| // |
| // 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 <D3D11_4.h> |
| #include "libANGLE/renderer/d3d/d3d11/Renderer11.h" |
| |
| #include <EGL/eglext.h> |
| #include <versionhelpers.h> |
| #include <sstream> |
| |
| #include "common/tls.h" |
| #include "common/utilities.h" |
| #include "libANGLE/Buffer.h" |
| #include "libANGLE/Display.h" |
| #include "libANGLE/Framebuffer.h" |
| #include "libANGLE/FramebufferAttachment.h" |
| #include "libANGLE/Program.h" |
| #include "libANGLE/State.h" |
| #include "libANGLE/Surface.h" |
| #include "libANGLE/formatutils.h" |
| #include "libANGLE/histogram_macros.h" |
| #include "libANGLE/renderer/d3d/CompilerD3D.h" |
| #include "libANGLE/renderer/d3d/DeviceD3D.h" |
| #include "libANGLE/renderer/d3d/DisplayD3D.h" |
| #include "libANGLE/renderer/d3d/FramebufferD3D.h" |
| #include "libANGLE/renderer/d3d/IndexDataManager.h" |
| #include "libANGLE/renderer/d3d/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/VertexDataManager.h" |
| #include "libANGLE/renderer/d3d/d3d11/Blit11.h" |
| #include "libANGLE/renderer/d3d/d3d11/Buffer11.h" |
| #include "libANGLE/renderer/d3d/d3d11/Clear11.h" |
| #include "libANGLE/renderer/d3d/d3d11/Context11.h" |
| #include "libANGLE/renderer/d3d/d3d11/Fence11.h" |
| #include "libANGLE/renderer/d3d/d3d11/Framebuffer11.h" |
| #include "libANGLE/renderer/d3d/d3d11/Image11.h" |
| #include "libANGLE/renderer/d3d/d3d11/IndexBuffer11.h" |
| #include "libANGLE/renderer/d3d/d3d11/PixelTransfer11.h" |
| #include "libANGLE/renderer/d3d/d3d11/Query11.h" |
| #include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h" |
| #include "libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h" |
| #include "libANGLE/renderer/d3d/d3d11/StreamProducerNV12.h" |
| #include "libANGLE/renderer/d3d/d3d11/SwapChain11.h" |
| #include "libANGLE/renderer/d3d/d3d11/TextureStorage11.h" |
| #include "libANGLE/renderer/d3d/d3d11/TransformFeedback11.h" |
| #include "libANGLE/renderer/d3d/d3d11/Trim11.h" |
| #include "libANGLE/renderer/d3d/d3d11/VertexArray11.h" |
| #include "libANGLE/renderer/d3d/d3d11/VertexBuffer11.h" |
| #include "libANGLE/renderer/d3d/d3d11/dxgi_support_table.h" |
| #include "libANGLE/renderer/d3d/d3d11/formatutils11.h" |
| #include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h" |
| #include "libANGLE/renderer/d3d/d3d11/texture_format_table.h" |
| #include "libANGLE/renderer/renderer_utils.h" |
| #include "third_party/trace_event/trace_event.h" |
| |
| #ifdef ANGLE_ENABLE_WINDOWS_STORE |
| #include "libANGLE/renderer/d3d/d3d11/winrt/NativeWindow11WinRT.h" |
| #else |
| #include "libANGLE/renderer/d3d/d3d11/win32/NativeWindow11Win32.h" |
| #endif |
| |
| // Include the D3D9 debug annotator header for use by the desktop D3D11 renderer |
| // because the D3D11 interface method ID3DUserDefinedAnnotation::GetStatus |
| // doesn't work with the Graphics Diagnostics tools in Visual Studio 2013. |
| #ifdef ANGLE_ENABLE_D3D9 |
| #include "libANGLE/renderer/d3d/d3d9/DebugAnnotator9.h" |
| #endif |
| |
| // Enable ANGLE_SKIP_DXGI_1_2_CHECK if there is not a possibility of using cross-process |
| // HWNDs or the Windows 7 Platform Update (KB2670838) is expected to be installed. |
| #ifndef ANGLE_SKIP_DXGI_1_2_CHECK |
| #define ANGLE_SKIP_DXGI_1_2_CHECK 0 |
| #endif |
| |
| #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 |
| }; |
| |
| 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 SetLineLoopIndices(GLuint *dest, size_t count) |
| { |
| for (size_t i = 0; i < count; i++) |
| { |
| dest[i] = static_cast<GLuint>(i); |
| } |
| dest[count] = 0; |
| } |
| |
| template <typename T> |
| void CopyLineLoopIndices(const void *indices, GLuint *dest, size_t count) |
| { |
| const T *srcPtr = static_cast<const T *>(indices); |
| for (size_t i = 0; i < count; ++i) |
| { |
| dest[i] = static_cast<GLuint>(srcPtr[i]); |
| } |
| dest[count] = static_cast<GLuint>(srcPtr[0]); |
| } |
| |
| void SetTriangleFanIndices(GLuint *destPtr, size_t numTris) |
| { |
| for (size_t i = 0; i < numTris; i++) |
| { |
| destPtr[i * 3 + 0] = 0; |
| destPtr[i * 3 + 1] = static_cast<GLuint>(i) + 1; |
| destPtr[i * 3 + 2] = static_cast<GLuint>(i) + 2; |
| } |
| } |
| |
| template <typename T> |
| void CopyLineLoopIndicesWithRestart(const void *indices, |
| size_t count, |
| GLenum indexType, |
| std::vector<GLuint> *bufferOut) |
| { |
| GLuint restartIndex = gl::GetPrimitiveRestartIndex(indexType); |
| GLuint d3dRestartIndex = static_cast<GLuint>(d3d11::GetPrimitiveRestartIndex()); |
| const T *srcPtr = static_cast<const T *>(indices); |
| Optional<GLuint> currentLoopStart; |
| |
| bufferOut->clear(); |
| |
| for (size_t indexIdx = 0; indexIdx < count; ++indexIdx) |
| { |
| GLuint value = static_cast<GLuint>(srcPtr[indexIdx]); |
| |
| if (value == restartIndex) |
| { |
| if (currentLoopStart.valid()) |
| { |
| bufferOut->push_back(currentLoopStart.value()); |
| bufferOut->push_back(d3dRestartIndex); |
| currentLoopStart.reset(); |
| } |
| } |
| else |
| { |
| bufferOut->push_back(value); |
| if (!currentLoopStart.valid()) |
| { |
| currentLoopStart = value; |
| } |
| } |
| } |
| |
| if (currentLoopStart.valid()) |
| { |
| bufferOut->push_back(currentLoopStart.value()); |
| } |
| } |
| |
| void GetLineLoopIndices(const void *indices, |
| GLenum indexType, |
| GLuint count, |
| bool usePrimitiveRestartFixedIndex, |
| std::vector<GLuint> *bufferOut) |
| { |
| if (indexType != GL_NONE && usePrimitiveRestartFixedIndex) |
| { |
| switch (indexType) |
| { |
| case GL_UNSIGNED_BYTE: |
| CopyLineLoopIndicesWithRestart<GLubyte>(indices, count, indexType, bufferOut); |
| break; |
| case GL_UNSIGNED_SHORT: |
| CopyLineLoopIndicesWithRestart<GLushort>(indices, count, indexType, bufferOut); |
| break; |
| case GL_UNSIGNED_INT: |
| CopyLineLoopIndicesWithRestart<GLuint>(indices, count, indexType, bufferOut); |
| break; |
| default: |
| UNREACHABLE(); |
| break; |
| } |
| return; |
| } |
| |
| // For non-primitive-restart draws, the index count is static. |
| bufferOut->resize(static_cast<size_t>(count) + 1); |
| |
| switch (indexType) |
| { |
| // Non-indexed draw |
| case GL_NONE: |
| SetLineLoopIndices(&(*bufferOut)[0], count); |
| break; |
| case GL_UNSIGNED_BYTE: |
| CopyLineLoopIndices<GLubyte>(indices, &(*bufferOut)[0], count); |
| break; |
| case GL_UNSIGNED_SHORT: |
| CopyLineLoopIndices<GLushort>(indices, &(*bufferOut)[0], count); |
| break; |
| case GL_UNSIGNED_INT: |
| CopyLineLoopIndices<GLuint>(indices, &(*bufferOut)[0], count); |
| break; |
| default: |
| UNREACHABLE(); |
| break; |
| } |
| } |
| |
| template <typename T> |
| void CopyTriangleFanIndices(const void *indices, GLuint *destPtr, size_t numTris) |
| { |
| const T *srcPtr = static_cast<const T *>(indices); |
| |
| for (size_t i = 0; i < numTris; i++) |
| { |
| destPtr[i * 3 + 0] = static_cast<GLuint>(srcPtr[0]); |
| destPtr[i * 3 + 1] = static_cast<GLuint>(srcPtr[i + 1]); |
| destPtr[i * 3 + 2] = static_cast<GLuint>(srcPtr[i + 2]); |
| } |
| } |
| |
| template <typename T> |
| void CopyTriangleFanIndicesWithRestart(const void *indices, |
| GLuint indexCount, |
| GLenum indexType, |
| std::vector<GLuint> *bufferOut) |
