#include "precompiled.h" // // Copyright (c) 2013 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. // // Clear11.cpp: Framebuffer clear utility class. #include "libGLESv2/renderer/d3d/d3d11/Clear11.h" #include "libGLESv2/renderer/d3d/d3d11/Renderer11.h" #include "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h" #include "libGLESv2/renderer/d3d/d3d11/RenderTarget11.h" #include "libGLESv2/formatutils.h" #include "libGLESv2/Framebuffer.h" #include "libGLESv2/FramebufferAttachment.h" #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/clearfloatvs.h" #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/clearfloatps.h" #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/clearuintvs.h" #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/clearuintps.h" #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/clearsintvs.h" #include "libGLESv2/renderer/d3d/d3d11/shaders/compiled/clearsintps.h" namespace rx { template static void ApplyVertices(const gl::Extents &framebufferSize, const gl::Rectangle *scissor, const gl::Color &color, float depth, void *buffer) { d3d11::PositionDepthColorVertex *vertices = reinterpret_cast*>(buffer); float depthClear = gl::clamp01(depth); float left = -1.0f; float right = 1.0f; float top = -1.0f; float bottom = 1.0f; // Clip the quad coordinates to the scissor if needed if (scissor != NULL) { left = std::max(left, (scissor->x / float(framebufferSize.width)) * 2.0f - 1.0f); right = std::min(right, ((scissor->x + scissor->width) / float(framebufferSize.width)) * 2.0f - 1.0f); top = std::max(top, ((framebufferSize.height - scissor->y - scissor->height) / float(framebufferSize.height)) * 2.0f - 1.0f); bottom = std::min(bottom, ((framebufferSize.height - scissor->y) / float(framebufferSize.height)) * 2.0f - 1.0f); } d3d11::SetPositionDepthColorVertex(vertices + 0, left, bottom, depthClear, color); d3d11::SetPositionDepthColorVertex(vertices + 1, left, top, depthClear, color); d3d11::SetPositionDepthColorVertex(vertices + 2, right, bottom, depthClear, color); d3d11::SetPositionDepthColorVertex(vertices + 3, right, top, depthClear, color); } template Clear11::ClearShader Clear11::CreateClearShader(ID3D11Device *device, DXGI_FORMAT colorType, const BYTE (&vsByteCode)[vsSize], const BYTE (&psByteCode)[psSize]) { HRESULT result; ClearShader shader = { 0 }; D3D11_INPUT_ELEMENT_DESC quadLayout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, colorType, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; result = device->CreateInputLayout(quadLayout, ArraySize(quadLayout), vsByteCode, vsSize, &shader.inputLayout); ASSERT(SUCCEEDED(result)); result = device->CreateVertexShader(vsByteCode, vsSize, NULL, &shader.vertexShader); ASSERT(SUCCEEDED(result)); result = device->CreatePixelShader(psByteCode, psSize, NULL, &shader.pixelShader); ASSERT(SUCCEEDED(result)); return shader; } Clear11::Clear11(Renderer11 *renderer) : mRenderer(renderer), mClearBlendStates(StructLessThan), mClearDepthStencilStates(StructLessThan), mVertexBuffer(NULL), mRasterizerState(NULL) { HRESULT result; ID3D11Device *device = renderer->getDevice(); D3D11_BUFFER_DESC vbDesc; vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4; vbDesc.Usage = D3D11_USAGE_DYNAMIC; vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; vbDesc.MiscFlags = 0; vbDesc.StructureByteStride = 0; result = device->CreateBuffer(&vbDesc, NULL, &mVertexBuffer); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mVertexBuffer, "Clear11 masked clear vertex buffer"); D3D11_RASTERIZER_DESC rsDesc; rsDesc.FillMode = D3D11_FILL_SOLID; rsDesc.CullMode = D3D11_CULL_NONE; rsDesc.FrontCounterClockwise = FALSE; rsDesc.DepthBias = 0; rsDesc.DepthBiasClamp = 0.0f; rsDesc.SlopeScaledDepthBias = 0.0f; rsDesc.DepthClipEnable = mRenderer->isLevel9(); rsDesc.ScissorEnable = FALSE; rsDesc.MultisampleEnable = FALSE; rsDesc.AntialiasedLineEnable = FALSE; result = device->CreateRasterizerState(&rsDesc, &mRasterizerState); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mRasterizerState, "Clear11 