| // |
| // 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 <sstream> |
| #include <EGL/eglext.h> |
| |
| #include "common/utilities.h" |
| #include "common/tls.h" |
| #include "libANGLE/Buffer.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/FramebufferD3D.h" |
| #include "libANGLE/renderer/d3d/IndexDataManager.h" |
| #include "libANGLE/renderer/d3d/ProgramD3D.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/TransformFeedbackD3D.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/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/Query11.h" |
| #include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h" |
| #include "libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h" |
| #include "libANGLE/renderer/d3d/d3d11/SwapChain11.h" |
| #include "libANGLE/renderer/d3d/d3d11/TextureStorage11.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 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 |
| |
| #include "third_party/trace_event/trace_event.h" |
| |
| // 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 |
| |
| #ifdef _DEBUG |
| // this flag enables suppressing some spurious warnings that pop up in certain WebGL samples |
| // and conformance tests. to enable all warnings, remove this define. |
| #define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1 |
| #endif |
| |
| namespace rx |
| { |
| |
| namespace |
| { |
| |
| enum |
| { |
| MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16 |
| }; |
| |
| bool ImageIndexConflictsWithSRV(const gl::ImageIndex &index, D3D11_SHADER_RESOURCE_VIEW_DESC desc) |
| { |
| unsigned mipLevel = index.mipIndex; |
| unsigned layerIndex = index.layerIndex; |
| GLenum type = index.type; |
| |
| switch (desc.ViewDimension) |
| { |
| case D3D11_SRV_DIMENSION_TEXTURE2D: |
| { |
| unsigned maxSrvMip = desc.Texture2D.MipLevels + desc.Texture2D.MostDetailedMip; |
| maxSrvMip = (desc.Texture2D.MipLevels == -1) ? INT_MAX : maxSrvMip; |
| |
| unsigned mipMin = index.mipIndex; |
| unsigned mipMax = (layerIndex == -1) ? INT_MAX : layerIndex; |
| |
| return type == GL_TEXTURE_2D && gl::RangeUI(mipMin, mipMax).intersects(gl::RangeUI(desc.Texture2D.MostDetailedMip, maxSrvMip)); |
| } |
| |
| case D3D11_SRV_DIMENSION_TEXTURE2DARRAY: |
| { |
| unsigned maxSrvMip = desc.Texture2DArray.MipLevels + desc.Texture2DArray.MostDetailedMip; |
| maxSrvMip = (desc.Texture2DArray.MipLevels == -1) ? INT_MAX : maxSrvMip; |
| |
| unsigned maxSlice = desc.Texture2DArray.FirstArraySlice + desc.Texture2DArray.ArraySize; |
| |
| // Cube maps can be mapped to Texture2DArray SRVs |
| return (type == GL_TEXTURE_2D_ARRAY || gl::IsCubeMapTextureTarget(type)) && |
| desc.Texture2DArray.MostDetailedMip <= mipLevel && mipLevel < maxSrvMip && |
| desc.Texture2DArray.FirstArraySlice <= layerIndex && layerIndex < maxSlice; |
| } |
| |
| case D3D11_SRV_DIMENSION_TEXTURECUBE: |
| { |
| unsigned maxSrvMip = desc.TextureCube.MipLevels + desc.TextureCube.MostDetailedMip; |
| maxSrvMip = (desc.TextureCube.MipLevels == -1) ? INT_MAX : maxSrvMip; |
| |
| return gl::IsCubeMapTextureTarget(type) && |
| desc.TextureCube.MostDetailedMip <= mipLevel && mipLevel < maxSrvMip; |
| } |
| |
| case D3D11_SRV_DIMENSION_TEXTURE3D: |
| { |
| unsigned maxSrvMip = desc.Texture3D.MipLevels + desc.Texture3D.MostDetailedMip; |
| maxSrvMip = (desc.Texture3D.MipLevels == -1) ? INT_MAX : maxSrvMip; |
| |
| return type == GL_TEXTURE_3D && |
| desc.Texture3D.MostDetailedMip <= mipLevel && mipLevel < maxSrvMip; |
| } |
| default: |
| // We only handle the cases corresponding to valid image indexes |
| UNIMPLEMENTED(); |
| } |
| |
| return false; |
| } |
| |
| // Does *not* increment the resource ref count!! |
| ID3D11Resource *GetViewResource(ID3D11View *view) |
| { |
| ID3D11Resource *resource = NULL; |
| ASSERT(view); |
| view->GetResource(&resource); |
| resource->Release(); |
| return resource; |
| } |
| |
| void CalculateConstantBufferParams(GLintptr offset, GLsizeiptr size, UINT *outFirstConstant, UINT *outNumConstants) |
| { |
| // The offset must be aligned to 256 bytes (should have been enforced by glBindBufferRange). |
| ASSERT(offset % 256 == 0); |
| |
| // firstConstant and numConstants are expressed in constants of 16-bytes. Furthermore they must be a multiple of 16 constants. |
| *outFirstConstant = static_cast<UINT>(offset / 16); |
| |
| // The GL size is not required to be aligned to a 256 bytes boundary. |
| // Round the size up to a 256 bytes boundary then express the results in constants of 16-bytes. |
| *outNumConstants = static_cast<UINT>(rx::roundUp(size, static_cast<GLsizeiptr>(256)) / 16); |
| |
| // Since the size is rounded up, firstConstant + numConstants may be bigger than the actual size of the buffer. |
| // This behaviour is explictly allowed according to the documentation on ID3D11DeviceContext1::PSSetConstantBuffers1 |
| // https://msdn.microsoft.com/en-us/library/windows/desktop/hh404649%28v=vs.85%29.aspx |
| } |
| |
| 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; |
| // Note: we don't ever request a 11_1 device, because this gives |
| // an E_INVALIDARG error on systems that don't have the platform update. |
| case D3D_FEATURE_LEVEL_11_1: return ANGLE_FEATURE_LEVEL_11_1; |
| default: return ANGLE_FEATURE_LEVEL_INVALID; |
| } |
| } |
| |
| } |
| |
| void Renderer11::SRVCache::update(size_t resourceIndex, ID3D11ShaderResourceView *srv) |
| { |
| ASSERT(resourceIndex < mCurrentSRVs.size()); |
| SRVRecord *record = &mCurrentSRVs[resourceIndex]; |
| |
| record->srv = reinterpret_cast<uintptr_t>(srv); |
| if (srv) |
| { |
| record->resource = reinterpret_cast<uintptr_t>(GetViewResource(srv)); |
| srv->GetDesc(&record->desc); |
| mHighestUsedSRV = std::max(resourceIndex + 1, mHighestUsedSRV); |
| } |
| else |
| { |
| record->resource = 0; |
| |
| if (resourceIndex + 1 == mHighestUsedSRV) |
| { |
| do |
| { |
| --mHighestUsedSRV; |
| } |
| while (mHighestUsedSRV > 0 && |
| mCurrentSRVs[mHighestUsedSRV].srv == 0); |
| } |
| } |
| } |
| |
| void Renderer11::SRVCache::clear() |
| { |
| if (mCurrentSRVs.empty()) |
| { |
| return; |
| } |
| |
| memset(&mCurrentSRVs[0], 0, sizeof(SRVRecord) * mCurrentSRVs.size()); |
| mHighestUsedSRV = 0; |
| } |
| |
| Renderer11::Renderer11(egl::Display *display) |
| : RendererD3D(display), |
| mStateCache(this), |
| mDebug(nullptr) |
| { |
| mVertexDataManager = NULL; |
| mIndexDataManager = NULL; |
| |
| mLineLoopIB = NULL; |
| mTriangleFanIB = NULL; |
| mAppliedIBChanged = false; |
| |
| mBlit = NULL; |
| mPixelTransfer = NULL; |
| |
| mClear = NULL; |
| |
| mTrim = NULL; |
| |
| mSyncQuery = NULL; |
| |
| mRenderer11DeviceCaps.supportsClearView = false; |
| mRenderer11DeviceCaps.supportsConstantBufferOffsets = false; |
| mRenderer11DeviceCaps.supportsDXGI1_2 = false; |
| mRenderer11DeviceCaps.B5G6R5support = 0; |
| mRenderer11DeviceCaps.B4G4R4A4support = 0; |
| mRenderer11DeviceCaps.B5G5R5A1support = 0; |
| |
| mD3d11Module = NULL; |
| mDxgiModule = NULL; |
| |
| mDevice = NULL; |
| mDeviceContext = NULL; |
| mDeviceContext1 = NULL; |
| mDxgiAdapter = NULL; |
| mDxgiFactory = NULL; |
| |
| mDriverConstantBufferVS = NULL; |
| mDriverConstantBufferPS = NULL; |
| |
| mAppliedVertexShader = NULL; |
| mAppliedGeometryShader = NULL; |
| mAppliedPixelShader = NULL; |
| |
| mAppliedNumXFBBindings = static_cast<size_t>(-1); |
| |
| ZeroMemory(&mAdapterDescription, sizeof(mAdapterDescription)); |
| |
| const auto &attributes = mDisplay->getAttributeMap(); |
| |
| EGLint requestedMajorVersion = attributes.get(EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, EGL_DONT_CARE); |
| EGLint requestedMinorVersion = 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 >= 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 = 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: |
| mDriverType = D3D_DRIVER_TYPE_HARDWARE; |
| break; |
| |
| case EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE: |
| mDriverType = D3D_DRIVER_TYPE_WARP; |
| break; |
| |
| case EGL_PLATFORM_ANGLE_DEVICE_TYPE_REFERENCE_ANGLE: |
| mDriverType = D3D_DRIVER_TYPE_REFERENCE; |
| break; |
| |
| case EGL_PLATFORM_ANGLE_DEVICE_TYPE_NULL_ANGLE: |
| mDriverType = D3D_DRIVER_TYPE_NULL; |
| break; |
| |
| default: |
| UNREACHABLE(); |
| } |
| |
| initializeDebugAnnotator(); |
| } |
| |
| 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() |
| { |
| double loadDLLsBegin = ANGLEPlatformCurrent()->currentTime(); |
| |
| #if !defined(ANGLE_ENABLE_WINDOWS_STORE) |
| PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = nullptr; |
| { |
| TRACE_EVENT0("gpu.angle", "Renderer11::initialize (Load DLLs)"); |
| mDxgiModule = LoadLibrary(TEXT("dxgi.dll")); |
| mD3d11Module = LoadLibrary(TEXT("d3d11.dll")); |
| |
| if (mD3d11Module == nullptr || mDxgiModule == nullptr) |
| { |
| return egl::Error(EGL_NOT_INITIALIZED, |
| 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::Error(EGL_NOT_INITIALIZED, |
| D3D11_INIT_MISSING_DEP, |
| "Could not retrieve D3D11CreateDevice address."); |
| } |
| } |
| #endif |
| |
| double loadDLLsSec = ANGLEPlatformCurrent()->currentTime() - loadDLLsBegin; |
| int loadDLLsMS = static_cast<int>(loadDLLsSec * 1000); |
| ANGLE_HISTOGRAM_TIMES("GPU.ANGLE.Renderer11InitializeDLLsMS", loadDLLsMS); |
| |
| HRESULT result = S_OK; |
| #ifdef _DEBUG |
| { |
| TRACE_EVENT0("gpu.angle", "D3D11CreateDevice (Debug)"); |
| result = D3D11CreateDevice(NULL, |
| mDriverType, |
| NULL, |
| D3D11_CREATE_DEVICE_DEBUG, |
| mAvailableFeatureLevels.data(), |
| mAvailableFeatureLevels.size(), |
| D3D11_SDK_VERSION, |
| &mDevice, |
| &(mRenderer11DeviceCaps.featureLevel), |
| &mDeviceContext); |
| } |
| |
| if (!mDevice || FAILED(result)) |
| { |
| ERR("Failed creating Debug D3D11 device - falling back to release runtime.\n"); |
| } |
| |
| if (!mDevice || FAILED(result)) |
| #endif |
| { |
| double createDeviceBegin = ANGLEPlatformCurrent()->currentTime(); |
| |
| TRACE_EVENT0("gpu.angle", "D3D11CreateDevice"); |
| result = D3D11CreateDevice(NULL, |
| mDriverType, |
| NULL, |
| 0, |
| mAvailableFeatureLevels.data(), |
| mAvailableFeatureLevels.size(), |
| D3D11_SDK_VERSION, |
| &mDevice, |
| &(mRenderer11DeviceCaps.featureLevel), |
| &mDeviceContext); |
| |
| // Cleanup done by destructor |
| if (!mDevice || FAILED(result)) |
| { |
| ANGLE_HISTOGRAM_SPARSE_SLOWLY("GPU.ANGLE.D3D11CreateDeviceError", static_cast<int>(result)); |
| return egl::Error(EGL_NOT_INITIALIZED, |
| D3D11_INIT_CREATEDEVICE_ERROR, |
| "Could not create D3D11 device."); |
| } |
| |
| double createDeviceSec = ANGLEPlatformCurrent()->currentTime() - createDeviceBegin; |
| int createDeviceMS = static_cast<int>(createDeviceSec * 1000); |
| ANGLE_HISTOGRAM_TIMES("GPU.ANGLE.D3D11CreateDeviceMS", createDeviceMS); |
| } |
| |
| #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 = NULL; |
| result = mDevice->QueryInterface(__uuidof(IDXGIDevice2), (void**)&dxgiDevice2); |
| if (FAILED(result)) |
| { |
| return egl::Error(EGL_NOT_INITIALIZED, |
| 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. |
| // This could fail on Windows 7 without the Platform Update. |
| // Don't error in this case- just don't use mDeviceContext1. |
| mDeviceContext1 = d3d11::DynamicCastComObject<ID3D11DeviceContext1>(mDeviceContext); |
| |
| IDXGIDevice *dxgiDevice = NULL; |
| result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice); |
| |
| if (FAILED(result)) |
| { |
| return egl::Error(EGL_NOT_INITIALIZED, |
| D3D11_INIT_OTHER_ERROR, |
| "Could not query DXGI device."); |
| } |
| |
| result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter); |
| |
| if (FAILED(result)) |
| { |
| return egl::Error(EGL_NOT_INITIALIZED, |
| 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 != NULL) |
| { |
| 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::Error(EGL_NOT_INITIALIZED, |
| 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::Error(EGL_NOT_INITIALIZED, |
| D3D11_INIT_OTHER_ERROR, |
| "Could not create DXGI factory."); |
| } |
| } |
| |
| // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log |
| #if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG) |
| { |
| 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 |
| }; |
| |
| D3D11_INFO_QUEUE_FILTER filter = {}; |
| filter.DenyList.NumIDs = ArraySize(hideMessages); |
| filter.DenyList.pIDList = hideMessages; |
| |
| infoQueue->AddStorageFilterEntries(&filter); |
| SafeRelease(infoQueue); |
| } |
| } |
| #endif |
| |
| #if !defined(NDEBUG) |
| mDebug = d3d11::DynamicCastComObject<ID3D11Debug>(mDevice); |
| #endif |
| |
| initializeDevice(); |
| |
| return egl::Error(EGL_SUCCESS); |
| } |
| |
| // 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. |
| void Renderer11::initializeDevice() |
| { |
| double startTimeSeconds = ANGLEPlatformCurrent()->currentTime(); |
| |
| TRACE_EVENT0("gpu.angle", "Renderer11::initializeDevice"); |
| |
| populateRenderer11DeviceCaps(); |
| |
| mStateCache.initialize(mDevice); |
| mInputLayoutCache.initialize(mDevice, mDeviceContext); |
| |
| ASSERT(!mVertexDataManager && !mIndexDataManager); |
| mVertexDataManager = new VertexDataManager(this); |
| mIndexDataManager = new IndexDataManager(this, getRendererClass()); |
| |
| 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 = 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); |
| |
| const gl::Caps &rendererCaps = getRendererCaps(); |
| |
| mForceSetVertexSamplerStates.resize(rendererCaps.maxVertexTextureImageUnits); |
| mCurVertexSamplerStates.resize(rendererCaps.maxVertexTextureImageUnits); |
| |
| mForceSetPixelSamplerStates.resize(rendererCaps.maxTextureImageUnits); |
| mCurPixelSamplerStates.resize(rendererCaps.maxTextureImageUnits); |
| |
| mCurVertexSRVs.initialize(rendererCaps.maxVertexTextureImageUnits); |
| mCurPixelSRVs.initialize(rendererCaps.maxTextureImageUnits); |
| |
| markAllStateDirty(); |
| |
| // 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; |
| } |
| |
| // Initialize cached NULL SRV block |
| mNullSRVs.resize(getRendererCaps().maxTextureImageUnits, nullptr); |
| |
| ANGLE_HISTOGRAM_ENUMERATION("GPU.ANGLE.D3D11FeatureLevel", |
| angleFeatureLevel, |
