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//
// Copyright (c) 2015 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.
//
// StateManager11.h: Defines a class for caching D3D11 state
#ifndef LIBANGLE_RENDERER_D3D11_STATEMANAGER11_H_
#define LIBANGLE_RENDERER_D3D11_STATEMANAGER11_H_
#include <array>
#include "libANGLE/ContextState.h"
#include "libANGLE/State.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/d3d/IndexDataManager.h"
#include "libANGLE/renderer/d3d/RendererD3D.h"
#include "libANGLE/renderer/d3d/d3d11/InputLayoutCache.h"
#include "libANGLE/renderer/d3d/d3d11/Query11.h"
#include "libANGLE/renderer/d3d/d3d11/RenderStateCache.h"
#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
namespace rx
{
struct RenderTargetDesc;
struct Renderer11DeviceCaps;
class ShaderConstants11 : angle::NonCopyable
{
public:
ShaderConstants11();
void init(const gl::Caps &caps);
size_t getRequiredBufferSize(gl::SamplerType samplerType) const;
void markDirty();
void setComputeWorkGroups(GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ);
void setMultiviewWriteToViewportIndex(GLfloat index);
void onViewportChange(const gl::Rectangle &glViewport,
const D3D11_VIEWPORT &dxViewport,
bool is9_3,
bool presentPathFast);
void onSamplerChange(gl::SamplerType samplerType,
unsigned int samplerIndex,
const gl::Texture &texture);
gl::Error updateBuffer(ID3D11DeviceContext *deviceContext,
gl::SamplerType samplerType,
const ProgramD3D &programD3D,
const d3d11::Buffer &driverConstantBuffer);
private:
struct Vertex
{
Vertex()
: depthRange{.0f},
viewAdjust{.0f},
viewCoords{.0f},
viewScale{.0f},
multiviewWriteToViewportIndex{.0f},
padding{.0f}
{
}
float depthRange[4];
float viewAdjust[4];
float viewCoords[4];
float viewScale[2];
// multiviewWriteToViewportIndex is used to select either the side-by-side or layered
// code-path in the GS. It's value, if set, is either 0.0f or 1.0f. The value is updated
// whenever a multi-view draw framebuffer is made active.
float multiviewWriteToViewportIndex;
// Added here to manually pad the struct.
float padding;
};
struct Pixel
{
Pixel()
: depthRange{.0f},
viewCoords{.0f},
depthFront{.0f},
viewScale{.0f},
multiviewWriteToViewportIndex(0),
padding(0)
{
}
float depthRange[4];
float viewCoords[4];
float depthFront[4];
float viewScale[2];
// multiviewWriteToViewportIndex is used to select either the side-by-side or layered
// code-path in the GS. It's value, if set, is either 0.0f or 1.0f. The value is updated
// whenever a multi-view draw framebuffer is made active.
float multiviewWriteToViewportIndex;
// Added here to manually pad the struct.
float padding;
};
struct Compute
{
Compute() : numWorkGroups{0u}, padding(0u) {}
unsigned int numWorkGroups[3];
unsigned int padding; // This just pads the struct to 16 bytes
};
struct SamplerMetadata
{
SamplerMetadata() : baseLevel(0), internalFormatBits(0), wrapModes(0), padding(0) {}
int baseLevel;
int internalFormatBits;
int wrapModes;
int padding; // This just pads the struct to 16 bytes
};
static_assert(sizeof(SamplerMetadata) == 16u,
"Sampler metadata struct must be one 4-vec / 16 bytes.");
// Return true if dirty.
bool updateSamplerMetadata(SamplerMetadata *data, const gl::Texture &texture);
Vertex mVertex;
bool mVertexDirty;
Pixel mPixel;
bool mPixelDirty;
Compute mCompute;
bool mComputeDirty;
std::vector<SamplerMetadata> mSamplerMetadataVS;
bool mSamplerMetadataVSDirty;
std::vector<SamplerMetadata> mSamplerMetadataPS;
bool mSamplerMetadataPSDirty;
std::vector<SamplerMetadata> mSamplerMetadataCS;
bool mSamplerMetadataCSDirty;
};
class StateManager11 final : angle::NonCopyable
{
public:
StateManager11(Renderer11 *renderer);
~StateManager11();
gl::Error initialize(const gl::Caps &caps, const gl::Extensions &extensions);
void deinitialize();
void syncState(const gl::Context *context, const gl::State::DirtyBits &dirtyBits);
gl::Error updateStateForCompute(const gl::Context *context,
GLuint numGroupsX,
GLuint numGroupsY,
GLuint numGroupsZ);
void updateStencilSizeIfChanged(bool depthStencilInitialized, unsigned int stencilSize);
// These invalidations methods are called externally.
