| // |
| // Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| |
| // Renderer11.h: Defines a back-end specific class for the D3D11 renderer. |
| |
| #ifndef LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_H_ |
| #define LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_H_ |
| |
| #include "common/angleutils.h" |
| #include "common/mathutil.h" |
| #include "libANGLE/AttributeMap.h" |
| #include "libANGLE/angletypes.h" |
| #include "libANGLE/renderer/d3d/HLSLCompiler.h" |
| #include "libANGLE/renderer/d3d/RendererD3D.h" |
| #include "libANGLE/renderer/d3d/RenderTargetD3D.h" |
| #include "libANGLE/renderer/d3d/d3d11/DebugAnnotator11.h" |
| #include "libANGLE/renderer/d3d/d3d11/InputLayoutCache.h" |
| #include "libANGLE/renderer/d3d/d3d11/RenderStateCache.h" |
| |
| namespace gl |
| { |
| class FramebufferAttachment; |
| struct ImageIndex; |
| } |
| |
| namespace rx |
| { |
| |
| class VertexDataManager; |
| class IndexDataManager; |
| class StreamingIndexBufferInterface; |
| class Blit11; |
| class Clear11; |
| class PixelTransfer11; |
| class RenderTarget11; |
| class Trim11; |
| struct PackPixelsParams; |
| |
| struct Renderer11DeviceCaps |
| { |
| D3D_FEATURE_LEVEL featureLevel; |
| bool supportsDXGI1_2; // Support for DXGI 1.2 |
| bool supportsClearView; // Support for ID3D11DeviceContext1::ClearView |
| bool supportsConstantBufferOffsets; // Support for Constant buffer offset |
| UINT B5G6R5support; // Bitfield of D3D11_FORMAT_SUPPORT values for DXGI_FORMAT_B5G6R5_UNORM |
| UINT B4G4R4A4support; // Bitfield of D3D11_FORMAT_SUPPORT values for DXGI_FORMAT_B4G4R4A4_UNORM |
| UINT B5G5R5A1support; // Bitfield of D3D11_FORMAT_SUPPORT values for DXGI_FORMAT_B5G5R5A1_UNORM |
| }; |
| |
| enum |
| { |
| MAX_VERTEX_UNIFORM_VECTORS_D3D11 = 1024, |
| MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 = 1024 |
| }; |
| |
| // Possible reasons RendererD3D initialize can fail |
| enum D3D11InitError |
| { |
| // The renderer loaded successfully |
| D3D11_INIT_SUCCESS = 0, |
| // Failed to load the ANGLE & D3D compiler libraries |
| D3D11_INIT_COMPILER_ERROR, |
| // Failed to load a necessary DLL (non-compiler) |
| D3D11_INIT_MISSING_DEP, |
| // CreateDevice returned E_INVALIDARG |
| D3D11_INIT_CREATEDEVICE_INVALIDARG, |
| // CreateDevice failed with an error other than invalid arg |
| D3D11_INIT_CREATEDEVICE_ERROR, |
| // DXGI 1.2 required but not found |
| D3D11_INIT_INCOMPATIBLE_DXGI, |
| // Other initialization error |
| D3D11_INIT_OTHER_ERROR, |
| // CreateDevice returned E_FAIL |
| D3D11_INIT_CREATEDEVICE_FAIL, |
| // CreateDevice returned E_NOTIMPL |
| D3D11_INIT_CREATEDEVICE_NOTIMPL, |
| // CreateDevice returned E_OUTOFMEMORY |
| D3D11_INIT_CREATEDEVICE_OUTOFMEMORY, |
| // CreateDevice returned DXGI_ERROR_INVALID_CALL |
| D3D11_INIT_CREATEDEVICE_INVALIDCALL, |
| // CreateDevice returned DXGI_ERROR_SDK_COMPONENT_MISSING |
| D3D11_INIT_CREATEDEVICE_COMPONENTMISSING, |
| // CreateDevice returned DXGI_ERROR_WAS_STILL_DRAWING |
| D3D11_INIT_CREATEDEVICE_WASSTILLDRAWING, |
| // CreateDevice returned DXGI_ERROR_NOT_CURRENTLY_AVAILABLE |
| D3D11_INIT_CREATEDEVICE_NOTAVAILABLE, |
| // CreateDevice returned DXGI_ERROR_DEVICE_HUNG |
| D3D11_INIT_CREATEDEVICE_DEVICEHUNG, |
| // CreateDevice returned NULL |
| D3D11_INIT_CREATEDEVICE_NULL, |
| NUM_D3D11_INIT_ERRORS |
| }; |
| |
| class Renderer11 : public RendererD3D |
| { |
| public: |
| explicit Renderer11(egl::Display *display); |
| virtual ~Renderer11(); |
| |
| egl::Error initialize() override; |
| virtual bool resetDevice(); |
| |
| egl::ConfigSet generateConfigs() const override; |
| |
| gl::Error flush() override; |
| gl::Error finish() override; |
| |