| NUM_ANGLE_FEATURE_LEVELS); |
| |
| // TODO(jmadill): use context caps, and place in common D3D location |
| mTranslatedAttribCache.resize(getRendererCaps().maxVertexAttributes); |
| |
| double elapsedTimeSeconds = ANGLEPlatformCurrent()->currentTime() - startTimeSeconds; |
| int initializeDeviceMS = static_cast<int>(elapsedTimeSeconds * 1000); |
| ANGLE_HISTOGRAM_TIMES("GPU.ANGLE.Renderer11InitializeDeviceMS", initializeDeviceMS); |
| } |
| |
| void Renderer11::populateRenderer11DeviceCaps() |
| { |
| HRESULT hr = S_OK; |
| |
| 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); |
| } |
| } |
| |
| hr = mDevice->CheckFormatSupport(DXGI_FORMAT_B5G6R5_UNORM, &(mRenderer11DeviceCaps.B5G6R5support)); |
| if (FAILED(hr)) |
| { |
| mRenderer11DeviceCaps.B5G6R5support = 0; |
| } |
| |
| hr = mDevice->CheckFormatSupport(DXGI_FORMAT_B4G4R4A4_UNORM, &(mRenderer11DeviceCaps.B4G4R4A4support)); |
| if (FAILED(hr)) |
| { |
| mRenderer11DeviceCaps.B4G4R4A4support = 0; |
| } |
| |
| hr = mDevice->CheckFormatSupport(DXGI_FORMAT_B5G5R5A1_UNORM, &(mRenderer11DeviceCaps.B5G5R5A1support)); |
| if (FAILED(hr)) |
| { |
| mRenderer11DeviceCaps.B5G5R5A1support = 0; |
| } |
| |
| IDXGIAdapter2 *dxgiAdapter2 = d3d11::DynamicCastComObject<IDXGIAdapter2>(mDxgiAdapter); |
| mRenderer11DeviceCaps.supportsDXGI1_2 = (dxgiAdapter2 != nullptr); |
| SafeRelease(dxgiAdapter2); |
| } |
| |
| egl::ConfigSet Renderer11::generateConfigs() const |
| { |
| static const GLenum colorBufferFormats[] = |
| { |
| // 32-bit supported formats |
| GL_BGRA8_EXT, |
| GL_RGBA8_OES, |
| // 16-bit supported formats |
| GL_RGBA4, |
| GL_RGB5_A1, |
| GL_RGB565, |
| }; |
| |
| static const GLenum depthStencilBufferFormats[] = |
| { |
| GL_NONE, |
| GL_DEPTH24_STENCIL8_OES, |
| GL_DEPTH_COMPONENT16, |
| }; |
| |
| const gl::Caps &rendererCaps = getRendererCaps(); |
| const gl::TextureCapsMap &rendererTextureCaps = getRendererTextureCaps(); |
| |
| egl::ConfigSet configs; |
| for (size_t formatIndex = 0; formatIndex < ArraySize(colorBufferFormats); formatIndex++) |
| { |
| GLenum colorBufferInternalFormat = colorBufferFormats[formatIndex]; |
| const gl::TextureCaps &colorBufferFormatCaps = rendererTextureCaps.get(colorBufferInternalFormat); |
| if (colorBufferFormatCaps.renderable) |
| { |
| for (size_t depthStencilIndex = 0; depthStencilIndex < ArraySize(depthStencilBufferFormats); depthStencilIndex++) |
| { |
| GLenum depthStencilBufferInternalFormat = depthStencilBufferFormats[depthStencilIndex]; |
| const gl::TextureCaps &depthStencilBufferFormatCaps = rendererTextureCaps.get(depthStencilBufferInternalFormat); |
| if (depthStencilBufferFormatCaps.renderable || depthStencilBufferInternalFormat == GL_NONE) |
| { |
| const gl::InternalFormat &colorBufferFormatInfo = gl::GetInternalFormatInfo(colorBufferInternalFormat); |
| const gl::InternalFormat &depthStencilBufferFormatInfo = gl::GetInternalFormatInfo(depthStencilBufferInternalFormat); |
| |
| 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); |
| config.bindToTextureRGBA = (colorBufferFormatInfo.format == GL_RGBA || colorBufferFormatInfo.format == GL_BGRA_EXT); |
| config.colorBufferType = EGL_RGB_BUFFER; |
| config.configCaveat = EGL_NONE; |
| config.configID = static_cast<EGLint>(configs.size() + 1); |
| // Can only support a conformant ES2 with feature level greater than 10.0. |
| config.conformant = (mRenderer11DeviceCaps.featureLevel >= D3D_FEATURE_LEVEL_10_0) ? (EGL_OPENGL_ES2_BIT | EGL_OPENGL_ES3_BIT_KHR) : 0; |
| 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 10.0 |
| config.renderableType = EGL_OPENGL_ES2_BIT | ((mRenderer11DeviceCaps.featureLevel >= D3D_FEATURE_LEVEL_10_0) ? EGL_OPENGL_ES3_BIT_KHR : 0); |
| config.sampleBuffers = 0; // FIXME: enumerate multi-sampling |
| config.samples = 0; |
| 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; |
| |
| configs.add(config); |
| } |
| } |
| } |
| } |
| |
| ASSERT(configs.size() > 0); |
| return configs; |
| } |
| |
| gl::Error Renderer11::flush() |
| { |
| mDeviceContext->Flush(); |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| gl::Error Renderer11::finish() |
| { |
| HRESULT result; |
| |
| if (!mSyncQuery) |
| { |
| D3D11_QUERY_DESC queryDesc; |
| queryDesc.Query = D3D11_QUERY_EVENT; |
| queryDesc.MiscFlags = 0; |
| |
| result = mDevice->CreateQuery(&queryDesc, &mSyncQuery); |
| ASSERT(SUCCEEDED(result)); |
| if (FAILED(result)) |
| { |
| return gl::Error(GL_OUT_OF_MEMORY, "Failed to create event query, result: 0x%X.", result); |
| } |
| } |
| |
| mDeviceContext->End(mSyncQuery); |
| mDeviceContext->Flush(); |
| |
| do |
| { |
| result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH); |
| if (FAILED(result)) |
| { |
| return gl::Error(GL_OUT_OF_MEMORY, "Failed to get event query data, result: 0x%X.", result); |
| } |
| |
| // Keep polling, but allow other threads to do something useful first |
| ScheduleYield(); |
| |
| if (testDeviceLost()) |
| { |
| mDisplay->notifyDeviceLost(); |
| return gl::Error(GL_OUT_OF_MEMORY, "Device was lost while waiting for sync."); |
| } |
| } |
| while (result == S_FALSE); |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| SwapChainD3D *Renderer11::createSwapChain(NativeWindow nativeWindow, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat) |
| { |
| return new SwapChain11(this, nativeWindow, shareHandle, backBufferFormat, depthBufferFormat); |
| } |
| |
| void *Renderer11::getD3DDevice() |
| { |
| return reinterpret_cast<void*>(mDevice); |
| } |
| |
| gl::Error Renderer11::generateSwizzle(gl::Texture *texture) |
| { |
| if (texture) |
| { |
| TextureD3D *textureD3D = GetImplAs<TextureD3D>(texture); |
| ASSERT(textureD3D); |
| |
| TextureStorage *texStorage = nullptr; |
| gl::Error error = textureD3D->getNativeTexture(&texStorage); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| if (texStorage) |
| { |
| TextureStorage11 *storage11 = GetAs<TextureStorage11>(texStorage); |
| error = storage11->generateSwizzles(texture->getSamplerState().swizzleRed, |
| texture->getSamplerState().swizzleGreen, |
| texture->getSamplerState().swizzleBlue, |
| texture->getSamplerState().swizzleAlpha); |
| if (error.isError()) |
| { |
| return error; |
| } |
| } |
| } |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| gl::Error Renderer11::setSamplerState(gl::SamplerType type, int index, gl::Texture *texture, const gl::SamplerState &samplerStateParam) |
| { |
| // Make sure to add the level offset for our tiny compressed texture workaround |
| TextureD3D *textureD3D = GetImplAs<TextureD3D>(texture); |
| gl::SamplerState samplerStateInternal = samplerStateParam; |
| |
| TextureStorage *storage = nullptr; |
| gl::Error error = textureD3D->getNativeTexture(&storage); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| // Storage should exist, texture should be complete |
| ASSERT(storage); |
| |
| samplerStateInternal.baseLevel += storage->getTopLevel(); |
| |
| if (type == gl::SAMPLER_PIXEL) |
| { |
| ASSERT(static_cast<unsigned int>(index) < getRendererCaps().maxTextureImageUnits); |
| |
| if (mForceSetPixelSamplerStates[index] || memcmp(&samplerStateInternal, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0) |
| { |
| ID3D11SamplerState *dxSamplerState = NULL; |
| error = mStateCache.getSamplerState(samplerStateInternal, &dxSamplerState); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| ASSERT(dxSamplerState != NULL); |
| mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState); |
| |
| mCurPixelSamplerStates[index] = samplerStateInternal; |
| } |
| |
| mForceSetPixelSamplerStates[index] = false; |
| } |
| else if (type == gl::SAMPLER_VERTEX) |
| { |
| ASSERT(static_cast<unsigned int>(index) < getRendererCaps().maxVertexTextureImageUnits); |
| |
| if (mForceSetVertexSamplerStates[index] || memcmp(&samplerStateInternal, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0) |
| { |
| ID3D11SamplerState *dxSamplerState = NULL; |
| error = mStateCache.getSamplerState(samplerStateInternal, &dxSamplerState); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| ASSERT(dxSamplerState != NULL); |
| mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState); |
| |
| mCurVertexSamplerStates[index] = samplerStateInternal; |
| } |
| |
| mForceSetVertexSamplerStates[index] = false; |
| } |
| else UNREACHABLE(); |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| gl::Error Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture) |
| { |
| ID3D11ShaderResourceView *textureSRV = NULL; |
| |
| if (texture) |
| { |
| TextureD3D *textureImpl = GetImplAs<TextureD3D>(texture); |
| |
| TextureStorage *texStorage = nullptr; |
| gl::Error error = textureImpl->getNativeTexture(&texStorage); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| // Texture should be complete and have a storage |
| ASSERT(texStorage); |
| |
| TextureStorage11 *storage11 = GetAs<TextureStorage11>(texStorage); |
| |
| // Make sure to add the level offset for our tiny compressed texture workaround |
| gl::SamplerState samplerState = texture->getSamplerState(); |
| samplerState.baseLevel += storage11->getTopLevel(); |
| |
| error = storage11->getSRV(samplerState, &textureSRV); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly |
| // missing the shader resource view |
| ASSERT(textureSRV != NULL); |
| |
| textureImpl->resetDirty(); |
| } |
| |
| ASSERT((type == gl::SAMPLER_PIXEL && static_cast<unsigned int>(index) < getRendererCaps().maxTextureImageUnits) || |
| (type == gl::SAMPLER_VERTEX && static_cast<unsigned int>(index) < getRendererCaps().maxVertexTextureImageUnits)); |
| |
| setShaderResource(type, index, textureSRV); |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| gl::Error Renderer11::setUniformBuffers(const gl::Data &data, |
| const std::vector<GLint> &vertexUniformBuffers, |
| const std::vector<GLint> &fragmentUniformBuffers) |
| { |
| for (size_t uniformBufferIndex = 0; uniformBufferIndex < vertexUniformBuffers.size(); uniformBufferIndex++) |
| { |
| GLint binding = vertexUniformBuffers[uniformBufferIndex]; |
| |
| if (binding == -1) |
| { |
| continue; |
| } |
| |
| gl::Buffer *uniformBuffer = data.state->getIndexedUniformBuffer(binding); |
| GLintptr uniformBufferOffset = data.state->getIndexedUniformBufferOffset(binding); |
| GLsizeiptr uniformBufferSize = data.state->getIndexedUniformBufferSize(binding); |
| |
| if (uniformBuffer) |
| { |
| Buffer11 *bufferStorage = GetImplAs<Buffer11>(uniformBuffer); |
| ID3D11Buffer *constantBuffer; |
| |
| if (mRenderer11DeviceCaps.supportsConstantBufferOffsets) |
| { |
| constantBuffer = bufferStorage->getBuffer(BUFFER_USAGE_UNIFORM); |
| } |
| else |
| { |
| constantBuffer = bufferStorage->getConstantBufferRange(uniformBufferOffset, uniformBufferSize); |
| } |
| |
| if (!constantBuffer) |
| { |
| return gl::Error(GL_OUT_OF_MEMORY); |
| } |
| |
| if (mCurrentConstantBufferVS[uniformBufferIndex] != bufferStorage->getSerial() || |
| mCurrentConstantBufferVSOffset[uniformBufferIndex] != uniformBufferOffset || |
| mCurrentConstantBufferVSSize[uniformBufferIndex] != uniformBufferSize) |
| { |
| if (mRenderer11DeviceCaps.supportsConstantBufferOffsets && uniformBufferSize != 0) |
| { |
| UINT firstConstant = 0, numConstants = 0; |
| CalculateConstantBufferParams(uniformBufferOffset, uniformBufferSize, &firstConstant, &numConstants); |
| mDeviceContext1->VSSetConstantBuffers1(getReservedVertexUniformBuffers() + uniformBufferIndex, |
| 1, &constantBuffer, &firstConstant, &numConstants); |
| } |
| else |
| { |
| mDeviceContext->VSSetConstantBuffers(getReservedVertexUniformBuffers() + uniformBufferIndex, |
| 1, &constantBuffer); |
| } |
| |
| mCurrentConstantBufferVS[uniformBufferIndex] = bufferStorage->getSerial(); |
| mCurrentConstantBufferVSOffset[uniformBufferIndex] = uniformBufferOffset; |
| mCurrentConstantBufferVSSize[uniformBufferIndex] = uniformBufferSize; |
| } |
| } |
| } |
| |
| for (size_t uniformBufferIndex = 0; uniformBufferIndex < fragmentUniformBuffers.size(); uniformBufferIndex++) |
| { |
| GLint binding = fragmentUniformBuffers[uniformBufferIndex]; |
| |
| if (binding == -1) |
| { |
| continue; |
| } |
| |
| gl::Buffer *uniformBuffer = data.state->getIndexedUniformBuffer(binding); |
| GLintptr uniformBufferOffset = data.state->getIndexedUniformBufferOffset(binding); |
| GLsizeiptr uniformBufferSize = data.state->getIndexedUniformBufferSize(binding); |
| |
| if (uniformBuffer) |
| { |
| Buffer11 *bufferStorage = GetImplAs<Buffer11>(uniformBuffer); |
| ID3D11Buffer *constantBuffer; |
| |
| if (mRenderer11DeviceCaps.supportsConstantBufferOffsets) |
| { |
| constantBuffer = bufferStorage->getBuffer(BUFFER_USAGE_UNIFORM); |
| } |
| else |
| { |
| constantBuffer = bufferStorage->getConstantBufferRange(uniformBufferOffset, uniformBufferSize); |
| } |
| |
| if (!constantBuffer) |
| { |
| return gl::Error(GL_OUT_OF_MEMORY); |
| } |
| |
| if (mCurrentConstantBufferPS[uniformBufferIndex] != bufferStorage->getSerial() || |
| mCurrentConstantBufferPSOffset[uniformBufferIndex] != uniformBufferOffset || |
| mCurrentConstantBufferPSSize[uniformBufferIndex] != uniformBufferSize) |
| { |
| if (mRenderer11DeviceCaps.supportsConstantBufferOffsets && uniformBufferSize != 0) |
| { |
| UINT firstConstant = 0, numConstants = 0; |
| CalculateConstantBufferParams(uniformBufferOffset, uniformBufferSize, &firstConstant, &numConstants); |
| mDeviceContext1->PSSetConstantBuffers1(getReservedFragmentUniformBuffers() + uniformBufferIndex, |
| 1, &constantBuffer, &firstConstant, &numConstants); |
| } |
| else |
| { |
| mDeviceContext->PSSetConstantBuffers(getReservedFragmentUniformBuffers() + uniformBufferIndex, |
| 1, &constantBuffer); |
| } |
| |
| mCurrentConstantBufferPS[uniformBufferIndex] = bufferStorage->getSerial(); |
| mCurrentConstantBufferPSOffset[uniformBufferIndex] = uniformBufferOffset; |
| mCurrentConstantBufferPSSize[uniformBufferIndex] = uniformBufferSize; |
| } |
| } |
| } |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| gl::Error Renderer11::setRasterizerState(const gl::RasterizerState &rasterState) |
| { |
| if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0) |
