summaryrefslogtreecommitdiffstats
path: root/src/3rdparty/angle/src/libANGLE/renderer/d3d/RendererD3D.cpp
blob: 105587f62cc5d9eea570c233171bb20e3b1cacb0 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
//
// Copyright (c) 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.
//

// RendererD3D.cpp: Implementation of the base D3D Renderer.

#include "libANGLE/renderer/d3d/RendererD3D.h"

#include "common/debug.h"
#include "common/MemoryBuffer.h"
#include "common/utilities.h"
#include "libANGLE/Display.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/FramebufferAttachment.h"
#include "libANGLE/renderer/d3d/BufferD3D.h"
#include "libANGLE/renderer/d3d/DeviceD3D.h"
#include "libANGLE/renderer/d3d/DisplayD3D.h"
#include "libANGLE/renderer/d3d/IndexDataManager.h"
#include "libANGLE/renderer/d3d/ProgramD3D.h"
#include "libANGLE/renderer/d3d/SamplerD3D.h"
#include "libANGLE/ResourceManager.h"
#include "libANGLE/State.h"
#include "libANGLE/VertexArray.h"

namespace rx
{

namespace
{
// If we request a scratch buffer requesting a smaller size this many times,
// release and recreate the scratch buffer. This ensures we don't have a
// degenerate case where we are stuck hogging memory.
const int ScratchMemoryBufferLifetime = 1000;

}  // anonymous namespace

RendererD3D::RendererD3D(egl::Display *display)
    : mDisplay(display),
      mDeviceLost(false),
      mAnnotator(nullptr),
      mPresentPathFastEnabled(false),
      mScratchMemoryBufferResetCounter(0),
      mWorkaroundsInitialized(false),
      mDisjoint(false)
{
}

RendererD3D::~RendererD3D()
{
    cleanup();
}

void RendererD3D::cleanup()
{
    mScratchMemoryBuffer.resize(0);
    for (auto &incompleteTexture : mIncompleteTextures)
    {
        incompleteTexture.second.set(NULL);
    }
    mIncompleteTextures.clear();

    if (mAnnotator != nullptr)
    {
        gl::UninitializeDebugAnnotations();
        SafeDelete(mAnnotator);
    }
}

SamplerImpl *RendererD3D::createSampler()
{
    return new SamplerD3D();
}

gl::Error RendererD3D::drawArrays(const gl::Data &data, GLenum mode, GLint first, GLsizei count)
{
    return genericDrawArrays(data, mode, first, count, 0);
}

gl::Error RendererD3D::drawArraysInstanced(const gl::Data &data,
                                           GLenum mode,
                                           GLint first,
                                           GLsizei count,
                                           GLsizei instanceCount)
{
    return genericDrawArrays(data, mode, first, count, instanceCount);
}

gl::Error RendererD3D::drawElements(const gl::Data &data,
                                    GLenum mode,
                                    GLsizei count,
                                    GLenum type,
                                    const GLvoid *indices,
                                    const gl::IndexRange &indexRange)
{
    return genericDrawElements(data, mode, count, type, indices, 0, indexRange);
}

gl::Error RendererD3D::drawElementsInstanced(const gl::Data &data,
                                             GLenum mode,
                                             GLsizei count,
                                             GLenum type,
                                             const GLvoid *indices,
                                             GLsizei instances,
                                             const gl::IndexRange &indexRange)
{
    return genericDrawElements(data, mode, count, type, indices, instances, indexRange);
}

gl::Error RendererD3D::drawRangeElements(const gl::Data &data,
                                         GLenum mode,
                                         GLuint start,
                                         GLuint end,
                                         GLsizei count,
                                         GLenum type,
                                         const GLvoid *indices,
                                         const gl::IndexRange &indexRange)
{
    return genericDrawElements(data, mode, count, type, indices, 0, indexRange);
}

gl::Error RendererD3D::genericDrawElements(const gl::Data &data,
                                           GLenum mode,
                                           GLsizei count,
                                           GLenum type,
                                           const GLvoid *indices,
                                           GLsizei instances,
                                           const gl::IndexRange &indexRange)
{
    gl::Program *program = data.state->getProgram();
    ASSERT(program != nullptr);
    ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
    bool usesPointSize     = programD3D->usesPointSize();

    programD3D->updateSamplerMapping();

    gl::Error error = generateSwizzles(data);
    if (error.isError())
    {
        return error;
    }

    if (!applyPrimitiveType(mode, count, usesPointSize))
    {
        return gl::Error(GL_NO_ERROR);
    }

    error = updateState(data, mode);
    if (error.isError())
    {
        return error;
    }

