blob: 3be7635451a1aa1bce9139d53d5e862adc382a38 [file] [log] [blame]
//
// 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.cpp: Implements a back-end specific class for the D3D11 renderer.
#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
#include <EGL/eglext.h>
#include <versionhelpers.h>
#include <sstream>
#include "common/tls.h"
#include "common/utilities.h"
#include "libANGLE/Buffer.h"
#include "libANGLE/Context.h"
#include "libANGLE/Display.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/FramebufferAttachment.h"
#include "libANGLE/Program.h"
#include "libANGLE/State.h"
#include "libANGLE/Surface.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/histogram_macros.h"
#include "libANGLE/renderer/d3d/CompilerD3D.h"
#include "libANGLE/renderer/d3d/DeviceD3D.h"
#include "libANGLE/renderer/d3d/DisplayD3D.h"
#include "libANGLE/renderer/d3d/FramebufferD3D.h"
#include "libANGLE/renderer/d3d/IndexDataManager.h"
#include "libANGLE/renderer/d3d/RenderbufferD3D.h"
#include "libANGLE/renderer/d3d/ShaderD3D.h"
#include "libANGLE/renderer/d3d/SurfaceD3D.h"
#include "libANGLE/renderer/d3d/TextureD3D.h"
#include "libANGLE/renderer/d3d/VertexDataManager.h"
#include "libANGLE/renderer/d3d/d3d11/Blit11.h"
#include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
#include "libANGLE/renderer/d3d/d3d11/Clear11.h"
#include "libANGLE/renderer/d3d/d3d11/Context11.h"
#include "libANGLE/renderer/d3d/d3d11/Fence11.h"
#include "libANGLE/renderer/d3d/d3d11/Framebuffer11.h"
#include "libANGLE/renderer/d3d/d3d11/Image11.h"
#include "libANGLE/renderer/d3d/d3d11/IndexBuffer11.h"
#include "libANGLE/renderer/d3d/d3d11/PixelTransfer11.h"
#include "libANGLE/renderer/d3d/d3d11/Program11.h"
#include "libANGLE/renderer/d3d/d3d11/Query11.h"
#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
#include "libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h"
#include "libANGLE/renderer/d3d/d3d11/StreamProducerD3DTexture.h"
#include "libANGLE/renderer/d3d/d3d11/SwapChain11.h"
#include "libANGLE/renderer/d3d/d3d11/TextureStorage11.h"
#include "libANGLE/renderer/d3d/d3d11/TransformFeedback11.h"
#include "libANGLE/renderer/d3d/d3d11/Trim11.h"
#include "libANGLE/renderer/d3d/d3d11/VertexArray11.h"
#include "libANGLE/renderer/d3d/d3d11/VertexBuffer11.h"
#include "libANGLE/renderer/d3d/d3d11/dxgi_support_table.h"
#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h"
#include "libANGLE/renderer/renderer_utils.h"
#include "third_party/trace_event/trace_event.h"
#ifdef ANGLE_ENABLE_WINDOWS_STORE
# include "libANGLE/renderer/d3d/d3d11/winrt/NativeWindow11WinRT.h"
#else
# include "libANGLE/renderer/d3d/d3d11/converged/CompositorNativeWindow11.h"
# include "libANGLE/renderer/d3d/d3d11/win32/NativeWindow11Win32.h"
#endif
// Include the D3D9 debug annotator header for use by the desktop D3D11 renderer
// because the D3D11 interface method ID3DUserDefinedAnnotation::GetStatus
// doesn't work with the Graphics Diagnostics tools in Visual Studio 2013.
#ifdef ANGLE_ENABLE_D3D9
# include "libANGLE/renderer/d3d/d3d9/DebugAnnotator9.h"
#endif
// Enable ANGLE_SKIP_DXGI_1_2_CHECK if there is not a possibility of using cross-process
// HWNDs or the Windows 7 Platform Update (KB2670838) is expected to be installed.
#ifndef ANGLE_SKIP_DXGI_1_2_CHECK
# define ANGLE_SKIP_DXGI_1_2_CHECK 0
#endif
namespace rx
{
namespace
{
enum
{
MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
};
enum ANGLEFeatureLevel
{
ANGLE_FEATURE_LEVEL_INVALID,
ANGLE_FEATURE_LEVEL_9_3,
ANGLE_FEATURE_LEVEL_10_0,
ANGLE_FEATURE_LEVEL_10_1,
ANGLE_FEATURE_LEVEL_11_0,
ANGLE_FEATURE_LEVEL_11_1,
NUM_ANGLE_FEATURE_LEVELS
};
ANGLEFeatureLevel GetANGLEFeatureLevel(D3D_FEATURE_LEVEL d3dFeatureLevel)
{
switch (d3dFeatureLevel)
{
case D3D_FEATURE_LEVEL_9_3:
return ANGLE_FEATURE_LEVEL_9_3;
case D3D_FEATURE_LEVEL_10_0:
return ANGLE_FEATURE_LEVEL_10_0;
case D3D_FEATURE_LEVEL_10_1:
return ANGLE_FEATURE_LEVEL_10_1;
case D3D_FEATURE_LEVEL_11_0:
return ANGLE_FEATURE_LEVEL_11_0;
case D3D_FEATURE_LEVEL_11_1:
return ANGLE_FEATURE_LEVEL_11_1;
default:
return ANGLE_FEATURE_LEVEL_INVALID;
}
}
void SetLineLoopIndices(GLuint *dest, size_t count)
{
for (size_t i = 0; i < count; i++)
{
dest[i] = static_cast<GLuint>(i);
}
dest[count] = 0;
}
template <typename T>
void CopyLineLoopIndices(const void *indices, GLuint *dest, size_t count)
{
const T *srcPtr = static_cast<const T *>(indices);
for (size_t i = 0; i < count; ++i)
{
dest[i] = static_cast<GLuint>(srcPtr[i]);
}
dest[count] = static_cast<GLuint>(srcPtr[0]);
}
void SetTriangleFanIndices(GLuint *destPtr, size_t numTris)
{
for (size_t i = 0; i < numTris; i++)
{
destPtr[i * 3 + 0] = 0;
destPtr[i * 3 + 1] = static_cast<GLuint>(i) + 1;
destPtr[i * 3 + 2] = static_cast<GLuint>(i) + 2;
}
}
template <typename T>
void CopyLineLoopIndicesWithRestart(const void *indices,
size_t count,
gl::DrawElementsType indexType,
std::vector<GLuint> *bufferOut)
{
GLuint restartIndex = gl::GetPrimitiveRestartIndex(indexType);
GLuint d3dRestartIndex = static_cast<GLuint>(d3d11::GetPrimitiveRestartIndex());
const T *srcPtr = static_cast<const T *>(indices);
Optional<GLuint> currentLoopStart;
bufferOut->clear();
for (size_t indexIdx = 0; indexIdx < count; ++indexIdx)
{
GLuint value = static_cast<GLuint>(srcPtr[indexIdx]);
if (value == restartIndex)
{
if (currentLoopStart.valid())
{
bufferOut->push_back(currentLoopStart.value());
bufferOut->push_back(d3dRestartIndex);
currentLoopStart.reset();
}
}
else
{
bufferOut->push_back(value);
if (!currentLoopStart.valid())
{
currentLoopStart = value;
}
}
}
if (currentLoopStart.valid())
{
bufferOut->push_back(currentLoopStart.value());
}
}
void GetLineLoopIndices(const void *indices,
gl::DrawElementsType indexType,
GLuint count,
bool usePrimitiveRestartFixedIndex,
std::vector<GLuint> *bufferOut)
{
if (indexType != gl::DrawElementsType::InvalidEnum && usePrimitiveRestartFixedIndex)
{
switch (indexType)
{
case gl::DrawElementsType::UnsignedByte:
CopyLineLoopIndicesWithRestart<GLubyte>(indices, count, indexType, bufferOut);
break;
case gl::DrawElementsType::UnsignedShort:
CopyLineLoopIndicesWithRestart<GLushort>(indices, count, indexType, bufferOut);
break;
case gl::DrawElementsType::UnsignedInt:
CopyLineLoopIndicesWithRestart<GLuint>(indices, count, indexType, bufferOut);
break;
default:
UNREACHABLE();
break;
}
return;
}
// For non-primitive-restart draws, the index count is static.
bufferOut->resize(static_cast<size_t>(count) + 1);
switch (indexType)
{
// Non-indexed draw
case gl::DrawElementsType::InvalidEnum:
SetLineLoopIndices(&(*bufferOut)[0], count);
break;
case gl::DrawElementsType::UnsignedByte:
CopyLineLoopIndices<GLubyte>(indices, &(*bufferOut)[0], count);
break;
case gl::DrawElementsType::UnsignedShort:
CopyLineLoopIndices<GLushort>(indices, &(*bufferOut)[0], count);
break;
case gl::DrawElementsType::UnsignedInt:
CopyLineLoopIndices<GLuint>(indices, &(*bufferOut)[0], count);
break;
default:
UNREACHABLE();
break;
}
}
template <typename T>
void CopyTriangleFanIndices(const void *indices, GLuint *destPtr, size_t numTris)
{
const T *srcPtr = static_cast<const T *>(indices);
for (size_t i = 0; i < numTris; i++)
{
destPtr[i * 3 + 0] = static_cast<GLuint>(srcPtr[0]);
destPtr[i * 3 + 1] = static_cast<GLuint>(srcPtr[i + 1]);
destPtr[i * 3 + 2] = static_cast<GLuint>(srcPtr[i + 2]);
}
}
template <typename T>
void CopyTriangleFanIndicesWithRestart(const void *indices,
GLuint indexCount,
gl::DrawElementsType indexType,
std::vector<GLuint> *bufferOut)
{
GLuint restartIndex = gl::GetPrimitiveRestartIndex(indexType);
GLuint d3dRestartIndex = gl::GetPrimitiveRestartIndex(gl::DrawElementsType::UnsignedInt);
const T *srcPtr = static_cast<const T *>(indices);
Optional<GLuint> vertexA;
Optional<GLuint> vertexB;
bufferOut->clear();
for (size_t indexIdx = 0; indexIdx < indexCount; ++indexIdx)
{
GLuint value = static_cast<GLuint>(srcPtr[indexIdx]);
if (value == restartIndex)
{
bufferOut->push_back(d3dRestartIndex);
vertexA.reset();
vertexB.reset();
}
else
{
if (!vertexA.valid())
{
vertexA = value;
}
else if (!vertexB.valid())
{
vertexB = value;
}
else
{
bufferOut->push_back(vertexA.value());
bufferOut->push_back(vertexB.value());
bufferOut->push_back(value);
vertexB = value;
}
}
}
}
void GetTriFanIndices(const void *indices,
gl::DrawElementsType indexType,
GLuint count,
bool usePrimitiveRestartFixedIndex,
std::vector<GLuint> *bufferOut)
{
if (indexType != gl::DrawElementsType::InvalidEnum && usePrimitiveRestartFixedIndex)
{
switch (indexType)
{
case gl::DrawElementsType::UnsignedByte:
CopyTriangleFanIndicesWithRestart<GLubyte>(indices, count, indexType, bufferOut);
break;
case gl::DrawElementsType::UnsignedShort:
CopyTriangleFanIndicesWithRestart<GLushort>(indices, count, indexType, bufferOut);
break;
case gl::DrawElementsType::UnsignedInt:
CopyTriangleFanIndicesWithRestart<GLuint>(indices, count, indexType, bufferOut);
break;
default:
UNREACHABLE();
break;
}
return;
}
// For non-primitive-restart draws, the index count is static.