| { |
| ID3D11RasterizerState *dxRasterState = NULL; |
| gl::Error error = mStateCache.getRasterizerState(rasterState, mScissorEnabled, &dxRasterState); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| mDeviceContext->RSSetState(dxRasterState); |
| |
| mCurRasterState = rasterState; |
| } |
| |
| mForceSetRasterState = false; |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| gl::Error Renderer11::setBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor, |
| unsigned int sampleMask) |
| { |
| if (mForceSetBlendState || |
| memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 || |
| memcmp(&blendColor, &mCurBlendColor, sizeof(gl::ColorF)) != 0 || |
| sampleMask != mCurSampleMask) |
| { |
| ID3D11BlendState *dxBlendState = NULL; |
| gl::Error error = mStateCache.getBlendState(framebuffer, blendState, &dxBlendState); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| ASSERT(dxBlendState != NULL); |
| |
| float blendColors[4] = {0.0f}; |
| if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA && |
| blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA) |
| { |
| blendColors[0] = blendColor.red; |
| blendColors[1] = blendColor.green; |
| blendColors[2] = blendColor.blue; |
| blendColors[3] = blendColor.alpha; |
| } |
| else |
| { |
| blendColors[0] = blendColor.alpha; |
| blendColors[1] = blendColor.alpha; |
| blendColors[2] = blendColor.alpha; |
| blendColors[3] = blendColor.alpha; |
| } |
| |
| mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask); |
| |
| mCurBlendState = blendState; |
| mCurBlendColor = blendColor; |
| mCurSampleMask = sampleMask; |
| } |
| |
| mForceSetBlendState = false; |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| gl::Error Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef, |
| int stencilBackRef, bool frontFaceCCW) |
| { |
| if (mForceSetDepthStencilState || |
| memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 || |
| stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef) |
| { |
| ASSERT(depthStencilState.stencilWritemask == depthStencilState.stencilBackWritemask); |
| ASSERT(stencilRef == stencilBackRef); |
| ASSERT(depthStencilState.stencilMask == depthStencilState.stencilBackMask); |
| |
| ID3D11DepthStencilState *dxDepthStencilState = NULL; |
| gl::Error error = mStateCache.getDepthStencilState(depthStencilState, &dxDepthStencilState); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| ASSERT(dxDepthStencilState); |
| |
| // Max D3D11 stencil reference value is 0xFF, corresponding to the max 8 bits in a stencil buffer |
| // GL specifies we should clamp the ref value to the nearest bit depth when doing stencil ops |
| static_assert(D3D11_DEFAULT_STENCIL_READ_MASK == 0xFF, "Unexpected value of D3D11_DEFAULT_STENCIL_READ_MASK"); |
| static_assert(D3D11_DEFAULT_STENCIL_WRITE_MASK == 0xFF, "Unexpected value of D3D11_DEFAULT_STENCIL_WRITE_MASK"); |
| UINT dxStencilRef = std::min<UINT>(stencilRef, 0xFFu); |
| |
| mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, dxStencilRef); |
| |
| mCurDepthStencilState = depthStencilState; |
| mCurStencilRef = stencilRef; |
| mCurStencilBackRef = stencilBackRef; |
| } |
| |
| mForceSetDepthStencilState = false; |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled) |
| { |
| if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 || |
| enabled != mScissorEnabled) |
| { |
| if (enabled) |
| { |
| D3D11_RECT rect; |
| rect.left = std::max(0, scissor.x); |
| rect.top = std::max(0, scissor.y); |
| rect.right = scissor.x + std::max(0, scissor.width); |
| rect.bottom = scissor.y + std::max(0, scissor.height); |
| |
| mDeviceContext->RSSetScissorRects(1, &rect); |
| } |
| |
| if (enabled != mScissorEnabled) |
| { |
| mForceSetRasterState = true; |
| } |
| |
| mCurScissor = scissor; |
| mScissorEnabled = enabled; |
| } |
| |
| mForceSetScissor = false; |
| } |
| |
| void Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace, |
| bool ignoreViewport) |
| { |
| gl::Rectangle actualViewport = viewport; |
| float actualZNear = gl::clamp01(zNear); |
| float actualZFar = gl::clamp01(zFar); |
| if (ignoreViewport) |
| { |
| actualViewport.x = 0; |
| actualViewport.y = 0; |
| actualViewport.width = mRenderTargetDesc.width; |
| actualViewport.height = mRenderTargetDesc.height; |
| actualZNear = 0.0f; |
| actualZFar = 1.0f; |
| } |
| |
| bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 || |
| actualZNear != mCurNear || actualZFar != mCurFar; |
| |
| if (viewportChanged) |
| { |
| const gl::Caps& caps = getRendererCaps(); |
| |
| int dxMaxViewportBoundsX = static_cast<int>(caps.maxViewportWidth); |
| int dxMaxViewportBoundsY = static_cast<int>(caps.maxViewportHeight); |
| int dxMinViewportBoundsX = -dxMaxViewportBoundsX; |
| int dxMinViewportBoundsY = -dxMaxViewportBoundsY; |
| |
| if (mRenderer11DeviceCaps.featureLevel <= D3D_FEATURE_LEVEL_9_3) |
| { |
| // Feature Level 9 viewports shouldn't exceed the dimensions of the rendertarget. |
| dxMaxViewportBoundsX = mRenderTargetDesc.width; |
| dxMaxViewportBoundsY = mRenderTargetDesc.height; |
| dxMinViewportBoundsX = 0; |
| dxMinViewportBoundsY = 0; |
| } |
| |
| int dxViewportTopLeftX = gl::clamp(actualViewport.x, dxMinViewportBoundsX, dxMaxViewportBoundsX); |
| int dxViewportTopLeftY = gl::clamp(actualViewport.y, dxMinViewportBoundsY, dxMaxViewportBoundsY); |
| int dxViewportWidth = gl::clamp(actualViewport.width, 0, dxMaxViewportBoundsX - dxViewportTopLeftX); |
| int dxViewportHeight = gl::clamp(actualViewport.height, 0, dxMaxViewportBoundsY - dxViewportTopLeftY); |
| |
| D3D11_VIEWPORT dxViewport; |
| dxViewport.TopLeftX = static_cast<float>(dxViewportTopLeftX); |
| dxViewport.TopLeftY = static_cast<float>(dxViewportTopLeftY); |
| dxViewport.Width = static_cast<float>(dxViewportWidth); |
| dxViewport.Height = static_cast<float>(dxViewportHeight); |
| dxViewport.MinDepth = actualZNear; |
| dxViewport.MaxDepth = actualZFar; |
| |
| mDeviceContext->RSSetViewports(1, &dxViewport); |
| |
| mCurViewport = actualViewport; |
| mCurNear = actualZNear; |
| mCurFar = actualZFar; |
| |
| // On Feature Level 9_*, we must emulate large and/or negative viewports in the shaders using viewAdjust (like the D3D9 renderer). |
| if (mRenderer11DeviceCaps.featureLevel <= D3D_FEATURE_LEVEL_9_3) |
| { |
| mVertexConstants.viewAdjust[0] = static_cast<float>((actualViewport.width - dxViewportWidth) + 2 * (actualViewport.x - dxViewportTopLeftX)) / dxViewport.Width; |
| mVertexConstants.viewAdjust[1] = static_cast<float>((actualViewport.height - dxViewportHeight) + 2 * (actualViewport.y - dxViewportTopLeftY)) / dxViewport.Height; |
| mVertexConstants.viewAdjust[2] = static_cast<float>(actualViewport.width) / dxViewport.Width; |
| mVertexConstants.viewAdjust[3] = static_cast<float>(actualViewport.height) / dxViewport.Height; |
| } |
| |
| mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f; |
| mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f; |
| mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f); |
| mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f); |
| |
| // Instanced pointsprite emulation requires ViewCoords to be defined in the |
| // the vertex shader. |
| mVertexConstants.viewCoords[0] = mPixelConstants.viewCoords[0]; |
| mVertexConstants.viewCoords[1] = mPixelConstants.viewCoords[1]; |
| mVertexConstants.viewCoords[2] = mPixelConstants.viewCoords[2]; |
| mVertexConstants.viewCoords[3] = mPixelConstants.viewCoords[3]; |
| |
| mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f; |
| mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f; |
| |
| mVertexConstants.depthRange[0] = actualZNear; |
| mVertexConstants.depthRange[1] = actualZFar; |
| mVertexConstants.depthRange[2] = actualZFar - actualZNear; |
| |
| mPixelConstants.depthRange[0] = actualZNear; |
| mPixelConstants.depthRange[1] = actualZFar; |
| mPixelConstants.depthRange[2] = actualZFar - actualZNear; |
| } |
| |
| mForceSetViewport = false; |
| } |
| |
| bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count, bool usesPointSize) |
| { |
| D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED; |
| |
| GLsizei minCount = 0; |
| |
| switch (mode) |
| { |
| case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; minCount = 1; break; |
| case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; minCount = 2; break; |
| case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break; |
| case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break; |
| case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break; |
| case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; minCount = 3; break; |
| // emulate fans via rewriting index buffer |
| case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break; |
| default: |
| UNREACHABLE(); |
| return false; |
| } |
| |
| // If instanced pointsprite emulation is being used and If gl_PointSize is used in the shader, |
| // GL_POINTS mode is expected to render pointsprites. |
| // Instanced PointSprite emulation requires that the topology to be D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST. |
| if (mode == GL_POINTS && usesPointSize && getWorkarounds().useInstancedPointSpriteEmulation) |
| { |
| primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; |
| } |
| |
| if (primitiveTopology != mCurrentPrimitiveTopology) |
| { |
| mDeviceContext->IASetPrimitiveTopology(primitiveTopology); |
| mCurrentPrimitiveTopology = primitiveTopology; |
| } |
| |
| return count >= minCount; |
| } |
| |
| void Renderer11::unsetConflictingSRVs(gl::SamplerType samplerType, uintptr_t resource, const gl::ImageIndex &index) |
| { |
| auto ¤tSRVs = (samplerType == gl::SAMPLER_VERTEX ? mCurVertexSRVs : mCurPixelSRVs); |
| |
| for (size_t resourceIndex = 0; resourceIndex < currentSRVs.size(); ++resourceIndex) |
| { |
| auto &record = currentSRVs[resourceIndex]; |
| |
| if (record.srv && record.resource == resource && ImageIndexConflictsWithSRV(index, record.desc)) |
| { |
| setShaderResource(samplerType, static_cast<UINT>(resourceIndex), NULL); |
| } |
| } |
| } |
| |
| gl::Error Renderer11::applyRenderTarget(const gl::Framebuffer *framebuffer) |
| { |
| // Get the color render buffer and serial |
| // Also extract the render target dimensions and view |
| unsigned int renderTargetWidth = 0; |
| unsigned int renderTargetHeight = 0; |
| DXGI_FORMAT renderTargetFormat = DXGI_FORMAT_UNKNOWN; |
| ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL}; |
| bool missingColorRenderTarget = true; |
| |
| const FramebufferD3D *framebufferD3D = GetImplAs<FramebufferD3D>(framebuffer); |
| const gl::AttachmentList &colorbuffers = framebufferD3D->getColorAttachmentsForRender(getWorkarounds()); |
| |
| for (size_t colorAttachment = 0; colorAttachment < colorbuffers.size(); ++colorAttachment) |
| { |
| const gl::FramebufferAttachment *colorbuffer = colorbuffers[colorAttachment]; |
| |
| if (colorbuffer) |
| { |
| // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order) |
| |
| // check for zero-sized default framebuffer, which is a special case. |
| // in this case we do not wish to modify any state and just silently return false. |
| // this will not report any gl error but will cause the calling method to return. |
| if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0) |
| { |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| // Extract the render target dimensions and view |
| RenderTarget11 *renderTarget = NULL; |
| gl::Error error = colorbuffer->getRenderTarget(&renderTarget); |
| if (error.isError()) |
| { |
| return error; |
| } |
| ASSERT(renderTarget); |
| |
| framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView(); |
| ASSERT(framebufferRTVs[colorAttachment]); |
| |
| if (missingColorRenderTarget) |
| { |
| renderTargetWidth = renderTarget->getWidth(); |
| renderTargetHeight = renderTarget->getHeight(); |
| renderTargetFormat = renderTarget->getDXGIFormat(); |
| missingColorRenderTarget = false; |
| } |
| |
| // Unbind render target SRVs from the shader here to prevent D3D11 warnings. |
| if (colorbuffer->type() == GL_TEXTURE) |
| { |
| uintptr_t rtResource = reinterpret_cast<uintptr_t>(GetViewResource(framebufferRTVs[colorAttachment])); |
| const gl::ImageIndex &index = colorbuffer->getTextureImageIndex(); |
| // The index doesn't need to be corrected for the small compressed texture workaround |
| // because a rendertarget is never compressed. |
| unsetConflictingSRVs(gl::SAMPLER_VERTEX, rtResource, index); |
| unsetConflictingSRVs(gl::SAMPLER_PIXEL, rtResource, index); |
| } |
| } |
| } |
| |
| // Get the depth stencil buffers |
| ID3D11DepthStencilView* framebufferDSV = NULL; |
| const gl::FramebufferAttachment *depthStencil = framebuffer->getDepthOrStencilbuffer(); |
| if (depthStencil) |
| { |
| RenderTarget11 *depthStencilRenderTarget = NULL; |
| gl::Error error = depthStencil->getRenderTarget(&depthStencilRenderTarget); |
| if (error.isError()) |
| { |
| SafeRelease(framebufferRTVs); |
| return error; |
| } |
| ASSERT(depthStencilRenderTarget); |
| |
| framebufferDSV = depthStencilRenderTarget->getDepthStencilView(); |
| ASSERT(framebufferDSV); |
| |
| // If there is no render buffer, the width, height and format values come from |
| // the depth stencil |
| if (missingColorRenderTarget) |
| { |
| renderTargetWidth = depthStencilRenderTarget->getWidth(); |
| renderTargetHeight = depthStencilRenderTarget->getHeight(); |
| renderTargetFormat = depthStencilRenderTarget->getDXGIFormat(); |
| } |
| |
| // Unbind render target SRVs from the shader here to prevent D3D11 warnings. |
| if (depthStencil->type() == GL_TEXTURE) |
| { |
| uintptr_t depthStencilResource = reinterpret_cast<uintptr_t>(GetViewResource(framebufferDSV)); |
| const gl::ImageIndex &index = depthStencil->getTextureImageIndex(); |
| // The index doesn't need to be corrected for the small compressed texture workaround |
| // because a rendertarget is never compressed. |
| unsetConflictingSRVs(gl::SAMPLER_VERTEX, depthStencilResource, index); |
| unsetConflictingSRVs(gl::SAMPLER_PIXEL, depthStencilResource, index); |
| } |
| } |
| |
| // Apply the render target and depth stencil |