    TranslatedIndexData indexInfo;
    indexInfo.indexRange = indexRange;

    error = applyIndexBuffer(data, indices, count, mode, type, &indexInfo);
    if (error.isError())
    {
        return error;
    }

    applyTransformFeedbackBuffers(*data.state);
    // Transform feedback is not allowed for DrawElements, this error should have been caught at the API validation
    // layer.
    ASSERT(!data.state->isTransformFeedbackActiveUnpaused());

    size_t vertexCount = indexInfo.indexRange.vertexCount();
    error = applyVertexBuffer(*data.state, mode, static_cast<GLsizei>(indexInfo.indexRange.start),
                              static_cast<GLsizei>(vertexCount), instances, &indexInfo);
    if (error.isError())
    {
        return error;
    }

    error = applyTextures(data);
    if (error.isError())
    {
        return error;
    }

    error = applyShaders(data, mode);
    if (error.isError())
    {
        return error;
    }

    error = programD3D->applyUniformBuffers(data);
    if (error.isError())
    {
        return error;
    }

    if (!skipDraw(data, mode))
    {
        error = drawElementsImpl(data, indexInfo, mode, count, type, indices, instances);
        if (error.isError())
        {
            return error;
        }
    }

    return gl::Error(GL_NO_ERROR);
}

gl::Error RendererD3D::genericDrawArrays(const gl::Data &data,
                                         GLenum mode,
                                         GLint first,
                                         GLsizei count,
                                         GLsizei instances)
{
    gl::Program *program = data.state->getProgram();
    ASSERT(program != nullptr);
    ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
    bool usesPointSize     = programD3D->usesPointSize();

    programD3D->updateSamplerMapping();

    gl::Error error = generateSwizzles(data);
    if (error.isError())
    {
        return error;
    }

    if (!applyPrimitiveType(mode, count, usesPointSize))
    {
        return gl::Error(GL_NO_ERROR);
    }

    error = updateState(data, mode);
    if (error.isError())
    {
        return error;
    }

    applyTransformFeedbackBuffers(*data.state);

    error = applyVertexBuffer(*data.state, mode, first, count, instances, nullptr);
    if (error.isError())
    {
        return error;
    }

    error = applyTextures(data);
    if (error.isError())
    {
        return error;
    }

    error = applyShaders(data, mode);
    if (error.isError())
    {
        return error;
    }

    error = programD3D->applyUniformBuffers(data);
    if (error.isError())
    {
        return error;
    }

    if (!skipDraw(data, mode))
    {
        error = drawArraysImpl(data, mode, count, instances);
        if (error.isError())
        {
            return error;
        }

        if (data.state->isTransformFeedbackActiveUnpaused())
        {
            markTransformFeedbackUsage(data);
        }
    }

    return gl::Error(GL_NO_ERROR);
}

gl::Error RendererD3D::generateSwizzles(const gl::Data &data, gl::SamplerType type)
{
    ProgramD3D *programD3D = GetImplAs<ProgramD3D>(data.state->getProgram());

    unsigned int samplerRange = static_cast<unsigned int>(programD3D->getUsedSamplerRange(type));

    for (unsigned int i = 0; i < samplerRange; i++)
    {
        GLenum textureType = programD3D->getSamplerTextureType(type, i);
        GLint textureUnit = programD3D->getSamplerMapping(type, i, *data.caps);
        if (textureUnit != -1)
        {
            gl::Texture *texture = data.state->getSamplerTexture(textureUnit, textureType);
            ASSERT(texture);
            if (texture->getTextureState().swizzleRequired())
            {
                gl::Error error = generateSwizzle(texture);
                if (error.isError())
                {
                    return error;
                }
            }
        }
    }