| { |
| GLuint restartIndex = gl::GetPrimitiveRestartIndex(indexType); |
| GLuint d3dRestartIndex = gl::GetPrimitiveRestartIndex(GL_UNSIGNED_INT); |
| const T *srcPtr = static_cast<const T *>(indices); |
| Optional<GLuint> vertexA; |
| Optional<GLuint> vertexB; |
| |
| bufferOut->clear(); |
| |
| for (size_t indexIdx = 0; indexIdx < indexCount; ++indexIdx) |
| { |
| GLuint value = static_cast<GLuint>(srcPtr[indexIdx]); |
| |
| if (value == restartIndex) |
| { |
| bufferOut->push_back(d3dRestartIndex); |
| vertexA.reset(); |
| vertexB.reset(); |
| } |
| else |
| { |
| if (!vertexA.valid()) |
| { |
| vertexA = value; |
| } |
| else if (!vertexB.valid()) |
| { |
| vertexB = value; |
| } |
| else |
| { |
| bufferOut->push_back(vertexA.value()); |
| bufferOut->push_back(vertexB.value()); |
| bufferOut->push_back(value); |
| vertexB = value; |
| } |
| } |
| } |
| } |
| |
| void GetTriFanIndices(const void *indices, |
| GLenum indexType, |
| GLuint count, |
| bool usePrimitiveRestartFixedIndex, |
| std::vector<GLuint> *bufferOut) |
| { |
| if (indexType != GL_NONE && usePrimitiveRestartFixedIndex) |
| { |
| switch (indexType) |
| { |
| case GL_UNSIGNED_BYTE: |
| CopyTriangleFanIndicesWithRestart<GLubyte>(indices, count, indexType, bufferOut); |
| break; |
| case GL_UNSIGNED_SHORT: |
| CopyTriangleFanIndicesWithRestart<GLushort>(indices, count, indexType, bufferOut); |
| break; |
| case GL_UNSIGNED_INT: |
| CopyTriangleFanIndicesWithRestart<GLuint>(indices, count, indexType, bufferOut); |
| break; |
| default: |
| UNREACHABLE(); |
| break; |
| } |
| return; |
| } |
| |
| // For non-primitive-restart draws, the index count is static. |
| GLuint numTris = count - 2; |
| bufferOut->resize(numTris * 3); |
| |
| switch (indexType) |
| { |
| // Non-indexed draw |
| case GL_NONE: |
| SetTriangleFanIndices(&(*bufferOut)[0], numTris); |
| break; |
| case GL_UNSIGNED_BYTE: |
| CopyTriangleFanIndices<GLubyte>(indices, &(*bufferOut)[0], numTris); |
| break; |
| case GL_UNSIGNED_SHORT: |
| CopyTriangleFanIndices<GLushort>(indices, &(*bufferOut)[0], numTris); |
| break; |
| case GL_UNSIGNED_INT: |
| CopyTriangleFanIndices<GLuint>(indices, &(*bufferOut)[0], numTris); |
| break; |
| default: |
| UNREACHABLE(); |
| break; |
| } |
| } |
| |
| int GetWrapBits(GLenum wrap) |
| { |
| switch (wrap) |
| { |
| case GL_CLAMP_TO_EDGE: |
| return 0x1; |
| case GL_REPEAT: |
| return 0x2; |
| case GL_MIRRORED_REPEAT: |
| return 0x3; |
| default: |
| UNREACHABLE(); |
| return 0; |
| } |
| } |
| |
| const uint32_t ScratchMemoryBufferLifetime = 1000; |
| |
| } // anonymous namespace |
| |
| Renderer11::Renderer11(egl::Display *display) |
| : RendererD3D(display), |
| mStateCache(this), |
| mStateManager(this), |
| mLastHistogramUpdateTime( |
| ANGLEPlatformCurrent()->monotonicallyIncreasingTime(ANGLEPlatformCurrent())), |
| mDebug(nullptr), |
| mScratchMemoryBuffer(ScratchMemoryBufferLifetime), |
| mAnnotator(nullptr) |
| { |
| mVertexDataManager = nullptr; |
| mIndexDataManager = nullptr; |
| |
| mLineLoopIB = nullptr; |
| mTriangleFanIB = nullptr; |
| mAppliedIBChanged = false; |
| |
| mBlit = nullptr; |
| mPixelTransfer = nullptr; |
| |
| mClear = nullptr; |
| |
| mTrim = nullptr; |
| |
| mSyncQuery = nullptr; |
| |
| mRenderer11DeviceCaps.supportsClearView = false; |
| mRenderer11DeviceCaps.supportsConstantBufferOffsets = false; |
| mRenderer11DeviceCaps.supportsDXGI1_2 = false; |
| mRenderer11DeviceCaps.B5G6R5support = 0; |
| mRenderer11DeviceCaps.B4G4R4A4support = 0; |
| mRenderer11DeviceCaps.B5G5R5A1support = 0; |
| |
| mD3d11Module = nullptr; |
| mDxgiModule = nullptr; |
| mDCompModule = nullptr; |
| mCreatedWithDeviceEXT = false; |
| mEGLDevice = nullptr; |
| |
| mDevice = nullptr; |
| mDeviceContext = nullptr; |
| mDeviceContext1 = nullptr; |
| mDxgiAdapter = nullptr; |
| mDxgiFactory = nullptr; |
| |
| mDriverConstantBufferVS = nullptr; |
| mDriverConstantBufferPS = nullptr; |
| mDriverConstantBufferCS = nullptr; |
| |
| mAppliedVertexShader = angle::DirtyPointer; |
| mAppliedGeometryShader = angle::DirtyPointer; |
| mAppliedPixelShader = angle::DirtyPointer; |
| mAppliedComputeShader = angle::DirtyPointer; |
| |
| mAppliedTFObject = angle::DirtyPointer; |
| |
| ZeroMemory(&mAdapterDescription, sizeof(mAdapterDescription)); |
| |
| if (mDisplay->getPlatform() == EGL_PLATFORM_ANGLE_ANGLE) |
| { |
| const auto &attributes = mDisplay->getAttributeMap(); |
| |
| EGLint requestedMajorVersion = static_cast<EGLint>( |
| attributes.get(EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, EGL_DONT_CARE)); |
| EGLint requestedMinorVersion = static_cast<EGLint>( |
| attributes.get(EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, EGL_DONT_CARE)); |
| |
| |
| #if defined(STARBOARD) |
| // Only allow feature level 10 on starboard by default. |
| #if defined(ENABLE_D3D11_FEATURE_LEVEL_11) |
| mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_11_0); |
| #else |
| mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_10_0); |
| #endif // defined(ENABLE_D3D11_FEATURE_LEVEL_11) |
| #else |
| 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); |
| } |
| #endif // STARBOARD |
| |
| EGLint requestedDeviceType = static_cast<EGLint>(attributes.get( |
| EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE)); |
| switch (requestedDeviceType) |
| { |
| case EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE: |
| mRequestedDriverType = D3D_DRIVER_TYPE_HARDWARE; |
| break; |
| |
| case EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE: |
| mRequestedDriverType = D3D_DRIVER_TYPE_WARP; |
| break; |
| |
| case EGL_PLATFORM_ANGLE_DEVICE_TYPE_REFERENCE_ANGLE: |
| mRequestedDriverType = D3D_DRIVER_TYPE_REFERENCE; |
| break; |
| |
| case EGL_PLATFORM_ANGLE_DEVICE_TYPE_NULL_ANGLE: |
| mRequestedDriverType = D3D_DRIVER_TYPE_NULL; |
| break; |
| |
| default: |
| UNREACHABLE(); |
| } |
| |
| const EGLenum presentPath = static_cast<EGLenum>(attributes.get( |
| EGL_EXPERIMENTAL_PRESENT_PATH_ANGLE, EGL_EXPERIMENTAL_PRESENT_PATH_COPY_ANGLE)); |
| mPresentPathFastEnabled = (presentPath == EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE); |
| } |
| else if (display->getPlatform() == EGL_PLATFORM_DEVICE_EXT) |
| { |
| mEGLDevice = GetImplAs<DeviceD3D>(display->getDevice()); |
| ASSERT(mEGLDevice != nullptr); |
| mCreatedWithDeviceEXT = true; |
| |
| // Also set EGL_PLATFORM_ANGLE_ANGLE variables, in case they're used elsewhere in ANGLE |
| // mAvailableFeatureLevels defaults to empty |
| mRequestedDriverType = D3D_DRIVER_TYPE_UNKNOWN; |
| mPresentPathFastEnabled = false; |
| } |
| |
| // The D3D11 renderer must choose the D3D9 debug annotator because the D3D11 interface |
| // method ID3DUserDefinedAnnotation::GetStatus on desktop builds doesn't work with the Graphics |
| // Diagnostics tools in Visual Studio 2013. |
| // The D3D9 annotator works properly for both D3D11 and D3D9. |
| // Incorrect status reporting can cause ANGLE to log unnecessary debug events. |
| #ifdef ANGLE_ENABLE_D3D9 |
| mAnnotator = new DebugAnnotator9(); |
| #else |
| mAnnotator = new DebugAnnotator11(); |
| #endif |
| ASSERT(mAnnotator); |
| gl::InitializeDebugAnnotations(mAnnotator); |