| if (!mRenderTargetDescInitialized || !mDepthStencilInitialized || |
| memcmp(framebufferRTVs, mAppliedRTVs, sizeof(framebufferRTVs)) != 0 || |
| reinterpret_cast<uintptr_t>(framebufferDSV) != mAppliedDSV) |
| { |
| mDeviceContext->OMSetRenderTargets(getRendererCaps().maxDrawBuffers, framebufferRTVs, framebufferDSV); |
| |
| mRenderTargetDesc.width = renderTargetWidth; |
| mRenderTargetDesc.height = renderTargetHeight; |
| mRenderTargetDesc.format = renderTargetFormat; |
| mForceSetViewport = true; |
| mForceSetScissor = true; |
| mForceSetBlendState = true; |
| |
| if (!mDepthStencilInitialized) |
| { |
| mForceSetRasterState = true; |
| } |
| |
| for (size_t rtIndex = 0; rtIndex < ArraySize(framebufferRTVs); rtIndex++) |
| { |
| mAppliedRTVs[rtIndex] = reinterpret_cast<uintptr_t>(framebufferRTVs[rtIndex]); |
| } |
| mAppliedDSV = reinterpret_cast<uintptr_t>(framebufferDSV); |
| mRenderTargetDescInitialized = true; |
| mDepthStencilInitialized = true; |
| } |
| |
| const Framebuffer11 *framebuffer11 = GetImplAs<Framebuffer11>(framebuffer); |
| gl::Error error = framebuffer11->invalidateSwizzles(); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| gl::Error Renderer11::applyVertexBuffer(const gl::State &state, GLenum mode, GLint first, GLsizei count, GLsizei instances, SourceIndexData *sourceInfo) |
| { |
| gl::Error error = mVertexDataManager->prepareVertexData(state, first, count, &mTranslatedAttribCache, instances); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| // If index information is passed, mark it with the current changed status. |
| if (sourceInfo) |
| { |
| sourceInfo->srcIndicesChanged = mAppliedIBChanged; |
| } |
| |
| return mInputLayoutCache.applyVertexBuffers(mTranslatedAttribCache, mode, state.getProgram(), sourceInfo); |
| } |
| |
| gl::Error Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo, SourceIndexData *sourceIndexInfo) |
| { |
| gl::Error error = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo, sourceIndexInfo); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| ID3D11Buffer *buffer = NULL; |
| DXGI_FORMAT bufferFormat = (indexInfo->indexType == GL_UNSIGNED_INT) ? DXGI_FORMAT_R32_UINT : DXGI_FORMAT_R16_UINT; |
| |
| if (indexInfo->storage) |
| { |
| Buffer11 *storage = GetAs<Buffer11>(indexInfo->storage); |
| buffer = storage->getBuffer(BUFFER_USAGE_INDEX); |
| } |
| else |
| { |
| IndexBuffer11* indexBuffer = GetAs<IndexBuffer11>(indexInfo->indexBuffer); |
| buffer = indexBuffer->getBuffer(); |
| } |
| |
| mAppliedIBChanged = false; |
| if (buffer != mAppliedIB || bufferFormat != mAppliedIBFormat || indexInfo->startOffset != mAppliedIBOffset) |
| { |
| mDeviceContext->IASetIndexBuffer(buffer, bufferFormat, indexInfo->startOffset); |
| |
| mAppliedIB = buffer; |
| mAppliedIBFormat = bufferFormat; |
| mAppliedIBOffset = indexInfo->startOffset; |
| mAppliedIBChanged = true; |
| } |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| void Renderer11::applyTransformFeedbackBuffers(const gl::State &state) |
| { |
| size_t numXFBBindings = 0; |
| bool requiresUpdate = false; |
| |
| if (state.isTransformFeedbackActiveUnpaused()) |
| { |
| const gl::TransformFeedback *transformFeedback = state.getCurrentTransformFeedback(); |
| numXFBBindings = transformFeedback->getIndexedBufferCount(); |
| ASSERT(numXFBBindings <= gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS); |
| |
| for (size_t i = 0; i < numXFBBindings; i++) |
| { |
| const OffsetBindingPointer<gl::Buffer> &binding = transformFeedback->getIndexedBuffer(i); |
| |
| ID3D11Buffer *d3dBuffer = NULL; |
| if (binding.get() != nullptr) |
| { |
| Buffer11 *storage = GetImplAs<Buffer11>(binding.get()); |
| d3dBuffer = storage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK); |
| } |
| |
| // TODO: mAppliedTFBuffers and friends should also be kept in a vector. |
| if (d3dBuffer != mAppliedTFBuffers[i] || binding.getOffset() != mAppliedTFOffsets[i]) |
| { |
| requiresUpdate = true; |
| } |
| } |
| } |
| |
| if (requiresUpdate || numXFBBindings != mAppliedNumXFBBindings) |
| { |
| const gl::TransformFeedback *transformFeedback = state.getCurrentTransformFeedback(); |
| for (size_t i = 0; i < numXFBBindings; ++i) |
| { |
| const OffsetBindingPointer<gl::Buffer> &binding = transformFeedback->getIndexedBuffer(i); |
| if (binding.get() != nullptr) |
| { |
| Buffer11 *storage = GetImplAs<Buffer11>(binding.get()); |
| ID3D11Buffer *d3dBuffer = storage->getBuffer(BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK); |
| |
| mCurrentD3DOffsets[i] = (mAppliedTFBuffers[i] != d3dBuffer || mAppliedTFOffsets[i] != binding.getOffset()) ? |
| static_cast<UINT>(binding.getOffset()) : -1; |
| mAppliedTFBuffers[i] = d3dBuffer; |
| } |
| else |
| { |
| mAppliedTFBuffers[i] = NULL; |
| mCurrentD3DOffsets[i] = 0; |
| } |
| mAppliedTFOffsets[i] = binding.getOffset(); |
| } |
| |
| mAppliedNumXFBBindings = numXFBBindings; |
| |
| mDeviceContext->SOSetTargets(numXFBBindings, mAppliedTFBuffers, mCurrentD3DOffsets); |
| } |
| } |
| |
| gl::Error Renderer11::drawArrays(const gl::Data &data, GLenum mode, GLsizei count, GLsizei instances, bool usesPointSize) |
| { |
| bool useInstancedPointSpriteEmulation = usesPointSize && getWorkarounds().useInstancedPointSpriteEmulation; |
| if (mode == GL_POINTS && data.state->isTransformFeedbackActiveUnpaused()) |
| { |
| // Since point sprites are generated with a geometry shader, too many vertices will |
| // be written if transform feedback is active. To work around this, draw only the points |
| // with the stream out shader and no pixel shader to feed the stream out buffers and then |
| // draw again with the point sprite geometry shader to rasterize the point sprites. |
| |
| mDeviceContext->PSSetShader(NULL, NULL, 0); |
| |
| if (instances > 0) |
| { |
| mDeviceContext->DrawInstanced(count, instances, 0, 0); |
| } |
| else |
| { |
| mDeviceContext->Draw(count, 0); |
| } |
| |
| ProgramD3D *programD3D = GetImplAs<ProgramD3D>(data.state->getProgram()); |
| |
| rx::ShaderExecutableD3D *pixelExe = NULL; |
| gl::Error error = programD3D->getPixelExecutableForFramebuffer(data.state->getDrawFramebuffer(), &pixelExe); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| // Skip this step if we're doing rasterizer discard. |
| if (pixelExe && !data.state->getRasterizerState().rasterizerDiscard && usesPointSize) |
| { |
| ID3D11PixelShader *pixelShader = GetAs<ShaderExecutable11>(pixelExe)->getPixelShader(); |
| ASSERT(reinterpret_cast<uintptr_t>(pixelShader) == mAppliedPixelShader); |
| mDeviceContext->PSSetShader(pixelShader, NULL, 0); |
| |
| // Retrieve the point sprite geometry shader |
| rx::ShaderExecutableD3D *geometryExe = programD3D->getGeometryExecutable(); |
| ID3D11GeometryShader *geometryShader = (geometryExe ? GetAs<ShaderExecutable11>(geometryExe)->getGeometryShader() : NULL); |
| mAppliedGeometryShader = reinterpret_cast<uintptr_t>(geometryShader); |
| ASSERT(geometryShader); |
| mDeviceContext->GSSetShader(geometryShader, NULL, 0); |
| |
| if (instances > 0) |
| { |
| mDeviceContext->DrawInstanced(count, instances, 0, 0); |
| } |
| else |
| { |
| mDeviceContext->Draw(count, 0); |
| } |
| } |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| else if (mode == GL_LINE_LOOP) |
| { |
| return drawLineLoop(count, GL_NONE, NULL, 0, NULL); |
| } |
| else if (mode == GL_TRIANGLE_FAN) |
| { |
| return drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances); |
| } |
| else if (instances > 0) |
| { |
| mDeviceContext->DrawInstanced(count, instances, 0, 0); |
| return gl::Error(GL_NO_ERROR); |
| } |
| else |
| { |
| // 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 (mode == GL_POINTS && useInstancedPointSpriteEmulation) |
| { |
| mDeviceContext->DrawIndexedInstanced(6, count, 0, 0, 0); |
| } |
| else |
| { |
| mDeviceContext->Draw(count, 0); |
| } |
| return gl::Error(GL_NO_ERROR); |
| } |
| } |
| |
| gl::Error Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, |
| gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances, |
| bool usesPointSize) |
| { |
| bool useInstancedPointSpriteEmulation = usesPointSize && getWorkarounds().useInstancedPointSpriteEmulation; |
| int minIndex = static_cast<int>(indexInfo.indexRange.start); |
| |
| if (mode == GL_LINE_LOOP) |
| { |
| return drawLineLoop(count, type, indices, minIndex, elementArrayBuffer); |
| } |
| else if (mode == GL_TRIANGLE_FAN) |
| { |
| return drawTriangleFan(count, type, indices, minIndex, elementArrayBuffer, instances); |
| } |
| else if (instances > 0) |
| { |
| mDeviceContext->DrawIndexedInstanced(count, instances, 0, -minIndex, 0); |
| return gl::Error(GL_NO_ERROR); |
| } |
| else |
| { |
| // 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 (mode == GL_POINTS && useInstancedPointSpriteEmulation) |
| { |
| // 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. |
| mDeviceContext->DrawIndexedInstanced(6, count, 0, 0, 0); |
| return gl::Error(GL_NO_ERROR); |
| } |
| else |
| { |
| mDeviceContext->DrawIndexed(count, 0, -minIndex); |
| return gl::Error(GL_NO_ERROR); |
| } |
| } |
| } |
| |
| gl::Error Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer) |
| { |
| // Get the raw indices for an indexed draw |
| if (type != GL_NONE && elementArrayBuffer) |
| { |
| BufferD3D *storage = GetImplAs<BufferD3D>(elementArrayBuffer); |
| intptr_t offset = reinterpret_cast<intptr_t>(indices); |
| |
| const uint8_t *bufferData = NULL; |
| gl::Error error = storage->getData(&bufferData); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| indices = bufferData + offset; |
| } |
| |
| if (!mLineLoopIB) |
| { |
| mLineLoopIB = new StreamingIndexBufferInterface(this); |
| gl::Error error = mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT); |
| if (error.isError()) |
| { |
| SafeDelete(mLineLoopIB); |
| return error; |
| } |
| } |
| |
| // Checked by Renderer11::applyPrimitiveType |
| ASSERT(count >= 0); |
| |
| if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int))) |
| { |
| return gl::Error(GL_OUT_OF_MEMORY, "Failed to create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required."); |
| } |
| |
| const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned int); |
| gl::Error error = mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| void* mappedMemory = NULL; |
| unsigned int offset; |
| error = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory); |
| unsigned int indexBufferOffset = offset; |
| |
| switch (type) |
| { |
| case GL_NONE: // Non-indexed draw |
| for (int i = 0; i < count; i++) |
| { |
| data[i] = i; |
| } |
| data[count] = 0; |
| break; |
| case GL_UNSIGNED_BYTE: |
| for (int i = 0; i < count; i++) |
| { |
| data[i] = static_cast<const GLubyte*>(indices)[i]; |
| } |
| data[count] = static_cast<const GLubyte*>(indices)[0]; |
| break; |
| case GL_UNSIGNED_SHORT: |
| for (int i = 0; i < count; i++) |
| { |
| data[i] = static_cast<const GLushort*>(indices)[i]; |
| } |
| data[count] = static_cast<const GLushort*>(indices)[0]; |
| break; |
| case GL_UNSIGNED_INT: |
| for (int i = 0; i < count; i++) |
| { |
| data[i] = static_cast<const GLuint*>(indices)[i]; |
| } |
| data[count] = static_cast<const GLuint*>(indices)[0]; |
| break; |
| default: UNREACHABLE(); |
| } |
| |
| error = mLineLoopIB->unmapBuffer(); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| IndexBuffer11 *indexBuffer = GetAs<IndexBuffer11>(mLineLoopIB->getIndexBuffer()); |
| ID3D11Buffer *d3dIndexBuffer = indexBuffer->getBuffer(); |
| DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat(); |
| |
| if (mAppliedIB != d3dIndexBuffer || mAppliedIBFormat != indexFormat || mAppliedIBOffset != indexBufferOffset) |
| { |
| mDeviceContext->IASetIndexBuffer(d3dIndexBuffer, indexFormat, indexBufferOffset); |
| mAppliedIB = d3dIndexBuffer; |
| mAppliedIBFormat = indexFormat; |
| mAppliedIBOffset = indexBufferOffset; |
| } |
| |
| mDeviceContext->DrawIndexed(count + 1, 0, -minIndex); |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| gl::Error Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances) |
| { |
| // Get the raw indices for an indexed draw |
| if (type != GL_NONE && elementArrayBuffer) |
| { |
| BufferD3D *storage = GetImplAs<BufferD3D>(elementArrayBuffer); |
| intptr_t offset = reinterpret_cast<intptr_t>(indices); |
| |
| const uint8_t *bufferData = NULL; |
| gl::Error error = storage->getData(&bufferData); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| indices = bufferData + offset; |
| } |
| |
| if (!mTriangleFanIB) |
| { |
| mTriangleFanIB = new StreamingIndexBufferInterface(this); |
| gl::Error error = mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT); |
| if (error.isError()) |
| { |
| SafeDelete(mTriangleFanIB); |
| return error; |
| } |
| } |
| |
| // Checked by Renderer11::applyPrimitiveType |
| ASSERT(count >= 3); |
| |
| const unsigned int numTris = count - 2; |
| |
| if (numTris > (std::numeric_limits<unsigned int>::max() / (sizeof(unsigned int) * 3))) |
| { |
| return gl::Error(GL_OUT_OF_MEMORY, "Failed to create a scratch index buffer for GL_TRIANGLE_FAN, too many indices required."); |
| } |
| |
| const unsigned int spaceNeeded = (numTris * 3) * sizeof(unsigned int); |
| gl::Error error = mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| void* mappedMemory = NULL; |
| unsigned int offset; |
| error = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory, &offset); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory); |
| unsigned int indexBufferOffset = offset; |
| |
| switch (type) |
| { |
| case GL_NONE: // Non-indexed draw |
| for (unsigned int i = 0; i < numTris; i++) |
| { |
| data[i*3 + 0] = 0; |
| data[i*3 + 1] = i + 1; |
| data[i*3 + 2] = i + 2; |
| } |
| break; |
| case GL_UNSIGNED_BYTE: |
| for (unsigned int i = 0; i < numTris; i++) |
| { |
| data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0]; |
| data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1]; |
| data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2]; |
| } |
| break; |
| case GL_UNSIGNED_SHORT: |
| for (unsigned int i = 0; i < numTris; i++) |
| { |