// Called from TextureStorage11.
void invalidateBoundViews();
// Called from VertexArray11::updateVertexAttribStorage.
void invalidateCurrentValueAttrib(size_t attribIndex);
// Checks are done on a framebuffer state change to trigger other state changes.
// The Context is allowed to be nullptr for these methods, when called in EGL init code.
void invalidateRenderTarget();
// Called by instanced point sprite emulation.
void invalidateVertexBuffer();
// Called by Framebuffer11::syncState for the default sized viewport.
void invalidateViewport(const gl::Context *context);
// Called by TextureStorage11::markLevelDirty.
void invalidateSwizzles();
// Called by the Framebuffer11 and VertexArray11.
void invalidateShaders();
// Called by VertexArray11 to trigger attribute translation.
void invalidateVertexAttributeTranslation();
void setRenderTarget(ID3D11RenderTargetView *rtv, ID3D11DepthStencilView *dsv);
void setRenderTargets(ID3D11RenderTargetView **rtvs, UINT numRtvs, ID3D11DepthStencilView *dsv);
void onBeginQuery(Query11 *query);
void onDeleteQueryObject(Query11 *query);
gl::Error onMakeCurrent(const gl::Context *context);
void setInputLayout(const d3d11::InputLayout *inputLayout);
// TODO(jmadill): Migrate to d3d11::Buffer.
bool queueVertexBufferChange(size_t bufferIndex,
ID3D11Buffer *buffer,
UINT stride,
UINT offset);
bool queueVertexOffsetChange(size_t bufferIndex, UINT offsetOnly);
void applyVertexBufferChanges();
void setSingleVertexBuffer(const d3d11::Buffer *buffer, UINT stride, UINT offset);
gl::Error updateState(const gl::Context *context, GLenum drawMode);
void setShaderResourceShared(gl::SamplerType shaderType,
UINT resourceSlot,
const d3d11::SharedSRV *srv);
void setShaderResource(gl::SamplerType shaderType,
UINT resourceSlot,
const d3d11::ShaderResourceView *srv);
void setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY primitiveTopology);
void setDrawShaders(const d3d11::VertexShader *vertexShader,
const d3d11::GeometryShader *geometryShader,
const d3d11::PixelShader *pixelShader);
void setVertexShader(const d3d11::VertexShader *shader);
void setGeometryShader(const d3d11::GeometryShader *shader);
void setPixelShader(const d3d11::PixelShader *shader);
void setComputeShader(const d3d11::ComputeShader *shader);
void setVertexConstantBuffer(unsigned int slot, const d3d11::Buffer *buffer);
void setPixelConstantBuffer(unsigned int slot, const d3d11::Buffer *buffer);
void setDepthStencilState(const d3d11::DepthStencilState *depthStencilState, UINT stencilRef);
void setSimpleBlendState(const d3d11::BlendState *blendState);
void setRasterizerState(const d3d11::RasterizerState *rasterizerState);
void setSimpleViewport(const gl::Extents &viewportExtents);
void setSimpleViewport(int width, int height);
void setSimplePixelTextureAndSampler(const d3d11::SharedSRV &srv,
const d3d11::SamplerState &samplerState);
void setSimpleScissorRect(const gl::Rectangle &glRect);
void setScissorRectD3D(const D3D11_RECT &d3dRect);
// Not handled by an internal dirty bit because of the extra draw parameters.
gl::Error applyVertexBuffer(const gl::Context *context,
GLenum mode,
GLint first,
GLsizei count,
GLsizei instances,
TranslatedIndexData *indexInfo);
gl::Error applyIndexBuffer(const gl::Context *context,
const void *indices,
GLsizei count,
GLenum type,
TranslatedIndexData *indexInfo);
bool setIndexBuffer(ID3D11Buffer *buffer, DXGI_FORMAT indexFormat, unsigned int offset);
gl::Error updateVertexOffsetsForPointSpritesEmulation(GLint startVertex,
GLsizei emulatedInstanceId);
// TODO(jmadill): Should be private.
gl::Error applyComputeUniforms(ProgramD3D *programD3D);
// Only used in testing.