| } |
| |
| Renderer11::~Renderer11() |
| { |
| release(); |
| } |
| |
| #ifndef __d3d11_1_h__ |
| #define D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET ((D3D11_MESSAGE_ID)3146081) |
| #endif |
| |
| egl::Error Renderer11::initialize() |
| { |
| HRESULT result = S_OK; |
| |
| ANGLE_TRY(initializeD3DDevice()); |
| |
| #if !defined(ANGLE_ENABLE_WINDOWS_STORE) |
| #if !ANGLE_SKIP_DXGI_1_2_CHECK |
| { |
| TRACE_EVENT0("gpu.angle", "Renderer11::initialize (DXGICheck)"); |
| // In order to create a swap chain for an HWND owned by another process, DXGI 1.2 is |
| // required. |
| // The easiest way to check is to query for a IDXGIDevice2. |
| bool requireDXGI1_2 = false; |
| HWND hwnd = WindowFromDC(static_cast<HDC>(mDisplay->getNativeDisplayId())); |
| if (hwnd) |
| { |
| DWORD currentProcessId = GetCurrentProcessId(); |
| DWORD wndProcessId; |
| GetWindowThreadProcessId(hwnd, &wndProcessId); |
| requireDXGI1_2 = (currentProcessId != wndProcessId); |
| } |
| else |
| { |
| requireDXGI1_2 = true; |
| } |
| |
| if (requireDXGI1_2) |
| { |
| IDXGIDevice2 *dxgiDevice2 = nullptr; |
| result = mDevice->QueryInterface(__uuidof(IDXGIDevice2), (void **)&dxgiDevice2); |
| if (FAILED(result)) |
| { |
| return egl::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 = nullptr; |
| 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 != nullptr) |
| { |
| DXGI_ADAPTER_DESC2 adapterDesc2 = {}; |
| result = dxgiAdapter2->GetDesc2(&adapterDesc2); |
| if (SUCCEEDED(result)) |
| { |
| // Copy the contents of the DXGI_ADAPTER_DESC2 into mAdapterDescription (a |
| // DXGI_ADAPTER_DESC). |
| memcpy(mAdapterDescription.Description, adapterDesc2.Description, |
| sizeof(mAdapterDescription.Description)); |
| mAdapterDescription.VendorId = adapterDesc2.VendorId; |
| mAdapterDescription.DeviceId = adapterDesc2.DeviceId; |
| mAdapterDescription.SubSysId = adapterDesc2.SubSysId; |
| mAdapterDescription.Revision = adapterDesc2.Revision; |
| mAdapterDescription.DedicatedVideoMemory = adapterDesc2.DedicatedVideoMemory; |
| mAdapterDescription.DedicatedSystemMemory = adapterDesc2.DedicatedSystemMemory; |
| mAdapterDescription.SharedSystemMemory = adapterDesc2.SharedSystemMemory; |
| mAdapterDescription.AdapterLuid = adapterDesc2.AdapterLuid; |
| } |
| } |
| else |
| { |
| result = mDxgiAdapter->GetDesc(&mAdapterDescription); |
| } |
| |
| SafeRelease(dxgiAdapter2); |
| |
| if (FAILED(result)) |
| { |
| return egl::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 = static_cast<unsigned int>(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); |
| } |
| |
| egl::Error Renderer11::initializeD3DDevice() |
| { |
| HRESULT result = S_OK; |
| |
| if (!mCreatedWithDeviceEXT) |
| { |
| #if !defined(ANGLE_ENABLE_WINDOWS_STORE) |
| PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = nullptr; |
| { |
| SCOPED_ANGLE_HISTOGRAM_TIMER("GPU.ANGLE.Renderer11InitializeDLLsMS"); |
| TRACE_EVENT0("gpu.angle", "Renderer11::initialize (Load DLLs)"); |
| mDxgiModule = LoadLibrary(TEXT("dxgi.dll")); |
| mD3d11Module = LoadLibrary(TEXT("d3d11.dll")); |
| mDCompModule = LoadLibrary(TEXT("dcomp.dll")); |
| |
| if (mD3d11Module == nullptr || mDxgiModule == nullptr) |
| { |
| return egl::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 |
| |
| #ifdef _DEBUG |
| { |
| TRACE_EVENT0("gpu.angle", "D3D11CreateDevice (Debug)"); |
| result = D3D11CreateDevice(nullptr, mRequestedDriverType, nullptr, |
| D3D11_CREATE_DEVICE_DEBUG, mAvailableFeatureLevels.data(), |
| static_cast<unsigned int>(mAvailableFeatureLevels.size()), |
| D3D11_SDK_VERSION, &mDevice, |
| &(mRenderer11DeviceCaps.featureLevel), &mDeviceContext); |
| } |
| |
| if (!mDevice || FAILED(result)) |
| { |
| WARN() << "Failed creating Debug D3D11 device - falling back to release runtime."; |
| } |
| |
| if (!mDevice || FAILED(result)) |
| #endif |
| { |
| SCOPED_ANGLE_HISTOGRAM_TIMER("GPU.ANGLE.D3D11CreateDeviceMS"); |
| TRACE_EVENT0("gpu.angle", "D3D11CreateDevice"); |
| |
| result = D3D11CreateDevice( |
| nullptr, mRequestedDriverType, nullptr, 0, mAvailableFeatureLevels.data(), |
| static_cast<unsigned int>(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."); |
| } |
| } |
| } |
| else |
| { |
| // We should use the inputted D3D11 device instead |
| void *device = nullptr; |
| ANGLE_TRY(mEGLDevice->getDevice(&device)); |
| |
| ID3D11Device *d3dDevice = reinterpret_cast<ID3D11Device *>(device); |
| if (FAILED(d3dDevice->GetDeviceRemovedReason())) |
| { |
| return egl::Error(EGL_NOT_INITIALIZED, "Inputted D3D11 device has been lost."); |
| } |
| |
| if (d3dDevice->GetFeatureLevel() < D3D_FEATURE_LEVEL_9_3) |
| { |
| return egl::Error(EGL_NOT_INITIALIZED, |
| "Inputted D3D11 device must be Feature Level 9_3 or greater."); |
| } |
| |
| // The Renderer11 adds a ref to the inputted D3D11 device, like D3D11CreateDevice does. |
| mDevice = d3dDevice; |
| mDevice->AddRef(); |
| mDevice->GetImmediateContext(&mDeviceContext); |
| mRenderer11DeviceCaps.featureLevel = mDevice->GetFeatureLevel(); |
| } |
| ID3D11Multithread* multithread = |
| d3d11::DynamicCastComObject<ID3D11Multithread>(mDeviceContext); |
| ASSERT(multithread != nullptr); |
| multithread->SetMultithreadProtected(true); |
| SafeRelease(multithread); |
| |
| d3d11::SetDebugName(mDeviceContext, "DeviceContext"); |
| |
| 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() |
| { |
| SCOPED_ANGLE_HISTOGRAM_TIMER("GPU.ANGLE.Renderer11InitializeDeviceMS"); |
| 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 = static_cast<EGLint>( |
| attributes.get(EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_FALSE)); |
| |
| if (enableAutoTrim == EGL_TRUE) |
| { |
| ASSERT(!mTrim); |
| mTrim = new Trim11(this); |
| } |
| |
| ASSERT(!mPixelTransfer); |
| mPixelTransfer = new PixelTransfer11(this); |
| |
| const gl::Caps &rendererCaps = getNativeCaps(); |
| |
| mStateManager.initialize(rendererCaps); |
| |
| mForceSetVertexSamplerStates.resize(rendererCaps.maxVertexTextureImageUnits); |
| mCurVertexSamplerStates.resize(rendererCaps.maxVertexTextureImageUnits); |
| mSamplerMetadataVS.initData(rendererCaps.maxVertexTextureImageUnits); |
| |
| mForceSetPixelSamplerStates.resize(rendererCaps.maxTextureImageUnits); |
| mCurPixelSamplerStates.resize(rendererCaps.maxTextureImageUnits); |
| mSamplerMetadataPS.initData(rendererCaps.maxTextureImageUnits); |
| |
| mForceSetComputeSamplerStates.resize(rendererCaps.maxComputeTextureImageUnits); |
| mCurComputeSamplerStates.resize(rendererCaps.maxComputeTextureImageUnits); |
| mSamplerMetadataCS.initData(rendererCaps.maxComputeTextureImageUnits); |
| |
| mStateManager.initialize(rendererCaps); |
| |
| 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; |
| } |
| |
| ANGLE_HISTOGRAM_ENUMERATION("GPU.ANGLE.D3D11FeatureLevel", angleFeatureLevel, |
| NUM_ANGLE_FEATURE_LEVELS); |
| } |
| |
| void Renderer11::populateRenderer11DeviceCaps() |
| { |
| HRESULT hr = S_OK; |
| |
| LARGE_INTEGER version; |
| hr = mDxgiAdapter->CheckInterfaceSupport(__uuidof(IDXGIDevice), &version); |
| if (FAILED(hr)) |
| { |
| mRenderer11DeviceCaps.driverVersion.reset(); |
| ERR() << "Error querying driver version from DXGI Adapter."; |