| data[i*3 + 0] = static_cast<const GLushort*>(indices)[0]; |
| data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1]; |
| data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2]; |
| } |
| break; |
| case GL_UNSIGNED_INT: |
| for (unsigned int i = 0; i < numTris; i++) |
| { |
| data[i*3 + 0] = static_cast<const GLuint*>(indices)[0]; |
| data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1]; |
| data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2]; |
| } |
| break; |
| default: UNREACHABLE(); |
| } |
| |
| error = mTriangleFanIB->unmapBuffer(); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| IndexBuffer11 *indexBuffer = GetAs<IndexBuffer11>(mTriangleFanIB->getIndexBuffer()); |
| ID3D11Buffer *d3dIndexBuffer = indexBuffer->getBuffer(); |
| DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat(); |
| |
| if (mAppliedIB != d3dIndexBuffer || mAppliedIBFormat != indexFormat || mAppliedIBOffset != indexBufferOffset) |
| { |
| mDeviceContext->IASetIndexBuffer(d3dIndexBuffer, indexFormat, indexBufferOffset); |
| mAppliedIB = d3dIndexBuffer; |
| mAppliedIBFormat = indexFormat; |
| mAppliedIBOffset = indexBufferOffset; |
| } |
| |
| if (instances > 0) |
| { |
| mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0); |
| } |
| else |
| { |
| mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex); |
| } |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| gl::Error Renderer11::applyShaders(gl::Program *program, |
| const gl::Framebuffer *framebuffer, |
| bool rasterizerDiscard, |
| bool transformFeedbackActive) |
| { |
| ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program); |
| const auto &inputLayout = programD3D->getCachedInputLayout(); |
| |
| ShaderExecutableD3D *vertexExe = NULL; |
| gl::Error error = programD3D->getVertexExecutableForInputLayout(inputLayout, &vertexExe, nullptr); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| ShaderExecutableD3D *pixelExe = NULL; |
| error = programD3D->getPixelExecutableForFramebuffer(framebuffer, &pixelExe); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| ShaderExecutableD3D *geometryExe = programD3D->getGeometryExecutable(); |
| |
| ID3D11VertexShader *vertexShader = (vertexExe ? GetAs<ShaderExecutable11>(vertexExe)->getVertexShader() : NULL); |
| |
| ID3D11PixelShader *pixelShader = NULL; |
| // Skip pixel shader if we're doing rasterizer discard. |
| if (!rasterizerDiscard) |
| { |
| pixelShader = (pixelExe ? GetAs<ShaderExecutable11>(pixelExe)->getPixelShader() : NULL); |
| } |
| |
| ID3D11GeometryShader *geometryShader = NULL; |
| if (transformFeedbackActive) |
| { |
| geometryShader = (vertexExe ? GetAs<ShaderExecutable11>(vertexExe)->getStreamOutShader() : NULL); |
| } |
| else if (mCurRasterState.pointDrawMode) |
| { |
| geometryShader = (geometryExe ? GetAs<ShaderExecutable11>(geometryExe)->getGeometryShader() : NULL); |
| } |
| |
| bool dirtyUniforms = false; |
| |
| if (reinterpret_cast<uintptr_t>(vertexShader) != mAppliedVertexShader) |
| { |
| mDeviceContext->VSSetShader(vertexShader, NULL, 0); |
| mAppliedVertexShader = reinterpret_cast<uintptr_t>(vertexShader); |
| dirtyUniforms = true; |
| } |
| |
| if (reinterpret_cast<uintptr_t>(geometryShader) != mAppliedGeometryShader) |
| { |
| mDeviceContext->GSSetShader(geometryShader, NULL, 0); |
| mAppliedGeometryShader = reinterpret_cast<uintptr_t>(geometryShader); |
| dirtyUniforms = true; |
| } |
| |
| if (reinterpret_cast<uintptr_t>(pixelShader) != mAppliedPixelShader) |
| { |
| mDeviceContext->PSSetShader(pixelShader, NULL, 0); |
| mAppliedPixelShader = reinterpret_cast<uintptr_t>(pixelShader); |
| dirtyUniforms = true; |
| } |
| |
| if (dirtyUniforms) |
| { |
| programD3D->dirtyAllUniforms(); |
| } |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| gl::Error Renderer11::applyUniforms(const ProgramImpl &program, const std::vector<gl::LinkedUniform*> &uniformArray) |
| { |
| unsigned int totalRegisterCountVS = 0; |
| unsigned int totalRegisterCountPS = 0; |
| |
| bool vertexUniformsDirty = false; |
| bool pixelUniformsDirty = false; |
| |
| for (size_t uniformIndex = 0; uniformIndex < uniformArray.size(); uniformIndex++) |
| { |
| const gl::LinkedUniform &uniform = *uniformArray[uniformIndex]; |
| |
| if (uniform.isReferencedByVertexShader() && !uniform.isSampler()) |
| { |
| totalRegisterCountVS += uniform.registerCount; |
| vertexUniformsDirty = (vertexUniformsDirty || uniform.dirty); |
| } |
| |
| if (uniform.isReferencedByFragmentShader() && !uniform.isSampler()) |
| { |
| totalRegisterCountPS += uniform.registerCount; |
| pixelUniformsDirty = (pixelUniformsDirty || uniform.dirty); |
| } |
| } |
| |
| const ProgramD3D *programD3D = GetAs<ProgramD3D>(&program); |
| const UniformStorage11 *vertexUniformStorage = GetAs<UniformStorage11>(&programD3D->getVertexUniformStorage()); |
| const UniformStorage11 *fragmentUniformStorage = GetAs<UniformStorage11>(&programD3D->getFragmentUniformStorage()); |
| ASSERT(vertexUniformStorage); |
| ASSERT(fragmentUniformStorage); |
| |
| ID3D11Buffer *vertexConstantBuffer = vertexUniformStorage->getConstantBuffer(); |
| ID3D11Buffer *pixelConstantBuffer = fragmentUniformStorage->getConstantBuffer(); |
| |
| float (*mapVS)[4] = NULL; |
| float (*mapPS)[4] = NULL; |
| |
| if (totalRegisterCountVS > 0 && vertexUniformsDirty) |
| { |
| D3D11_MAPPED_SUBRESOURCE map = {0}; |
| HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); |
| UNUSED_ASSERTION_VARIABLE(result); |
| ASSERT(SUCCEEDED(result)); |
| mapVS = (float(*)[4])map.pData; |
| } |
| |
| if (totalRegisterCountPS > 0 && pixelUniformsDirty) |
| { |
| D3D11_MAPPED_SUBRESOURCE map = {0}; |
| HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); |
| UNUSED_ASSERTION_VARIABLE(result); |
| ASSERT(SUCCEEDED(result)); |
| mapPS = (float(*)[4])map.pData; |
| } |
| |
| for (size_t uniformIndex = 0; uniformIndex < uniformArray.size(); uniformIndex++) |
| { |
| gl::LinkedUniform *uniform = uniformArray[uniformIndex]; |
| |
| if (!uniform->isSampler()) |
| { |
| unsigned int componentCount = (4 - uniform->registerElement); |
| |
| // we assume that uniforms from structs are arranged in struct order in our uniforms list. otherwise we would |
| // overwrite previously written regions of memory. |
| |
| if (uniform->isReferencedByVertexShader() && mapVS) |
| { |
| memcpy(&mapVS[uniform->vsRegisterIndex][uniform->registerElement], uniform->data, uniform->registerCount * sizeof(float) * componentCount); |
| } |
| |
| if (uniform->isReferencedByFragmentShader() && mapPS) |
| { |
| memcpy(&mapPS[uniform->psRegisterIndex][uniform->registerElement], uniform->data, uniform->registerCount * sizeof(float) * componentCount); |
| } |
| } |
| } |
| |
| if (mapVS) |
| { |
| mDeviceContext->Unmap(vertexConstantBuffer, 0); |
| } |
| |
| if (mapPS) |
| { |
| mDeviceContext->Unmap(pixelConstantBuffer, 0); |
| } |
| |
| if (mCurrentVertexConstantBuffer != vertexConstantBuffer) |
| { |
| mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer); |
| mCurrentVertexConstantBuffer = vertexConstantBuffer; |
| } |
| |
| if (mCurrentPixelConstantBuffer != pixelConstantBuffer) |
| { |
| mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer); |
| mCurrentPixelConstantBuffer = pixelConstantBuffer; |
| } |
| |
| // Driver uniforms |
| if (!mDriverConstantBufferVS) |
| { |
| D3D11_BUFFER_DESC constantBufferDescription = {0}; |
| constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants); |
| constantBufferDescription.Usage = D3D11_USAGE_DEFAULT; |
| constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER; |
| constantBufferDescription.CPUAccessFlags = 0; |
| constantBufferDescription.MiscFlags = 0; |
| constantBufferDescription.StructureByteStride = 0; |
| |
| HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS); |
| ASSERT(SUCCEEDED(result)); |
| if (FAILED(result)) |
| { |
| return gl::Error(GL_OUT_OF_MEMORY, "Failed to create vertex shader constant buffer, result: 0x%X.", result); |
| } |
| mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS); |
| } |
| |
| if (!mDriverConstantBufferPS) |
| { |
| D3D11_BUFFER_DESC constantBufferDescription = {0}; |
| constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants); |
| constantBufferDescription.Usage = D3D11_USAGE_DEFAULT; |
| constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER; |
| constantBufferDescription.CPUAccessFlags = 0; |
| constantBufferDescription.MiscFlags = 0; |
| constantBufferDescription.StructureByteStride = 0; |
| |
| HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS); |
| ASSERT(SUCCEEDED(result)); |
| if (FAILED(result)) |
| { |
| return gl::Error(GL_OUT_OF_MEMORY, "Failed to create pixel shader constant buffer, result: 0x%X.", result); |
| } |
| mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS); |
| } |
| |
| if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0) |
| { |
| ASSERT(mDriverConstantBufferVS != nullptr); |
| if (mDriverConstantBufferVS) |
| { |
| mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0); |
| memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants)); |
| } |
| } |
| |
| if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0) |
| { |
| ASSERT(mDriverConstantBufferPS != nullptr); |
| if (mDriverConstantBufferPS) |
| { |
| mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0); |
| memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants)); |
| } |
| } |
| |
| // GSSetConstantBuffers triggers device removal on 9_3, so we should only call it if necessary |
| if (programD3D->usesGeometryShader()) |
| { |
| // needed for the point sprite geometry shader |
| if (mCurrentGeometryConstantBuffer != mDriverConstantBufferPS) |
| { |
| ASSERT(mDriverConstantBufferPS != nullptr); |
| if (mDriverConstantBufferPS) |
| { |
| mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS); |
| mCurrentGeometryConstantBuffer = mDriverConstantBufferPS; |
| } |
| } |
| } |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| void Renderer11::markAllStateDirty() |
| { |
| TRACE_EVENT0("gpu.angle", "Renderer11::markAllStateDirty"); |
| |
| for (size_t rtIndex = 0; rtIndex < ArraySize(mAppliedRTVs); rtIndex++) |
| { |
| mAppliedRTVs[rtIndex] = DirtyPointer; |
| } |
| mAppliedDSV = DirtyPointer; |
| mDepthStencilInitialized = false; |
| mRenderTargetDescInitialized = false; |
| |
| // We reset the current SRV data because it might not be in sync with D3D's state |
| // anymore. For example when a currently used SRV is used as an RTV, D3D silently |
| // remove it from its state. |
| mCurVertexSRVs.clear(); |
| mCurPixelSRVs.clear(); |
| |
| ASSERT(mForceSetVertexSamplerStates.size() == mCurVertexSRVs.size()); |
| for (size_t vsamplerId = 0; vsamplerId < mForceSetVertexSamplerStates.size(); ++vsamplerId) |
| { |
| mForceSetVertexSamplerStates[vsamplerId] = true; |
| } |
| |
| ASSERT(mForceSetPixelSamplerStates.size() == mCurPixelSRVs.size()); |
| for (size_t fsamplerId = 0; fsamplerId < mForceSetPixelSamplerStates.size(); ++fsamplerId) |
| { |
| mForceSetPixelSamplerStates[fsamplerId] = true; |
| } |
| |
| mForceSetBlendState = true; |
| mForceSetRasterState = true; |
| mForceSetDepthStencilState = true; |
| mForceSetScissor = true; |
| mForceSetViewport = true; |
| |
| mAppliedIB = NULL; |
| mAppliedIBFormat = DXGI_FORMAT_UNKNOWN; |
| mAppliedIBOffset = 0; |
| |
| mAppliedVertexShader = DirtyPointer; |
| mAppliedGeometryShader = DirtyPointer; |
| mAppliedPixelShader = DirtyPointer; |
| |
| mAppliedNumXFBBindings = static_cast<size_t>(-1); |
| |
| for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++) |
| { |
| mAppliedTFBuffers[i] = NULL; |
| mAppliedTFOffsets[i] = 0; |
| } |
| |
| memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants)); |
| memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants)); |
| |
| mInputLayoutCache.markDirty(); |
| |
| for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; i++) |
| { |
| mCurrentConstantBufferVS[i] = static_cast<unsigned int>(-1); |
| mCurrentConstantBufferVSOffset[i] = 0; |
| mCurrentConstantBufferVSSize[i] = 0; |
| mCurrentConstantBufferPS[i] = static_cast<unsigned int>(-1); |
| mCurrentConstantBufferPSOffset[i] = 0; |
| mCurrentConstantBufferPSSize[i] = 0; |
| } |
| |
| mCurrentVertexConstantBuffer = NULL; |
| mCurrentPixelConstantBuffer = NULL; |
| mCurrentGeometryConstantBuffer = NULL; |
| |
| mCurrentPrimitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED; |
| } |
| |
| void Renderer11::releaseDeviceResources() |
| { |
| mStateCache.clear(); |
| mInputLayoutCache.clear(); |
| |
| SafeDelete(mVertexDataManager); |
| SafeDelete(mIndexDataManager); |
| SafeDelete(mLineLoopIB); |
| SafeDelete(mTriangleFanIB); |
| SafeDelete(mBlit); |
| SafeDelete(mClear); |
| SafeDelete(mTrim); |
| SafeDelete(mPixelTransfer); |
| |
| SafeRelease(mDriverConstantBufferVS); |
| SafeRelease(mDriverConstantBufferPS); |
| SafeRelease(mSyncQuery); |
| } |
| |
| // set notify to true to broadcast a message to all contexts of the device loss |
| bool Renderer11::testDeviceLost() |
| { |
| bool isLost = false; |
| |
| // GetRemovedReason is used to test if the device is removed |
| HRESULT result = mDevice->GetDeviceRemovedReason(); |
| isLost = d3d11::isDeviceLostError(result); |
| |
| if (isLost) |
| { |
| // Log error if this is a new device lost event |
| if (mDeviceLost == false) |
| { |
| ERR("The D3D11 device was removed: 0x%08X", result); |
| } |
| |
| // ensure we note the device loss -- |
| // we'll probably get this done again by notifyDeviceLost |
| // but best to remember it! |
| // Note that we don't want to clear the device loss status here |
| // -- this needs to be done by resetDevice |
| mDeviceLost = true; |
| } |
| |
| 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 == NULL) |
| { |
| return false; |
| } |
| |
| ID3D11Device* dummyDevice; |
| D3D_FEATURE_LEVEL dummyFeatureLevel; |
| ID3D11DeviceContext* dummyContext; |
| |
| HRESULT result = D3D11CreateDevice(NULL, |
| mDriverType, |
| NULL, |
| #if defined(_DEBUG) |
| D3D11_CREATE_DEVICE_DEBUG, |
| #else |
| 0, |
| #endif |
| mAvailableFeatureLevels.data(), |
| mAvailableFeatureLevels.size(), |
