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//
// 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/ProgramD3D.h"
#include "libANGLE/renderer/d3d/RenderTargetD3D.h"
#include "libANGLE/renderer/d3d/RendererD3D.h"
#include "libANGLE/renderer/d3d/d3d11/DebugAnnotator11.h"
#include "libANGLE/renderer/d3d/d3d11/RenderStateCache.h"
#include "libANGLE/renderer/d3d/d3d11/ResourceManager11.h"
#include "libANGLE/renderer/d3d/d3d11/StateManager11.h"
#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
namespace gl
{
class FramebufferAttachment;
class ImageIndex;
} // namespace gl
namespace rx
{
class Blit11;
class Buffer11;
class Clear11;
class Context11;
class IndexDataManager;
struct PackPixelsParams;
class PixelTransfer11;
class RenderTarget11;
class StreamingIndexBufferInterface;
class Trim11;
class VertexDataManager;
struct Renderer11DeviceCaps
{
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
bool supportsVpRtIndexWriteFromVertexShader; // VP/RT can be selected in the Vertex Shader
// stage.
bool supportsMultisampledDepthStencilSRVs; // D3D feature level 10.0 no longer allows creation
// of textures with both the bind SRV and DSV flags
// when multisampled. Textures will need to be
// resolved before reading. crbug.com/656989
UINT B5G6R5support; // Bitfield of D3D11_FORMAT_SUPPORT values for DXGI_FORMAT_B5G6R5_UNORM
UINT B5G6R5maxSamples; // Maximum number of samples supported by DXGI_FORMAT_B5G6R5_UNORM
UINT B4G4R4A4support; // Bitfield of D3D11_FORMAT_SUPPORT values for DXGI_FORMAT_B4G4R4A4_UNORM
UINT B4G4R4A4maxSamples; // Maximum number of samples supported by DXGI_FORMAT_B4G4R4A4_UNORM
UINT B5G5R5A1support; // Bitfield of D3D11_FORMAT_SUPPORT values for DXGI_FORMAT_B5G5R5A1_UNORM
UINT B5G5R5A1maxSamples; // Maximum number of samples supported by DXGI_FORMAT_B5G5R5A1_UNORM
Optional<LARGE_INTEGER> driverVersion; // Four-part driver version number.
};
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);
~Renderer11() override;
egl::Error initialize() override;
bool resetDevice() override;
egl::ConfigSet generateConfigs() override;
void generateDisplayExtensions(egl::DisplayExtensions *outExtensions) const override;
ContextImpl *createContext(const gl::State &state, gl::ErrorSet *errorSet) override;
angle::Result flush(Context11 *context11);
angle::Result finish(Context11 *context11);
bool isValidNativeWindow(EGLNativeWindowType window) const override;
NativeWindowD3D *createNativeWindow(EGLNativeWindowType window,
const egl::Config *config,
const egl::AttributeMap &attribs) const override;
SwapChainD3D *createSwapChain(NativeWindowD3D *nativeWindow,
HANDLE shareHandle,
IUnknown *d3dTexture,
GLenum backBufferFormat,
GLenum depthBufferFormat,
EGLint orientation,
EGLint samples) override;
egl::Error getD3DTextureInfo(const egl::Config *configuration,
IUnknown *d3dTexture,
EGLint *width,
EGLint *height,
const angle::Format **angleFormat) const override;
egl::Error validateShareHandle(const egl::Config *config,
HANDLE shareHandle,
const egl::AttributeMap &attribs) const override;
// lost device
bool testDeviceLost() override;
bool testDeviceResettable() override;
std::string getRendererDescription() const;
DeviceIdentifier getAdapterIdentifier() const override;
unsigned int getReservedVertexUniformVectors() const;
unsigned int getReservedFragmentUniformVectors() const;
gl::ShaderMap<unsigned int> getReservedShaderUniformBuffers() const;
bool getShareHandleSupport() const;
int getMajorShaderModel() const override;
int getMinorShaderModel() const override;
std::string getShaderModelSuffix() const override;
// Pixel operations
angle::Result copyImage2D(const gl::Context *context,
const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLint level) override;
angle::Result copyImageCube(const gl::Context *context,
const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
gl::TextureTarget target,
GLint level) override;
angle::Result copyImage3D(const gl::Context *context,
const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLint level) override;
angle::Result copyImage2DArray(const gl::Context *context,
const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLint level) override;
angle::Result copyTexture(const gl::Context *context,
const gl::Texture *source,
GLint sourceLevel,
gl::TextureTarget srcTarget,
const gl::Box &sourceBox,
GLenum destFormat,
GLenum destType,
const gl::Offset &destOffset,
TextureStorage *storage,
gl::TextureTarget destTarget,
GLint destLevel,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha) override;
angle::Result copyCompressedTexture(const gl::Context *context,
const gl::Texture *source,
GLint sourceLevel,
TextureStorage *storage,
GLint destLevel) override;
// RenderTarget creation
angle::Result createRenderTarget(const gl::Context *context,