    return gl::Error(GL_NO_ERROR);
}

gl::Error RendererD3D::generateSwizzles(const gl::Data &data)
{
    gl::Error error = generateSwizzles(data, gl::SAMPLER_VERTEX);
    if (error.isError())
    {
        return error;
    }

    error = generateSwizzles(data, gl::SAMPLER_PIXEL);
    if (error.isError())
    {
        return error;
    }

    return gl::Error(GL_NO_ERROR);
}

unsigned int RendererD3D::GetBlendSampleMask(const gl::Data &data, int samples)
{
    unsigned int mask = 0;
    if (data.state->isSampleCoverageEnabled())
    {
        GLclampf coverageValue = data.state->getSampleCoverageValue();
        if (coverageValue != 0)
        {
            float threshold = 0.5f;

            for (int i = 0; i < samples; ++i)
            {
                mask <<= 1;

                if ((i + 1) * coverageValue >= threshold)
                {
                    threshold += 1.0f;
                    mask |= 1;
                }
            }
        }

        bool coverageInvert = data.state->getSampleCoverageInvert();
        if (coverageInvert)
        {
            mask = ~mask;
        }
    }
    else
    {
        mask = 0xFFFFFFFF;
    }

    return mask;
}

// Applies the shaders and shader constants to the Direct3D device
gl::Error RendererD3D::applyShaders(const gl::Data &data, GLenum drawMode)
{
    gl::Program *program = data.state->getProgram();
    ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
    programD3D->updateCachedInputLayout(*data.state);

    gl::Error error = applyShadersImpl(data, drawMode);
    if (error.isError())
    {
        return error;
    }

    return programD3D->applyUniforms(drawMode);
}

// For each Direct3D sampler of either the pixel or vertex stage,
// looks up the corresponding OpenGL texture image unit and texture type,
// and sets the texture and its addressing/filtering state (or NULL when inactive).
// Sampler mapping needs to be up-to-date on the program object before this is called.
gl::Error RendererD3D::applyTextures(const gl::Data &data, gl::SamplerType shaderType,
                                     const FramebufferTextureArray &framebufferTextures, size_t framebufferTextureCount)
{
    ProgramD3D *programD3D = GetImplAs<ProgramD3D>(data.state->getProgram());

    ASSERT(!programD3D->isSamplerMappingDirty());

    unsigned int samplerRange = programD3D->getUsedSamplerRange(shaderType);
    for (unsigned int samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++)
    {
        GLenum textureType = programD3D->getSamplerTextureType(shaderType, samplerIndex);
        GLint textureUnit = programD3D->getSamplerMapping(shaderType, samplerIndex, *data.caps);
        if (textureUnit != -1)
        {
            gl::Texture *texture = data.state->getSamplerTexture(textureUnit, textureType);
            ASSERT(texture);

            gl::Sampler *samplerObject = data.state->getSampler(textureUnit);

            const gl::SamplerState &samplerState =
                samplerObject ? samplerObject->getSamplerState() : texture->getSamplerState();

            // TODO: std::binary_search may become unavailable using older versions of GCC
            if (texture->isSamplerComplete(samplerState, data) &&
                !std::binary_search(framebufferTextures.begin(),
                                    framebufferTextures.begin() + framebufferTextureCount, texture))
            {
                gl::Error error = setSamplerState(shaderType, samplerIndex, texture, samplerState);
                if (error.isError())
                {
                    return error;
                }

                error = setTexture(shaderType, samplerIndex, texture);
                if (error.isError())
                {
                    return error;
                }
            }
            else
            {
                // Texture is not sampler complete or it is in use by the framebuffer.  Bind the incomplete texture.
                gl::Texture *incompleteTexture = getIncompleteTexture(textureType);

                gl::Error error = setSamplerState(shaderType, samplerIndex, incompleteTexture,
                                                  incompleteTexture->getSamplerState());
                if (error.isError())
                {
                    return error;
                }

                error = setTexture(shaderType, samplerIndex, incompleteTexture);
                if (error.isError())
                {
                    return error;
                }
            }
        }
        else
        {
            // No texture bound to this slot even though it is used by the shader, bind a NULL texture
            gl::Error error = setTexture(shaderType, samplerIndex, NULL);
            if (error.isError())
            {
                return error;
            }
        }
    }