| D3D11_SDK_VERSION, |
| &dummyDevice, |
| &dummyFeatureLevel, |
| &dummyContext); |
| |
| if (!mDevice || FAILED(result)) |
| { |
| return false; |
| } |
| |
| SafeRelease(dummyContext); |
| SafeRelease(dummyDevice); |
| |
| return true; |
| } |
| |
| void Renderer11::release() |
| { |
| RendererD3D::cleanup(); |
| |
| releaseDeviceResources(); |
| |
| SafeRelease(mDxgiFactory); |
| SafeRelease(mDxgiAdapter); |
| |
| SafeRelease(mDeviceContext1); |
| |
| if (mDeviceContext) |
| { |
| mDeviceContext->ClearState(); |
| mDeviceContext->Flush(); |
| SafeRelease(mDeviceContext); |
| } |
| |
| SafeRelease(mDevice); |
| SafeRelease(mDebug); |
| |
| if (mD3d11Module) |
| { |
| FreeLibrary(mD3d11Module); |
| mD3d11Module = NULL; |
| } |
| |
| if (mDxgiModule) |
| { |
| FreeLibrary(mDxgiModule); |
| mDxgiModule = NULL; |
| } |
| |
| mCompiler.release(); |
| } |
| |
| bool Renderer11::resetDevice() |
| { |
| // recreate everything |
| release(); |
| egl::Error result = initialize(); |
| |
| if (result.isError()) |
| { |
| ERR("Could not reinitialize D3D11 device: %08X", result.getCode()); |
| return false; |
| } |
| |
| mDeviceLost = false; |
| |
| return true; |
| } |
| |
| VendorID Renderer11::getVendorId() const |
| { |
| return static_cast<VendorID>(mAdapterDescription.VendorId); |
| } |
| |
| 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 |
| { |
| return 0; // Driver uniforms are stored in a separate constant buffer |
| } |
| |
| unsigned int Renderer11::getReservedFragmentUniformVectors() const |
| { |
| return 0; // Driver uniforms are stored in a separate constant buffer |
| } |
| |
| unsigned int Renderer11::getReservedVertexUniformBuffers() const |
| { |
| // we reserve one buffer for the application uniforms, and one for driver uniforms |
| return 2; |
| } |
| |
| unsigned int Renderer11::getReservedFragmentUniformBuffers() const |
| { |
| // we reserve one buffer for the application uniforms, and one for driver uniforms |
| return 2; |
| } |
| |
| bool Renderer11::getShareHandleSupport() const |
| { |
| // We only currently support share handles with BGRA surfaces, because |
| // chrome needs BGRA. Once chrome fixes this, we should always support them. |
| if (!getRendererExtensions().textureFormatBGRA8888) |
| { |
| return false; |
| } |
| |
| // PIX doesn't seem to support using share handles, so disable them. |
| if (gl::DebugAnnotationsActive()) |
| { |
| 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) |
| { |
| return false; |
| } |
| |
| // Also disable on non-hardware drivers, since sharing doesn't work cross-driver. |
| if (mDriverType != D3D_DRIVER_TYPE_HARDWARE) |
| { |
| return false; |
| } |
| |
| return true; |
| } |
| |
| bool Renderer11::getPostSubBufferSupport() const |
| { |
| // D3D11 does not support present with dirty rectangles until DXGI 1.2. |
| return mRenderer11DeviceCaps.supportsDXGI1_2; |
| } |
| |
| int Renderer11::getMajorShaderModel() const |
| { |
| switch (mRenderer11DeviceCaps.featureLevel) |
| { |
| 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_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_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 ""; |
| } |
| } |
| |
| gl::Error Renderer11::copyImage2D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, |
| const gl::Offset &destOffset, TextureStorage *storage, GLint level) |
| { |
| const gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer(); |
| ASSERT(colorbuffer); |
| |
| RenderTarget11 *sourceRenderTarget = NULL; |
| gl::Error error = colorbuffer->getRenderTarget(&sourceRenderTarget); |
| if (error.isError()) |
| { |
| return error; |
| } |
| ASSERT(sourceRenderTarget); |
| |
| ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView(); |
| ASSERT(source); |
| |
| TextureStorage11_2D *storage11 = GetAs<TextureStorage11_2D>(storage); |
| ASSERT(storage11); |
| |
| gl::ImageIndex index = gl::ImageIndex::Make2D(level); |
| RenderTargetD3D *destRenderTarget = NULL; |
| error = storage11->getRenderTarget(index, &destRenderTarget); |
| if (error.isError()) |
| { |
| return error; |
| } |
| ASSERT(destRenderTarget); |
| |
| ID3D11RenderTargetView *dest = GetAs<RenderTarget11>(destRenderTarget)->getRenderTargetView(); |
| ASSERT(dest); |
| |
| gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1); |
| gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1); |
| |
| 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 |
| error = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL, destFormat, GL_NEAREST); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| storage11->invalidateSwizzleCacheLevel(level); |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| gl::Error Renderer11::copyImageCube(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, |
| const gl::Offset &destOffset, TextureStorage *storage, GLenum target, GLint level) |
| { |
| const gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer(); |
| ASSERT(colorbuffer); |
| |
| RenderTarget11 *sourceRenderTarget = NULL; |
| gl::Error error = colorbuffer->getRenderTarget(&sourceRenderTarget); |
| if (error.isError()) |
| { |
| return error; |
| } |
| ASSERT(sourceRenderTarget); |
| |
| ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView(); |
| ASSERT(source); |
| |
| TextureStorage11_Cube *storage11 = GetAs<TextureStorage11_Cube>(storage); |
| ASSERT(storage11); |
| |
| gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level); |
| RenderTargetD3D *destRenderTarget = NULL; |
| error = storage11->getRenderTarget(index, &destRenderTarget); |
| if (error.isError()) |
| { |
| return error; |
| } |
| ASSERT(destRenderTarget); |
| |
| ID3D11RenderTargetView *dest = GetAs<RenderTarget11>(destRenderTarget)->getRenderTargetView(); |
| ASSERT(dest); |
| |
| gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1); |
| gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1); |
| |
| 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 |
| error = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL, destFormat, GL_NEAREST); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| storage11->invalidateSwizzleCacheLevel(level); |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| gl::Error Renderer11::copyImage3D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, |
| const gl::Offset &destOffset, TextureStorage *storage, GLint level) |
| { |
| const gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer(); |
| ASSERT(colorbuffer); |
| |
| RenderTarget11 *sourceRenderTarget = NULL; |
| gl::Error error = colorbuffer->getRenderTarget(&sourceRenderTarget); |
| if (error.isError()) |
| { |
| return error; |
| } |
| ASSERT(sourceRenderTarget); |
| |
| ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView(); |
| ASSERT(source); |
| |
| TextureStorage11_3D *storage11 = GetAs<TextureStorage11_3D>(storage); |
| ASSERT(storage11); |
| |
| gl::ImageIndex index = gl::ImageIndex::Make3D(level, destOffset.z); |
| RenderTargetD3D *destRenderTarget = NULL; |
| error = storage11->getRenderTarget(index, &destRenderTarget); |
| if (error.isError()) |
| { |
| return error; |
| } |
| ASSERT(destRenderTarget); |
| |
| ID3D11RenderTargetView *dest = GetAs<RenderTarget11>(destRenderTarget)->getRenderTargetView(); |
| ASSERT(dest); |
| |
| gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1); |
| gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1); |
| |
| 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 |
| error = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL, destFormat, GL_NEAREST); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| storage11->invalidateSwizzleCacheLevel(level); |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| gl::Error Renderer11::copyImage2DArray(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, |
| const gl::Offset &destOffset, TextureStorage *storage, GLint level) |
| { |
| const gl::FramebufferAttachment *colorbuffer = framebuffer->getReadColorbuffer(); |
| ASSERT(colorbuffer); |
| |
| RenderTarget11 *sourceRenderTarget = NULL; |
| gl::Error error = colorbuffer->getRenderTarget(&sourceRenderTarget); |
| if (error.isError()) |
| { |
| return error; |
| } |
| ASSERT(sourceRenderTarget); |
| |
| ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView(); |
| ASSERT(source); |
| |
| TextureStorage11_2DArray *storage11 = GetAs<TextureStorage11_2DArray>(storage); |
| ASSERT(storage11); |
| |
| gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, destOffset.z); |
| RenderTargetD3D *destRenderTarget = NULL; |
| error = storage11->getRenderTarget(index, &destRenderTarget); |
| if (error.isError()) |
| { |
| return error; |
| } |
| ASSERT(destRenderTarget); |
| |
| ID3D11RenderTargetView *dest = GetAs<RenderTarget11>(destRenderTarget)->getRenderTargetView(); |
| ASSERT(dest); |
| |
| gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1); |
| gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1); |
| |
| 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 |
| error = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL, destFormat, GL_NEAREST); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| storage11->invalidateSwizzleCacheLevel(level); |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| void Renderer11::unapplyRenderTargets() |
| { |
| setOneTimeRenderTarget(NULL); |
| } |
| |
| // When finished with this rendertarget, markAllStateDirty must be called. |
| void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView) |
| { |
| ID3D11RenderTargetView *rtvArray[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL}; |
| |
| rtvArray[0] = renderTargetView; |
| |
| mDeviceContext->OMSetRenderTargets(getRendererCaps().maxDrawBuffers, rtvArray, NULL); |
| |
| // Do not preserve the serial for this one-time-use render target |
| for (size_t rtIndex = 0; rtIndex < ArraySize(mAppliedRTVs); rtIndex++) |
| { |
| mAppliedRTVs[rtIndex] = DirtyPointer; |
| } |
| mAppliedDSV = DirtyPointer; |
| } |
| |
| gl::Error Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, RenderTargetD3D **outRT) |
| { |
| const d3d11::TextureFormat &formatInfo = d3d11::GetTextureFormatInfo(format, mRenderer11DeviceCaps); |
| |
| const gl::TextureCaps &textureCaps = getRendererTextureCaps().get(format); |
| GLuint supportedSamples = textureCaps.getNearestSamples(samples); |
| |
| 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); |
| if (formatInfo.srvFormat != DXGI_FORMAT_UNKNOWN) |
| { |
| // Multisample targets flagged for binding as depth stencil cannot also be |
| // flagged for binding as SRV, so make certain not to add the SRV flag for |
| // these targets. |
| bindSRV = !(formatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN && desc.SampleDesc.Count > 1); |
| } |
| |
| 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); |
| |
| ID3D11Texture2D *texture = NULL; |
| HRESULT result = mDevice->CreateTexture2D(&desc, NULL, &texture); |
| if (FAILED(result)) |
| { |
| ASSERT(result == E_OUTOFMEMORY); |
| return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target texture, result: 0x%X.", result); |
| } |
| |
| ID3D11ShaderResourceView *srv = NULL; |
| 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; |
| |
| result = mDevice->CreateShaderResourceView(texture, &srvDesc, &srv); |
| if (FAILED(result)) |
| { |
| ASSERT(result == E_OUTOFMEMORY); |
| SafeRelease(texture); |
| return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target shader resource view, result: 0x%X.", result); |
| } |
| } |
| |
| 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; |
| |
| ID3D11DepthStencilView *dsv = NULL; |
| result = mDevice->CreateDepthStencilView(texture, &dsvDesc, &dsv); |
| if (FAILED(result)) |
| { |
| ASSERT(result == E_OUTOFMEMORY); |
| SafeRelease(texture); |
| SafeRelease(srv); |
| return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target depth stencil view, result: 0x%X.", result); |
| } |
| |
| *outRT = new TextureRenderTarget11(dsv, texture, srv, format, width, height, 1, supportedSamples); |
| |
| SafeRelease(dsv); |
| } |
| else if (bindRTV) |
| { |
| D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; |
| rtvDesc.Format = formatInfo.rtvFormat; |
| rtvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_RTV_DIMENSION_TEXTURE2D : D3D11_RTV_DIMENSION_TEXTURE2DMS; |
| rtvDesc.Texture2D.MipSlice = 0; |
| |
| ID3D11RenderTargetView *rtv = NULL; |
| result = mDevice->CreateRenderTargetView(texture, &rtvDesc, &rtv); |
| if (FAILED(result)) |
| { |
| ASSERT(result == E_OUTOFMEMORY); |
| SafeRelease(texture); |
| SafeRelease(srv); |
| return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target render target view, result: 0x%X.", result); |
| } |
| |
| if (formatInfo.dataInitializerFunction != NULL) |
| { |
| const float clearValues[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; |
| mDeviceContext->ClearRenderTargetView(rtv, clearValues); |
| } |
| |
| *outRT = new TextureRenderTarget11(rtv, texture, srv, format, width, height, 1, supportedSamples); |
| |
| SafeRelease(rtv); |
| } |
| else |
| { |
| UNREACHABLE(); |
| } |
| |
| SafeRelease(texture); |
| SafeRelease(srv); |
| } |
| else |
| { |
| *outRT = new TextureRenderTarget11(reinterpret_cast<ID3D11RenderTargetView*>(NULL), NULL, NULL, format, width, height, 1, supportedSamples); |
| } |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| FramebufferImpl *Renderer11::createDefaultFramebuffer(const gl::Framebuffer::Data &data) |
| { |
| return createFramebuffer(data); |
| } |
| |
| FramebufferImpl *Renderer11::createFramebuffer(const gl::Framebuffer::Data &data) |
| { |
| return new Framebuffer11(data, this); |
| } |
| |
| CompilerImpl *Renderer11::createCompiler(const gl::Data &data) |
| { |
| return new CompilerD3D(data, SH_HLSL11_OUTPUT); |
| } |
| |
| ShaderImpl *Renderer11::createShader(GLenum type) |
| { |
| return new ShaderD3D(type); |
| } |
| |
| ProgramImpl *Renderer11::createProgram() |
| { |
| return new ProgramD3D(this); |
| } |
| |
| gl::Error Renderer11::loadExecutable(const void *function, size_t length, ShaderType type, |
| const std::vector<gl::LinkedVarying> &transformFeedbackVaryings, |