masked clear rasterizer state"); mFloatClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_FLOAT, g_VS_ClearFloat, g_PS_ClearFloat); if (mRenderer->isLevel9()) { memset(&mUintClearShader, 0, sizeof(ClearShader)); memset(&mIntClearShader, 0, sizeof(ClearShader)); return; } mUintClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_UINT, g_VS_ClearUint, g_PS_ClearUint ); mIntClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_SINT, g_VS_ClearSint, g_PS_ClearSint ); } Clear11::~Clear11() { for (ClearBlendStateMap::iterator i = mClearBlendStates.begin(); i != mClearBlendStates.end(); i++) { SafeRelease(i->second); } mClearBlendStates.clear(); SafeRelease(mFloatClearShader.inputLayout); SafeRelease(mFloatClearShader.vertexShader); SafeRelease(mFloatClearShader.pixelShader); SafeRelease(mUintClearShader.inputLayout); SafeRelease(mUintClearShader.vertexShader); SafeRelease(mUintClearShader.pixelShader); SafeRelease(mIntClearShader.inputLayout); SafeRelease(mIntClearShader.vertexShader); SafeRelease(mIntClearShader.pixelShader); for (ClearDepthStencilStateMap::iterator i = mClearDepthStencilStates.begin(); i != mClearDepthStencilStates.end(); i++) { SafeRelease(i->second); } mClearDepthStencilStates.clear(); SafeRelease(mVertexBuffer); SafeRelease(mRasterizerState); } void Clear11::clearFramebuffer(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer) { // First determine if a scissored clear is needed, this will always require drawing a quad. // // Otherwise, iterate over the color buffers which require clearing and determine if they can be // cleared with ID3D11DeviceContext::ClearRenderTargetView... This requires: // 1) The render target is being cleared to a float value (will be cast to integer when clearing integer // render targets as expected but does not work the other way around) // 2) The format of the render target has no color channels that are currently masked out. // Clear the easy-to-clear buffers on the spot and accumulate the ones that require special work. // // Also determine if the depth stencil can be cleared with ID3D11DeviceContext::ClearDepthStencilView // by checking if the stencil write mask covers the entire stencil. // // To clear the remaining buffers, quads must be drawn containing an int, uint or float vertex color // attribute. gl::Extents framebufferSize; if (frameBuffer->getFirstColorbuffer() != NULL) { gl::FramebufferAttachment *attachment = frameBuffer->getFirstColorbuffer(); framebufferSize.width = attachment->getWidth(); framebufferSize.height = attachment->getHeight(); framebufferSize.depth = 1; } else if (frameBuffer->getDepthOrStencilbuffer() != NULL) { gl::FramebufferAttachment *attachment = frameBuffer->getDepthOrStencilbuffer(); framebufferSize.width = attachment->getWidth(); framebufferSize.height = attachment->getHeight(); framebufferSize.depth = 1; } else { UNREACHABLE(); return; } if (clearParams.scissorEnabled && (clearParams.scissor.x >= framebufferSize.width || clearParams.scissor.y >= framebufferSize.height || clearParams.scissor.x + clearParams.scissor.width <= 0 || clearParams.scissor.y + clearParams.scissor.height <= 0)) { // Scissor is enabled and the scissor rectangle is outside the renderbuffer return; } bool needScissoredClear = clearParams.scissorEnabled && (clearParams.scissor.x > 0 || clearParams.scissor.y > 0 || clearParams.scissor.x + clearParams.scissor.width < framebufferSize.width || clearParams.scissor.y + clearParams.scissor.height < framebufferSize.height); std::vector maskedClearRenderTargets; RenderTarget11* maskedClearDepthStencil = NULL; ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) { if (clearParams.clearColor[colorAttachment] && frameBuffer->isEnabledColorAttachment(colorAttachment)) { gl::FramebufferAttachment *attachment = frameBuffer->getColorbuffer(colorAttachment); if (attachment) { RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(attachment->getRenderTarget()); if (!renderTarget) { ERR("Render target pointer unexpectedly null."); return; } GLenum internalFormat = attachment->getInternalFormat(); GLenum actualFormat = attachment->getActualFormat(); GLenum componentType = gl::GetComponentType(internalFormat); if (clearParams.colorClearType == GL_FLOAT && !