    // Set all the remaining textures to NULL
    size_t samplerCount = (shaderType == gl::SAMPLER_PIXEL) ? data.caps->maxTextureImageUnits
                                                            : data.caps->maxVertexTextureImageUnits;
    clearTextures(shaderType, samplerRange, samplerCount);

    return gl::Error(GL_NO_ERROR);
}

gl::Error RendererD3D::applyTextures(const gl::Data &data)
{
    FramebufferTextureArray framebufferTextures;
    size_t framebufferSerialCount = getBoundFramebufferTextures(data, &framebufferTextures);

    gl::Error error = applyTextures(data, gl::SAMPLER_VERTEX, framebufferTextures, framebufferSerialCount);
    if (error.isError())
    {
        return error;
    }

    error = applyTextures(data, gl::SAMPLER_PIXEL, framebufferTextures, framebufferSerialCount);
    if (error.isError())
    {
        return error;
    }

    return gl::Error(GL_NO_ERROR);
}

bool RendererD3D::skipDraw(const gl::Data &data, GLenum drawMode)
{
    const gl::State &state = *data.state;

    if (drawMode == GL_POINTS)
    {
        bool usesPointSize = GetImplAs<ProgramD3D>(state.getProgram())->usesPointSize();

        // ProgramBinary assumes non-point rendering if gl_PointSize isn't written,
        // which affects varying interpolation. Since the value of gl_PointSize is
        // undefined when not written, just skip drawing to avoid unexpected results.
        if (!usesPointSize && !state.isTransformFeedbackActiveUnpaused())
        {
            // This is stictly speaking not an error, but developers should be
            // notified of risking undefined behavior.
            ERR("Point rendering without writing to gl_PointSize.");

            return true;
        }
    }
    else if (gl::IsTriangleMode(drawMode))
    {
        if (state.getRasterizerState().cullFace &&
            state.getRasterizerState().cullMode == GL_FRONT_AND_BACK)
        {
            return true;
        }
    }

    return false;
}

void RendererD3D::markTransformFeedbackUsage(const gl::Data &data)
{
    const gl::TransformFeedback *transformFeedback = data.state->getCurrentTransformFeedback();
    for (size_t i = 0; i < transformFeedback->getIndexedBufferCount(); i++)
    {
        const OffsetBindingPointer<gl::Buffer> &binding = transformFeedback->getIndexedBuffer(i);
        if (binding.get() != nullptr)
        {
            BufferD3D *bufferD3D = GetImplAs<BufferD3D>(binding.get());
            bufferD3D->markTransformFeedbackUsage();
        }
    }
}

size_t RendererD3D::getBoundFramebufferTextures(const gl::Data &data, FramebufferTextureArray *outTextureArray)
{
    size_t textureCount = 0;

    const gl::Framebuffer *drawFramebuffer = data.state->getDrawFramebuffer();
    for (size_t i = 0; i < drawFramebuffer->getNumColorBuffers(); i++)
    {
        const gl::FramebufferAttachment *attachment = drawFramebuffer->getColorbuffer(i);
        if (attachment && attachment->type() == GL_TEXTURE)
        {
            (*outTextureArray)[textureCount++] = attachment->getTexture();
        }
    }

    const gl::FramebufferAttachment *depthStencilAttachment = drawFramebuffer->getDepthOrStencilbuffer();
    if (depthStencilAttachment && depthStencilAttachment->type() == GL_TEXTURE)
    {
        (*outTextureArray)[textureCount++] = depthStencilAttachment->getTexture();
    }

    std::sort(outTextureArray->begin(), outTextureArray->begin() + textureCount);

    return textureCount;
}

gl::Texture *RendererD3D::getIncompleteTexture(GLenum type)
{
    if (mIncompleteTextures.find(type) == mIncompleteTextures.end())
    {
        const GLubyte color[] = { 0, 0, 0, 255 };
        const gl::Extents colorSize(1, 1, 1);
        const gl::PixelUnpackState unpack(1, 0);
        const gl::Box area(0, 0, 0, 1, 1, 1);

