceResources(); void release(); d3d11::ANGLED3D11DeviceType getDeviceType() const; RenderStateCache mStateCache; // current render target states uintptr_t mAppliedRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS]; uintptr_t mAppliedDSV; // Currently applied sampler states std::vector mForceSetVertexSamplerStates; std::vector mCurVertexSamplerStates; std::vector mForceSetPixelSamplerStates; std::vector mCurPixelSamplerStates; StateManager11 mStateManager; // Currently applied primitive topology D3D11_PRIMITIVE_TOPOLOGY mCurrentPrimitiveTopology; // Currently applied index buffer ID3D11Buffer *mAppliedIB; DXGI_FORMAT mAppliedIBFormat; unsigned int mAppliedIBOffset; bool mAppliedIBChanged; // 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_VertexConstants11 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_PixelConstants11 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; // Created objects state tracking std::set mAliveBuffers; double mLastHistogramUpdateTime; ID3D11Device *mDevice; Renderer11DeviceCaps mRenderer11DeviceCaps; ID3D11DeviceContext *mDeviceContext; ID3D11DeviceContext1 *mDeviceContext1; IDXGIAdapter *mDxgiAdapter; DXGI_ADAPTER_DESC mAdapterDescription; char mDescription[128]; DXGIFactory *mDxgiFactory; #if !defined(ANGLE_MINGW32_COMPAT) ID3D11Debug *mDebug; #endif std::vector mScratchIndexDataBuffer; mutable Optional mSupportsShareHandles; }; } #endif // LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_H_