(componentType == GL_FLOAT || componentType == GL_UNSIGNED_NORMALIZED || componentType == GL_SIGNED_NORMALIZED)) { ERR("It is undefined behaviour to clear a render buffer which is not normalized fixed point or floating-" "point to floating point values (color attachment %u has internal format 0x%X).", colorAttachment, internalFormat); } GLuint internalRedBits = gl::GetRedBits(internalFormat); GLuint internalGreenBits = gl::GetGreenBits(internalFormat); GLuint internalBlueBits = gl::GetBlueBits(internalFormat); GLuint internalAlphaBits = gl::GetAlphaBits(internalFormat); if ((internalRedBits == 0 || !clearParams.colorMaskRed) && (internalGreenBits == 0 || !clearParams.colorMaskGreen) && (internalBlueBits == 0 || !clearParams.colorMaskBlue) && (internalAlphaBits == 0 || !clearParams.colorMaskAlpha)) { // Every channel either does not exist in the render target or is masked out continue; } else if (needScissoredClear || clearParams.colorClearType != GL_FLOAT || (internalRedBits > 0 && !clearParams.colorMaskRed) || (internalGreenBits > 0 && !clearParams.colorMaskGreen) || (internalBlueBits > 0 && !clearParams.colorMaskBlue) || (internalAlphaBits > 0 && !clearParams.colorMaskAlpha)) { // A scissored or masked clear is required MaskedRenderTarget maskAndRt; bool clearColor = clearParams.clearColor[colorAttachment]; maskAndRt.colorMask[0] = (clearColor && clearParams.colorMaskRed); maskAndRt.colorMask[1] = (clearColor && clearParams.colorMaskGreen); maskAndRt.colorMask[2] = (clearColor && clearParams.colorMaskBlue); maskAndRt.colorMask[3] = (clearColor && clearParams.colorMaskAlpha); maskAndRt.renderTarget = renderTarget; maskedClearRenderTargets.push_back(maskAndRt); } else { // ID3D11DeviceContext::ClearRenderTargetView is possible ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView(); if (!framebufferRTV) { ERR("Render target view pointer unexpectedly null."); return; } // Check if the actual format has a channel that the internal format does not and set them to the // default values GLuint actualRedBits = gl::GetRedBits(actualFormat); GLuint actualGreenBits = gl::GetGreenBits(actualFormat); GLuint actualBlueBits = gl::GetBlueBits(actualFormat); GLuint actualAlphaBits = gl::GetAlphaBits(actualFormat); const float clearValues[4] = { ((internalRedBits == 0 && actualRedBits > 0) ? 0.0f : clearParams.colorFClearValue.red), ((internalGreenBits == 0 && actualGreenBits > 0) ? 0.0f : clearParams.colorFClearValue.green), ((internalBlueBits == 0 && actualBlueBits > 0) ? 0.0f : clearParams.colorFClearValue.blue), ((internalAlphaBits == 0 && actualAlphaBits > 0) ? 1.0f : clearParams.colorFClearValue.alpha), }; deviceContext->ClearRenderTargetView(framebufferRTV, clearValues); } } } } if (clearParams.clearDepth || clearParams.clearStencil) { gl::FramebufferAttachment *attachment = frameBuffer->getDepthOrStencilbuffer(); if (attachment) { RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(attachment->getDepthStencil()); if (!renderTarget) { ERR("Depth stencil render target pointer unexpectedly null."); return; } GLenum actualFormat = attachment->getActualFormat(); unsigned int stencilUnmasked = frameBuffer->hasStencil() ? (1 << gl::GetStencilBits(actualFormat)) - 1 : 0; bool needMaskedStencilClear = clearParams.clearStencil && (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked; if (needScissoredClear || needMaskedStencilClear) { maskedClearDepthStencil = renderTarget; } else { ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView(); if (!framebufferDSV) { ERR("Depth stencil view pointer unexpectedly null."); return; } UINT clearFlags = (clearParams.clearDepth ? D3D11_CLEAR_DEPTH : 0) | (clearParams.clearStencil ? D3D11_CLEAR_STENCIL : 0); FLOAT depthClear = gl::clamp01(clearParams.depthClearValue); UINT8 