| } |
| else |
| { |
| mRenderer11DeviceCaps.driverVersion = version; |
| } |
| |
| if (mDeviceContext1) |
| { |
| D3D11_FEATURE_DATA_D3D11_OPTIONS d3d11Options; |
| HRESULT result = mDevice->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS, &d3d11Options, |
| sizeof(D3D11_FEATURE_DATA_D3D11_OPTIONS)); |
| if (SUCCEEDED(result)) |
| { |
| mRenderer11DeviceCaps.supportsClearView = (d3d11Options.ClearView != FALSE); |
| mRenderer11DeviceCaps.supportsConstantBufferOffsets = |
| (d3d11Options.ConstantBufferOffsetting != FALSE); |
| } |
| } |
| |
| if (getWorkarounds().disableB5G6R5Support) |
| { |
| mRenderer11DeviceCaps.B5G6R5support = 0; |
| } |
| else |
| { |
| 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); |
| } |
| |
| gl::SupportedSampleSet Renderer11::generateSampleSetFromCaps( |
| const gl::TextureCaps &colorBufferFormatCaps, |
| const gl::TextureCaps &depthStencilBufferFormatCaps) const |
| { |
| gl::SupportedSampleSet sampleCounts; |
| |
| // Generate a new set from the set intersection of sample counts between the color and depth |
| // format caps. |
| std::set_intersection(colorBufferFormatCaps.sampleCounts.begin(), |
| colorBufferFormatCaps.sampleCounts.end(), |
| depthStencilBufferFormatCaps.sampleCounts.begin(), |
| depthStencilBufferFormatCaps.sampleCounts.end(), |
| std::inserter(sampleCounts, sampleCounts.begin())); |
| |
| // Format of GL_NONE results in no supported sample counts. |
| // Add back the color sample counts to the supported sample set. |
| if (depthStencilBufferFormatCaps.sampleCounts.empty()) |
| { |
| sampleCounts = colorBufferFormatCaps.sampleCounts; |
| } |
| else if (colorBufferFormatCaps.sampleCounts.empty()) |
| { |
| // Likewise, add back the depth sample counts to the supported sample set. |
| sampleCounts = depthStencilBufferFormatCaps.sampleCounts; |
| } |
| |
| // In EGL, no multisampling is 0, in D3D its 1, so if 1 exists, insert 0 for EGL to match. |
| if (sampleCounts.find(1) != sampleCounts.end()) |
| { |
| sampleCounts.insert(0); |
| } |
| |
| return sampleCounts; |
| } |
| |
| egl::ConfigSet Renderer11::generateConfigs() |
| { |
| std::vector<GLenum> colorBufferFormats; |
| |
| // 32-bit supported formats |
| colorBufferFormats.push_back(GL_BGRA8_EXT); |
| colorBufferFormats.push_back(GL_RGBA8_OES); |
| |
| // 24-bit supported formats |
| colorBufferFormats.push_back(GL_RGB8_OES); |
| |
| if (mRenderer11DeviceCaps.featureLevel >= D3D_FEATURE_LEVEL_10_0) |
| { |
| // Additional high bit depth formats added in D3D 10.0 |
| // https://msdn.microsoft.com/en-us/library/windows/desktop/bb173064.aspx |
| colorBufferFormats.push_back(GL_RGBA16F); |
| colorBufferFormats.push_back(GL_RGB10_A2); |
| } |
| |
| if (!mPresentPathFastEnabled) |
| { |
| // 16-bit supported formats |
| // These aren't valid D3D11 swapchain formats, so don't expose them as configs |
| // if present path fast is active |
| colorBufferFormats.push_back(GL_RGBA4); |
| colorBufferFormats.push_back(GL_RGB5_A1); |
| colorBufferFormats.push_back(GL_RGB565); |
| } |
| |
| static const GLenum depthStencilBufferFormats[] = { |
| GL_NONE, GL_DEPTH24_STENCIL8_OES, GL_DEPTH_COMPONENT16, |
| }; |
| |
| const gl::Caps &rendererCaps = getNativeCaps(); |
| const gl::TextureCapsMap &rendererTextureCaps = getNativeTextureCaps(); |
| |
| const EGLint optimalSurfaceOrientation = |
| mPresentPathFastEnabled ? 0 : EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE; |
| |
| egl::ConfigSet configs; |
| for (GLenum colorBufferInternalFormat : colorBufferFormats) |
| { |
| const gl::TextureCaps &colorBufferFormatCaps = |
| rendererTextureCaps.get(colorBufferInternalFormat); |
| if (!colorBufferFormatCaps.renderable) |
| { |
| continue; |
| } |
| |
| for (GLenum depthStencilBufferInternalFormat : depthStencilBufferFormats) |
| { |
| const gl::TextureCaps &depthStencilBufferFormatCaps = |
| rendererTextureCaps.get(depthStencilBufferInternalFormat); |
| if (!depthStencilBufferFormatCaps.renderable && |
| depthStencilBufferInternalFormat != GL_NONE) |
| { |
| continue; |
| } |
| |
| const gl::InternalFormat &colorBufferFormatInfo = |
| gl::GetSizedInternalFormatInfo(colorBufferInternalFormat); |
| const gl::InternalFormat &depthStencilBufferFormatInfo = |
| gl::GetSizedInternalFormatInfo(depthStencilBufferInternalFormat); |
| const gl::Version &maxVersion = getMaxSupportedESVersion(); |
| |
| const gl::SupportedSampleSet sampleCounts = |
| generateSampleSetFromCaps(colorBufferFormatCaps, depthStencilBufferFormatCaps); |
| |
| for (GLuint sampleCount : sampleCounts) |
| { |
| egl::Config config; |
| config.renderTargetFormat = colorBufferInternalFormat; |
| config.depthStencilFormat = depthStencilBufferInternalFormat; |
| config.bufferSize = colorBufferFormatInfo.pixelBytes * 8; |
| config.redSize = colorBufferFormatInfo.redBits; |
| config.greenSize = colorBufferFormatInfo.greenBits; |
| config.blueSize = colorBufferFormatInfo.blueBits; |
| config.luminanceSize = colorBufferFormatInfo.luminanceBits; |
| config.alphaSize = colorBufferFormatInfo.alphaBits; |
| config.alphaMaskSize = 0; |
| config.bindToTextureRGB = |
| ((colorBufferFormatInfo.format == GL_RGB) && (sampleCount <= 1)); |
| config.bindToTextureRGBA = (((colorBufferFormatInfo.format == GL_RGBA) || |
| (colorBufferFormatInfo.format == GL_BGRA_EXT)) && |
| (sampleCount <= 1)); |
| config.colorBufferType = EGL_RGB_BUFFER; |
| config.configCaveat = EGL_NONE; |
| config.configID = static_cast<EGLint>(configs.size() + 1); |
| |
| // PresentPathFast may not be conformant |
| config.conformant = 0; |
| if (!mPresentPathFastEnabled) |
| { |
| // Can only support a conformant ES2 with feature level greater than 10.0. |
| if (mRenderer11DeviceCaps.featureLevel >= D3D_FEATURE_LEVEL_10_0) |
| { |
| config.conformant |= EGL_OPENGL_ES2_BIT; |
| } |
| |
| // We can only support conformant ES3 on FL 10.1+ |
| if (maxVersion.major >= 3) |
| { |
| config.conformant |= EGL_OPENGL_ES3_BIT_KHR; |
| } |
| } |
| |
| config.depthSize = depthStencilBufferFormatInfo.depthBits; |
| config.level = 0; |
| config.matchNativePixmap = EGL_NONE; |
| config.maxPBufferWidth = rendererCaps.max2DTextureSize; |
| config.maxPBufferHeight = rendererCaps.max2DTextureSize; |
| config.maxPBufferPixels = |
| rendererCaps.max2DTextureSize * rendererCaps.max2DTextureSize; |
| config.maxSwapInterval = 4; |
| config.minSwapInterval = 0; |
| config.nativeRenderable = EGL_FALSE; |
| config.nativeVisualID = 0; |
| config.nativeVisualType = EGL_NONE; |
| |
| // Can't support ES3 at all without feature level 10.1 |
| config.renderableType = EGL_OPENGL_ES2_BIT; |
| if (maxVersion.major >= 3) |
| { |
| config.renderableType |= EGL_OPENGL_ES3_BIT_KHR; |
| } |
| |
| config.sampleBuffers = (sampleCount == 0) ? 0 : 1; |
| config.samples = sampleCount; |
| config.stencilSize = depthStencilBufferFormatInfo.stencilBits; |
| config.surfaceType = |
| EGL_PBUFFER_BIT | EGL_WINDOW_BIT | EGL_SWAP_BEHAVIOR_PRESERVED_BIT; |
| config.transparentType = EGL_NONE; |
| config.transparentRedValue = 0; |
| config.transparentGreenValue = 0; |
| config.transparentBlueValue = 0; |