| virtual SwapChainD3D *createSwapChain(NativeWindow nativeWindow, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat); |
| |
| virtual gl::Error generateSwizzle(gl::Texture *texture); |
| virtual gl::Error setSamplerState(gl::SamplerType type, int index, gl::Texture *texture, const gl::SamplerState &sampler); |
| virtual gl::Error setTexture(gl::SamplerType type, int index, gl::Texture *texture); |
| |
| gl::Error setUniformBuffers(const gl::Data &data, |
| const std::vector<GLint> &vertexUniformBuffers, |
| const std::vector<GLint> &fragmentUniformBuffers) override; |
| |
| virtual gl::Error setRasterizerState(const gl::RasterizerState &rasterState); |
| gl::Error setBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor, |
| unsigned int sampleMask) override; |
| virtual gl::Error setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef, |
| int stencilBackRef, bool frontFaceCCW); |
| |
| virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled); |
| virtual void setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace, |
| bool ignoreViewport); |
| |
| virtual bool applyPrimitiveType(GLenum mode, GLsizei count, bool usesPointSize); |
| gl::Error applyRenderTarget(const gl::Framebuffer *frameBuffer) override; |
| gl::Error applyShaders(gl::Program *program, |
| const gl::Framebuffer *framebuffer, |
| bool rasterizerDiscard, |
| bool transformFeedbackActive) override; |
| |
| virtual gl::Error applyUniforms(const ProgramImpl &program, const std::vector<gl::LinkedUniform*> &uniformArray); |
| virtual gl::Error applyVertexBuffer(const gl::State &state, GLenum mode, GLint first, GLsizei count, GLsizei instances, SourceIndexData *sourceIndexInfo); |
| virtual gl::Error applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo, SourceIndexData *sourceIndexInfo); |
| void applyTransformFeedbackBuffers(const gl::State &state) override; |
| |
| gl::Error drawArrays(const gl::Data &data, GLenum mode, GLsizei count, GLsizei instances, bool usesPointSize) override; |
| virtual gl::Error drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, |
| gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances, |
| bool usesPointSize); |
| |
| virtual void markAllStateDirty(); |
| |
| // lost device |
| bool testDeviceLost() override; |
| bool testDeviceResettable() override; |
| |
| VendorID getVendorId() const override; |
| std::string getRendererDescription() const override; |
| DeviceIdentifier getAdapterIdentifier() const override; |
| |
| virtual unsigned int getReservedVertexUniformVectors() const; |
| virtual unsigned int getReservedFragmentUniformVectors() const; |
| virtual unsigned int getReservedVertexUniformBuffers() const; |
| virtual unsigned int getReservedFragmentUniformBuffers() const; |
| virtual bool getShareHandleSupport() const; |
| virtual bool getPostSubBufferSupport() const; |
| |
| virtual int getMajorShaderModel() const; |
| int getMinorShaderModel() const override; |
| std::string getShaderModelSuffix() const override; |
| |
| // Pixel operations |
| virtual gl::Error copyImage2D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, |
| const gl::Offset &destOffset, TextureStorage *storage, GLint level); |
| virtual gl::Error copyImageCube(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, |
| const gl::Offset &destOffset, TextureStorage *storage, GLenum target, GLint level); |
| virtual gl::Error copyImage3D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, |
| const gl::Offset &destOffset, TextureStorage *storage, GLint level); |
| virtual gl::Error copyImage2DArray(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, |
| const gl::Offset &destOffset, TextureStorage *storage, GLint level); |
| |
| // RenderTarget creation |