stencilClear = clearParams.stencilClearValue & 0xFF; deviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear); } } } if (maskedClearRenderTargets.size() > 0 || maskedClearDepthStencil) { // To clear the render targets and depth stencil in one pass: // // Render a quad clipped to the scissor rectangle which draws the clear color and a blend // state that will perform the required color masking. // // The quad's depth is equal to the depth clear value with a depth stencil state that // will enable or disable depth test/writes if the depth buffer should be cleared or not. // // The rasterizer state's stencil is set to always pass or fail based on if the stencil // should be cleared or not with a stencil write mask of the stencil clear value. // // ====================================================================================== // // Luckily, the gl spec (ES 3.0.2 pg 183) states that the results of clearing a render- // buffer that is not normalized fixed point or floating point with floating point values // are undefined so we can just write floats to them and D3D11 will bit cast them to // integers. // // Also, we don't have to worry about attempting to clear a normalized fixed/floating point // buffer with integer values because there is no gl API call which would allow it, // glClearBuffer* calls only clear a single renderbuffer at a time which is verified to // be a compatible clear type. // Bind all the render targets which need clearing ASSERT(maskedClearRenderTargets.size() <= mRenderer->getRendererCaps().maxDrawBuffers); std::vector rtvs(maskedClearRenderTargets.size()); for (unsigned int i = 0; i < maskedClearRenderTargets.size(); i++) { RenderTarget11 *renderTarget = maskedClearRenderTargets[i].renderTarget; ID3D11RenderTargetView *rtv = renderTarget->getRenderTargetView(); if (!rtv) { ERR("Render target view unexpectedly null."); return; } rtvs[i] = rtv; } ID3D11DepthStencilView *dsv = maskedClearDepthStencil ? maskedClearDepthStencil->getDepthStencilView() : NULL; ID3D11BlendState *blendState = getBlendState(maskedClearRenderTargets); const FLOAT blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; const UINT sampleMask = 0xFFFFFFFF; ID3D11DepthStencilState *dsState = getDepthStencilState(clearParams); const UINT stencilClear = clearParams.stencilClearValue & 0xFF; // Set the vertices UINT vertexStride = 0; const UINT startIdx = 0; const ClearShader* shader = NULL; D3D11_MAPPED_SUBRESOURCE mappedResource; HRESULT result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (FAILED(result)) { ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result); return; } const gl::Rectangle *scissorPtr = clearParams.scissorEnabled ? &clearParams.scissor : NULL; switch (clearParams.colorClearType) { case GL_FLOAT: ApplyVertices(framebufferSize, scissorPtr, clearParams.colorFClearValue, clearParams.depthClearValue, mappedResource.pData); vertexStride = sizeof(d3d11::PositionDepthColorVertex); shader = &mFloatClearShader; break; case GL_UNSIGNED_INT: ApplyVertices(framebufferSize, scissorPtr, clearParams.colorUIClearValue, clearParams.depthClearValue, mappedResource.pData); vertexStride = sizeof(d3d11::PositionDepthColorVertex); shader = &mUintClearShader; break; case GL_INT: ApplyVertices(framebufferSize, scissorPtr, clearParams.colorIClearValue, clearParams.depthClearValue, mappedResource.pData); vertexStride = sizeof(d3d11::PositionDepthColorVertex); shader = &mIntClearShader; break; default: UNREACHABLE(); break; } deviceContext->Unmap(mVertexBuffer, 0); // Set the viewport to be the same size as the framebuffer D3D11_VIEWPORT viewport; viewport.TopLeftX = 0; viewport.TopLeftY = 0; viewport.Width = framebufferSize.width; viewport.Height = framebufferSize.height; viewport.MinDepth = 0; viewport.MaxDepth = 1; deviceContext->RSSetViewports(1, &viewport); // Apply state deviceContext->OMSetBlendState(blendState, blendFactors, sampleMask); deviceContext->OMSetDepthStencilState(dsState, stencilClear); deviceContext->RSSetState(mRasterizerState); // Apply