GLuint numTris = count - 2;
bufferOut->resize(numTris * 3);
switch (indexType)
{
// Non-indexed draw
case gl::DrawElementsType::InvalidEnum:
SetTriangleFanIndices(&(*bufferOut)[0], numTris);
break;
case gl::DrawElementsType::UnsignedByte:
CopyTriangleFanIndices<GLubyte>(indices, &(*bufferOut)[0], numTris);
break;
case gl::DrawElementsType::UnsignedShort:
CopyTriangleFanIndices<GLushort>(indices, &(*bufferOut)[0], numTris);
break;
case gl::DrawElementsType::UnsignedInt:
CopyTriangleFanIndices<GLuint>(indices, &(*bufferOut)[0], numTris);
break;
default:
UNREACHABLE();
break;
}
}
bool IsArrayRTV(ID3D11RenderTargetView *rtv)
{
D3D11_RENDER_TARGET_VIEW_DESC desc;
rtv->GetDesc(&desc);
if (desc.ViewDimension == D3D11_RTV_DIMENSION_TEXTURE1DARRAY &&
desc.Texture1DArray.ArraySize > 1)
return true;
if (desc.ViewDimension == D3D11_RTV_DIMENSION_TEXTURE2DARRAY &&
desc.Texture2DArray.ArraySize > 1)
return true;
if (desc.ViewDimension == D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY &&
desc.Texture2DMSArray.ArraySize > 1)
return true;
return false;
}
GLsizei GetAdjustedInstanceCount(const ProgramD3D *program, GLsizei instanceCount)
{
if (!program->getState().usesMultiview())
{
return instanceCount;
}
if (instanceCount == 0)
{
return program->getState().getNumViews();
}
return program->getState().getNumViews() * instanceCount;
}
const uint32_t ScratchMemoryBufferLifetime = 1000;
void PopulateFormatDeviceCaps(ID3D11Device *device,
DXGI_FORMAT format,
UINT *outSupport,
UINT *outMaxSamples)
{
if (FAILED(device->CheckFormatSupport(format, outSupport)))
{
*outSupport = 0;
}
*outMaxSamples = 0;
for (UINT sampleCount = 2; sampleCount <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; sampleCount *= 2)
{
UINT qualityCount = 0;
if (FAILED(device->CheckMultisampleQualityLevels(format, sampleCount, &qualityCount)) ||
qualityCount == 0)
{
break;
}
*outMaxSamples = sampleCount;
}
}
} // anonymous namespace
Renderer11DeviceCaps::Renderer11DeviceCaps() = default;
Renderer11::Renderer11(egl::Display *display)
: RendererD3D(display),
mCreateDebugDevice(false),
mStateCache(),
mStateManager(this),
mLastHistogramUpdateTime(
ANGLEPlatformCurrent()->monotonicallyIncreasingTime(ANGLEPlatformCurrent())),
mDebug(nullptr),
mScratchMemoryBuffer(ScratchMemoryBufferLifetime),
mAnnotator(nullptr)
{
mLineLoopIB = nullptr;
mTriangleFanIB = nullptr;
mBlit = nullptr;
mPixelTransfer = nullptr;
mClear = nullptr;
mTrim = nullptr;
mRenderer11DeviceCaps.supportsClearView = false;
mRenderer11DeviceCaps.supportsConstantBufferOffsets = false;
mRenderer11DeviceCaps.supportsVpRtIndexWriteFromVertexShader = false;
mRenderer11DeviceCaps.supportsDXGI1_2 = false;
mRenderer11DeviceCaps.B5G6R5support = 0;
mRenderer11DeviceCaps.B4G4R4A4support = 0;
mRenderer11DeviceCaps.B5G5R5A1support = 0;
mD3d11Module = nullptr;
mDxgiModule = nullptr;
mDCompModule = nullptr;
mCreatedWithDeviceEXT = false;
mDevice = nullptr;
mDeviceContext = nullptr;
mDeviceContext1 = nullptr;
mDeviceContext3 = nullptr;
mDxgiAdapter = nullptr;
mDxgiFactory = nullptr;
ZeroMemory(&mAdapterDescription, sizeof(mAdapterDescription));
const auto &attributes = mDisplay->getAttributeMap();
if (mDisplay->getPlatform() == EGL_PLATFORM_ANGLE_ANGLE)
{
EGLint requestedMajorVersion = static_cast<EGLint>(
attributes.get(EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, EGL_DONT_CARE));
EGLint requestedMinorVersion = static_cast<EGLint>(
attributes.get(EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, EGL_DONT_CARE));
if (requestedMajorVersion == EGL_DONT_CARE || requestedMajorVersion >= 11)
{
if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 1)
{
// This could potentially lead to failed context creation if done on a system
// without the platform update which installs DXGI 1.2. Currently, for Chrome users
// D3D11 contexts are only created if the platform update is available, so this
// should not cause any issues.
mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_11_1);
}
if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 0)
{
mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_11_0);
}
}
if (requestedMajorVersion == EGL_DONT_CARE || requestedMajorVersion >= 10)
{
if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 1)
{
mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_10_1);
}
if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 0)
{
mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_10_0);
}
}
if (requestedMajorVersion == 9 && requestedMinorVersion == 3)
{
mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_9_3);
}
EGLint requestedDeviceType = static_cast<EGLint>(attributes.get(
EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE));
switch (requestedDeviceType)
{
case EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE:
mRequestedDriverType = D3D_DRIVER_TYPE_HARDWARE;
break;
case EGL_PLATFORM_ANGLE_DEVICE_TYPE_D3D_WARP_ANGLE:
mRequestedDriverType = D3D_DRIVER_TYPE_WARP;
break;
case EGL_PLATFORM_ANGLE_DEVICE_TYPE_D3D_REFERENCE_ANGLE:
mRequestedDriverType = D3D_DRIVER_TYPE_REFERENCE;
break;
case EGL_PLATFORM_ANGLE_DEVICE_TYPE_NULL_ANGLE:
mRequestedDriverType = D3D_DRIVER_TYPE_NULL;
break;
default:
UNREACHABLE();
}
mCreateDebugDevice = ShouldUseDebugLayers(attributes);
}
else if (mDisplay->getPlatform() == EGL_PLATFORM_DEVICE_EXT)
{
ASSERT(mDisplay->getDevice() != nullptr);
mCreatedWithDeviceEXT = true;
// Also set EGL_PLATFORM_ANGLE_ANGLE variables, in case they're used elsewhere in ANGLE
// mAvailableFeatureLevels defaults to empty
mRequestedDriverType = D3D_DRIVER_TYPE_UNKNOWN;
}
const EGLenum presentPath = static_cast<EGLenum>(attributes.get(
EGL_EXPERIMENTAL_PRESENT_PATH_ANGLE, EGL_EXPERIMENTAL_PRESENT_PATH_COPY_ANGLE));
mPresentPathFastEnabled = (presentPath == EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE);
// The D3D11 renderer must choose the D3D9 debug annotator because the D3D11 interface
// method ID3DUserDefinedAnnotation::GetStatus on desktop builds doesn't work with the Graphics
// Diagnostics tools in Visual Studio 2013.
// The D3D9 annotator works properly for both D3D11 and D3D9.
// Incorrect status reporting can cause ANGLE to log unnecessary debug events.
#ifdef ANGLE_ENABLE_D3D9
mAnnotator = new DebugAnnotator9();
#else
mAnnotator = new DebugAnnotator11();
#endif
ASSERT(mAnnotator);
gl::InitializeDebugAnnotations(mAnnotator);
}
Renderer11::~Renderer11()
{
release();
}
#ifndef __d3d11_1_h__
# define D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET ((D3D11_MESSAGE_ID)3146081)
#endif
egl::Error Renderer11::initialize()
{
HRESULT result = S_OK;
ANGLE_TRY(initializeD3DDevice());
#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
# if !ANGLE_SKIP_DXGI_1_2_CHECK
{
TRACE_EVENT0("gpu.angle", "Renderer11::initialize (DXGICheck)");
// In order to create a swap chain for an HWND owned by another process, DXGI 1.2 is
// required.
// The easiest way to check is to query for a IDXGIDevice2.
bool requireDXGI1_2 = false;
HWND hwnd = WindowFromDC(mDisplay->getNativeDisplayId());
if (hwnd)
{
DWORD currentProcessId = GetCurrentProcessId();
DWORD wndProcessId;
GetWindowThreadProcessId(hwnd, &wndProcessId);
requireDXGI1_2 = (currentProcessId != wndProcessId);
}
else
{
requireDXGI1_2 = true;
}
if (requireDXGI1_2)
{
IDXGIDevice2 *dxgiDevice2 = nullptr;
result = mDevice->QueryInterface(__uuidof(IDXGIDevice2), (void **)&dxgiDevice2);
if (FAILED(result))
{
return egl::EglNotInitialized(D3D11_INIT_INCOMPATIBLE_DXGI)
<< "DXGI 1.2 required to present to HWNDs owned by another process.";
}
SafeRelease(dxgiDevice2);
}
}
# endif
#endif
{
TRACE_EVENT0("gpu.angle", "Renderer11::initialize (ComQueries)");
// Cast the DeviceContext to a DeviceContext1 and DeviceContext3.
// This could fail on Windows 7 without the Platform Update.
// Don't error in this case- just don't use mDeviceContext1 or mDeviceContext3.
mDeviceContext1 = d3d11::DynamicCastComObject<ID3D11DeviceContext1>(mDeviceContext);
mDeviceContext3 = d3d11::DynamicCastComObject<ID3D11DeviceContext3>(mDeviceContext);
IDXGIDevice *dxgiDevice = nullptr;
result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void **)&dxgiDevice);
if (FAILED(result))
{
return egl::EglNotInitialized(D3D11_INIT_OTHER_ERROR) << "Could not query DXGI device.";
}
result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void **)&mDxgiAdapter);
if (FAILED(result))
{
return egl::EglNotInitialized(D3D11_INIT_OTHER_ERROR)
<< "Could not retrieve DXGI adapter";
}
SafeRelease(dxgiDevice);
IDXGIAdapter2 *dxgiAdapter2 = d3d11::DynamicCastComObject<IDXGIAdapter2>(mDxgiAdapter);
// On D3D_FEATURE_LEVEL_9_*, IDXGIAdapter::GetDesc returns "Software Adapter" for the
// description string.