| virtual gl::Error createRenderTarget(int width, int height, GLenum format, GLsizei samples, RenderTargetD3D **outRT); |
| |
| // Framebuffer creation |
| FramebufferImpl *createDefaultFramebuffer(const gl::Framebuffer::Data &data) override; |
| FramebufferImpl *createFramebuffer(const gl::Framebuffer::Data &data) override; |
| |
| // Shader creation |
| virtual CompilerImpl *createCompiler(const gl::Data &data); |
| virtual ShaderImpl *createShader(GLenum type); |
| virtual ProgramImpl *createProgram(); |
| |
| // Shader operations |
| virtual gl::Error loadExecutable(const void *function, size_t length, ShaderType type, |
| const std::vector<gl::LinkedVarying> &transformFeedbackVaryings, |
| bool separatedOutputBuffers, ShaderExecutableD3D **outExecutable); |
| virtual gl::Error compileToExecutable(gl::InfoLog &infoLog, const std::string &shaderHLSL, ShaderType type, |
| const std::vector<gl::LinkedVarying> &transformFeedbackVaryings, |
| bool separatedOutputBuffers, const D3DCompilerWorkarounds &workarounds, |
| ShaderExecutableD3D **outExectuable); |
| virtual UniformStorageD3D *createUniformStorage(size_t storageSize); |
| |
| // Image operations |
| virtual ImageD3D *createImage(); |
| gl::Error generateMipmap(ImageD3D *dest, ImageD3D *source) override; |
| gl::Error generateMipmapsUsingD3D(TextureStorage *storage, const gl::SamplerState &samplerState) override; |
| virtual TextureStorage *createTextureStorage2D(SwapChainD3D *swapChain); |
| virtual TextureStorage *createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels, bool hintLevelZeroOnly); |
| virtual TextureStorage *createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels, bool hintLevelZeroOnly); |
| virtual TextureStorage *createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels); |
| virtual TextureStorage *createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels); |
| |
| // Texture creation |
| virtual TextureImpl *createTexture(GLenum target); |
| |
| // Renderbuffer creation |
| virtual RenderbufferImpl *createRenderbuffer(); |
| |
| // Buffer creation |
| virtual BufferImpl *createBuffer(); |
| virtual VertexBuffer *createVertexBuffer(); |
| virtual IndexBuffer *createIndexBuffer(); |
| |
| // Vertex Array creation |
| VertexArrayImpl *createVertexArray(const gl::VertexArray::Data &data) override; |
| |
| // Query and Fence creation |
| virtual QueryImpl *createQuery(GLenum type); |
| virtual FenceNVImpl *createFenceNV(); |
| virtual FenceSyncImpl *createFenceSync(); |
| |
| // Transform Feedback creation |
| virtual TransformFeedbackImpl* createTransformFeedback(); |
| |
| // D3D11-renderer specific methods |
| ID3D11Device *getDevice() { return mDevice; } |
| void *getD3DDevice() override; |
| ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; }; |
| ID3D11DeviceContext1 *getDeviceContext1IfSupported() { return mDeviceContext1; }; |
| DXGIFactory *getDxgiFactory() { return mDxgiFactory; }; |
| |
| Blit11 *getBlitter() { return mBlit; } |
| Clear11 *getClearer() { return mClear; } |
| |
| // Buffer-to-texture and Texture-to-buffer copies |
| virtual bool supportsFastCopyBufferToTexture(GLenum internalFormat) const; |
| virtual gl::Error fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *destRenderTarget, |
| GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea); |
| |
| void unapplyRenderTargets(); |
| void setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView); |
| gl::Error packPixels(ID3D11Texture2D *readTexture, const PackPixelsParams ¶ms, uint8_t *pixelsOut); |
| |
| bool getLUID(LUID *adapterLuid) const override; |
| VertexConversionType getVertexConversionType(gl::VertexFormatType vertexFormatType) const override; |
| GLenum getVertexComponentType(gl::VertexFormatType vertexFormatType) const override; |
| |
| gl::Error readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, GLenum format, |
| GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, uint8_t *pixels); |
| |
| void setShaderResource(gl::SamplerType shaderType, UINT resourceSlot, ID3D11ShaderResourceView *srv); |
| |
| gl::Error 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); |
| |
| bool isES3Capable() const; |
| const Renderer11DeviceCaps &getRenderer11DeviceCaps() { return mRenderer11DeviceCaps; }; |
| |
| RendererClass getRendererClass() const override { return RENDERER_D3D11; } |
| InputLayoutCache *getInputLayoutCache() { return &mInputLayoutCache; } |
| |
| protected: |
| void createAnnotator() override; |
| gl::Error clearTextures(gl::SamplerType samplerType, size_t rangeStart, size_t rangeEnd) override; |
| |
| private: |
| void generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, |
| gl::Extensions *outExtensions, |
| gl::Limitations *outLimitations) const override; |
| |
| Workarounds generateWorkarounds() const override; |
| |
| gl::Error drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer); |
| gl::Error drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances); |
| |
| ID3D11Texture2D *resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource); |
| void unsetConflictingSRVs(gl::SamplerType shaderType, uintptr_t resource, const gl::ImageIndex &index); |
| |
| void populateRenderer11DeviceCaps(); |
| |
| HMODULE mD3d11Module; |
| HMODULE mDxgiModule; |
| std::vector<D3D_FEATURE_LEVEL> mAvailableFeatureLevels; |
| D3D_DRIVER_TYPE mDriverType; |
| |
| HLSLCompiler mCompiler; |
| |
| void initializeDevice(); |
| void releaseDeviceResources(); |
| void release(); |
| |
| RenderStateCache mStateCache; |
| |
| // current render target states |
| uintptr_t mAppliedRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS]; |
| uintptr_t mAppliedDSV; |
| bool mDepthStencilInitialized; |
| bool mRenderTargetDescInitialized; |
| |
| struct RenderTargetDesc |
| { |
| size_t width; |
| size_t height; |
| DXGI_FORMAT format; |
| }; |
| RenderTargetDesc mRenderTargetDesc; |
| |
| // Currently applied sampler states |
| std::vector<bool> mForceSetVertexSamplerStates; |
| std::vector<gl::SamplerState> mCurVertexSamplerStates; |
| |
| std::vector<bool> mForceSetPixelSamplerStates; |
| std::vector<gl::SamplerState> mCurPixelSamplerStates; |
| |
| // Currently applied textures |
| struct SRVRecord |
| { |
| uintptr_t srv; |
| uintptr_t resource; |
| D3D11_SHADER_RESOURCE_VIEW_DESC desc; |
| }; |
| |
| // A cache of current SRVs that also tracks the highest 'used' (non-NULL) SRV |
| // We might want to investigate a more robust approach that is also fast when there's |
| // a large gap between used SRVs (e.g. if SRV 0 and 7 are non-NULL, this approach will |
| // waste time on SRVs 1-6.) |
| class SRVCache : angle::NonCopyable |
| { |
| public: |
| SRVCache() |
| : mHighestUsedSRV(0) |
| { |
| } |
| |
| void initialize(size_t size) |
| { |
| mCurrentSRVs.resize(size); |
| } |
| |
| size_t size() const { return mCurrentSRVs.size(); } |
| size_t highestUsed() const { return mHighestUsedSRV; } |
| |
| const SRVRecord &operator[](size_t index) const { return mCurrentSRVs[index]; } |
| void clear(); |
| void update(size_t resourceIndex, ID3D11ShaderResourceView *srv); |
| |
| private: |
| std::vector<SRVRecord> mCurrentSRVs; |
| size_t mHighestUsedSRV; |
| }; |
| |
| SRVCache mCurVertexSRVs; |
| SRVCache mCurPixelSRVs; |
| |
| // A block of NULL pointers, cached so we don't re-allocate every draw call |
| std::vector<ID3D11ShaderResourceView*> mNullSRVs; |
| |
| // Currently applied blend state |
| bool mForceSetBlendState; |
| gl::BlendState mCurBlendState; |
| gl::ColorF mCurBlendColor; |
| unsigned int mCurSampleMask; |
| |
| // Currently applied rasterizer state |
| bool mForceSetRasterState; |
| gl::RasterizerState mCurRasterState; |
| |
| // Currently applied depth stencil state |
| bool mForceSetDepthStencilState; |
| gl::DepthStencilState mCurDepthStencilState; |
| int mCurStencilRef; |
| int mCurStencilBackRef; |
| |
| // Currently applied scissor rectangle |
| bool mForceSetScissor; |
| bool mScissorEnabled; |
| gl::Rectangle mCurScissor; |
| |
| // Currently applied viewport |
| bool mForceSetViewport; |
| gl::Rectangle mCurViewport; |
| float mCurNear; |
| float mCurFar; |
| |
| // Currently applied primitive topology |
| D3D11_PRIMITIVE_TOPOLOGY mCurrentPrimitiveTopology; |
| |
| // Currently applied index buffer |
| ID3D11Buffer *mAppliedIB; |
| DXGI_FORMAT mAppliedIBFormat; |
| unsigned int mAppliedIBOffset; |
| bool mAppliedIBChanged; |
| |
| // Currently applied transform feedback buffers |
| size_t mAppliedNumXFBBindings; |
| ID3D11Buffer *mAppliedTFBuffers[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS]; // Tracks the current D3D buffers |
| // in use for streamout |
| GLintptr mAppliedTFOffsets[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS]; // Tracks the current GL-specified |
| // buffer offsets to transform feedback |
| // buffers |
| UINT mCurrentD3DOffsets[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS]; // Tracks the D3D buffer offsets, |
| // which may differ from GLs, due |
| // to different append behavior |
| |
| // Currently applied shaders |
| uintptr_t mAppliedVertexShader; |
| uintptr_t mAppliedGeometryShader; |
| uintptr_t mAppliedPixelShader; |
| |
| dx_VertexConstants mVertexConstants; |
| dx_VertexConstants mAppliedVertexConstants; |
| ID3D11Buffer *mDriverConstantBufferVS; |
| ID3D11Buffer *mCurrentVertexConstantBuffer; |
| unsigned int mCurrentConstantBufferVS[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS]; |
| GLintptr mCurrentConstantBufferVSOffset[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS]; |
| GLsizeiptr mCurrentConstantBufferVSSize[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS]; |
| |
| dx_PixelConstants mPixelConstants; |
| dx_PixelConstants mAppliedPixelConstants; |
| ID3D11Buffer *mDriverConstantBufferPS; |
| ID3D11Buffer *mCurrentPixelConstantBuffer; |
| unsigned int mCurrentConstantBufferPS[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS]; |
| GLintptr mCurrentConstantBufferPSOffset[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS]; |
| GLsizeiptr mCurrentConstantBufferPSSize[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS]; |
| |
| ID3D11Buffer *mCurrentGeometryConstantBuffer; |
| |
| // Vertex, index and input layouts |
| VertexDataManager *mVertexDataManager; |
| IndexDataManager *mIndexDataManager; |
| InputLayoutCache mInputLayoutCache; |
| |
| StreamingIndexBufferInterface *mLineLoopIB; |
| StreamingIndexBufferInterface *mTriangleFanIB; |
| |
| // Texture copy resources |
| Blit11 *mBlit; |
| PixelTransfer11 *mPixelTransfer; |
| |
| // Masked clear resources |
| Clear11 *mClear; |
| |
| // Perform trim for D3D resources |
| Trim11 *mTrim; |
| |
| // Sync query |
| ID3D11Query *mSyncQuery; |
| |
| ID3D11Device *mDevice; |
| Renderer11DeviceCaps mRenderer11DeviceCaps; |
| ID3D11DeviceContext *mDeviceContext; |
| ID3D11DeviceContext1 *mDeviceContext1; |
| IDXGIAdapter *mDxgiAdapter; |
| DXGI_ADAPTER_DESC mAdapterDescription; |
| char mDescription[128]; |
| DXGIFactory *mDxgiFactory; |
| ID3D11Debug *mDebug; |
| }; |
| |
| } |
| #endif // LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_H_ |