int width,
int height,
GLenum format,
GLsizei samples,
RenderTargetD3D **outRT) override;
angle::Result createRenderTargetCopy(const gl::Context *context,
RenderTargetD3D *source,
RenderTargetD3D **outRT) override;
// Shader operations
angle::Result loadExecutable(d3d::Context *context,
const uint8_t *function,
size_t length,
gl::ShaderType type,
const std::vector<D3DVarying> &streamOutVaryings,
bool separatedOutputBuffers,
ShaderExecutableD3D **outExecutable) override;
angle::Result compileToExecutable(d3d::Context *context,
gl::InfoLog &infoLog,
const std::string &shaderHLSL,
gl::ShaderType type,
const std::vector<D3DVarying> &streamOutVaryings,
bool separatedOutputBuffers,
const angle::CompilerWorkaroundsD3D &workarounds,
ShaderExecutableD3D **outExectuable) override;
angle::Result ensureHLSLCompilerInitialized(d3d::Context *context) override;
UniformStorageD3D *createUniformStorage(size_t storageSize) override;
// Image operations
ImageD3D *createImage() override;
angle::Result generateMipmap(const gl::Context *context,
ImageD3D *dest,
ImageD3D *source) override;
angle::Result generateMipmapUsingD3D(const gl::Context *context,
TextureStorage *storage,
const gl::TextureState &textureState) override;
angle::Result copyImage(const gl::Context *context,
ImageD3D *dest,
ImageD3D *source,
const gl::Box &sourceBox,
const gl::Offset &destOffset,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha) override;
TextureStorage *createTextureStorage2D(SwapChainD3D *swapChain) override;
TextureStorage *createTextureStorageEGLImage(EGLImageD3D *eglImage,
RenderTargetD3D *renderTargetD3D) override;
TextureStorage *createTextureStorageExternal(
egl::Stream *stream,
const egl::Stream::GLTextureDescription &desc) override;
TextureStorage *createTextureStorage2D(GLenum internalformat,
bool renderTarget,
GLsizei width,
GLsizei height,
int levels,
bool hintLevelZeroOnly) override;
TextureStorage *createTextureStorageCube(GLenum internalformat,
bool renderTarget,
int size,
int levels,
bool hintLevelZeroOnly) override;
TextureStorage *createTextureStorage3D(GLenum internalformat,
bool renderTarget,
GLsizei width,
GLsizei height,
GLsizei depth,
int levels) override;
TextureStorage *createTextureStorage2DArray(GLenum internalformat,
bool renderTarget,
GLsizei width,
GLsizei height,
GLsizei depth,
int levels) override;
TextureStorage *createTextureStorage2DMultisample(GLenum internalformat,
GLsizei width,
GLsizei height,
int levels,
int samples,
bool fixedSampleLocations) override;
TextureStorage *createTextureStorage2DMultisampleArray(GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
int levels,
int samples,
bool fixedSampleLocations) override;
VertexBuffer *createVertexBuffer() override;
IndexBuffer *createIndexBuffer() override;
// Stream Creation
StreamProducerImpl *createStreamProducerD3DTexture(egl::Stream::ConsumerType consumerType,
const egl::AttributeMap &attribs) override;
// D3D11-renderer specific methods
ID3D11Device *getDevice() { return mDevice; }
void *getD3DDevice() override;
ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; }
ID3D11DeviceContext1 *getDeviceContext1IfSupported() { return mDeviceContext1; }
IDXGIFactory *getDxgiFactory() { return mDxgiFactory; }
angle::Result getBlendState(const gl::Context *context,
const d3d11::BlendStateKey &key,
const d3d11::BlendState **outBlendState);
angle::Result getRasterizerState(const gl::Context *context,
const gl::RasterizerState &rasterState,
bool scissorEnabled,
ID3D11RasterizerState **outRasterizerState);
angle::Result getDepthStencilState(const gl::Context *context,
const gl::DepthStencilState &dsState,
const d3d11::DepthStencilState **outDSState);
angle::Result getSamplerState(const gl::Context *context,
const gl::SamplerState &samplerState,
ID3D11SamplerState **outSamplerState);
Blit11 *getBlitter() { return mBlit; }
Clear11 *getClearer() { return mClear; }
gl::DebugAnnotator *getAnnotator();
// Buffer-to-texture and Texture-to-buffer copies
bool supportsFastCopyBufferToTexture(GLenum internalFormat) const override;
angle::Result fastCopyBufferToTexture(const gl::Context *context,
const gl::PixelUnpackState &unpack,
unsigned int offset,
RenderTargetD3D *destRenderTarget,
GLenum destinationFormat,
GLenum sourcePixelsType,
const gl::Box &destArea) override;
angle::Result packPixels(const gl::Context *context,
const TextureHelper11 &textureHelper,
const PackPixelsParams &params,
uint8_t *pixelsOut);
bool getLUID(LUID *adapterLuid) const override;
VertexConversionType getVertexConversionType(angle::FormatID vertexFormatID) const override;
GLenum getVertexComponentType(angle::FormatID vertexFormatID) const override;
// Warning: you should ensure binding really matches attrib.bindingIndex before using this
// function.
angle::Result getVertexSpaceRequired(const gl::Context *context,
const gl::VertexAttribute &attrib,
const gl::VertexBinding &binding,
size_t count,
GLsizei instances,
unsigned int *bytesRequiredOut) const override;
angle::Result readFromAttachment(const gl::Context *context,
const gl::FramebufferAttachment &srcAttachment,
const gl::Rectangle &sourceArea,
GLenum format,
GLenum type,
GLuint outputPitch,
const gl::PixelPackState &pack,
uint8_t *pixels);
angle::Result blitRenderbufferRect(const gl::Context *context,
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() const { return mRenderer11DeviceCaps; }
RendererClass getRendererClass() const override;
StateManager11 *getStateManager() { return &mStateManager; }
void onSwap();
void onBufferCreate(const Buffer11 *created);
void onBufferDelete(const Buffer11 *deleted);
DeviceImpl *createEGLDevice() override;
angle::Result drawArrays(const gl::Context *context,
gl::PrimitiveMode mode,
GLint firstVertex,
GLsizei vertexCount,
GLsizei instanceCount);
angle::Result drawElements(const gl::Context *context,
gl::PrimitiveMode mode,
GLint startVertex,
GLsizei indexCount,
gl::DrawElementsType indexType,
const void *indices,
GLsizei instanceCount);
angle::Result drawArraysIndirect(const gl::Context *context, const void *indirect);
angle::Result drawElementsIndirect(const gl::Context *context, const void *indirect);
// Necessary hack for default framebuffers in D3D.
FramebufferImpl *createDefaultFramebuffer(const gl::FramebufferState &state) override;
angle::Result getScratchMemoryBuffer(Context11 *context11,
size_t requestedSize,
angle::MemoryBuffer **bufferOut);
gl::Version getMaxSupportedESVersion() const override;
angle::Result dispatchCompute(const gl::Context *context,
GLuint numGroupsX,
GLuint numGroupsY,
GLuint numGroupsZ);
angle::Result dispatchComputeIndirect(const gl::Context *context, GLintptr indirect);
angle::Result createStagingTexture(const gl::Context *context,
ResourceType textureType,
const d3d11::Format &formatSet,
const gl::Extents &size,
StagingAccess readAndWriteAccess,
TextureHelper11 *textureOut);
template <typename DescT, typename ResourceT>
angle::Result allocateResource(d3d::Context *context, const DescT &desc, ResourceT *resourceOut)
{
return mResourceManager11.allocate(context, this, &desc, nullptr, resourceOut);
}
template <typename DescT, typename InitDataT, typename ResourceT>
angle::Result allocateResource(d3d::Context *context,
const DescT &desc,
InitDataT *initData,
ResourceT *resourceOut)
{
return mResourceManager11.allocate(context, this, &desc, initData, resourceOut);
}
template <typename InitDataT, typename ResourceT>
angle::Result allocateResourceNoDesc(d3d::Context *context,
InitDataT *initData,
ResourceT *resourceOut)
{
return mResourceManager11.allocate(context, this, nullptr, initData, resourceOut);
}
template <typename DescT>
angle::Result allocateTexture(d3d::Context *context,
const DescT &desc,
const d3d11::Format &format,
TextureHelper11 *textureOut)
{
return allocateTexture(context, desc, format, nullptr, textureOut);
}
angle::Result allocateTexture(d3d::Context *context,
const D3D11_TEXTURE2D_DESC &desc,
const d3d11::Format &format,
const D3D11_SUBRESOURCE_DATA *initData,
TextureHelper11 *textureOut);
angle::Result allocateTexture(d3d::Context *context,
const D3D11_TEXTURE3D_DESC &desc,
const d3d11::Format &format,
const D3D11_SUBRESOURCE_DATA *initData,
TextureHelper11 *textureOut);
angle::Result clearRenderTarget(const gl::Context *context,
RenderTargetD3D *renderTarget,
const gl::ColorF &clearColorValue,
const float clearDepthValue,
const unsigned int clearStencilValue) override;
bool canSelectViewInVertexShader() const override;
angle::Result mapResource(const gl::Context *context,
ID3D11Resource *resource,
UINT subResource,
D3D11_MAP mapType,
UINT mapFlags,
D3D11_MAPPED_SUBRESOURCE *mappedResource);
angle::Result getIncompleteTexture(const gl::Context *context,
gl::TextureType type,
gl::Texture **textureOut) override;
private:
void generateCaps(gl::Caps *outCaps,
gl::TextureCapsMap *outTextureCaps,
gl::Extensions *outExtensions,
gl::Limitations *outLimitations) const override;
angle::WorkaroundsD3D generateWorkarounds() const override;
angle::Result drawLineLoop(const gl::Context *context,
GLuint count,
gl::DrawElementsType type,
const void *indices,
int baseVertex,
int instances);
angle::Result drawTriangleFan(const gl::Context *context,
GLuint count,
gl::DrawElementsType type,
const void *indices,
int baseVertex,
int instances);
angle::Result resolveMultisampledTexture(const gl::Context *context,
RenderTarget11 *renderTarget,
bool depth,
bool stencil,
TextureHelper11 *textureOut);
void populateRenderer11DeviceCaps();
void updateHistograms();
angle::Result copyImageInternal(const gl::Context *context,
const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
RenderTargetD3D *destRenderTarget);
gl::SupportedSampleSet generateSampleSetForEGLConfig(
const gl::TextureCaps &colorBufferFormatCaps,
const gl::TextureCaps &depthStencilBufferFormatCaps) const;
HRESULT callD3D11CreateDevice(PFN_D3D11_CREATE_DEVICE createDevice, bool debug);
egl::Error initializeD3DDevice();
egl::Error initializeDevice();
void releaseDeviceResources();
void release();
d3d11::ANGLED3D11DeviceType getDeviceType() const;
// Make sure that the raw buffer is the latest buffer.
angle::Result markRawBufferUsage(const gl::Context *context);
angle::Result markTransformFeedbackUsage(const gl::Context *context);
angle::Result drawWithGeometryShaderAndTransformFeedback(Context11 *context11,
gl::PrimitiveMode mode,
UINT instanceCount,
UINT vertexCount);
HMODULE mD3d11Module;
HMODULE mDxgiModule;
HMODULE mDCompModule;
std::vector<D3D_FEATURE_LEVEL> mAvailableFeatureLevels;
D3D_DRIVER_TYPE mRequestedDriverType;
bool mCreateDebugDevice;
bool mCreatedWithDeviceEXT;
HLSLCompiler mCompiler;
RenderStateCache mStateCache;
StateManager11 mStateManager;
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
d3d11::Query mSyncQuery;
// Created objects state tracking
std::set<const Buffer11 *> mAliveBuffers;
double mLastHistogramUpdateTime;
ID3D11Device *mDevice;
Renderer11DeviceCaps mRenderer11DeviceCaps;
ID3D11DeviceContext *mDeviceContext;
ID3D11DeviceContext1 *mDeviceContext1;
ID3D11DeviceContext3 *mDeviceContext3;
IDXGIAdapter *mDxgiAdapter;
DXGI_ADAPTER_DESC mAdapterDescription;
char mDescription[128];
IDXGIFactory *mDxgiFactory;
ID3D11Debug *mDebug;
std::vector<GLuint> mScratchIndexDataBuffer;
angle::ScratchBuffer mScratchMemoryBuffer;
DebugAnnotator11 mAnnotator;
mutable Optional<bool> mSupportsShareHandles;
ResourceManager11 mResourceManager11;
TextureHelper11 mCachedResolveTexture;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_H_