| config.optimalOrientation = optimalSurfaceOrientation; |
| config.colorComponentType = gl_egl::GLComponentTypeToEGLColorComponentType( |
| colorBufferFormatInfo.componentType); |
| |
| configs.add(config); |
| } |
| } |
| } |
| |
| ASSERT(configs.size() > 0); |
| return configs; |
| } |
| |
| void Renderer11::generateDisplayExtensions(egl::DisplayExtensions *outExtensions) const |
| { |
| outExtensions->createContextRobustness = true; |
| |
| if (getShareHandleSupport()) |
| { |
| outExtensions->d3dShareHandleClientBuffer = true; |
| outExtensions->surfaceD3DTexture2DShareHandle = true; |
| } |
| outExtensions->d3dTextureClientBuffer = true; |
| |
| outExtensions->keyedMutex = true; |
| outExtensions->querySurfacePointer = true; |
| outExtensions->windowFixedSize = true; |
| |
| // If present path fast is active then the surface orientation extension isn't supported |
| outExtensions->surfaceOrientation = !mPresentPathFastEnabled; |
| |
| // D3D11 does not support present with dirty rectangles until DXGI 1.2. |
| outExtensions->postSubBuffer = mRenderer11DeviceCaps.supportsDXGI1_2; |
| |
| outExtensions->deviceQuery = true; |
| |
| outExtensions->image = true; |
| outExtensions->imageBase = true; |
| outExtensions->glTexture2DImage = true; |
| outExtensions->glTextureCubemapImage = true; |
| outExtensions->glRenderbufferImage = true; |
| |
| outExtensions->stream = true; |
| outExtensions->streamConsumerGLTexture = true; |
| outExtensions->streamConsumerGLTextureYUV = true; |
| // Not all D3D11 devices support NV12 textures |
| if (getNV12TextureSupport()) |
| { |
| outExtensions->streamProducerD3DTextureNV12 = true; |
| } |
| |
| outExtensions->flexibleSurfaceCompatibility = true; |
| outExtensions->directComposition = !!mDCompModule; |
| |
| // Contexts are virtualized so textures can be shared globally |
| outExtensions->displayTextureShareGroup = true; |
| |
| outExtensions->createContextRobustResourceInitialization = true; |
| |
| // getSyncValues requires direct composition. |
| outExtensions->getSyncValues = outExtensions->directComposition; |
| } |
| |
| gl::Error Renderer11::flush() |
| { |
| mDeviceContext->Flush(); |
| return gl::NoError(); |
| } |
| |
| 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); |
| |
| unsigned int attempt = 0; |
| do |
| { |
| unsigned int flushFrequency = 100; |
| UINT flags = (attempt % flushFrequency == 0) ? 0 : D3D11_ASYNC_GETDATA_DONOTFLUSH; |
| attempt++; |
| |
| result = mDeviceContext->GetData(mSyncQuery, nullptr, 0, flags); |
| if (FAILED(result)) |
| { |
| return gl::Error(GL_OUT_OF_MEMORY, "Failed to get event query data, result: 0x%X.", |
| result); |
| } |
| |
| if (result == S_FALSE) |
| { |
| // 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::NoError(); |
| } |
| |
| bool Renderer11::isValidNativeWindow(EGLNativeWindowType window) const |
| { |
| #ifdef ANGLE_ENABLE_WINDOWS_STORE |
| return NativeWindow11WinRT::IsValidNativeWindow(window); |
| #else |
| return NativeWindow11Win32::IsValidNativeWindow(window); |
| #endif |
| } |
| |
| NativeWindowD3D *Renderer11::createNativeWindow(EGLNativeWindowType window, |
| const egl::Config *config, |
| const egl::AttributeMap &attribs) const |
| { |
| #ifdef ANGLE_ENABLE_WINDOWS_STORE |
| UNUSED_VARIABLE(attribs); |
| return new NativeWindow11WinRT(window, config->alphaSize > 0); |
| #else |
| return new NativeWindow11Win32( |
| window, config->alphaSize > 0, |
| attribs.get(EGL_DIRECT_COMPOSITION_ANGLE, EGL_FALSE) == EGL_TRUE); |
| #endif |
| } |
| |
| egl::Error Renderer11::getD3DTextureInfo(const egl::Config *configuration, |
| IUnknown *d3dTexture, |
| EGLint *width, |
| EGLint *height, |
| GLenum *fboFormat) const |
| { |
| ID3D11Texture2D *texture = d3d11::DynamicCastComObject<ID3D11Texture2D>(d3dTexture); |
| if (texture == nullptr) |
| { |
| return egl::Error(EGL_BAD_PARAMETER, "client buffer is not a ID3D11Texture2D"); |
| } |
| |
| ID3D11Device *textureDevice = nullptr; |
| texture->GetDevice(&textureDevice); |
| if (textureDevice != mDevice) |
| { |
| SafeRelease(texture); |
| return egl::Error(EGL_BAD_PARAMETER, "Texture's device does not match."); |
| } |
| SafeRelease(textureDevice); |
| |
| D3D11_TEXTURE2D_DESC desc = {0}; |
| texture->GetDesc(&desc); |
| SafeRelease(texture); |
| |
| if (width) |
| { |
| *width = static_cast<EGLint>(desc.Width); |
| } |
| if (height) |
| { |
| *height = static_cast<EGLint>(desc.Height); |
| } |
| if (static_cast<EGLint>(desc.SampleDesc.Count) != configuration->samples) |
| { |
| // Both the texture and EGL config sample count may not be the same when multi-sampling |
| // is disabled. The EGL sample count can be 0 but a D3D texture is always 1. Therefore, |
| // we must only check for a invalid match when the EGL config is non-zero or the texture is |
| // not one. |
| if (configuration->samples != 0 || desc.SampleDesc.Count != 1) |
| { |
| return egl::Error(EGL_BAD_PARAMETER, "Texture's sample count does not match."); |
| } |
| } |
| // From table egl.restrictions in EGL_ANGLE_d3d_texture_client_buffer. |
| switch (desc.Format) |
| { |
| case DXGI_FORMAT_R8G8B8A8_UNORM: |
| case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB: |
| case DXGI_FORMAT_B8G8R8A8_UNORM: |
| case DXGI_FORMAT_B8G8R8A8_UNORM_SRGB: |
| case DXGI_FORMAT_R16G16B16A16_FLOAT: |
| case DXGI_FORMAT_R32G32B32A32_FLOAT: |
| case DXGI_FORMAT_NV12: |
| break; |
| |
| default: |
| return egl::Error(EGL_BAD_PARAMETER, "Unknown client buffer texture format: %u.", |
| desc.Format); |
| } |
| |
| if (fboFormat) |
| { |
| const angle::Format &angleFormat = d3d11_angle::GetFormat(desc.Format); |
| *fboFormat = angleFormat.fboImplementationInternalFormat; |
| } |
| |
| return egl::Error(EGL_SUCCESS); |
| } |
| |
| egl::Error Renderer11::validateShareHandle(const egl::Config *config, |
| HANDLE shareHandle, |
| const egl::AttributeMap &attribs) const |
| { |
| if (shareHandle == nullptr) |
| { |
| return egl::Error(EGL_BAD_PARAMETER, "NULL share handle."); |
| } |
| |
| ID3D11Resource *tempResource11 = nullptr; |
| HRESULT result = mDevice->OpenSharedResource(shareHandle, __uuidof(ID3D11Resource), |
| (void **)&tempResource11); |
| if (FAILED(result)) |
| { |
| return egl::Error(EGL_BAD_PARAMETER, "Failed to open share handle, result: 0x%X.", result); |
| } |
| |
| ID3D11Texture2D *texture2D = d3d11::DynamicCastComObject<ID3D11Texture2D>(tempResource11); |
| SafeRelease(tempResource11); |
| |
| if (texture2D == nullptr) |
| { |
| return egl::Error(EGL_BAD_PARAMETER, |
| "Failed to query ID3D11Texture2D object from share handle."); |
| } |
| |
| D3D11_TEXTURE2D_DESC desc = {0}; |
| texture2D->GetDesc(&desc); |
| SafeRelease(texture2D); |
| |
| EGLint width = attribs.getAsInt(EGL_WIDTH, 0); |
| EGLint height = attribs.getAsInt(EGL_HEIGHT, 0); |
| ASSERT(width != 0 && height != 0); |
| |
| const d3d11::Format &backbufferFormatInfo = |
| d3d11::Format::Get(config->renderTargetFormat, getRenderer11DeviceCaps()); |
| |
| if (desc.Width != static_cast<UINT>(width) || desc.Height != static_cast<UINT>(height) || |
| desc.Format != backbufferFormatInfo.texFormat || desc.MipLevels != 1 || desc.ArraySize != 1) |
| { |