InputLayoutCache *getInputLayoutCache() { return &mInputLayoutCache; }
private:
template <typename SRVType>
void setShaderResourceInternal(gl::SamplerType shaderType,
UINT resourceSlot,
const SRVType *srv);
bool unsetConflictingView(ID3D11View *view);
bool unsetConflictingSRVs(gl::SamplerType shaderType,
uintptr_t resource,
const gl::ImageIndex *index);
void unsetConflictingAttachmentResources(const gl::FramebufferAttachment *attachment,
ID3D11Resource *resource);
gl::Error syncBlendState(const gl::Context *context,
const gl::Framebuffer *framebuffer,
const gl::BlendState &blendState,
const gl::ColorF &blendColor,
unsigned int sampleMask);
gl::Error syncDepthStencilState(const gl::State &glState);
gl::Error syncRasterizerState(const gl::Context *context, bool pointDrawMode);
void syncScissorRectangle(const gl::Rectangle &scissor, bool enabled);
void syncViewport(const gl::Context *context);
void checkPresentPath(const gl::Context *context);
gl::Error syncFramebuffer(const gl::Context *context, gl::Framebuffer *framebuffer);
gl::Error syncProgram(const gl::Context *context, GLenum drawMode);
gl::Error syncTextures(const gl::Context *context);
gl::Error applyTextures(const gl::Context *context,
gl::SamplerType shaderType,
const FramebufferTextureArray &framebufferTextures,
size_t framebufferTextureCount);
gl::Error setSamplerState(const gl::Context *context,
gl::SamplerType type,
int index,
gl::Texture *texture,
const gl::SamplerState &sampler);
gl::Error setTexture(const gl::Context *context,
gl::SamplerType type,
int index,
gl::Texture *texture);
// Faster than calling setTexture a jillion times
gl::Error clearTextures(gl::SamplerType samplerType, size_t rangeStart, size_t rangeEnd);
void handleMultiviewDrawFramebufferChange(const gl::Context *context);
gl::Error syncVertexAttributes(const gl::Context *context);
gl::Error syncCurrentValueAttribs(const gl::State &glState);
gl::Error generateSwizzle(const gl::Context *context, gl::Texture *texture);
gl::Error generateSwizzlesForShader(const gl::Context *context, gl::SamplerType type);
gl::Error generateSwizzles(const gl::Context *context);
gl::Error applyDriverUniforms(const ProgramD3D &programD3D);
gl::Error applyUniforms(ProgramD3D *programD3D);
gl::Error syncUniformBuffers(const gl::Context *context, ProgramD3D *programD3D);
gl::Error syncTransformFeedbackBuffers(const gl::Context *context);
// These are currently only called internally.
void invalidateTexturesAndSamplers();
void invalidateDriverUniforms();
void invalidateProgramUniforms();
void invalidateProgramUniformBuffers();
void invalidateConstantBuffer(unsigned int slot);
// Called by the Framebuffer11 directly.
void processFramebufferInvalidation(const gl::Context *context);
enum DirtyBitType
{
DIRTY_BIT_RENDER_TARGET,
DIRTY_BIT_VIEWPORT_STATE,
DIRTY_BIT_SCISSOR_STATE,
DIRTY_BIT_RASTERIZER_STATE,
DIRTY_BIT_BLEND_STATE,
DIRTY_BIT_DEPTH_STENCIL_STATE,
DIRTY_BIT_TEXTURE_AND_SAMPLER_STATE,
DIRTY_BIT_PROGRAM_UNIFORMS,
DIRTY_BIT_DRIVER_UNIFORMS,
DIRTY_BIT_PROGRAM_UNIFORM_BUFFERS,
DIRTY_BIT_SHADERS,
DIRTY_BIT_CURRENT_VALUE_ATTRIBS,
DIRTY_BIT_INVALID,
DIRTY_BIT_MAX = DIRTY_BIT_INVALID,
};
using DirtyBits = angle::BitSet<DIRTY_BIT_MAX>;
Renderer11 *mRenderer;
// Internal dirty bits.
DirtyBits mInternalDirtyBits;
// Blend State
gl::BlendState mCurBlendState;
gl::ColorF mCurBlendColor;
unsigned int mCurSampleMask;
// Currently applied depth stencil state
gl::DepthStencilState mCurDepthStencilState;
int mCurStencilRef;
int mCurStencilBackRef;
unsigned int mCurStencilSize;
Optional<bool> mCurDisableDepth;
Optional<bool> mCurDisableStencil;
// Currently applied rasterizer state
gl::RasterizerState mCurRasterState;
// Currently applied scissor rectangle state
bool mCurScissorEnabled;
gl::Rectangle mCurScissorRect;
// Currently applied viewport state
gl::Rectangle mCurViewport;
float mCurNear;
float mCurFar;
// The viewport offsets are guaranteed to be updated whenever the gl::State::DirtyBits are
// resolved and can be applied to the viewport and scissor whenever the internal viewport and
// scissor bits are resolved.
std::vector<gl::Offset> mViewportOffsets;
// Things needed in viewport state
ShaderConstants11 mShaderConstants;
// Render target variables
gl::Extents mViewportBounds;
bool mRenderTargetIsDirty;
// EGL_ANGLE_experimental_present_path variables
bool mCurPresentPathFastEnabled;
int mCurPresentPathFastColorBufferHeight;
// Queries that are currently active in this state
std::set<Query11 *> mCurrentQueries;
// Currently applied textures
struct SRVRecord
{
uintptr_t srv;
uintptr_t resource;
D3D11_SHADER_RESOURCE_VIEW_DESC desc;
};
// A cache of current SRVs that also tracks the highest 'used' (non-NULL) SRV
// We might want to investigate a more robust approach that is also fast when there's
// a large gap between used SRVs (e.g. if SRV 0 and 7 are non-NULL, this approach will
// waste time on SRVs 1-6.)