        // Skip the API layer to avoid needing to pass the Context and mess with dirty bits.
        gl::Texture *t =
            new gl::Texture(createTexture(type), std::numeric_limits<GLuint>::max(), type);
        t->setStorage(type, 1, GL_RGBA8, colorSize);

        if (type == GL_TEXTURE_CUBE_MAP)
        {
            for (GLenum face = GL_TEXTURE_CUBE_MAP_POSITIVE_X; face <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; face++)
            {
                t->getImplementation()->setSubImage(face, 0, area, GL_RGBA8, GL_UNSIGNED_BYTE,
                                                    unpack, color);
            }
        }
        else
        {
            t->getImplementation()->setSubImage(type, 0, area, GL_RGBA8, GL_UNSIGNED_BYTE, unpack,
                                                color);
        }

        mIncompleteTextures[type].set(t);
    }

    return mIncompleteTextures[type].get();
}

bool RendererD3D::isDeviceLost() const
{
    return mDeviceLost;
}

void RendererD3D::notifyDeviceLost()
{
    mDeviceLost = true;
    mDisplay->notifyDeviceLost();
}

std::string RendererD3D::getVendorString() const
{
    LUID adapterLuid = { 0 };

    if (getLUID(&adapterLuid))
    {
        char adapterLuidString[64];
        sprintf_s(adapterLuidString, sizeof(adapterLuidString), "(adapter LUID: %08x%08x)", adapterLuid.HighPart, adapterLuid.LowPart);
        return std::string(adapterLuidString);
    }

    return std::string("");
}

gl::Error RendererD3D::getScratchMemoryBuffer(size_t requestedSize, MemoryBuffer **bufferOut)
{
    if (mScratchMemoryBuffer.size() == requestedSize)
    {
        mScratchMemoryBufferResetCounter = ScratchMemoryBufferLifetime;
        *bufferOut = &mScratchMemoryBuffer;
        return gl::Error(GL_NO_ERROR);
    }

    if (mScratchMemoryBuffer.size() > requestedSize)
    {
        mScratchMemoryBufferResetCounter--;
    }

    if (mScratchMemoryBufferResetCounter <= 0 || mScratchMemoryBuffer.size() < requestedSize)
    {
        mScratchMemoryBuffer.resize(0);
        if (!mScratchMemoryBuffer.resize(requestedSize))
        {
            return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate internal buffer.");
        }
        mScratchMemoryBufferResetCounter = ScratchMemoryBufferLifetime;
    }

    ASSERT(mScratchMemoryBuffer.size() >= requestedSize);

    *bufferOut = &mScratchMemoryBuffer;
    return gl::Error(GL_NO_ERROR);
}

void RendererD3D::insertEventMarker(GLsizei length, const char *marker)
{
    std::vector<wchar_t> wcstring (length + 1);
    size_t convertedChars = 0;
    errno_t err = mbstowcs_s(&convertedChars, wcstring.data(), length + 1, marker, _TRUNCATE);
    if (err == 0)
    {
        getAnnotator()->setMarker(wcstring.data());
    }
}

void RendererD3D::pushGroupMarker(GLsizei length, const char *marker)
{
    std::vector<wchar_t> wcstring(length + 1);
    size_t convertedChars = 0;
    errno_t err = mbstowcs_s(&convertedChars, wcstring.data(), length + 1, marker, _TRUNCATE);
    if (err == 0)
    {
        getAnnotator()->beginEvent(wcstring.data());
    }
}

void RendererD3D::popGroupMarker()
{
    getAnnotator()->endEvent();
}

void RendererD3D::setGPUDisjoint()
{
    mDisjoint = true;
}

GLint RendererD3D::getGPUDisjoint()
{
    bool disjoint = mDisjoint;

    // Disjoint flag is cleared when read
    mDisjoint = false;

    return disjoint;
}

GLint64 RendererD3D::getTimestamp()
{
    // D3D has no way to get an actual timestamp reliably so 0 is returned
    return 0;
}

void RendererD3D::onMakeCurrent(const gl::Data &data)
{
}

void RendererD3D::initializeDebugAnnotator()
{
    createAnnotator();
    ASSERT(mAnnotator);
    gl::InitializeDebugAnnotations(mAnnotator);
}

gl::DebugAnnotator *RendererD3D::getAnnotator()
{
    ASSERT(mAnnotator);
    return mAnnotator;
}
}