| return egl::Error(EGL_BAD_PARAMETER, "Invalid texture parameters in share handle texture."); |
| } |
| |
| return egl::Error(EGL_SUCCESS); |
| } |
| |
| SwapChainD3D *Renderer11::createSwapChain(NativeWindowD3D *nativeWindow, |
| HANDLE shareHandle, |
| IUnknown *d3dTexture, |
| GLenum backBufferFormat, |
| GLenum depthBufferFormat, |
| EGLint orientation, |
| EGLint samples) |
| { |
| return new SwapChain11(this, GetAs<NativeWindow11>(nativeWindow), shareHandle, d3dTexture, |
| backBufferFormat, depthBufferFormat, orientation, samples); |
| } |
| |
| void *Renderer11::getD3DDevice() |
| { |
| return reinterpret_cast<void *>(mDevice); |
| } |
| |
| gl::Error Renderer11::generateSwizzle(gl::Texture *texture) |
| { |
| if (texture) |
| { |
| TextureD3D *textureD3D = GetImplAs<TextureD3D>(texture); |
| ASSERT(textureD3D); |
| |
| TextureStorage *texStorage = nullptr; |
| ANGLE_TRY(textureD3D->getNativeTexture(&texStorage)); |
| |
| if (texStorage) |
| { |
| TextureStorage11 *storage11 = GetAs<TextureStorage11>(texStorage); |
| const gl::TextureState &textureState = texture->getTextureState(); |
| ANGLE_TRY(storage11->generateSwizzles(textureState.getSwizzleState())); |
| } |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error Renderer11::generateSwizzles(const gl::ContextState &data, gl::SamplerType type) |
| { |
| ProgramD3D *programD3D = GetImplAs<ProgramD3D>(data.getState().getProgram()); |
| |
| unsigned int samplerRange = programD3D->getUsedSamplerRange(type); |
| |
| for (unsigned int i = 0; i < samplerRange; i++) |
| { |
| GLenum textureType = programD3D->getSamplerTextureType(type, i); |
| GLint textureUnit = programD3D->getSamplerMapping(type, i, data.getCaps()); |
| if (textureUnit != -1) |
| { |
| gl::Texture *texture = data.getState().getSamplerTexture(textureUnit, textureType); |
| ASSERT(texture); |
| if (texture->getTextureState().swizzleRequired()) |
| { |
| ANGLE_TRY(generateSwizzle(texture)); |
| } |
| } |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error Renderer11::generateSwizzles(const gl::ContextState &data) |
| { |
| ANGLE_TRY(generateSwizzles(data, gl::SAMPLER_VERTEX)); |
| ANGLE_TRY(generateSwizzles(data, gl::SAMPLER_PIXEL)); |
| return gl::NoError(); |
| } |
| gl::Error Renderer11::setSamplerState(gl::SamplerType type, |
| int index, |
| gl::Texture *texture, |
| const gl::SamplerState &samplerState) |
| { |
| #if !defined(NDEBUG) |
| // Make sure to add the level offset for our tiny compressed texture workaround |
| TextureD3D *textureD3D = GetImplAs<TextureD3D>(texture); |
| |
| TextureStorage *storage = nullptr; |
| ANGLE_TRY(textureD3D->getNativeTexture(&storage)); |
| |
| // Storage should exist, texture should be complete |
| ASSERT(storage); |
| #endif // !defined(NDEBUG) |
| |
| // Sampler metadata that's passed to shaders in uniforms is stored separately from rest of the |
| // sampler state since having it in contiguous memory makes it possible to memcpy to a constant |
| // buffer, and it doesn't affect the state set by PSSetSamplers/VSSetSamplers. |
| SamplerMetadataD3D11 *metadata = nullptr; |
| |
| if (type == gl::SAMPLER_PIXEL) |
| { |
| ASSERT(static_cast<unsigned int>(index) < getNativeCaps().maxTextureImageUnits); |
| |
| if (mForceSetPixelSamplerStates[index] || |
| memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0) |
| { |
| ID3D11SamplerState *dxSamplerState = nullptr; |
| ANGLE_TRY(mStateCache.getSamplerState(samplerState, &dxSamplerState)); |
| |
| ASSERT(dxSamplerState != nullptr); |
| mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState); |
| |
| mCurPixelSamplerStates[index] = samplerState; |
| } |
| |
| mForceSetPixelSamplerStates[index] = false; |
| |
| metadata = &mSamplerMetadataPS; |
| } |
| else if (type == gl::SAMPLER_VERTEX) |
| { |
| ASSERT(static_cast<unsigned int>(index) < getNativeCaps().maxVertexTextureImageUnits); |
| |
| if (mForceSetVertexSamplerStates[index] || |
| memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0) |
| { |
| ID3D11SamplerState *dxSamplerState = nullptr; |
| ANGLE_TRY(mStateCache.getSamplerState(samplerState, &dxSamplerState)); |
| |
| ASSERT(dxSamplerState != nullptr); |
| mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState); |
| |
| mCurVertexSamplerStates[index] = samplerState; |
| } |
| |
| mForceSetVertexSamplerStates[index] = false; |
| |
| metadata = &mSamplerMetadataVS; |
| } |
| else if (type == gl::SAMPLER_COMPUTE) |
| { |
| ASSERT(static_cast<unsigned int>(index) < getNativeCaps().maxComputeTextureImageUnits); |
| |
| if (mForceSetComputeSamplerStates[index] || |
| memcmp(&samplerState, &mCurComputeSamplerStates[index], sizeof(gl::SamplerState)) != 0) |
| { |
| ID3D11SamplerState *dxSamplerState = nullptr; |
| ANGLE_TRY(mStateCache.getSamplerState(samplerState, &dxSamplerState)); |
| |
| ASSERT(dxSamplerState != nullptr); |
| mDeviceContext->CSSetSamplers(index, 1, &dxSamplerState); |
| |
| mCurComputeSamplerStates[index] = samplerState; |
| } |
| |
| mForceSetComputeSamplerStates[index] = false; |
| |
| metadata = &mSamplerMetadataCS; |
| } |
| else |
| UNREACHABLE(); |
| |
| ASSERT(metadata != nullptr); |
| metadata->update(index, *texture); |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture) |
| { |
| ID3D11ShaderResourceView *textureSRV = nullptr; |
| |
| if (texture) |
| { |
| TextureD3D *textureImpl = GetImplAs<TextureD3D>(texture); |
| |
| TextureStorage *texStorage = nullptr; |
| ANGLE_TRY(textureImpl->getNativeTexture(&texStorage)); |
| |
| // Texture should be complete and have a storage |
| ASSERT(texStorage); |
| |
| TextureStorage11 *storage11 = GetAs<TextureStorage11>(texStorage); |
| |
| ANGLE_TRY(storage11->getSRV(texture->getTextureState(), &textureSRV)); |
| |
| // 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 != nullptr); |
| |
| textureImpl->resetDirty(); |
| } |
| |
| ASSERT((type == gl::SAMPLER_PIXEL && |
| static_cast<unsigned int>(index) < getNativeCaps().maxTextureImageUnits) || |
| (type == gl::SAMPLER_VERTEX && |
| static_cast<unsigned int>(index) < getNativeCaps().maxVertexTextureImageUnits)); |
| |
| mStateManager.setShaderResource(type, index, textureSRV); |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error Renderer11::setUniformBuffers(const gl::ContextState &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; |
| } |
| |
| const OffsetBindingPointer<gl::Buffer> &uniformBuffer = |
| data.getState().getIndexedUniformBuffer(binding); |
| GLintptr uniformBufferOffset = uniformBuffer.getOffset(); |
| GLsizeiptr uniformBufferSize = uniformBuffer.getSize(); |
| |
| if (uniformBuffer.get() == nullptr) |
| { |
| continue; |
| } |
| |
| Buffer11 *bufferStorage = GetImplAs<Buffer11>(uniformBuffer.get()); |
| ID3D11Buffer *constantBuffer = nullptr; |
| UINT firstConstant = 0; |
| UINT numConstants = 0; |
| |
| ANGLE_TRY(bufferStorage->getConstantBufferRange(uniformBufferOffset, uniformBufferSize, |
| &constantBuffer, &firstConstant, |
| &numConstants)); |
| |
| if (!constantBuffer) |
| { |
| return gl::Error(GL_OUT_OF_MEMORY, "Error retrieving constant buffer"); |
| } |
| |
| if (mCurrentConstantBufferVS[uniformBufferIndex] != bufferStorage->getSerial() || |