class SRVCache : angle::NonCopyable
{
public:
SRVCache() : mHighestUsedSRV(0) {}
void initialize(size_t size) { mCurrentSRVs.resize(size); }
size_t size() const { return mCurrentSRVs.size(); }
size_t highestUsed() const { return mHighestUsedSRV; }
const SRVRecord &operator[](size_t index) const { return mCurrentSRVs[index]; }
void clear();
void update(size_t resourceIndex, ID3D11ShaderResourceView *srv);
private:
std::vector<SRVRecord> mCurrentSRVs;
size_t mHighestUsedSRV;
};
SRVCache mCurVertexSRVs;
SRVCache mCurPixelSRVs;
// A block of NULL pointers, cached so we don't re-allocate every draw call
std::vector<ID3D11ShaderResourceView *> mNullSRVs;
// Current translations of "Current-Value" data - owned by Context, not VertexArray.
gl::AttributesMask mDirtyCurrentValueAttribs;
std::vector<TranslatedAttribute> mCurrentValueAttribs;
// Current applied input layout.
ResourceSerial mCurrentInputLayout;
bool mInputLayoutIsDirty;
bool mVertexAttribsNeedTranslation;
// Current applied vertex states.
// TODO(jmadill): Figure out how to use ResourceSerial here.
std::array<ID3D11Buffer *, gl::MAX_VERTEX_ATTRIBS> mCurrentVertexBuffers;
std::array<UINT, gl::MAX_VERTEX_ATTRIBS> mCurrentVertexStrides;
std::array<UINT, gl::MAX_VERTEX_ATTRIBS> mCurrentVertexOffsets;
gl::RangeUI mDirtyVertexBufferRange;
// Currently applied primitive topology
D3D11_PRIMITIVE_TOPOLOGY mCurrentPrimitiveTopology;
// Currently applied shaders
ResourceSerial mAppliedVertexShader;
ResourceSerial mAppliedGeometryShader;
ResourceSerial mAppliedPixelShader;
ResourceSerial mAppliedComputeShader;
// Currently applied sampler states
std::vector<bool> mForceSetVertexSamplerStates;
std::vector<gl::SamplerState> mCurVertexSamplerStates;
std::vector<bool> mForceSetPixelSamplerStates;
std::vector<gl::SamplerState> mCurPixelSamplerStates;
std::vector<bool> mForceSetComputeSamplerStates;
std::vector<gl::SamplerState> mCurComputeSamplerStates;
// Special dirty bit for swizzles. Since they use internal shaders, must be done in a pre-pass.
bool mDirtySwizzles;
// Currently applied index buffer
ID3D11Buffer *mAppliedIB;
DXGI_FORMAT mAppliedIBFormat;
unsigned int mAppliedIBOffset;
bool mAppliedIBChanged;
// Vertex, index and input layouts
VertexDataManager mVertexDataManager;
IndexDataManager mIndexDataManager;
InputLayoutCache mInputLayoutCache;
std::vector<const TranslatedAttribute *> mCurrentAttributes;
Optional<GLint> mLastFirstVertex;
// ANGLE_multiview.
bool mIsMultiviewEnabled;
// Driver Constants.
d3d11::Buffer mDriverConstantBufferVS;
d3d11::Buffer mDriverConstantBufferPS;
d3d11::Buffer mDriverConstantBufferCS;
ResourceSerial mCurrentComputeConstantBuffer;
ResourceSerial mCurrentGeometryConstantBuffer;
template <typename T>
using VertexConstantBufferArray =
std::array<T, gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS>;
VertexConstantBufferArray<ResourceSerial> mCurrentConstantBufferVS;
VertexConstantBufferArray<GLintptr> mCurrentConstantBufferVSOffset;
VertexConstantBufferArray<GLsizeiptr> mCurrentConstantBufferVSSize;
template <typename T>
using FragmentConstantBufferArray =
std::array<T, gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS>;
FragmentConstantBufferArray<ResourceSerial> mCurrentConstantBufferPS;
FragmentConstantBufferArray<GLintptr> mCurrentConstantBufferPSOffset;
FragmentConstantBufferArray<GLsizeiptr> mCurrentConstantBufferPSSize;
// Currently applied transform feedback buffers
Serial mAppliedTFSerial;
Serial mEmptySerial;
bool mIsTransformFeedbackCurrentlyActiveUnpaused;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D11_STATEMANAGER11_H_