// If DXGI1.2 is available then IDXGIAdapter2::GetDesc2 can be used to get the actual
// hardware values.
if (mRenderer11DeviceCaps.featureLevel <= D3D_FEATURE_LEVEL_9_3 && dxgiAdapter2 != nullptr)
{
DXGI_ADAPTER_DESC2 adapterDesc2 = {};
result = dxgiAdapter2->GetDesc2(&adapterDesc2);
if (SUCCEEDED(result))
{
// Copy the contents of the DXGI_ADAPTER_DESC2 into mAdapterDescription (a
// DXGI_ADAPTER_DESC).
memcpy(mAdapterDescription.Description, adapterDesc2.Description,
sizeof(mAdapterDescription.Description));
mAdapterDescription.VendorId = adapterDesc2.VendorId;
mAdapterDescription.DeviceId = adapterDesc2.DeviceId;
mAdapterDescription.SubSysId = adapterDesc2.SubSysId;
mAdapterDescription.Revision = adapterDesc2.Revision;
mAdapterDescription.DedicatedVideoMemory = adapterDesc2.DedicatedVideoMemory;
mAdapterDescription.DedicatedSystemMemory = adapterDesc2.DedicatedSystemMemory;
mAdapterDescription.SharedSystemMemory = adapterDesc2.SharedSystemMemory;
mAdapterDescription.AdapterLuid = adapterDesc2.AdapterLuid;
}
}
else
{
result = mDxgiAdapter->GetDesc(&mAdapterDescription);
}
SafeRelease(dxgiAdapter2);
if (FAILED(result))
{
return egl::EglNotInitialized(D3D11_INIT_OTHER_ERROR)
<< "Could not read DXGI adaptor description.";
}
memset(mDescription, 0, sizeof(mDescription));
wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void **)&mDxgiFactory);
if (!mDxgiFactory || FAILED(result))
{
return egl::EglNotInitialized(D3D11_INIT_OTHER_ERROR)
<< "Could not create DXGI factory.";
}
}
// Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
if (mCreateDebugDevice)
{
TRACE_EVENT0("gpu.angle", "Renderer11::initialize (HideWarnings)");
ID3D11InfoQueue *infoQueue;
result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue);
if (SUCCEEDED(result))
{
D3D11_MESSAGE_ID hideMessages[] = {
D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET,
// Robust access behaviour makes out of bounds messages safe
D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_BUFFER_TOO_SMALL,
};
D3D11_INFO_QUEUE_FILTER filter = {};
filter.DenyList.NumIDs = static_cast<unsigned int>(ArraySize(hideMessages));
filter.DenyList.pIDList = hideMessages;
infoQueue->AddStorageFilterEntries(&filter);
SafeRelease(infoQueue);
}
}
#if !defined(NDEBUG)
mDebug = d3d11::DynamicCastComObject<ID3D11Debug>(mDevice);
#endif
ANGLE_TRY(initializeDevice());
return egl::NoError();
}
HRESULT Renderer11::callD3D11CreateDevice(PFN_D3D11_CREATE_DEVICE createDevice, bool debug)
{
return createDevice(
nullptr, mRequestedDriverType, nullptr, debug ? D3D11_CREATE_DEVICE_DEBUG : 0,
mAvailableFeatureLevels.data(), static_cast<unsigned int>(mAvailableFeatureLevels.size()),
D3D11_SDK_VERSION, &mDevice, &(mRenderer11DeviceCaps.featureLevel), &mDeviceContext);
}
egl::Error Renderer11::initializeD3DDevice()
{
HRESULT result = S_OK;
if (!mCreatedWithDeviceEXT)
{
#if !defined(ANGLE_ENABLE_WINDOWS_STORE)
PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = nullptr;
{
SCOPED_ANGLE_HISTOGRAM_TIMER("GPU.ANGLE.Renderer11InitializeDLLsMS");
TRACE_EVENT0("gpu.angle", "Renderer11::initialize (Load DLLs)");
mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
mDCompModule = LoadLibrary(TEXT("dcomp.dll"));
if (mD3d11Module == nullptr || mDxgiModule == nullptr)
{
return egl::EglNotInitialized(D3D11_INIT_MISSING_DEP)
<< "Could not load D3D11 or DXGI library.";
}
// create the D3D11 device
ASSERT(mDevice == nullptr);
D3D11CreateDevice = reinterpret_cast<PFN_D3D11_CREATE_DEVICE>(
GetProcAddress(mD3d11Module, "D3D11CreateDevice"));
if (D3D11CreateDevice == nullptr)
{
return egl::EglNotInitialized(D3D11_INIT_MISSING_DEP)
<< "Could not retrieve D3D11CreateDevice address.";
}
}
#endif
if (mCreateDebugDevice)
{
TRACE_EVENT0("gpu.angle", "D3D11CreateDevice (Debug)");
result = callD3D11CreateDevice(D3D11CreateDevice, true);
if (result == E_INVALIDARG && mAvailableFeatureLevels.size() > 1u &&
mAvailableFeatureLevels[0] == D3D_FEATURE_LEVEL_11_1)
{
// On older Windows platforms, D3D11.1 is not supported which returns E_INVALIDARG.
// Try again without passing D3D_FEATURE_LEVEL_11_1 in case we have other feature
// levels to fall back on.
mAvailableFeatureLevels.erase(mAvailableFeatureLevels.begin());
result = callD3D11CreateDevice(D3D11CreateDevice, true);
}
if (!mDevice || FAILED(result))
{
WARN() << "Failed creating Debug D3D11 device - falling back to release runtime.";
}
}
if (!mDevice || FAILED(result))
{
SCOPED_ANGLE_HISTOGRAM_TIMER("GPU.ANGLE.D3D11CreateDeviceMS");
TRACE_EVENT0("gpu.angle", "D3D11CreateDevice");
result = callD3D11CreateDevice(D3D11CreateDevice, false);
if (result == E_INVALIDARG && mAvailableFeatureLevels.size() > 1u &&
mAvailableFeatureLevels[0] == D3D_FEATURE_LEVEL_11_1)
{
// On older Windows platforms, D3D11.1 is not supported which returns E_INVALIDARG.
// Try again without passing D3D_FEATURE_LEVEL_11_1 in case we have other feature
// levels to fall back on.
mAvailableFeatureLevels.erase(mAvailableFeatureLevels.begin());
result = callD3D11CreateDevice(D3D11CreateDevice, false);
}
// Cleanup done by destructor
if (!mDevice || FAILED(result))
{
ANGLE_HISTOGRAM_SPARSE_SLOWLY("GPU.ANGLE.D3D11CreateDeviceError",
static_cast<int>(result));
return egl::EglNotInitialized(D3D11_INIT_CREATEDEVICE_ERROR)
<< "Could not create D3D11 device.";
}
}
}
else
{
DeviceD3D *deviceD3D = GetImplAs<DeviceD3D>(mDisplay->getDevice());
ASSERT(deviceD3D != nullptr);
// We should use the inputted D3D11 device instead
void *device = nullptr;
ANGLE_TRY(deviceD3D->getDevice(&device));
ID3D11Device *d3dDevice = static_cast<ID3D11Device *>(device);
if (FAILED(d3dDevice->GetDeviceRemovedReason()))
{
return egl::EglNotInitialized() << "Inputted D3D11 device has been lost.";
}
if (d3dDevice->GetFeatureLevel() < D3D_FEATURE_LEVEL_9_3)
{
return egl::EglNotInitialized()
<< "Inputted D3D11 device must be Feature Level 9_3 or greater.";
}
// The Renderer11 adds a ref to the inputted D3D11 device, like D3D11CreateDevice does.
mDevice = d3dDevice;
mDevice->AddRef();
mDevice->GetImmediateContext(&mDeviceContext);
mRenderer11DeviceCaps.featureLevel = mDevice->GetFeatureLevel();
}
mResourceManager11.setAllocationsInitialized(mCreateDebugDevice);
d3d11::SetDebugName(mDeviceContext, "DeviceContext");
return egl::NoError();
}
// do any one-time device initialization
// NOTE: this is also needed after a device lost/reset
// to reset the scene status and ensure the default states are reset.
egl::Error Renderer11::initializeDevice()
{
SCOPED_ANGLE_HISTOGRAM_TIMER("GPU.ANGLE.Renderer11InitializeDeviceMS");
TRACE_EVENT0("gpu.angle", "Renderer11::initializeDevice");
populateRenderer11DeviceCaps();
mStateCache.clear();
ASSERT(!mBlit);
mBlit = new Blit11(this);
ASSERT(!mClear);
mClear = new Clear11(this);
const auto &attributes = mDisplay->getAttributeMap();
// If automatic trim is enabled, DXGIDevice3::Trim( ) is called for the application
// automatically when an application is suspended by the OS. This feature is currently
// only supported for Windows Store applications.
EGLint enableAutoTrim = static_cast<EGLint>(
attributes.get(EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_FALSE));
if (enableAutoTrim == EGL_TRUE)
{
ASSERT(!mTrim);
mTrim = new Trim11(this);
}
ASSERT(!mPixelTransfer);
mPixelTransfer = new PixelTransfer11(this);
// Gather stats on DXGI and D3D feature level
ANGLE_HISTOGRAM_BOOLEAN("GPU.ANGLE.SupportsDXGI1_2", mRenderer11DeviceCaps.supportsDXGI1_2);
ANGLEFeatureLevel angleFeatureLevel = GetANGLEFeatureLevel(mRenderer11DeviceCaps.featureLevel);
// We don't actually request a 11_1 device, because of complications with the platform
// update. Instead we check if the mDeviceContext1 pointer cast succeeded.
// Note: we should support D3D11_0 always, but we aren't guaranteed to be at FL11_0
// because the app can specify a lower version (such as 9_3) on Display creation.
if (mDeviceContext1 != nullptr)
{
angleFeatureLevel = ANGLE_FEATURE_LEVEL_11_1;
}
ANGLE_HISTOGRAM_ENUMERATION("GPU.ANGLE.D3D11FeatureLevel", angleFeatureLevel,
NUM_ANGLE_FEATURE_LEVELS);
return egl::NoError();
}
void Renderer11::populateRenderer11DeviceCaps()
{
HRESULT hr = S_OK;
LARGE_INTEGER version;
hr = mDxgiAdapter->CheckInterfaceSupport(__uuidof(IDXGIDevice), &version);
if (FAILED(hr))
{
mRenderer11DeviceCaps.driverVersion.reset();
ERR() << "Error querying driver version from DXGI Adapter.";
}
else
{
mRenderer11DeviceCaps.driverVersion = version;
}
if (mDeviceContext1)
{
D3D11_FEATURE_DATA_D3D11_OPTIONS d3d11Options;
HRESULT result = mDevice->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS, &d3d11Options,
sizeof(D3D11_FEATURE_DATA_D3D11_OPTIONS));
if (SUCCEEDED(result))
{
mRenderer11DeviceCaps.supportsClearView = (d3d11Options.ClearView != FALSE);
mRenderer11DeviceCaps.supportsConstantBufferOffsets =
(d3d11Options.ConstantBufferOffsetting != FALSE);
}
}
if (mDeviceContext3)
{
D3D11_FEATURE_DATA_D3D11_OPTIONS3 d3d11Options3;
HRESULT result = mDevice->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS3, &d3d11Options3,
sizeof(D3D11_FEATURE_DATA_D3D11_OPTIONS3));
if (SUCCEEDED(result))
{
mRenderer11DeviceCaps.supportsVpRtIndexWriteFromVertexShader =
(d3d11Options3.VPAndRTArrayIndexFromAnyShaderFeedingRasterizer == TRUE);
}
}
mRenderer11DeviceCaps.supportsMultisampledDepthStencilSRVs =
mRenderer11DeviceCaps.featureLevel > D3D_FEATURE_LEVEL_10_0;
if (getWorkarounds().disableB5G6R5Support)
{
mRenderer11DeviceCaps.B5G6R5support = 0;
mRenderer11DeviceCaps.B5G6R5maxSamples = 0;
}
else
{
PopulateFormatDeviceCaps(mDevice, DXGI_FORMAT_B5G6R5_UNORM,
&mRenderer11DeviceCaps.B5G6R5support,
&mRenderer11DeviceCaps.B5G6R5maxSamples);
}
PopulateFormatDeviceCaps(mDevice, DXGI_FORMAT_B4G4R4A4_UNORM,
&mRenderer11DeviceCaps.B4G4R4A4support,
&mRenderer11DeviceCaps.B4G4R4A4maxSamples);
PopulateFormatDeviceCaps(mDevice, DXGI_FORMAT_B5G5R5A1_UNORM,
&mRenderer11DeviceCaps.B5G5R5A1support,
&mRenderer11DeviceCaps.B5G5R5A1maxSamples);
IDXGIAdapter2 *dxgiAdapter2 = d3d11::DynamicCastComObject<IDXGIAdapter2>(mDxgiAdapter);
mRenderer11DeviceCaps.supportsDXGI1_2 = (dxgiAdapter2 != nullptr);
SafeRelease(dxgiAdapter2);
}
gl::SupportedSampleSet Renderer11::generateSampleSetForEGLConfig(
const gl::TextureCaps &colorBufferFormatCaps,
const gl::TextureCaps &depthStencilBufferFormatCaps) const
{
gl::SupportedSampleSet sampleCounts;
// Generate a new set from the set intersection of sample counts between the color and depth
// format caps.
std::set_intersection(colorBufferFormatCaps.sampleCounts.begin(),
colorBufferFormatCaps.sampleCounts.end(),
depthStencilBufferFormatCaps.sampleCounts.begin(),
depthStencilBufferFormatCaps.sampleCounts.end(),
std::inserter(sampleCounts, sampleCounts.begin()));
// Format of GL_NONE results in no supported sample counts.
// Add back the color sample counts to the supported sample set.
if (depthStencilBufferFormatCaps.sampleCounts.empty())
{
sampleCounts = colorBufferFormatCaps.sampleCounts;
}
else if (colorBufferFormatCaps.sampleCounts.empty())
{
// Likewise, add back the depth sample counts to the supported sample set.
sampleCounts = depthStencilBufferFormatCaps.sampleCounts;
}
// Always support 0 samples
sampleCounts.insert(0);
return sampleCounts;
}
egl::ConfigSet Renderer11::generateConfigs()
{
std::vector<GLenum> colorBufferFormats;
// 32-bit supported formats
colorBufferFormats.push_back(GL_BGRA8_EXT);
colorBufferFormats.push_back(GL_RGBA8_OES);
// 24-bit supported formats
colorBufferFormats.push_back(GL_RGB8_OES);
if (mRenderer11DeviceCaps.featureLevel >= D3D_FEATURE_LEVEL_10_0)
{
// Additional high bit depth formats added in D3D 10.0
// https://msdn.microsoft.com/en-us/library/windows/desktop/bb173064.aspx
colorBufferFormats.push_back(GL_RGBA16F);
colorBufferFormats.push_back(GL_RGB10_A2);
}
if (!mPresentPathFastEnabled)
{
// 16-bit supported formats
// These aren't valid D3D11 swapchain formats, so don't expose them as configs
// if present path fast is active
colorBufferFormats.push_back(GL_RGBA4);
colorBufferFormats.push_back(GL_RGB5_A1);
colorBufferFormats.push_back(GL_RGB565);
}
static const GLenum depthStencilBufferFormats[] = {
GL_NONE, GL_DEPTH24_STENCIL8_OES, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT16,
GL_STENCIL_INDEX8,
};
const gl::Caps &rendererCaps = getNativeCaps();
const gl::TextureCapsMap &rendererTextureCaps = getNativeTextureCaps();
const EGLint optimalSurfaceOrientation =
mPresentPathFastEnabled ? 0 : EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE;
egl::ConfigSet configs;
for (GLenum colorBufferInternalFormat : colorBufferFormats)
{
const gl::TextureCaps &colorBufferFormatCaps =
rendererTextureCaps.get(colorBufferInternalFormat);
if (!colorBufferFormatCaps.renderbuffer)
{
ASSERT(!colorBufferFormatCaps.textureAttachment);
continue;
}
for (GLenum depthStencilBufferInternalFormat : depthStencilBufferFormats)
{
const gl::TextureCaps &depthStencilBufferFormatCaps =
rendererTextureCaps.get(depthStencilBufferInternalFormat);
if (!depthStencilBufferFormatCaps.renderbuffer &&
depthStencilBufferInternalFormat != GL_NONE)
{
ASSERT(!depthStencilBufferFormatCaps.textureAttachment);
continue;
}
const gl::InternalFormat &colorBufferFormatInfo =
gl::GetSizedInternalFormatInfo(colorBufferInternalFormat);
const gl::InternalFormat &depthStencilBufferFormatInfo =
gl::GetSizedInternalFormatInfo(depthStencilBufferInternalFormat);
const gl::Version &maxVersion = getMaxSupportedESVersion();
const gl::SupportedSampleSet sampleCounts =
generateSampleSetForEGLConfig(colorBufferFormatCaps, depthStencilBufferFormatCaps);
for (GLuint sampleCount : sampleCounts)
{
egl::Config config;
config.renderTargetFormat = colorBufferInternalFormat;
config.depthStencilFormat = depthStencilBufferInternalFormat;
config.bufferSize = colorBufferFormatInfo.pixelBytes * 8;
config.redSize = colorBufferFormatInfo.redBits;
config.greenSize = colorBufferFormatInfo.greenBits;
config.blueSize = colorBufferFormatInfo.blueBits;
config.luminanceSize = colorBufferFormatInfo.luminanceBits;
config.alphaSize = colorBufferFormatInfo.alphaBits;
config.alphaMaskSize = 0;
config.bindToTextureRGB =
((colorBufferFormatInfo.format == GL_RGB) && (sampleCount <= 1));
config.bindToTextureRGBA = (((colorBufferFormatInfo.format == GL_RGBA) ||
(colorBufferFormatInfo.format == GL_BGRA_EXT)) &&
(sampleCount <= 1));
config.colorBufferType = EGL_RGB_BUFFER;
config.configCaveat = EGL_NONE;
config.configID = static_cast<EGLint>(configs.size() + 1);
// PresentPathFast may not be conformant
config.conformant = 0;
if (!mPresentPathFastEnabled)
{
// Can only support a conformant ES2 with feature level greater than 10.0.
if (mRenderer11DeviceCaps.featureLevel >= D3D_FEATURE_LEVEL_10_0)
{
config.conformant |= EGL_OPENGL_ES2_BIT;
}
// We can only support conformant ES3 on FL 10.1+
if (maxVersion.major >= 3)
{
config.conformant |= EGL_OPENGL_ES3_BIT_KHR;
}
}
config.depthSize = depthStencilBufferFormatInfo.depthBits;
config.level = 0;
config.matchNativePixmap = EGL_NONE;
config.maxPBufferWidth = rendererCaps.max2DTextureSize;
config.maxPBufferHeight = rendererCaps.max2DTextureSize;
config.maxPBufferPixels =
rendererCaps.max2DTextureSize * rendererCaps.max2DTextureSize;
config.maxSwapInterval = 4;
config.minSwapInterval = 0;
config.nativeRenderable = EGL_FALSE;
config.nativeVisualID = 0;
config.nativeVisualType = EGL_NONE;
// Can't support ES3 at all without feature level 10.1
config.renderableType = EGL_OPENGL_ES2_BIT;
if (maxVersion.major >= 3)
{
config.renderableType |= EGL_OPENGL_ES3_BIT_KHR;
}
config.sampleBuffers = (sampleCount == 0) ? 0 : 1;
config.samples = sampleCount;
config.stencilSize = depthStencilBufferFormatInfo.stencilBits;
config.surfaceType =
EGL_PBUFFER_BIT | EGL_WINDOW_BIT | EGL_SWAP_BEHAVIOR_PRESERVED_BIT;
config.transparentType = EGL_NONE;
config.transparentRedValue = 0;
config.transparentGreenValue = 0;
config.transparentBlueValue = 0;
config.optimalOrientation = optimalSurfaceOrientation;
config.colorComponentType = gl_egl::GLComponentTypeToEGLColorComponentType(
colorBufferFormatInfo.componentType);
configs.add(config);
}
}
}
ASSERT(configs.size() > 0);
return configs;
}
void Renderer11::generateDisplayExtensions(egl::DisplayExtensions *outExtensions) const
{
outExtensions->createContextRobustness = true;
if (getShareHandleSupport())
{
outExtensions->d3dShareHandleClientBuffer = true;
outExtensions->surfaceD3DTexture2DShareHandle = true;
}
outExtensions->d3dTextureClientBuffer = true;
outExtensions->keyedMutex = true;
outExtensions->querySurfacePointer = true;
outExtensions->windowFixedSize = true;
// If present path fast is active then the surface orientation extension isn't supported
outExtensions->surfaceOrientation = !mPresentPathFastEnabled;
// D3D11 does not support present with dirty rectangles until DXGI 1.2.
outExtensions->postSubBuffer = mRenderer11DeviceCaps.supportsDXGI1_2;
outExtensions->deviceQuery = true;
outExtensions->image = true;
outExtensions->imageBase = true;
outExtensions->glTexture2DImage = true;
outExtensions->glTextureCubemapImage = true;
outExtensions->glRenderbufferImage = true;
outExtensions->stream = true;
outExtensions->streamConsumerGLTexture = true;
outExtensions->streamConsumerGLTextureYUV = true;
outExtensions->streamProducerD3DTexture = true;
outExtensions->flexibleSurfaceCompatibility = true;
outExtensions->directComposition = !!mDCompModule;
// Contexts are virtualized so textures can be shared globally
outExtensions->displayTextureShareGroup = true;
// getSyncValues requires direct composition.
outExtensions->getSyncValues = outExtensions->directComposition;
// D3D11 can be used without a swap chain
outExtensions->surfacelessContext = true;
// All D3D feature levels support robust resource init
outExtensions->robustResourceInitialization = true;
// Compositor Native Window capabilies require WinVer >= 1803
if (CompositorNativeWindow11::IsSupportedWinRelease())
{
outExtensions->windowsUIComposition = true;
}
}
angle::Result Renderer11::flush(Context11 *context11)
{
mDeviceContext->Flush();
return angle::Result::Continue;
}
angle::Result Renderer11::finish(Context11 *context11)
{
if (!mSyncQuery.valid())
{
D3D11_QUERY_DESC queryDesc;
queryDesc.Query = D3D11_QUERY_EVENT;
queryDesc.MiscFlags = 0;
ANGLE_TRY(allocateResource(context11, queryDesc, &mSyncQuery));
}
mDeviceContext->End(mSyncQuery.get());
HRESULT result = S_OK;
unsigned int attempt = 0;
do
{
unsigned int flushFrequency = 100;
UINT flags = (attempt % flushFrequency == 0) ? 0 : D3D11_ASYNC_GETDATA_DONOTFLUSH;
attempt++;
result = mDeviceContext->GetData(mSyncQuery.get(), nullptr, 0, flags);
ANGLE_TRY_HR(context11, result, "Failed to get event query data");
if (result == S_FALSE)
{
// Keep polling, but allow other threads to do something useful first
ScheduleYield();
}
// Attempt is incremented before checking if we should test for device loss so that device
// loss is not checked on the first iteration
bool checkDeviceLost = (attempt % kPollingD3DDeviceLostCheckFrequency) == 0;
if (checkDeviceLost && testDeviceLost())
{
mDisplay->notifyDeviceLost();
ANGLE_CHECK(context11, false, "Device was lost while waiting for sync.",
GL_OUT_OF_MEMORY);
}
} while (result == S_FALSE);
return angle::Result::Continue;
}
bool Renderer11::isValidNativeWindow(EGLNativeWindowType window) const
{
static_assert(sizeof(ABI::Windows::UI::Composition::SpriteVisual *) == sizeof(HWND),
"Pointer size must match Window Handle size");
#ifdef ANGLE_ENABLE_WINDOWS_STORE
return NativeWindow11WinRT::IsValidNativeWindow(window);
#else
if (NativeWindow11Win32::IsValidNativeWindow(window))
{
return true;
}
return CompositorNativeWindow11::IsValidNativeWindow(window);
#endif
}
NativeWindowD3D *Renderer11::createNativeWindow(EGLNativeWindowType window,
const egl::Config *config,
const egl::AttributeMap &attribs) const
{
auto useWinUiComp = window != nullptr && !NativeWindow11Win32::IsValidNativeWindow(window);
if (useWinUiComp)
{
return new CompositorNativeWindow11(window, config->alphaSize > 0);
}
else
{
#ifdef ANGLE_ENABLE_WINDOWS_STORE
UNUSED_VARIABLE(attribs);
return new NativeWindow11WinRT(window, config->alphaSize > 0);
#else
return new NativeWindow11Win32(
window, config->alphaSize > 0,
attribs.get(EGL_DIRECT_COMPOSITION_ANGLE, EGL_FALSE) == EGL_TRUE);
#endif
}
}
egl::Error Renderer11::getD3DTextureInfo(const egl::Config *configuration,
IUnknown *d3dTexture,
EGLint *width,
EGLint *height,
const angle::Format **angleFormat) const
{
ID3D11Texture2D *texture = d3d11::DynamicCastComObject<ID3D11Texture2D>(d3dTexture);
if (texture == nullptr)
{
return egl::EglBadParameter() << "client buffer is not a ID3D11Texture2D";
}
ID3D11Device *textureDevice = nullptr;
texture->GetDevice(&textureDevice);
if (textureDevice != mDevice)
{
SafeRelease(texture);
return egl::EglBadParameter() << "Texture's device does not match.";
}
SafeRelease(textureDevice);
D3D11_TEXTURE2D_DESC desc = {0};
texture->GetDesc(&desc);
SafeRelease(texture);
if (width)
{
*width = static_cast<EGLint>(desc.Width);
}
if (height)
{
*height = static_cast<EGLint>(desc.Height);
}
if (static_cast<EGLint>(desc.SampleDesc.Count) != configuration->samples)
{
// Both the texture and EGL config sample count may not be the same when multi-sampling
// is disabled. The EGL sample count can be 0 but a D3D texture is always 1. Therefore,
// we must only check for a invalid match when the EGL config is non-zero or the texture is
// not one.
if (configuration->samples != 0 || desc.SampleDesc.Count != 1)
{
return egl::EglBadParameter() << "Texture's sample count does not match.";
}
}
// From table egl.restrictions in EGL_ANGLE_d3d_texture_client_buffer.
switch (desc.Format)
{
case DXGI_FORMAT_R8G8B8A8_UNORM:
case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB:
case DXGI_FORMAT_R8G8B8A8_TYPELESS:
case DXGI_FORMAT_B8G8R8A8_UNORM:
case DXGI_FORMAT_B8G8R8A8_UNORM_SRGB:
case DXGI_FORMAT_B8G8R8A8_TYPELESS:
case DXGI_FORMAT_R16G16B16A16_FLOAT:
case DXGI_FORMAT_R32G32B32A32_FLOAT:
break;
default:
return egl::EglBadParameter()
<< "Unknown client buffer texture format: " << desc.Format;
}
if (angleFormat)
{
*angleFormat = &d3d11_angle::GetFormat(desc.Format);
}
return egl::NoError();
}
egl::Error Renderer11::validateShareHandle(const egl::Config *config,
HANDLE shareHandle,
const egl::AttributeMap &attribs) const
{
if (shareHandle == nullptr)
{
return egl::EglBadParameter() << "NULL share handle.";
}
ID3D11Resource *tempResource11 = nullptr;
HRESULT result = mDevice->OpenSharedResource(shareHandle, __uuidof(ID3D11Resource),
(void **)&tempResource11);
if (FAILED(result))
{
return egl::EglBadParameter() << "Failed to open share handle, " << gl::FmtHR(result);
}
ID3D11Texture2D *texture2D = d3d11::DynamicCastComObject<ID3D11Texture2D>(tempResource11);
SafeRelease(tempResource11);
if (texture2D == nullptr)
{
return egl::EglBadParameter()
<< "Failed to query ID3D11Texture2D object from share handle.";
}
D3D11_TEXTURE2D_DESC desc = {0};
texture2D->GetDesc(&desc);
SafeRelease(texture2D);
EGLint width = attribs.getAsInt(EGL_WIDTH, 0);
EGLint height = attribs.getAsInt(EGL_HEIGHT, 0);
ASSERT(width != 0 && height != 0);
const d3d11::Format &backbufferFormatInfo =
d3d11::Format::Get(config->renderTargetFormat, getRenderer11DeviceCaps());
if (desc.Width != static_cast<UINT>(width) || desc.Height != static_cast<UINT>(height) ||
desc.Format != backbufferFormatInfo.texFormat || desc.MipLevels != 1 || desc.ArraySize != 1)
{
return egl::EglBadParameter() << "Invalid texture parameters in share handle texture.";
}
return egl::NoError();
}
SwapChainD3D *Renderer11::createSwapChain(NativeWindowD3D *nativeWindow,
HANDLE shareHandle,
IUnknown *d3dTexture,
GLenum backBufferFormat,
GLenum depthBufferFormat,
EGLint orientation,
EGLint samples)
{
return new SwapChain11(this, GetAs<NativeWindow11>(nativeWindow), shareHandle, d3dTexture,
backBufferFormat, depthBufferFormat, orientation, samples);
}
void *Renderer11::getD3DDevice()
{
return mDevice;
}
angle::Result Renderer11::drawWithGeometryShaderAndTransformFeedback(Context11 *context11,
gl::PrimitiveMode mode,
UINT instanceCount,
UINT vertexCount)
{
const gl::State &glState = context11->getState();
ProgramD3D *programD3D = mStateManager.getProgramD3D();
// Since we use a geometry if-and-only-if we rewrite vertex streams, transform feedback
// won't get the correct output. To work around this, draw with *only* the stream out
// first (no pixel shader) to feed the stream out buffers and then draw again with the
// geometry shader + pixel shader to rasterize the primitives.
mStateManager.setPixelShader(nullptr);
if (instanceCount > 0)
{
mDeviceContext->DrawInstanced(vertexCount, instanceCount, 0, 0);
}
else
{
mDeviceContext->Draw(vertexCount, 0);
}
rx::ShaderExecutableD3D *pixelExe = nullptr;
ANGLE_TRY(programD3D->getPixelExecutableForCachedOutputLayout(context11, &pixelExe, nullptr));
// Skip the draw call if rasterizer discard is enabled (or no fragment shader).
if (!pixelExe || glState.getRasterizerState().rasterizerDiscard)
{
return angle::Result::Continue;
}
mStateManager.setPixelShader(&GetAs<ShaderExecutable11>(pixelExe)->getPixelShader());
// Retrieve the geometry shader.
rx::ShaderExecutableD3D *geometryExe = nullptr;
ANGLE_TRY(programD3D->getGeometryExecutableForPrimitiveType(context11, glState, mode,
&geometryExe, nullptr));
mStateManager.setGeometryShader(&GetAs<ShaderExecutable11>(geometryExe)->getGeometryShader());
if (instanceCount > 0)
{
mDeviceContext->DrawInstanced(vertexCount, instanceCount, 0, 0);
}
else
{
mDeviceContext->Draw(vertexCount, 0);
}
return angle::Result::Continue;
}
angle::Result Renderer11::drawArrays(const gl::Context *context,
gl::PrimitiveMode mode,
GLint firstVertex,
GLsizei vertexCount,
GLsizei instanceCount)
{
if (mStateManager.getCullEverything())
{
return angle::Result::Continue;
}
ProgramD3D *programD3D = mStateManager.getProgramD3D();
GLsizei adjustedInstanceCount = GetAdjustedInstanceCount(programD3D, instanceCount);
// Note: vertex indexes can be arbitrarily large.
UINT clampedVertexCount = gl::GetClampedVertexCount<UINT>(vertexCount);
const auto &glState = context->getState();
if (glState.getCurrentTransformFeedback() && glState.isTransformFeedbackActiveUnpaused())
{
ANGLE_TRY(markTransformFeedbackUsage(context));
if (programD3D->usesGeometryShader(glState, mode))
{
return drawWithGeometryShaderAndTransformFeedback(
GetImplAs<Context11>(context), mode, adjustedInstanceCount, clampedVertexCount);
}
}
switch (mode)
{
case gl::PrimitiveMode::LineLoop:
return drawLineLoop(context, clampedVertexCount, gl::DrawElementsType::InvalidEnum,
nullptr, 0, adjustedInstanceCount);
case gl::PrimitiveMode::TriangleFan:
return drawTriangleFan(context, clampedVertexCount, gl::DrawElementsType::InvalidEnum,
nullptr, 0, adjustedInstanceCount);
case gl::PrimitiveMode::Points:
if (getWorkarounds().useInstancedPointSpriteEmulation)
{
// This code should not be reachable by multi-view programs.
ASSERT(programD3D->getState().usesMultiview() == false);
// If the shader is writing to gl_PointSize, then pointsprites are being rendered.
// Emulating instanced point sprites for FL9_3 requires the topology to be
// D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST and DrawIndexedInstanced is called instead.
if (adjustedInstanceCount == 0)
{
mDeviceContext->DrawIndexedInstanced(6, clampedVertexCount, 0, 0, 0);
return angle::Result::Continue;
}
// If pointsprite emulation is used with glDrawArraysInstanced then we need to take
// a less efficent code path. Instanced rendering of emulated pointsprites requires
// a loop to draw each batch of points. An offset into the instanced data buffer is
// calculated and applied on each iteration to ensure all instances are rendered
// correctly. Each instance being rendered requires the inputlayout cache to reapply
// buffers and offsets.
for (GLsizei i = 0; i < instanceCount; i++)
{
ANGLE_TRY(mStateManager.updateVertexOffsetsForPointSpritesEmulation(
context, firstVertex, i));
mDeviceContext->DrawIndexedInstanced(6, clampedVertexCount, 0, 0, 0);
}
// This required by updateVertexOffsets... above but is outside of the loop for
// speed.
mStateManager.invalidateVertexBuffer();
return angle::Result::Continue;
}
break;
default:
break;
}
// "Normal" draw case.
if (adjustedInstanceCount == 0)
{
mDeviceContext->Draw(clampedVertexCount, 0);
}
else
{
mDeviceContext->DrawInstanced(clampedVertexCount, adjustedInstanceCount, 0, 0);
}
return angle::Result::Continue;
}
angle::Result Renderer11::drawElements(const gl::Context *context,
gl::PrimitiveMode mode,
GLint startVertex,
GLsizei indexCount,
gl::DrawElementsType indexType,
const void *indices,
GLsizei instanceCount)
{
if (mStateManager.getCullEverything())
{
return angle::Result::Continue;
}
// Transform feedback is not allowed for DrawElements, this error should have been caught at the
// API validation layer.
const gl::State &glState = context->getState();
ASSERT(!glState.isTransformFeedbackActiveUnpaused());
// If this draw call is coming from an indirect call, offset by the indirect call's base vertex.
// No base vertex parameter exists for a normal drawElements, so params.baseVertex will be zero.
int baseVertex = -startVertex;
const ProgramD3D *programD3D = mStateManager.getProgramD3D();
GLsizei adjustedInstanceCount = GetAdjustedInstanceCount(programD3D, instanceCount);
if (mode == gl::PrimitiveMode::LineLoop)
{
return drawLineLoop(context, indexCount, indexType, indices, baseVertex,
adjustedInstanceCount);
}
if (mode == gl::PrimitiveMode::TriangleFan)
{
return drawTriangleFan(context, indexCount, indexType, indices, baseVertex,
adjustedInstanceCount);
}
if (mode != gl::PrimitiveMode::Points || !programD3D->usesInstancedPointSpriteEmulation())
{
if (adjustedInstanceCount == 0)
{
mDeviceContext->DrawIndexed(indexCount, 0, baseVertex);
}
else
{
mDeviceContext->DrawIndexedInstanced(indexCount, adjustedInstanceCount, 0, baseVertex,
0);
}
return angle::Result::Continue;
}
// This code should not be reachable by multi-view programs.
ASSERT(programD3D->getState().usesMultiview() == false);
// If the shader is writing to gl_PointSize, then pointsprites are being rendered.
// Emulating instanced point sprites for FL9_3 requires the topology to be
// D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST and DrawIndexedInstanced is called instead.
//
// The count parameter passed to drawElements represents the total number of instances to be
// rendered. Each instance is referenced by the bound index buffer from the the caller.
//
// Indexed pointsprite emulation replicates data for duplicate entries found in the index
// buffer. This is not an efficent rendering mechanism and is only used on downlevel renderers
// that do not support geometry shaders.
if (instanceCount == 0)
{
mDeviceContext->DrawIndexedInstanced(6, indexCount, 0, 0, 0);
return angle::Result::Continue;
}
// If pointsprite emulation is used with glDrawElementsInstanced then we need to take a less
// efficent code path. Instanced rendering of emulated pointsprites requires a loop to draw each
// batch of points. An offset into the instanced data buffer is calculated and applied on each
// iteration to ensure all instances are rendered correctly.
gl::IndexRange indexRange;
ANGLE_TRY(glState.getVertexArray()->getIndexRange(context, indexType, indexCount, indices,
&indexRange));
UINT clampedVertexCount = gl::clampCast<UINT>(indexRange.vertexCount());
// Each instance being rendered requires the inputlayout cache to reapply buffers and offsets.
for (GLsizei i = 0; i < instanceCount; i++)
{
ANGLE_TRY(
mStateManager.updateVertexOffsetsForPointSpritesEmulation(context, startVertex, i));
mDeviceContext->DrawIndexedInstanced(6, clampedVertexCount, 0, 0, 0);
}
mStateManager.invalidateVertexBuffer();
return angle::Result::Continue;
}
angle::Result Renderer11::drawArraysIndirect(const gl::Context *context, const void *indirect)
{
if (mStateManager.getCullEverything())
{
return angle::Result::Continue;
}
const gl::State &glState = context->getState();
ASSERT(!glState.isTransformFeedbackActiveUnpaused());
gl::Buffer *drawIndirectBuffer = glState.getTargetBuffer(gl::BufferBinding::DrawIndirect);
ASSERT(drawIndirectBuffer);
Buffer11 *storage = GetImplAs<Buffer11>(drawIndirectBuffer);
uintptr_t offset = reinterpret_cast<uintptr_t>(indirect);
ID3D11Buffer *buffer = nullptr;
ANGLE_TRY(storage->getBuffer(context, BUFFER_USAGE_INDIRECT, &buffer));
mDeviceContext->DrawInstancedIndirect(buffer, static_cast<unsigned int>(offset));
return angle::Result::Continue;
}
angle::Result Renderer11::drawElementsIndirect(const gl::Context *context, const void *indirect)
{
if (mStateManager.getCullEverything())
{
return angle::Result::Continue;
}
const gl::State &glState = context->getState();
ASSERT(!glState.isTransformFeedbackActiveUnpaused());
gl::Buffer *drawIndirectBuffer = glState.getTargetBuffer(gl::BufferBinding::DrawIndirect);
ASSERT(drawIndirectBuffer);
Buffer11 *storage = GetImplAs<Buffer11>(drawIndirectBuffer);
uintptr_t offset = reinterpret_cast<uintptr_t>(indirect);
ID3D11Buffer *buffer = nullptr;
ANGLE_TRY(storage->getBuffer(context, BUFFER_USAGE_INDIRECT, &buffer));
mDeviceContext->DrawIndexedInstancedIndirect(buffer, static_cast<unsigned int>(offset));
return angle::Result::Continue;
}
angle::Result Renderer11::drawLineLoop(const gl::Context *context,
GLuint count,
gl::DrawElementsType type,
const void *indexPointer,
int baseVertex,
int instances)
{
const gl::State &glState = context->getState();
gl::VertexArray *vao = glState.getVertexArray();
gl::Buffer *elementArrayBuffer = vao->getElementArrayBuffer();
const void *indices = indexPointer;
// Get the raw indices for an indexed draw
if (type != gl::DrawElementsType::InvalidEnum && elementArrayBuffer)
{
BufferD3D *storage = GetImplAs<BufferD3D>(elementArrayBuffer);
intptr_t offset = reinterpret_cast<intptr_t>(indices);
const uint8_t *bufferData = nullptr;
ANGLE_TRY(storage->getData(context, &bufferData));
indices = bufferData + offset;
}
if (!mLineLoopIB)
{
mLineLoopIB = new StreamingIndexBufferInterface(this);
ANGLE_TRY(mLineLoopIB->reserveBufferSpace(context, INITIAL_INDEX_BUFFER_SIZE,
gl::DrawElementsType::UnsignedInt));
}
// Checked by Renderer11::applyPrimitiveType
bool indexCheck = static_cast<unsigned int>(count) + 1 >
(std::numeric_limits<unsigned int>::max() / sizeof(unsigned int));
ANGLE_CHECK(GetImplAs<Context11>(context), !indexCheck,
"Failed to create a 32-bit looping index buffer for "
"GL_LINE_LOOP, too many indices required.",
GL_OUT_OF_MEMORY);
GetLineLoopIndices(indices, type, static_cast<GLuint>(count),
glState.isPrimitiveRestartEnabled(), &mScratchIndexDataBuffer);
unsigned int spaceNeeded =
static_cast<unsigned int>(sizeof(GLuint) * mScratchIndexDataBuffer.size());
ANGLE_TRY(
mLineLoopIB->reserveBufferSpace(context, spaceNeeded, gl::DrawElementsType::UnsignedInt));
void *mappedMemory = nullptr;
unsigned int offset;
ANGLE_TRY(mLineLoopIB->mapBuffer(context, spaceNeeded, &mappedMemory, &offset));
// Copy over the converted index data.
memcpy(mappedMemory, &mScratchIndexDataBuffer[0],
sizeof(GLuint) * mScratchIndexDataBuffer.size());
ANGLE_TRY(mLineLoopIB->unmapBuffer(context));
IndexBuffer11 *indexBuffer = GetAs<IndexBuffer11>(mLineLoopIB->getIndexBuffer());
const d3d11::Buffer &d3dIndexBuffer = indexBuffer->getBuffer();
DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat();
mStateManager.setIndexBuffer(d3dIndexBuffer.get(), indexFormat, offset);
UINT indexCount = static_cast<UINT>(mScratchIndexDataBuffer.size());
if (instances > 0)
{
mDeviceContext->DrawIndexedInstanced(indexCount, instances, 0, baseVertex, 0);
}
else
{
mDeviceContext->DrawIndexed(indexCount, 0, baseVertex);
}
return angle::Result::Continue;
}
angle::Result Renderer11::drawTriangleFan(const gl::Context *context,
GLuint count,
gl::DrawElementsType type,
const void *indices,
int baseVertex,
int instances)
{
const gl::State &glState = context->getState();
gl::VertexArray *vao = glState.getVertexArray();
gl::Buffer *elementArrayBuffer = vao->getElementArrayBuffer();
const void *indexPointer = indices;
// Get the raw indices for an indexed draw
if (type != gl::DrawElementsType::InvalidEnum && elementArrayBuffer)
{
BufferD3D *storage = GetImplAs<BufferD3D>(elementArrayBuffer);
intptr_t offset = reinterpret_cast<intptr_t>(indices);
const uint8_t *bufferData = nullptr;
ANGLE_TRY(storage->getData(context, &bufferData));
indexPointer = bufferData + offset;
}
if (!mTriangleFanIB)
{
mTriangleFanIB = new StreamingIndexBufferInterface(this);
ANGLE_TRY(mTriangleFanIB->reserveBufferSpace(context, INITIAL_INDEX_BUFFER_SIZE,
gl::DrawElementsType::UnsignedInt));
}
// Checked by Renderer11::applyPrimitiveType
ASSERT(count >= 3);
const GLuint numTris = count - 2;
bool indexCheck =
(numTris > std::numeric_limits<unsigned int>::max() / (sizeof(unsigned int) * 3));
ANGLE_CHECK(GetImplAs<Context11>(context), !indexCheck,
"Failed to create a scratch index buffer for GL_TRIANGLE_FAN, "
"too many indices required.",
GL_OUT_OF_MEMORY);
GetTriFanIndices(indexPointer, type, count, glState.isPrimitiveRestartEnabled(),
&mScratchIndexDataBuffer);
const unsigned int spaceNeeded =
static_cast<unsigned int>(mScratchIndexDataBuffer.size() * sizeof(unsigned int));
ANGLE_TRY(mTriangleFanIB->reserveBufferSpace(context, spaceNeeded,
gl::DrawElementsType::UnsignedInt));
void *mappedMemory = nullptr;
unsigned int offset;
ANGLE_TRY(mTriangleFanIB->mapBuffer(context, spaceNeeded, &mappedMemory, &offset));
memcpy(mappedMemory, &mScratchIndexDataBuffer[0], spaceNeeded);
ANGLE_TRY(mTriangleFanIB->unmapBuffer(context));
IndexBuffer11 *indexBuffer = GetAs<IndexBuffer11>(mTriangleFanIB->getIndexBuffer());
const d3d11::Buffer &d3dIndexBuffer = indexBuffer->getBuffer();
DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat();
mStateManager.setIndexBuffer(d3dIndexBuffer.get(), indexFormat, offset);
UINT indexCount = static_cast<UINT>(mScratchIndexDataBuffer.size());
if (instances > 0)
{
mDeviceContext->DrawIndexedInstanced(indexCount, instances, 0, baseVertex, 0);
}
else
{
mDeviceContext->DrawIndexed(indexCount, 0, baseVertex);
}
return angle::Result::Continue;
}
void Renderer11::releaseDeviceResources()
{
mStateManager.deinitialize();
mStateCache.clear();
SafeDelete(mLineLoopIB);
SafeDelete(mTriangleFanIB);
SafeDelete(mBlit);
SafeDelete(mClear);
SafeDelete(mTrim);
SafeDelete(mPixelTransfer);
mSyncQuery.reset();
mCachedResolveTexture.reset();
}
// set notify to true to broadcast a message to all contexts of the device loss
bool Renderer11::testDeviceLost()
{
bool isLost = false;
if (!mDevice)
{
return true;
}
// GetRemovedReason is used to test if the device is removed
HRESULT result = mDevice->GetDeviceRemovedReason();
isLost = d3d11::isDeviceLostError(result);
if (isLost)
{
ERR() << "The D3D11 device was removed, " << gl::FmtHR(result);
}
return isLost;
}
bool Renderer11::testDeviceResettable()
{
// determine if the device is resettable by creating a dummy device
PFN_D3D11_CREATE_DEVICE D3D11CreateDevice =
(PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
if (D3D11CreateDevice == nullptr)
{
return false;
}
ID3D11Device *dummyDevice;
D3D_FEATURE_LEVEL dummyFeatureLevel;
ID3D11DeviceContext *dummyContext;
UINT flags = (mCreateDebugDevice ? D3D11_CREATE_DEVICE_DEBUG : 0);
ASSERT(mRequestedDriverType != D3D_DRIVER_TYPE_UNKNOWN);
HRESULT result = D3D11CreateDevice(
nullptr, mRequestedDriverType, nullptr, flags, mAvailableFeatureLevels.data(),
static_cast<unsigned int>(mAvailableFeatureLevels.size()), D3D11_SDK_VERSION, &dummyDevice,
&dummyFeatureLevel, &dummyContext);
if (!mDevice || FAILED(result))
{
return false;
}
SafeRelease(dummyContext);
SafeRelease(dummyDevice);
return true;
}
void Renderer11::release()
{
mScratchMemoryBuffer.clear();
if (mAnnotator != nullptr)
{
gl::UninitializeDebugAnnotations();
SafeDelete(mAnnotator);
}
releaseDeviceResources();
SafeRelease(mDxgiFactory);
SafeRelease(mDxgiAdapter);
SafeRelease(mDeviceContext3);
SafeRelease(mDeviceContext1);
if (mDeviceContext)
{
mDeviceContext->ClearState();
mDeviceContext->Flush();
SafeRelease(mDeviceContext);
}
SafeRelease(mDevice);
SafeRelease(mDebug);
if (mD3d11Module)
{
FreeLibrary(mD3d11Module);
mD3d11Module = nullptr;
}
if (mDxgiModule)
{
FreeLibrary(mDxgiModule);
mDxgiModule = nullptr;
}
if (mDCompModule)
{
FreeLibrary(mDCompModule);
mDCompModule = nullptr;
}
mCompiler.release();
mSupportsShareHandles.reset();
}
bool Renderer11::resetDevice()
{
// recreate everything
release();
egl::Error result = initialize();
if (result.isError())
{
ERR() << "Could not reinitialize D3D11 device: " << result;
return false;
}
return true;
}
std::string Renderer11::getRendererDescription() const
{
std::ostringstream rendererString;
rendererString << mDescription;
rendererString << " Direct3D11";
rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel()
<< getShaderModelSuffix();
rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel()
<< getShaderModelSuffix();
return rendererString.str();
}
DeviceIdentifier Renderer11::getAdapterIdentifier() const
{
// Don't use the AdapterLuid here, since that doesn't persist across reboot.
DeviceIdentifier deviceIdentifier = {0};
deviceIdentifier.VendorId = mAdapterDescription.VendorId;
deviceIdentifier.DeviceId = mAdapterDescription.DeviceId;
deviceIdentifier.SubSysId = mAdapterDescription.SubSysId;
deviceIdentifier.Revision = mAdapterDescription.Revision;
deviceIdentifier.FeatureLevel = static_cast<UINT>(mRenderer11DeviceCaps.featureLevel);
return deviceIdentifier;
}
unsigned int Renderer11::getReservedVertexUniformVectors() const
{
// Driver uniforms are stored in a separate constant buffer
return d3d11_gl::GetReservedVertexUniformVectors(mRenderer11DeviceCaps.featureLevel);
}
unsigned int Renderer11::getReservedFragmentUniformVectors() const
{
// Driver uniforms are stored in a separate constant buffer
return d3d11_gl::GetReservedFragmentUniformVectors(mRenderer11DeviceCaps.featureLevel);
}
gl::ShaderMap<unsigned int> Renderer11::getReservedShaderUniformBuffers() const
{
gl::ShaderMap<unsigned int> shaderReservedUniformBuffers = {};
// we reserve one buffer for the application uniforms, and one for driver uniforms
shaderReservedUniformBuffers[gl::ShaderType::Vertex] = 2;
shaderReservedUniformBuffers[gl::ShaderType::Fragment] = 2;
return shaderReservedUniformBuffers;
}
d3d11::ANGLED3D11DeviceType Renderer11::getDeviceType() const
{
if (mCreatedWithDeviceEXT)
{
return d3d11::GetDeviceType(mDevice);
}
if ((mRequestedDriverType == D3D_DRIVER_TYPE_SOFTWARE) ||
(mRequestedDriverType == D3D_DRIVER_TYPE_REFERENCE) ||
(mRequestedDriverType == D3D_DRIVER_TYPE_NULL))
{
return d3d11::ANGLE_D3D11_DEVICE_TYPE_SOFTWARE_REF_OR_NULL;
}
if (mRequestedDriverType == D3D_DRIVER_TYPE_WARP)
{
return d3d11::ANGLE_D3D11_DEVICE_TYPE_WARP;
}
return d3d11::ANGLE_D3D11_DEVICE_TYPE_HARDWARE;
}
bool Renderer11::getShareHandleSupport() const
{
if (mSupportsShareHandles.valid())
{
return mSupportsShareHandles.value();
}
// We only currently support share handles with BGRA surfaces, because
// chrome needs BGRA. Once chrome fixes this, we should always support them.
if (!getNativeExtensions().textureFormatBGRA8888)
{
mSupportsShareHandles = false;
return false;
}
// PIX doesn't seem to support using share handles, so disable them.
if (gl::DebugAnnotationsActive())
{
mSupportsShareHandles = false;
return false;
}
// Also disable share handles on Feature Level 9_3, since it doesn't support share handles on
// RGBA8 textures/swapchains.
if (mRenderer11DeviceCaps.featureLevel <= D3D_FEATURE_LEVEL_9_3)
{
mSupportsShareHandles = false;
return false;
}
// Find out which type of D3D11 device the Renderer11 is using
d3d11::ANGLED3D11DeviceType deviceType = getDeviceType();
if (deviceType == d3d11::ANGLE_D3D11_DEVICE_TYPE_UNKNOWN)
{
mSupportsShareHandles = false;
return false;
}
if (deviceType == d3d11::ANGLE_D3D11_DEVICE_TYPE_SOFTWARE_REF_OR_NULL)
{
// Software/Reference/NULL devices don't support share handles
mSupportsShareHandles = false;
return false;
}
if (deviceType == d3d11::ANGLE_D3D11_DEVICE_TYPE_WARP)
{
#ifndef ANGLE_ENABLE_WINDOWS_STORE
if (!IsWindows8OrGreater())
{
// WARP on Windows 7 doesn't support shared handles
mSupportsShareHandles = false;
return false;
}
#endif // ANGLE_ENABLE_WINDOWS_STORE
// WARP on Windows 8.0+ supports shared handles when shared with another WARP device
// TODO: allow applications to query for HARDWARE or WARP-specific share handles,
// to prevent them trying to use a WARP share handle with an a HW device (or
// vice-versa)
// e.g. by creating EGL_D3D11_[HARDWARE/WARP]_DEVICE_SHARE_HANDLE_ANGLE
mSupportsShareHandles = true;
return true;
}
ASSERT(mCreatedWithDeviceEXT || mRequestedDriverType == D3D_DRIVER_TYPE_HARDWARE);
mSupportsShareHandles = true;
return true;
}
int Renderer11::getMajorShaderModel() const
{
switch (mRenderer11DeviceCaps.featureLevel)
{
case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0:
return D3D11_SHADER_MAJOR_VERSION; // 5
case D3D_FEATURE_LEVEL_10_1:
return D3D10_1_SHADER_MAJOR_VERSION; // 4
case D3D_FEATURE_LEVEL_10_0:
return D3D10_SHADER_MAJOR_VERSION; // 4
case D3D_FEATURE_LEVEL_9_3:
return D3D10_SHADER_MAJOR_VERSION; // 4
default:
UNREACHABLE();
return 0;
}
}
int Renderer11::getMinorShaderModel() const
{
switch (mRenderer11DeviceCaps.featureLevel)
{
case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0:
return D3D11_SHADER_MINOR_VERSION; // 0
case D3D_FEATURE_LEVEL_10_1:
return D3D10_1_SHADER_MINOR_VERSION; // 1
case D3D_FEATURE_LEVEL_10_0:
return D3D10_SHADER_MINOR_VERSION; // 0
case D3D_FEATURE_LEVEL_9_3:
return D3D10_SHADER_MINOR_VERSION; // 0
default:
UNREACHABLE();
return 0;
}
}
std::string Renderer11::getShaderModelSuffix() const
{
switch (mRenderer11DeviceCaps.featureLevel)
{
case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0:
return "";
case D3D_FEATURE_LEVEL_10_1:
return "";
case D3D_FEATURE_LEVEL_10_0:
return "";
case D3D_FEATURE_LEVEL_9_3:
return "_level_9_3";
default:
UNREACHABLE();
return "";
}
}
const angle::WorkaroundsD3D &RendererD3D::getWorkarounds() const
{
if (!mWorkaroundsInitialized)
{
mWorkarounds = generateWorkarounds();
mWorkaroundsInitialized = true;
}
return mWorkarounds;
}
angle::Result Renderer11::copyImageInternal(const gl::Context *context,
const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
RenderTargetD3D *destRenderTarget)
{
const gl::FramebufferAttachment *colorAttachment = framebuffer->getReadColorbuffer();
ASSERT(colorAttachment);
RenderTarget11 *sourceRenderTarget = nullptr;
ANGLE_TRY(colorAttachment->getRenderTarget(context, &sourceRenderTarget));
ASSERT(sourceRenderTarget);
const d3d11::RenderTargetView &dest =
GetAs<RenderTarget11>(destRenderTarget)->getRenderTargetView();
ASSERT(dest.valid());
gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
const bool invertSource = UsePresentPathFast(this, colorAttachment);
if (invertSource)
{
sourceArea.y = sourceSize.height - sourceRect.y;
sourceArea.height = -sourceArea.height;
}
gl::Box destArea(destOffset.x, destOffset.y, 0, sourceRect.width, sourceRect.height, 1);
gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
// Use nearest filtering because source and destination are the same size for the direct copy.
// Convert to the unsized format before calling copyTexture.
GLenum sourceFormat = colorAttachment->getFormat().info->format;
if (sourceRenderTarget->getTexture().is2D() && sourceRenderTarget->isMultisampled())
{
TextureHelper11 tex;
ANGLE_TRY(resolveMultisampledTexture(context, sourceRenderTarget,
colorAttachment->getDepthSize(),
colorAttachment->getStencilSize(), &tex));
D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc;
viewDesc.Format = sourceRenderTarget->getFormatSet().srvFormat;
viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
viewDesc.Texture2D.MipLevels = 1;
viewDesc.Texture2D.MostDetailedMip = 0;
d3d11::SharedSRV readSRV;
ANGLE_TRY(allocateResource(GetImplAs<Context11>(context), viewDesc, tex.get(), &readSRV));
ASSERT(readSRV.valid());
ANGLE_TRY(mBlit->copyTexture(context, readSRV, sourceArea, sourceSize, sourceFormat, dest,
destArea, destSize, nullptr, gl::GetUnsizedFormat(destFormat),
GL_NONE, GL_NEAREST, false, false, false));
return angle::Result::Continue;
}
ASSERT(!sourceRenderTarget->isMultisampled());
const d3d11::SharedSRV &source = sourceRenderTarget->getBlitShaderResourceView(context);
ASSERT(source.valid());
ANGLE_TRY(mBlit->copyTexture(context, source, sourceArea, sourceSize, sourceFormat, dest,
destArea, destSize, nullptr, gl::GetUnsizedFormat(destFormat),
GL_NONE, GL_NEAREST, false, false, false));
return angle::Result::Continue;
}
angle::Result Renderer11::copyImage2D(const gl::Context *context,
const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLint level)
{
TextureStorage11_2D *storage11 = GetAs<TextureStorage11_2D>(storage);
ASSERT(storage11);
gl::ImageIndex index = gl::ImageIndex::Make2D(level);
RenderTargetD3D *destRenderTarget = nullptr;
ANGLE_TRY(storage11->getRenderTarget(context, index, &destRenderTarget));
ASSERT(destRenderTarget);
ANGLE_TRY(copyImageInternal(context, framebuffer, sourceRect, destFormat, destOffset,
destRenderTarget));
storage11->markLevelDirty(level);
return angle::Result::Continue;
}
angle::Result Renderer11::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)
{
TextureStorage11_Cube *storage11 = GetAs<TextureStorage11_Cube>(storage);
ASSERT(storage11);
gl::ImageIndex index = gl::ImageIndex::MakeCubeMapFace(target, level);
RenderTargetD3D *destRenderTarget = nullptr;
ANGLE_TRY(storage11->getRenderTarget(context, index, &destRenderTarget));
ASSERT(destRenderTarget);
ANGLE_TRY(copyImageInternal(context, framebuffer, sourceRect, destFormat, destOffset,
destRenderTarget));
storage11->markLevelDirty(level);
return angle::Result::Continue;
}
angle::Result Renderer11::copyImage3D(const gl::Context *context,
const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLint level)
{
TextureStorage11_3D *storage11 = GetAs<TextureStorage11_3D>(storage);
ASSERT(storage11);
gl::ImageIndex index = gl::ImageIndex::Make3D(level, destOffset.z);
RenderTargetD3D *destRenderTarget = nullptr;
ANGLE_TRY(storage11->getRenderTarget(context, index, &destRenderTarget));
ASSERT(destRenderTarget);
ANGLE_TRY(copyImageInternal(context, framebuffer, sourceRect, destFormat, destOffset,
destRenderTarget));
storage11->markLevelDirty(level);
return angle::Result::Continue;
}
angle::Result Renderer11::copyImage2DArray(const gl::Context *context,
const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLint level)
{
TextureStorage11_2DArray *storage11 = GetAs<TextureStorage11_2DArray>(storage);
ASSERT(storage11);
gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, destOffset.z);
RenderTargetD3D *destRenderTarget = nullptr;
ANGLE_TRY(storage11->getRenderTarget(context, index, &destRenderTarget));
ASSERT(destRenderTarget);
ANGLE_TRY(copyImageInternal(context, framebuffer, sourceRect, destFormat, destOffset,
destRenderTarget));
storage11->markLevelDirty(level);
return angle::Result::Continue;
}
angle::Result Renderer11::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)
{
TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source);
TextureStorage *sourceStorage = nullptr;
ANGLE_TRY(sourceD3D->getNativeTexture(context, &sourceStorage));
TextureStorage11 *sourceStorage11 = GetAs<TextureStorage11>(sourceStorage);
ASSERT(sourceStorage11);
TextureStorage11 *destStorage11 = GetAs<TextureStorage11>(storage);
ASSERT(destStorage11);
// Check for fast path where a CopySubresourceRegion can be used.
if (unpackPremultiplyAlpha == unpackUnmultiplyAlpha && !unpackFlipY &&
source->getFormat(srcTarget, sourceLevel).info->format == destFormat &&
sourceStorage11->getFormatSet().internalFormat ==
destStorage11->getFormatSet().internalFormat)
{
const TextureHelper11 *sourceResource = nullptr;
ANGLE_TRY(sourceStorage11->getResource(context, &sourceResource));
const TextureHelper11 *destResource = nullptr;
ANGLE_TRY(destStorage11->getResource(context, &destResource));
if (srcTarget == gl::TextureTarget::_2D || srcTarget == gl::TextureTarget::_3D)
{
gl::ImageIndex sourceIndex = gl::ImageIndex::MakeFromTarget(srcTarget, sourceLevel);
UINT sourceSubresource = 0;
ANGLE_TRY(
sourceStorage11->getSubresourceIndex(context, sourceIndex, &sourceSubresource));
gl::ImageIndex destIndex = gl::ImageIndex::MakeFromTarget(destTarget, destLevel);
UINT destSubresource = 0;
ANGLE_TRY(destStorage11->getSubresourceIndex(context, destIndex, &destSubresource));
D3D11_BOX d3dBox{static_cast<UINT>(sourceBox.x),
static_cast<UINT>(sourceBox.y),
static_cast<UINT>(sourceBox.z),
static_cast<UINT>(sourceBox.x + sourceBox.width),
static_cast<UINT>(sourceBox.y + sourceBox.height),
static_cast<UINT>(sourceBox.z + sourceBox.depth)};
mDeviceContext->CopySubresourceRegion(
destResource->get(), destSubresource, destOffset.x, destOffset.y, destOffset.z,
sourceResource->get(), sourceSubresource, &d3dBox);
}
else if (srcTarget == gl::TextureTarget::_2DArray)
{
D3D11_BOX d3dBox{static_cast<UINT>(sourceBox.x),
static_cast<UINT>(sourceBox.y),
0,
static_cast<UINT>(sourceBox.x + sourceBox.width),
static_cast<UINT>(sourceBox.y + sourceBox.height),
1u};
for (int i = 0; i < sourceBox.depth; i++)
{
gl::ImageIndex srcIndex = gl::ImageIndex::Make2DArray(sourceLevel, i + sourceBox.z);
UINT sourceSubresource = 0;
ANGLE_TRY(
sourceStorage11->getSubresourceIndex(context, srcIndex, &sourceSubresource));
gl::ImageIndex dIndex = gl::ImageIndex::Make2DArray(destLevel, i + destOffset.z);
UINT destSubresource = 0;
ANGLE_TRY(destStorage11->getSubresourceIndex(context, dIndex, &destSubresource));
mDeviceContext->CopySubresourceRegion(
destResource->get(), destSubresource, destOffset.x, destOffset.y, 0,
sourceResource->get(), sourceSubresource, &d3dBox);
}
}
else
{
UNREACHABLE();
}
}
else
{
const d3d11::SharedSRV *sourceSRV = nullptr;
ANGLE_TRY(sourceStorage11->getSRVLevels(context, sourceLevel, sourceLevel, &sourceSRV));
gl::Extents sourceSize(static_cast<int>(source->getWidth(
NonCubeTextureTypeToTarget(source->getType()), sourceLevel)),
static_cast<int>(source->getHeight(
NonCubeTextureTypeToTarget(source->getType()), sourceLevel)),
static_cast<int>(source->getDepth(
NonCubeTextureTypeToTarget(source->getType()), sourceLevel)));
gl::ImageIndex destIndex;
if (destTarget == gl::TextureTarget::_2D || destTarget == gl::TextureTarget::_3D ||
gl::IsCubeMapFaceTarget(destTarget))
{
destIndex = gl::ImageIndex::MakeFromTarget(destTarget, destLevel);
}
else if (destTarget == gl::TextureTarget::_2DArray)
{
destIndex = gl::ImageIndex::Make2DArrayRange(destLevel, 0, sourceSize.depth);
}
else
{
UNREACHABLE();
}
RenderTargetD3D *destRenderTargetD3D = nullptr;
ANGLE_TRY(destStorage11->getRenderTarget(context, destIndex, &destRenderTargetD3D));
RenderTarget11 *destRenderTarget11 = GetAs<RenderTarget11>(destRenderTargetD3D);
const d3d11::RenderTargetView &destRTV = destRenderTarget11->getRenderTargetView();
ASSERT(destRTV.valid());
gl::Box sourceArea(sourceBox.x, sourceBox.y, sourceBox.z, sourceBox.width, sourceBox.height,
sourceBox.depth);
if (unpackFlipY)
{
sourceArea.y += sourceArea.height;
sourceArea.height = -sourceArea.height;
}
gl::Box destArea(destOffset.x, destOffset.y, destOffset.z, sourceBox.width,
sourceBox.height, sourceBox.depth);
gl::Extents destSize(destRenderTarget11->getWidth(), destRenderTarget11->getHeight(),
sourceBox.depth);
// Use nearest filtering because source and destination are the same size for the direct
// copy
GLenum sourceFormat = source->getFormat(srcTarget, sourceLevel).info->format;
ANGLE_TRY(mBlit->copyTexture(context, *sourceSRV, sourceArea, sourceSize, sourceFormat,
destRTV, destArea, destSize, nullptr, destFormat, destType,
GL_NEAREST, false, unpackPremultiplyAlpha,
unpackUnmultiplyAlpha));
}
destStorage11->markLevelDirty(destLevel);
return angle::Result::Continue;
}
angle::Result Renderer11::copyCompressedTexture(const gl::Context *context,
const gl::Texture *source,
GLint sourceLevel,
TextureStorage *storage,
GLint destLevel)
{
TextureStorage11_2D *destStorage11 = GetAs<TextureStorage11_2D>(storage);
ASSERT(destStorage11);
const TextureHelper11 *destResource = nullptr;
ANGLE_TRY(destStorage11->getResource(context, &destResource));
gl::ImageIndex destIndex = gl::ImageIndex::Make2D(destLevel);
UINT destSubresource = 0;
ANGLE_TRY(destStorage11->getSubresourceIndex(context, destIndex, &destSubresource));
TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source);
ASSERT(sourceD3D);
TextureStorage *sourceStorage = nullptr;
ANGLE_TRY(sourceD3D->getNativeTexture(context, &sourceStorage));
TextureStorage11_2D *sourceStorage11 = GetAs<TextureStorage11_2D>(sourceStorage);
ASSERT(sourceStorage11);
const TextureHelper11 *sourceResource = nullptr;
ANGLE_TRY(sourceStorage11->getResource(context, &sourceResource));
gl::ImageIndex sourceIndex = gl::ImageIndex::Make2D(sourceLevel);
UINT sourceSubresource = 0;
ANGLE_TRY(sourceStorage11->getSubresourceIndex(context, sourceIndex, &sourceSubresource));
mDeviceContext->CopySubresourceRegion(destResource->get(), destSubresource, 0, 0, 0,
sourceResource->get(), sourceSubresource, nullptr);
return angle::Result::Continue;
}
angle::Result Renderer11::createRenderTarget(const gl::Context *context,
int width,
int height,
GLenum format,
GLsizei samples,
RenderTargetD3D **outRT)
{
const d3d11::Format &formatInfo = d3d11::Format::Get(format, mRenderer11DeviceCaps);
const gl::TextureCaps &textureCaps = getNativeTextureCaps().get(format);
GLuint supportedSamples = textureCaps.getNearestSamples(samples);
Context11 *context11 = GetImplAs<Context11>(context);
if (width > 0 && height > 0)
{
// Create texture resource
D3D11_TEXTURE2D_DESC desc;
desc.Width = width;
desc.Height = height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = formatInfo.texFormat;
desc.SampleDesc.Count = (supportedSamples == 0) ? 1 : supportedSamples;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
// If a rendertarget or depthstencil format exists for this texture format,
// we'll flag it to allow binding that way. Shader resource views are a little
// more complicated.
bool bindRTV = false, bindDSV = false, bindSRV = false;
bindRTV = (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN);
bindDSV = (formatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN);
bindSRV = (formatInfo.srvFormat != DXGI_FORMAT_UNKNOWN);
bool isMultisampledDepthStencil = bindDSV && desc.SampleDesc.Count > 1;
if (isMultisampledDepthStencil &&
!mRenderer11DeviceCaps.supportsMultisampledDepthStencilSRVs)
{
bindSRV = false;
}
desc.BindFlags = (bindRTV ? D3D11_BIND_RENDER_TARGET : 0) |
(bindDSV ? D3D11_BIND_DEPTH_STENCIL : 0) |
(bindSRV ? D3D11_BIND_SHADER_RESOURCE : 0);
// The format must be either an RTV or a DSV
ASSERT(bindRTV != bindDSV);
TextureHelper11 texture;
ANGLE_TRY(allocateTexture(context11, desc, formatInfo, &texture));
texture.setDebugName("createRenderTarget.Texture");
d3d11::SharedSRV srv;
d3d11::SharedSRV blitSRV;
if (bindSRV)
{
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = formatInfo.srvFormat;
srvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_SRV_DIMENSION_TEXTURE2D
: D3D11_SRV_DIMENSION_TEXTURE2DMS;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Texture2D.MipLevels = 1;
ANGLE_TRY(allocateResource(context11, srvDesc, texture.get(), &srv));
srv.setDebugName("createRenderTarget.SRV");
if (formatInfo.blitSRVFormat != formatInfo.srvFormat)
{
D3D11_SHADER_RESOURCE_VIEW_DESC blitSRVDesc;
blitSRVDesc.Format = formatInfo.blitSRVFormat;
blitSRVDesc.ViewDimension = (supportedSamples == 0)
? D3D11_SRV_DIMENSION_TEXTURE2D
: D3D11_SRV_DIMENSION_TEXTURE2DMS;
blitSRVDesc.Texture2D.MostDetailedMip = 0;
blitSRVDesc.Texture2D.MipLevels = 1;
ANGLE_TRY(allocateResource(context11, blitSRVDesc, texture.get(), &blitSRV));
blitSRV.setDebugName("createRenderTarget.BlitSRV");
}
else
{
blitSRV = srv.makeCopy();
}
}
if (bindDSV)
{
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
dsvDesc.Format = formatInfo.dsvFormat;
dsvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_DSV_DIMENSION_TEXTURE2D
: D3D11_DSV_DIMENSION_TEXTURE2DMS;
dsvDesc.Texture2D.MipSlice = 0;
dsvDesc.Flags = 0;
d3d11::DepthStencilView dsv;
ANGLE_TRY(allocateResource(context11, dsvDesc, texture.get(), &dsv));