| mCurrentConstantBufferVSOffset[uniformBufferIndex] != uniformBufferOffset || |
| mCurrentConstantBufferVSSize[uniformBufferIndex] != uniformBufferSize) |
| { |
| if (firstConstant != 0 && uniformBufferSize != 0) |
| { |
| ASSERT(numConstants != 0); |
| mDeviceContext1->VSSetConstantBuffers1( |
| getReservedVertexUniformBuffers() + |
| static_cast<unsigned int>(uniformBufferIndex), |
| 1, &constantBuffer, &firstConstant, &numConstants); |
| } |
| else |
| { |
| mDeviceContext->VSSetConstantBuffers( |
| getReservedVertexUniformBuffers() + |
| static_cast<unsigned int>(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; |
| } |
| |
| const OffsetBindingPointer<gl::Buffer> &uniformBuffer = |
| data.getState().getIndexedUniformBuffer(binding); |
| GLintptr uniformBufferOffset = uniformBuffer.getOffset(); |
| GLsizeiptr uniformBufferSize = uniformBuffer.getSize(); |
| |
| if (uniformBuffer.get() == nullptr) |
| { |
| continue; |
| } |
| |
| Buffer11 *bufferStorage = GetImplAs<Buffer11>(uniformBuffer.get()); |
| ID3D11Buffer *constantBuffer = nullptr; |
| UINT firstConstant = 0; |
| UINT numConstants = 0; |
| |
| ANGLE_TRY(bufferStorage->getConstantBufferRange(uniformBufferOffset, uniformBufferSize, |
| &constantBuffer, &firstConstant, |
| &numConstants)); |
| |
| if (!constantBuffer) |
| { |
| return gl::Error(GL_OUT_OF_MEMORY, "Error retrieving constant buffer"); |
| } |
| |
| if (mCurrentConstantBufferPS[uniformBufferIndex] != bufferStorage->getSerial() || |
| mCurrentConstantBufferPSOffset[uniformBufferIndex] != uniformBufferOffset || |
| mCurrentConstantBufferPSSize[uniformBufferIndex] != uniformBufferSize) |
| { |
| if (firstConstant != 0 && uniformBufferSize != 0) |
| { |
| mDeviceContext1->PSSetConstantBuffers1( |
| getReservedFragmentUniformBuffers() + |
| static_cast<unsigned int>(uniformBufferIndex), |
| 1, &constantBuffer, &firstConstant, &numConstants); |
| } |
| else |
| { |
| mDeviceContext->PSSetConstantBuffers( |
| getReservedFragmentUniformBuffers() + |
| static_cast<unsigned int>(uniformBufferIndex), |
| 1, &constantBuffer); |
| } |
| |
| mCurrentConstantBufferPS[uniformBufferIndex] = bufferStorage->getSerial(); |
| mCurrentConstantBufferPSOffset[uniformBufferIndex] = uniformBufferOffset; |
| mCurrentConstantBufferPSSize[uniformBufferIndex] = uniformBufferSize; |
| } |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error Renderer11::updateState(ContextImpl *contextImpl, GLenum drawMode) |
| { |
| const auto &data = contextImpl->getContextState(); |
| const auto &glState = data.getState(); |
| |
| // Applies the render target surface, depth stencil surface, viewport rectangle and |
| // scissor rectangle to the renderer |
| gl::Framebuffer *framebuffer = glState.getDrawFramebuffer(); |
| ASSERT(framebuffer && !framebuffer->hasAnyDirtyBit() && framebuffer->cachedComplete()); |
| ANGLE_TRY(mStateManager.syncFramebuffer(contextImpl, framebuffer)); |
| |
| // Set the present path state |
| auto firstColorAttachment = framebuffer->getFirstColorbuffer(); |
| const bool presentPathFastActive = UsePresentPathFast(this, firstColorAttachment); |
| mStateManager.updatePresentPath(presentPathFastActive, firstColorAttachment); |
| |
| // Setting viewport state |
| mStateManager.setViewport(&data.getCaps(), glState.getViewport(), glState.getNearPlane(), |
| glState.getFarPlane()); |
| |
| // Setting scissor state |
| mStateManager.setScissorRectangle(glState.getScissor(), glState.isScissorTestEnabled()); |
| |
| // Applying rasterizer state to D3D11 device |
| // Since framebuffer->getSamples will return the original samples which may be different with |
| // the sample counts that we set in render target view, here we use renderTarget->getSamples to |
| // get the actual samples. |
| GLsizei samples = 0; |
| if (firstColorAttachment) |
| { |
| ASSERT(firstColorAttachment->isAttached()); |
| RenderTarget11 *renderTarget = nullptr; |
| ANGLE_TRY(firstColorAttachment->getRenderTarget(&renderTarget)); |
| samples = renderTarget->getSamples(); |
| } |
| gl::RasterizerState rasterizer = glState.getRasterizerState(); |
| rasterizer.pointDrawMode = (drawMode == GL_POINTS); |
| rasterizer.multiSample = (samples != 0); |
| |
| ANGLE_TRY(mStateManager.setRasterizerState(rasterizer)); |
| |
| // Setting blend state |
| unsigned int mask = GetBlendSampleMask(data, samples); |
| ANGLE_TRY(mStateManager.setBlendState(framebuffer, glState.getBlendState(), |
| glState.getBlendColor(), mask)); |
| |
| // Setting depth stencil state |
| ANGLE_TRY(mStateManager.setDepthStencilState(glState)); |
| |
| return gl::NoError(); |
| } |
| |
| 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; |
| } |
| |
| gl::Error Renderer11::applyVertexBuffer(const gl::State &state, |
| GLenum mode, |
| GLint first, |
| GLsizei count, |
| GLsizei instances, |
| TranslatedIndexData *indexInfo) |
| { |
| const auto &vertexArray = state.getVertexArray(); |
| auto *vertexArray11 = GetImplAs<VertexArray11>(vertexArray); |
| |
| ANGLE_TRY(vertexArray11->updateDirtyAndDynamicAttribs(mVertexDataManager, state, first, count, |
| instances)); |
| |
| ANGLE_TRY(mStateManager.updateCurrentValueAttribs(state, mVertexDataManager)); |
| |
| // If index information is passed, mark it with the current changed status. |
| if (indexInfo) |
| { |
| indexInfo->srcIndexData.srcIndicesChanged = mAppliedIBChanged; |
| } |
| |
| GLsizei numIndicesPerInstance = 0; |
| if (instances > 0) |
| { |
| numIndicesPerInstance = count; |
| } |
| const auto &vertexArrayAttribs = vertexArray11->getTranslatedAttribs(); |
| const auto ¤tValueAttribs = mStateManager.getCurrentValueAttribs(); |
| ANGLE_TRY(mInputLayoutCache.applyVertexBuffers(state, vertexArrayAttribs, currentValueAttribs, |
| mode, first, indexInfo, numIndicesPerInstance)); |
| |
| // InputLayoutCache::applyVertexBuffers calls through to the Bufer11 to get the native vertex |
| // buffer (ID3D11Buffer *). Because we allocate these buffers lazily, this will trigger |
| // allocation. This in turn will signal that the buffer is dirty. Since we just resolved the |
| // dirty-ness in VertexArray11::updateDirtyAndDynamicAttribs, this can make us do a needless |
| // update on the second draw call. |
| // Hence we clear the flags here, after we've applied vertex data, since we know everything |
| // is clean. This is a bit of a hack. |
| vertexArray11->clearDirtyAndPromoteDynamicAttribs(state, count); |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error Renderer11::applyIndexBuffer(const gl::ContextState &data, |
| const void *indices, |
| GLsizei count, |
| GLenum mode, |
| GLenum type, |
| TranslatedIndexData *indexInfo) |
| { |
| const auto &glState = data.getState(); |
| gl::VertexArray *vao = glState.getVertexArray(); |
| gl::Buffer *elementArrayBuffer = vao->getElementArrayBuffer().get(); |
| ANGLE_TRY(mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, |
| indexInfo, glState.isPrimitiveRestartEnabled())); |
| |
| ID3D11Buffer *buffer = nullptr; |
| 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); |
| ANGLE_TRY_RESULT(storage->getBuffer(BUFFER_USAGE_INDEX), buffer); |
| } |