| bool separatedOutputBuffers, ShaderExecutableD3D **outExecutable) |
| { |
| switch (type) |
| { |
| case SHADER_VERTEX: |
| { |
| ID3D11VertexShader *vertexShader = NULL; |
| ID3D11GeometryShader *streamOutShader = NULL; |
| |
| HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vertexShader); |
| ASSERT(SUCCEEDED(result)); |
| if (FAILED(result)) |
| { |
| return gl::Error(GL_OUT_OF_MEMORY, "Failed to create vertex shader, result: 0x%X.", result); |
| } |
| |
| if (transformFeedbackVaryings.size() > 0) |
| { |
| std::vector<D3D11_SO_DECLARATION_ENTRY> soDeclaration; |
| for (size_t i = 0; i < transformFeedbackVaryings.size(); i++) |
| { |
| const gl::LinkedVarying &varying = transformFeedbackVaryings[i]; |
| GLenum transposedType = gl::TransposeMatrixType(varying.type); |
| |
| for (size_t j = 0; j < varying.semanticIndexCount; j++) |
| { |
| D3D11_SO_DECLARATION_ENTRY entry = { 0 }; |
| entry.Stream = 0; |
| entry.SemanticName = varying.semanticName.c_str(); |
| entry.SemanticIndex = varying.semanticIndex + j; |
| entry.StartComponent = 0; |
| entry.ComponentCount = static_cast<BYTE>(gl::VariableColumnCount(transposedType)); |
| entry.OutputSlot = static_cast<BYTE>((separatedOutputBuffers ? i : 0)); |
| soDeclaration.push_back(entry); |
| } |
| } |
| |
| result = mDevice->CreateGeometryShaderWithStreamOutput(function, length, soDeclaration.data(), soDeclaration.size(), |
| NULL, 0, 0, NULL, &streamOutShader); |
| ASSERT(SUCCEEDED(result)); |
| if (FAILED(result)) |
| { |
| return gl::Error(GL_OUT_OF_MEMORY, "Failed to create steam output shader, result: 0x%X.", result); |
| } |
| } |
| |
| *outExecutable = new ShaderExecutable11(function, length, vertexShader, streamOutShader); |
| } |
| break; |
| case SHADER_PIXEL: |
| { |
| ID3D11PixelShader *pixelShader = NULL; |
| |
| HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pixelShader); |
| ASSERT(SUCCEEDED(result)); |
| if (FAILED(result)) |
| { |
| return gl::Error(GL_OUT_OF_MEMORY, "Failed to create pixel shader, result: 0x%X.", result); |
| } |
| |
| *outExecutable = new ShaderExecutable11(function, length, pixelShader); |
| } |
| break; |
| case SHADER_GEOMETRY: |
| { |
| ID3D11GeometryShader *geometryShader = NULL; |
| |
| HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &geometryShader); |
| ASSERT(SUCCEEDED(result)); |
| if (FAILED(result)) |
| { |
| return gl::Error(GL_OUT_OF_MEMORY, "Failed to create geometry shader, result: 0x%X.", result); |
| } |
| |
| *outExecutable = new ShaderExecutable11(function, length, geometryShader); |
| } |
| break; |
| default: |
| UNREACHABLE(); |
| return gl::Error(GL_INVALID_OPERATION); |
| } |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| gl::Error Renderer11::compileToExecutable(gl::InfoLog &infoLog, const std::string &shaderHLSL, ShaderType type, |
| const std::vector<gl::LinkedVarying> &transformFeedbackVaryings, |
| bool separatedOutputBuffers, const D3DCompilerWorkarounds &workarounds, |
| ShaderExecutableD3D **outExectuable) |
| { |
| const char *profileType = NULL; |
| switch (type) |
| { |
| case SHADER_VERTEX: |
| profileType = "vs"; |
| break; |
| case SHADER_PIXEL: |
| profileType = "ps"; |
| break; |
| case SHADER_GEOMETRY: |
| profileType = "gs"; |
| break; |
| default: |
| UNREACHABLE(); |
| return gl::Error(GL_INVALID_OPERATION); |
| } |
| |
| std::string profile = FormatString("%s_%d_%d%s", profileType, getMajorShaderModel(), getMinorShaderModel(), getShaderModelSuffix().c_str()); |
| |
| UINT flags = D3DCOMPILE_OPTIMIZATION_LEVEL2; |
| |
| if (gl::DebugAnnotationsActive()) |
| { |
| #ifndef NDEBUG |
| flags = D3DCOMPILE_SKIP_OPTIMIZATION; |
| #endif |
| |
| flags |= D3DCOMPILE_DEBUG; |
| } |
| |
| if (workarounds.enableIEEEStrictness) |
| flags |= D3DCOMPILE_IEEE_STRICTNESS; |
| |
| // Sometimes D3DCompile will fail with the default compilation flags for complicated shaders when it would otherwise pass with alternative options. |
| // Try the default flags first and if compilation fails, try some alternatives. |
| std::vector<CompileConfig> configs; |
| configs.push_back(CompileConfig(flags, "default" )); |
| configs.push_back(CompileConfig(flags | D3DCOMPILE_SKIP_VALIDATION, "skip validation" )); |
| configs.push_back(CompileConfig(flags | D3DCOMPILE_SKIP_OPTIMIZATION, "skip optimization")); |
| |
| D3D_SHADER_MACRO loopMacros[] = { {"ANGLE_ENABLE_LOOP_FLATTEN", "1"}, {0, 0} }; |
| |
| ID3DBlob *binary = NULL; |
| std::string debugInfo; |
| gl::Error error = mCompiler.compileToBinary(infoLog, shaderHLSL, profile, configs, loopMacros, &binary, &debugInfo); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| // It's possible that binary is NULL if the compiler failed in all configurations. Set the executable to NULL |
| // and return GL_NO_ERROR to signify that there was a link error but the internal state is still OK. |
| if (!binary) |
| { |
| *outExectuable = NULL; |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| error = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type, |
| transformFeedbackVaryings, separatedOutputBuffers, outExectuable); |
| |
| SafeRelease(binary); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| if (!debugInfo.empty()) |
| { |
| (*outExectuable)->appendDebugInfo(debugInfo); |
| } |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| UniformStorageD3D *Renderer11::createUniformStorage(size_t storageSize) |
| { |
| return new UniformStorage11(this, storageSize); |
| } |
| |
| VertexBuffer *Renderer11::createVertexBuffer() |
| { |
| return new VertexBuffer11(this); |
| } |
| |
| IndexBuffer *Renderer11::createIndexBuffer() |
| { |
| return new IndexBuffer11(this); |
| } |
| |
| BufferImpl *Renderer11::createBuffer() |
| { |
| return new Buffer11(this); |
| } |
| |
| VertexArrayImpl *Renderer11::createVertexArray(const gl::VertexArray::Data &data) |
| { |
| return new VertexArray11(data); |
| } |
| |
| QueryImpl *Renderer11::createQuery(GLenum type) |
| { |
| return new Query11(this, type); |
| } |
| |
| FenceNVImpl *Renderer11::createFenceNV() |
| { |
| return new FenceNV11(this); |
| } |
| |
| FenceSyncImpl *Renderer11::createFenceSync() |
| { |
| return new FenceSync11(this); |
| } |
| |
| TransformFeedbackImpl* Renderer11::createTransformFeedback() |
| { |
| return new TransformFeedbackD3D(); |
| } |
| |
| bool Renderer11::supportsFastCopyBufferToTexture(GLenum internalFormat) const |
| { |
| ASSERT(getRendererExtensions().pixelBufferObject); |
| |
| const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat); |
| const d3d11::TextureFormat &d3d11FormatInfo = d3d11::GetTextureFormatInfo(internalFormat, mRenderer11DeviceCaps); |
| const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(d3d11FormatInfo.texFormat); |
| |
| // sRGB formats do not work with D3D11 buffer SRVs |
| if (internalFormatInfo.colorEncoding == GL_SRGB) |
| { |
| return false; |
| } |
| |
| // We cannot support direct copies to non-color-renderable formats |
| if (d3d11FormatInfo.rtvFormat == DXGI_FORMAT_UNKNOWN) |
| { |
| return false; |
| } |
| |
| // We skip all 3-channel formats since sometimes format support is missing |
| if (internalFormatInfo.componentCount == 3) |
| { |
| return false; |
| } |
| |
| // We don't support formats which we can't represent without conversion |
| if (dxgiFormatInfo.internalFormat != internalFormat) |
| { |
| return false; |
| } |
| |
| return true; |
| } |
| |
| gl::Error Renderer11::fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *destRenderTarget, |
| GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea) |
| { |
| ASSERT(supportsFastCopyBufferToTexture(destinationFormat)); |
| return mPixelTransfer->copyBufferToTexture(unpack, offset, destRenderTarget, destinationFormat, sourcePixelsType, destArea); |
| } |
| |
| ImageD3D *Renderer11::createImage() |
| { |
| return new Image11(this); |
| } |
| |
| gl::Error Renderer11::generateMipmap(ImageD3D *dest, ImageD3D *src) |
| { |
| Image11 *dest11 = GetAs<Image11>(dest); |
| Image11 *src11 = GetAs<Image11>(src); |
| return Image11::generateMipmap(dest11, src11); |
| } |
| |
| gl::Error Renderer11::generateMipmapsUsingD3D(TextureStorage *storage, const gl::SamplerState &samplerState) |
| { |
| TextureStorage11 *storage11 = GetAs<TextureStorage11>(storage); |
| |
| ASSERT(storage11->isRenderTarget()); |
| ASSERT(storage11->supportsNativeMipmapFunction()); |
| |
| ID3D11ShaderResourceView *srv; |
| gl::Error error = storage11->getSRVLevels(samplerState.baseLevel, samplerState.maxLevel, &srv); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| mDeviceContext->GenerateMips(srv); |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| TextureStorage *Renderer11::createTextureStorage2D(SwapChainD3D *swapChain) |
| { |
| SwapChain11 *swapChain11 = GetAs<SwapChain11>(swapChain); |
| return new TextureStorage11_2D(this, swapChain11); |
| } |
| |
| TextureStorage *Renderer11::createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels, bool hintLevelZeroOnly) |
| { |
| return new TextureStorage11_2D(this, internalformat, renderTarget, width, height, levels, hintLevelZeroOnly); |
| } |
| |
| TextureStorage *Renderer11::createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels, bool hintLevelZeroOnly) |
| { |
| return new TextureStorage11_Cube(this, internalformat, renderTarget, size, levels, hintLevelZeroOnly); |
| } |
| |
| TextureStorage *Renderer11::createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels) |
| { |
| return new TextureStorage11_3D(this, internalformat, renderTarget, width, height, depth, levels); |
| } |
| |
| TextureStorage *Renderer11::createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels) |
| { |
| return new TextureStorage11_2DArray(this, internalformat, renderTarget, width, height, depth, levels); |
| } |
| |
| TextureImpl *Renderer11::createTexture(GLenum target) |
| { |
| switch(target) |
| { |
| case GL_TEXTURE_2D: return new TextureD3D_2D(this); |
| case GL_TEXTURE_CUBE_MAP: return new TextureD3D_Cube(this); |
| case GL_TEXTURE_3D: return new TextureD3D_3D(this); |
| case GL_TEXTURE_2D_ARRAY: return new TextureD3D_2DArray(this); |
| default: |
| UNREACHABLE(); |
| } |
| |
| return NULL; |
| } |
| |
| RenderbufferImpl *Renderer11::createRenderbuffer() |
| { |
| RenderbufferD3D *renderbuffer = new RenderbufferD3D(this); |
| return renderbuffer; |
| } |
| |
| gl::Error Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, GLenum format, |
| GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, uint8_t *pixels) |
| { |
| ASSERT(area.width >= 0); |
| ASSERT(area.height >= 0); |
| |
| D3D11_TEXTURE2D_DESC textureDesc; |
| texture->GetDesc(&textureDesc); |
| |
| // Clamp read region to the defined texture boundaries, preventing out of bounds reads |
| // and reads of uninitialized data. |
| gl::Rectangle safeArea; |
| safeArea.x = gl::clamp(area.x, 0, static_cast<int>(textureDesc.Width)); |
| safeArea.y = gl::clamp(area.y, 0, static_cast<int>(textureDesc.Height)); |
| safeArea.width = gl::clamp(area.width + std::min(area.x, 0), 0, |
| static_cast<int>(textureDesc.Width) - safeArea.x); |
| safeArea.height = gl::clamp(area.height + std::min(area.y, 0), 0, |
| static_cast<int>(textureDesc.Height) - safeArea.y); |
| |
| ASSERT(safeArea.x >= 0 && safeArea.y >= 0); |
| ASSERT(safeArea.x + safeArea.width <= static_cast<int>(textureDesc.Width)); |
| ASSERT(safeArea.y + safeArea.height <= static_cast<int>(textureDesc.Height)); |
| |
| if (safeArea.width == 0 || safeArea.height == 0) |
| { |
| // no work to do |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| D3D11_TEXTURE2D_DESC stagingDesc; |
| stagingDesc.Width = safeArea.width; |
| stagingDesc.Height = safeArea.height; |
| stagingDesc.MipLevels = 1; |
| stagingDesc.ArraySize = 1; |
| stagingDesc.Format = textureDesc.Format; |
| stagingDesc.SampleDesc.Count = 1; |
| stagingDesc.SampleDesc.Quality = 0; |
| stagingDesc.Usage = D3D11_USAGE_STAGING; |
| stagingDesc.BindFlags = 0; |
| stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; |
| stagingDesc.MiscFlags = 0; |
| |
| ID3D11Texture2D* stagingTex = NULL; |
| HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex); |
| if (FAILED(result)) |
| { |
| return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal staging texture for ReadPixels, HRESULT: 0x%X.", result); |
| } |
| |
| ID3D11Texture2D* srcTex = NULL; |
| if (textureDesc.SampleDesc.Count > 1) |
| { |
| D3D11_TEXTURE2D_DESC resolveDesc; |
| resolveDesc.Width = textureDesc.Width; |
| resolveDesc.Height = textureDesc.Height; |
| resolveDesc.MipLevels = 1; |
| resolveDesc.ArraySize = 1; |
| resolveDesc.Format = textureDesc.Format; |
| resolveDesc.SampleDesc.Count = 1; |
| resolveDesc.SampleDesc.Quality = 0; |
| resolveDesc.Usage = D3D11_USAGE_DEFAULT; |
| resolveDesc.BindFlags = 0; |
| resolveDesc.CPUAccessFlags = 0; |
| resolveDesc.MiscFlags = 0; |
| |
| result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex); |
| if (FAILED(result)) |
| { |
| SafeRelease(stagingTex); |
| return gl::Error(GL_OUT_OF_MEMORY, "Failed to create internal resolve texture for ReadPixels, HRESULT: 0x%X.", result); |
| } |
| |
| mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format); |
| subResource = 0; |
| } |
| else |
| { |
| srcTex = texture; |
| srcTex->AddRef(); |
| } |
| |
| D3D11_BOX srcBox; |
| srcBox.left = static_cast<UINT>(safeArea.x); |
| srcBox.right = static_cast<UINT>(safeArea.x + safeArea.width); |
| srcBox.top = static_cast<UINT>(safeArea.y); |
| srcBox.bottom = static_cast<UINT>(safeArea.y + safeArea.height); |
| srcBox.front = 0; |
| srcBox.back = 1; |
| |
| mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox); |
| |
| SafeRelease(srcTex); |
| |
| PackPixelsParams packParams(safeArea, format, type, outputPitch, pack, 0); |
| gl::Error error = packPixels(stagingTex, packParams, pixels); |
| |
| SafeRelease(stagingTex); |
| |
| return error; |
| } |
| |
| gl::Error Renderer11::packPixels(ID3D11Texture2D *readTexture, const PackPixelsParams ¶ms, uint8_t *pixelsOut) |
| { |
| D3D11_TEXTURE2D_DESC textureDesc; |
| readTexture->GetDesc(&textureDesc); |
| |
| D3D11_MAPPED_SUBRESOURCE mapping; |
| HRESULT hr = mDeviceContext->Map(readTexture, 0, D3D11_MAP_READ, 0, &mapping); |
| if (FAILED(hr)) |
| { |
| ASSERT(hr == E_OUTOFMEMORY); |
| return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal texture for reading, result: 0x%X.", hr); |
| } |
| |
| uint8_t *source; |
| int inputPitch; |
| if (params.pack.reverseRowOrder) |
| { |
| source = static_cast<uint8_t*>(mapping.pData) + mapping.RowPitch * (params.area.height - 1); |
| inputPitch = -static_cast<int>(mapping.RowPitch); |
| } |
| else |
| { |
| source = static_cast<uint8_t*>(mapping.pData); |
| inputPitch = static_cast<int>(mapping.RowPitch); |
| } |
| |
| const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(textureDesc.Format); |
| const gl::InternalFormat &sourceFormatInfo = gl::GetInternalFormatInfo(dxgiFormatInfo.internalFormat); |
| if (sourceFormatInfo.format == params.format && sourceFormatInfo.type == params.type) |
| { |
| uint8_t *dest = pixelsOut + params.offset; |
| for (int y = 0; y < params.area.height; y++) |
| { |
| memcpy(dest + y * params.outputPitch, source + y * inputPitch, params.area.width * sourceFormatInfo.pixelBytes); |
| } |
| } |
| else |
| { |
| const d3d11::DXGIFormat &sourceDXGIFormatInfo = d3d11::GetDXGIFormatInfo(textureDesc.Format); |
| ColorCopyFunction fastCopyFunc = sourceDXGIFormatInfo.getFastCopyFunction(params.format, params.type); |
| |
| GLenum sizedDestInternalFormat = gl::GetSizedInternalFormat(params.format, params.type); |
| const gl::InternalFormat &destFormatInfo = gl::GetInternalFormatInfo(sizedDestInternalFormat); |
| |
| if (fastCopyFunc) |
| { |
| // Fast copy is possible through some special function |
| for (int y = 0; y < params.area.height; y++) |
| { |
| for (int x = 0; x < params.area.width; x++) |
| { |
| uint8_t *dest = pixelsOut + params.offset + y * params.outputPitch + x * destFormatInfo.pixelBytes; |
| const uint8_t *src = source + y * inputPitch + x * sourceFormatInfo.pixelBytes; |
| |
| fastCopyFunc(src, dest); |
| } |
| } |
| } |
| else |
| { |
| ColorReadFunction colorReadFunction = sourceDXGIFormatInfo.colorReadFunction; |
| ColorWriteFunction colorWriteFunction = GetColorWriteFunction(params.format, params.type); |
| |
| uint8_t temp[16]; // Maximum size of any Color<T> type used. |
| static_assert(sizeof(temp) >= sizeof(gl::ColorF) && |
| sizeof(temp) >= sizeof(gl::ColorUI) && |
| sizeof(temp) >= sizeof(gl::ColorI), |
| "Unexpected size of gl::Color struct."); |
| |
| for (int y = 0; y < params.area.height; y++) |
| { |
| for (int x = 0; x < params.area.width; x++) |
| { |
| uint8_t *dest = pixelsOut + params.offset + y * params.outputPitch + x * destFormatInfo.pixelBytes; |
| const uint8_t *src = source + y * inputPitch + x * sourceFormatInfo.pixelBytes; |
| |
| // readFunc and writeFunc will be using the same type of color, CopyTexImage |
| // will not allow the copy otherwise. |
| colorReadFunction(src, temp); |
| colorWriteFunction(temp, dest); |
| } |
| } |
| } |
| } |
| |
| mDeviceContext->Unmap(readTexture, 0); |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| gl::Error Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTargetD3D *readRenderTarget, |
| RenderTargetD3D *drawRenderTarget, GLenum filter, const gl::Rectangle *scissor, |
| bool colorBlit, bool depthBlit, bool stencilBlit) |
| { |
| // Since blitRenderbufferRect is called for each render buffer that needs to be blitted, |
| // it should never be the case that both color and depth/stencil need to be blitted at |
| // at the same time. |
| ASSERT(colorBlit != (depthBlit || stencilBlit)); |
| |
| RenderTarget11 *drawRenderTarget11 = GetAs<RenderTarget11>(drawRenderTarget); |
| if (!drawRenderTarget) |
| { |
| return gl::Error(GL_OUT_OF_MEMORY, "Failed to retrieve the internal draw render target from the draw framebuffer."); |
| } |
| |
| ID3D11Resource *drawTexture = drawRenderTarget11->getTexture(); |
| unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex(); |
| ID3D11RenderTargetView *drawRTV = drawRenderTarget11->getRenderTargetView(); |
| ID3D11DepthStencilView *drawDSV = drawRenderTarget11->getDepthStencilView(); |
| |
| RenderTarget11 *readRenderTarget11 = GetAs<RenderTarget11>(readRenderTarget); |
| if (!readRenderTarget) |
| { |
| return gl::Error(GL_OUT_OF_MEMORY, "Failed to retrieve the internal read render target from the read framebuffer."); |
| } |
| |
| ID3D11Resource *readTexture = NULL; |
| ID3D11ShaderResourceView *readSRV = NULL; |
| unsigned int readSubresource = 0; |
| if (readRenderTarget->getSamples() > 0) |
| { |
| ID3D11Resource *unresolvedResource = readRenderTarget11->getTexture(); |
| ID3D11Texture2D *unresolvedTexture = d3d11::DynamicCastComObject<ID3D11Texture2D>(unresolvedResource); |
| |
| if (unresolvedTexture) |
| { |
| readTexture = resolveMultisampledTexture(unresolvedTexture, readRenderTarget11->getSubresourceIndex()); |
| readSubresource = 0; |
| |
| SafeRelease(unresolvedTexture); |
| |
| HRESULT hresult = mDevice->CreateShaderResourceView(readTexture, NULL, &readSRV); |
| if (FAILED(hresult)) |
| { |
| SafeRelease(readTexture); |
| return gl::Error(GL_OUT_OF_MEMORY, "Failed to create shader resource view to resolve multisampled framebuffer."); |
| } |
| } |
| } |
| else |
| { |
| readTexture = readRenderTarget11->getTexture(); |
| readTexture->AddRef(); |
| readSubresource = readRenderTarget11->getSubresourceIndex(); |
| readSRV = readRenderTarget11->getShaderResourceView(); |
| readSRV->AddRef(); |
| } |
| |
| if (!readTexture || !readSRV) |
| { |
| SafeRelease(readTexture); |
| SafeRelease(readSRV); |
| return gl::Error(GL_OUT_OF_MEMORY, "Failed to retrieve the internal read render target view from the read render target."); |
| } |
| |
| gl::Extents readSize(readRenderTarget->getWidth(), readRenderTarget->getHeight(), 1); |
| gl::Extents drawSize(drawRenderTarget->getWidth(), drawRenderTarget->getHeight(), 1); |
| |
| bool scissorNeeded = scissor && gl::ClipRectangle(drawRect, *scissor, NULL); |
| |
| bool wholeBufferCopy = !scissorNeeded && |
| readRect.x == 0 && readRect.width == readSize.width && |
| readRect.y == 0 && readRect.height == readSize.height && |
| drawRect.x == 0 && drawRect.width == drawSize.width && |
| drawRect.y == 0 && drawRect.height == drawSize.height; |
| |
| bool stretchRequired = readRect.width != drawRect.width || readRect.height != drawRect.height; |
| |
| bool flipRequired = readRect.width < 0 || readRect.height < 0 || drawRect.width < 0 || drawRect.height < 0; |
| |
| bool outOfBounds = readRect.x < 0 || readRect.x + readRect.width > readSize.width || |
| readRect.y < 0 || readRect.y + readRect.height > readSize.height || |
| drawRect.x < 0 || drawRect.x + drawRect.width > drawSize.width || |
| drawRect.y < 0 || drawRect.y + drawRect.height > drawSize.height; |
| |
| const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(drawRenderTarget11->getDXGIFormat()); |
| bool partialDSBlit = (dxgiFormatInfo.depthBits > 0 && depthBlit) != (dxgiFormatInfo.stencilBits > 0 && stencilBlit); |
| |
| gl::Error result(GL_NO_ERROR); |
| |
| if (readRenderTarget11->getDXGIFormat() == drawRenderTarget11->getDXGIFormat() && |
| !stretchRequired && !outOfBounds && !flipRequired && !partialDSBlit && |
| (!(depthBlit || stencilBlit) || wholeBufferCopy)) |
| { |
| UINT dstX = drawRect.x; |
| UINT dstY = drawRect.y; |
| |
| D3D11_BOX readBox; |
| readBox.left = readRect.x; |
| readBox.right = readRect.x + readRect.width; |
| readBox.top = readRect.y; |
| readBox.bottom = readRect.y + readRect.height; |
| readBox.front = 0; |
| readBox.back = 1; |
| |
| if (scissorNeeded) |
| { |
| // drawRect is guaranteed to have positive width and height because stretchRequired is false. |
| ASSERT(drawRect.width >= 0 || drawRect.height >= 0); |
| |
| if (drawRect.x < scissor->x) |
| { |
| dstX = scissor->x; |
| readBox.left += (scissor->x - drawRect.x); |
| } |
| if (drawRect.y < scissor->y) |
| { |
| dstY = scissor->y; |
| readBox.top += (scissor->y - drawRect.y); |
| } |
| if (drawRect.x + drawRect.width > scissor->x + scissor->width) |
| { |
| readBox.right -= ((drawRect.x + drawRect.width) - (scissor->x + scissor->width)); |
| } |
| if (drawRect.y + drawRect.height > scissor->y + scissor->height) |
| { |
| readBox.bottom -= ((drawRect.y + drawRect.height) - (scissor->y + scissor->height)); |
| } |
| } |
| |
| // D3D11 needs depth-stencil CopySubresourceRegions to have a NULL pSrcBox |
| // We also require complete framebuffer copies for depth-stencil blit. |
| D3D11_BOX *pSrcBox = wholeBufferCopy ? NULL : &readBox; |
| |
| mDeviceContext->CopySubresourceRegion(drawTexture, drawSubresource, dstX, dstY, 0, |
| readTexture, readSubresource, pSrcBox); |
| result = gl::Error(GL_NO_ERROR); |
| } |
| else |
| { |
| gl::Box readArea(readRect.x, readRect.y, 0, readRect.width, readRect.height, 1); |
| gl::Box drawArea(drawRect.x, drawRect.y, 0, drawRect.width, drawRect.height, 1); |
| |
| if (depthBlit && stencilBlit) |
| { |
| result = mBlit->copyDepthStencil(readTexture, readSubresource, readArea, readSize, |
| drawTexture, drawSubresource, drawArea, drawSize, |
| scissor); |
| } |
| else if (depthBlit) |
| { |
| result = mBlit->copyDepth(readSRV, readArea, readSize, drawDSV, drawArea, drawSize, |
| scissor); |
| } |
| else if (stencilBlit) |
| { |
| result = mBlit->copyStencil(readTexture, readSubresource, readArea, readSize, |
| drawTexture, drawSubresource, drawArea, drawSize, |
| scissor); |
| } |
| else |
| { |
| GLenum format = gl::GetInternalFormatInfo(drawRenderTarget->getInternalFormat()).format; |
| result = mBlit->copyTexture(readSRV, readArea, readSize, drawRTV, drawArea, drawSize, |
| scissor, format, filter); |
| } |
| } |
| |
| SafeRelease(readTexture); |
| SafeRelease(readSRV); |
| |
| return result; |
| } |
| |
| bool Renderer11::isES3Capable() const |
| { |
| return (d3d11_gl::GetMaximumClientVersion(mRenderer11DeviceCaps.featureLevel) > 2); |
| }; |
| |
| ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource) |
| { |
| D3D11_TEXTURE2D_DESC textureDesc; |
| source->GetDesc(&textureDesc); |
| |
| if (textureDesc.SampleDesc.Count > 1) |
| { |
| D3D11_TEXTURE2D_DESC resolveDesc; |
| resolveDesc.Width = textureDesc.Width; |
| resolveDesc.Height = textureDesc.Height; |
| resolveDesc.MipLevels = 1; |
| resolveDesc.ArraySize = 1; |
| resolveDesc.Format = textureDesc.Format; |
| resolveDesc.SampleDesc.Count = 1; |
| resolveDesc.SampleDesc.Quality = 0; |
| resolveDesc.Usage = textureDesc.Usage; |
| resolveDesc.BindFlags = textureDesc.BindFlags; |
| resolveDesc.CPUAccessFlags = 0; |
| resolveDesc.MiscFlags = 0; |
| |
| ID3D11Texture2D *resolveTexture = NULL; |
| HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture); |
| if (FAILED(result)) |
| { |
| ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result); |
| return NULL; |
| } |
| |
| mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format); |
| return resolveTexture; |
| } |
| else |
| { |
| source->AddRef(); |
| return source; |
| } |
| } |
| |
| bool Renderer11::getLUID(LUID *adapterLuid) const |
| { |
| adapterLuid->HighPart = 0; |
| adapterLuid->LowPart = 0; |
| |
| if (!mDxgiAdapter) |
| { |
| return false; |
| } |
| |
| DXGI_ADAPTER_DESC adapterDesc; |
| if (FAILED(mDxgiAdapter->GetDesc(&adapterDesc))) |
| { |
| return false; |
| } |
| |
| *adapterLuid = adapterDesc.AdapterLuid; |
| return true; |
| } |
| |
| VertexConversionType Renderer11::getVertexConversionType(gl::VertexFormatType vertexFormatType) const |
| { |
| return d3d11::GetVertexFormatInfo(vertexFormatType, mRenderer11DeviceCaps.featureLevel).conversionType; |
| } |
| |
| GLenum Renderer11::getVertexComponentType(gl::VertexFormatType vertexFormatType) const |
| { |
| return d3d11::GetDXGIFormatInfo(d3d11::GetVertexFormatInfo(vertexFormatType, mRenderer11DeviceCaps.featureLevel).nativeFormat).componentType; |
| } |
| |
| void Renderer11::generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, |
| gl::Extensions *outExtensions, gl::Limitations *outLimitations) const |
| { |
| d3d11_gl::GenerateCaps(mDevice, mDeviceContext, mRenderer11DeviceCaps, outCaps, outTextureCaps, |
| outExtensions, outLimitations); |
| } |
| |
| Workarounds Renderer11::generateWorkarounds() const |
| { |
| return d3d11::GenerateWorkarounds(mRenderer11DeviceCaps.featureLevel); |
| } |
| |
| void Renderer11::setShaderResource(gl::SamplerType shaderType, UINT resourceSlot, ID3D11ShaderResourceView *srv) |
| { |
| auto ¤tSRVs = (shaderType == gl::SAMPLER_VERTEX ? mCurVertexSRVs : mCurPixelSRVs); |
| |
| ASSERT(static_cast<size_t>(resourceSlot) < currentSRVs.size()); |
| const SRVRecord &record = currentSRVs[resourceSlot]; |
| |
| if (record.srv != reinterpret_cast<uintptr_t>(srv)) |
| { |
| if (shaderType == gl::SAMPLER_VERTEX) |
| { |
| mDeviceContext->VSSetShaderResources(resourceSlot, 1, &srv); |
| } |
| else |
| { |
| mDeviceContext->PSSetShaderResources(resourceSlot, 1, &srv); |
| } |
| |
| currentSRVs.update(resourceSlot, srv); |
| } |
| } |
| |
| void Renderer11::createAnnotator() |
| { |
| // 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 |
| } |
| |
| gl::Error Renderer11::clearTextures(gl::SamplerType samplerType, size_t rangeStart, size_t rangeEnd) |
| { |
| if (rangeStart == rangeEnd) |
| { |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| auto ¤tSRVs = (samplerType == gl::SAMPLER_VERTEX ? mCurVertexSRVs : mCurPixelSRVs); |
| |
| gl::Range<size_t> clearRange(rangeStart, rangeStart); |
| clearRange.extend(std::min(rangeEnd, currentSRVs.highestUsed())); |
| |
| if (clearRange.empty()) |
| { |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| if (samplerType == gl::SAMPLER_VERTEX) |
| { |
| mDeviceContext->VSSetShaderResources(rangeStart, rangeEnd - rangeStart, &mNullSRVs[0]); |
| } |
| else |
| { |
| mDeviceContext->PSSetShaderResources(rangeStart, rangeEnd - rangeStart, &mNullSRVs[0]); |
| } |
| |
| for (size_t samplerIndex = rangeStart; samplerIndex < rangeEnd; ++samplerIndex) |
| { |
| currentSRVs.update(samplerIndex, nullptr); |
| } |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| } |