shaders deviceContext->IASetInputLayout(shader->inputLayout); deviceContext->VSSetShader(shader->vertexShader, NULL, 0); deviceContext->PSSetShader(shader->pixelShader, NULL, 0); deviceContext->GSSetShader(NULL, NULL, 0); // Apply vertex buffer deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &vertexStride, &startIdx); deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); // Apply render targets deviceContext->OMSetRenderTargets(rtvs.size(), (rtvs.empty() ? NULL : &rtvs[0]), dsv); // Draw the clear quad deviceContext->Draw(4, 0); // Clean up mRenderer->markAllStateDirty(); } } ID3D11BlendState *Clear11::getBlendState(const std::vector& rts) { ClearBlendInfo blendKey = { 0 }; for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++) { if (i < rts.size()) { RenderTarget11 *rt = rts[i].renderTarget; GLint internalFormat = rt->getInternalFormat(); blendKey.maskChannels[i][0] = (rts[i].colorMask[0] && gl::GetRedBits(internalFormat) > 0); blendKey.maskChannels[i][1] = (rts[i].colorMask[1] && gl::GetGreenBits(internalFormat) > 0); blendKey.maskChannels[i][2] = (rts[i].colorMask[2] && gl::GetBlueBits(internalFormat) > 0); blendKey.maskChannels[i][3] = (rts[i].colorMask[3] && gl::GetAlphaBits(internalFormat) > 0); } else { blendKey.maskChannels[i][0] = false; blendKey.maskChannels[i][1] = false; blendKey.maskChannels[i][2] = false; blendKey.maskChannels[i][3] = false; } } ClearBlendStateMap::const_iterator i = mClearBlendStates.find(blendKey); if (i != mClearBlendStates.end()) { return i->second; } else { D3D11_BLEND_DESC blendDesc = { 0 }; blendDesc.AlphaToCoverageEnable = FALSE; blendDesc.IndependentBlendEnable = (rts.size() > 1) ? TRUE : FALSE; for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++) { blendDesc.RenderTarget[i].BlendEnable = FALSE; blendDesc.RenderTarget[i].RenderTargetWriteMask = gl_d3d11::ConvertColorMask(blendKey.maskChannels[i][0], blendKey.maskChannels[i][1], blendKey.maskChannels[i][2], blendKey.maskChannels[i][3]); } ID3D11Device *device = mRenderer->getDevice(); ID3D11BlendState* blendState = NULL; HRESULT result = device->CreateBlendState(&blendDesc, &blendState); if (FAILED(result) || !blendState) { ERR("Unable to create a ID3D11BlendState, HRESULT: 0x%X.", result); return NULL; } mClearBlendStates[blendKey] = blendState; return blendState; } } ID3D11DepthStencilState *Clear11::getDepthStencilState(const gl::ClearParameters &clearParams) { ClearDepthStencilInfo dsKey = { 0 }; dsKey.clearDepth = clearParams.clearDepth; dsKey.clearStencil = clearParams.clearStencil; dsKey.stencilWriteMask = clearParams.stencilWriteMask & 0xFF; ClearDepthStencilStateMap::const_iterator i = mClearDepthStencilStates.find(dsKey); if (i != mClearDepthStencilStates.end()) { return i->second; } else { D3D11_DEPTH_STENCIL_DESC dsDesc = { 0 }; dsDesc.DepthEnable = dsKey.clearDepth ? TRUE : FALSE; dsDesc.DepthWriteMask = dsKey.clearDepth ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO; dsDesc.DepthFunc = D3D11_COMPARISON_ALWAYS; dsDesc.StencilEnable = dsKey.clearStencil ? TRUE : FALSE; dsDesc.StencilReadMask = 0; dsDesc.StencilWriteMask = dsKey.stencilWriteMask; dsDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_REPLACE; dsDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_REPLACE; dsDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE; dsDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; dsDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_REPLACE; dsDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_REPLACE; dsDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE; dsDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS; ID3D11Device *device = mRenderer->getDevice(); ID3D11DepthStencilState* dsState = NULL; HRESULT result = device->CreateDepthStencilState(&dsDesc, &dsState); if (FAILED(result) || !dsState) { ERR("Unable to create a ID3D11DepthStencilState, HRESULT: 0x%X.", result); return NULL; } mClearDepthStencilStates[dsKey] = dsState; return dsState; } } }