| 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::NoError(); |
| } |
| |
| gl::Error Renderer11::applyTransformFeedbackBuffers(const gl::ContextState &data) |
| { |
| const auto &state = data.getState(); |
| |
| // If transform feedback is not active, unbind all buffers |
| if (!state.isTransformFeedbackActiveUnpaused()) |
| { |
| if (mAppliedTFObject != 0) |
| { |
| mDeviceContext->SOSetTargets(0, nullptr, nullptr); |
| mAppliedTFObject = 0; |
| } |
| return gl::NoError(); |
| } |
| |
| gl::TransformFeedback *transformFeedback = state.getCurrentTransformFeedback(); |
| TransformFeedback11 *transformFeedback11 = GetImplAs<TransformFeedback11>(transformFeedback); |
| uintptr_t transformFeedbackId = reinterpret_cast<uintptr_t>(transformFeedback11); |
| if (mAppliedTFObject == transformFeedbackId && !transformFeedback11->isDirty()) |
| { |
| return gl::NoError(); |
| } |
| |
| const std::vector<ID3D11Buffer *> *soBuffers = nullptr; |
| ANGLE_TRY_RESULT(transformFeedback11->getSOBuffers(), soBuffers); |
| const std::vector<UINT> &soOffsets = transformFeedback11->getSOBufferOffsets(); |
| |
| mDeviceContext->SOSetTargets(transformFeedback11->getNumSOBuffers(), soBuffers->data(), |
| soOffsets.data()); |
| |
| mAppliedTFObject = transformFeedbackId; |
| transformFeedback11->onApply(); |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error Renderer11::drawArraysImpl(const gl::ContextState &data, |
| GLenum mode, |
| GLint startVertex, |
| GLsizei count, |
| GLsizei instances) |
| { |
| const auto &glState = data.getState(); |
| ProgramD3D *programD3D = GetImplAs<ProgramD3D>(glState.getProgram()); |
| |
| if (programD3D->usesGeometryShader(mode) && glState.isTransformFeedbackActiveUnpaused()) |
| { |
| // Since we use a geometry if-and-only-if we rewrite vertex streams, transform feedback |
| // won't get the correct output. To work around this, draw with *only* the stream out |
| // first (no pixel shader) to feed the stream out buffers and then draw again with the |
| // geometry shader + pixel shader to rasterize the primitives. |
| mDeviceContext->PSSetShader(nullptr, nullptr, 0); |
| |
| if (instances > 0) |
| { |
| mDeviceContext->DrawInstanced(count, instances, 0, 0); |
| } |
| else |
| { |
| mDeviceContext->Draw(count, 0); |
| } |
| |
| rx::ShaderExecutableD3D *pixelExe = nullptr; |
| ANGLE_TRY( |
| programD3D->getPixelExecutableForFramebuffer(glState.getDrawFramebuffer(), &pixelExe)); |
| |
| // Skip the draw call if rasterizer discard is enabled (or no fragment shader). |
| if (!pixelExe || glState.getRasterizerState().rasterizerDiscard) |
| { |
| return gl::NoError(); |
| } |
| |
| ID3D11PixelShader *pixelShader = GetAs<ShaderExecutable11>(pixelExe)->getPixelShader(); |
| ASSERT(reinterpret_cast<uintptr_t>(pixelShader) == mAppliedPixelShader); |
| mDeviceContext->PSSetShader(pixelShader, nullptr, 0); |
| |
| // Retrieve the geometry shader. |
| rx::ShaderExecutableD3D *geometryExe = nullptr; |
| ANGLE_TRY( |
| programD3D->getGeometryExecutableForPrimitiveType(data, mode, &geometryExe, nullptr)); |
| |
| ID3D11GeometryShader *geometryShader = |
| (geometryExe ? GetAs<ShaderExecutable11>(geometryExe)->getGeometryShader() : nullptr); |
| mAppliedGeometryShader = reinterpret_cast<uintptr_t>(geometryShader); |
| ASSERT(geometryShader); |
| mDeviceContext->GSSetShader(geometryShader, nullptr, 0); |
| |
| if (instances > 0) |
| { |
| mDeviceContext->DrawInstanced(count, instances, 0, 0); |
| } |
| else |
| { |
| mDeviceContext->Draw(count, 0); |
| } |
| return gl::NoError(); |
| } |
| |
| if (mode == GL_LINE_LOOP) |
| { |
| return drawLineLoop(data, count, GL_NONE, nullptr, 0, instances); |
| } |
| |
| if (mode == GL_TRIANGLE_FAN) |
| { |
| return drawTriangleFan(data, count, GL_NONE, nullptr, 0, instances); |
| } |
| |
| bool useInstancedPointSpriteEmulation = |
| programD3D->usesPointSize() && getWorkarounds().useInstancedPointSpriteEmulation; |
| |
| if (instances > 0) |
| { |
| if (mode == GL_POINTS && useInstancedPointSpriteEmulation) |
| { |
| // If pointsprite emulation is used with glDrawArraysInstanced then we need to take a |
| // less efficent code path. |
| // Instanced rendering of emulated pointsprites requires a loop to draw each batch of |
| // points. An offset into the instanced data buffer is calculated and applied on each |
| // iteration to ensure all instances are rendered correctly. |
| |
| // Each instance being rendered requires the inputlayout cache to reapply buffers and |
| // offsets. |
| for (GLsizei i = 0; i < instances; i++) |
| { |
| ANGLE_TRY( |
| mInputLayoutCache.updateVertexOffsetsForPointSpritesEmulation(startVertex, i)); |
| mDeviceContext->DrawIndexedInstanced(6, count, 0, 0, 0); |
| } |
| } |
| else |
| { |
| mDeviceContext->DrawInstanced(count, instances, 0, 0); |
| } |
| return gl::NoError(); |
| } |
| |
| // 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::NoError(); |
| } |
| |
| gl::Error Renderer11::drawElementsImpl(const gl::ContextState &data, |
| const TranslatedIndexData &indexInfo, |
| GLenum mode, |
| GLsizei count, |
| GLenum type, |
| const void *indices, |
| GLsizei instances) |
| { |
| int startVertex = static_cast<int>(indexInfo.indexRange.start); |
| int baseVertex = -startVertex; |
| |
| if (mode == GL_LINE_LOOP) |
| { |
| return drawLineLoop(data, count, type, indices, baseVertex, instances); |
| } |
| |
| if (mode == GL_TRIANGLE_FAN) |
| { |
| return drawTriangleFan(data, count, type, indices, baseVertex, instances); |
| } |
| |
| const ProgramD3D *programD3D = GetImplAs<ProgramD3D>(data.getState().getProgram()); |
| if (instances > 0) |
| { |
| if (mode == GL_POINTS && programD3D->usesInstancedPointSpriteEmulation()) |
| { |
| // If pointsprite emulation is used with glDrawElementsInstanced then we need to take a |
| // less efficent code path. |
| // Instanced rendering of emulated pointsprites requires a loop to draw each batch of |
| // points. An offset into the instanced data buffer is calculated and applied on each |
| // iteration to ensure all instances are rendered correctly. |
| GLsizei elementsToRender = static_cast<GLsizei>(indexInfo.indexRange.vertexCount()); |
| |
| // Each instance being rendered requires the inputlayout cache to reapply buffers and |
| // offsets. |
| for (GLsizei i = 0; i < instances; i++) |
| { |
| ANGLE_TRY( |
| mInputLayoutCache.updateVertexOffsetsForPointSpritesEmulation(startVertex, i)); |
| mDeviceContext->DrawIndexedInstanced(6, elementsToRender, 0, 0, 0); |
| } |
| } |
| else |
| { |
| mDeviceContext->DrawIndexedInstanced(count, instances, 0, baseVertex, 0); |
| } |
| return gl::NoError(); |
| } |
| |
| // 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 && programD3D->usesInstancedPointSpriteEmulation()) |
| { |
| // 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); |
| } |
| else |
| { |
| mDeviceContext->DrawIndexed(count, 0, baseVertex); |
| } |
| return gl::NoError(); |
| } |
| |
| bool Renderer11::supportsFastIndirectDraw(const gl::State &state, GLenum mode, GLenum type) |
| { |
| const auto &vertexArray = state.getVertexArray(); |
| auto *vertexArray11 = GetImplAs<VertexArray11>(vertexArray); |
| // