| // |
| // 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_ |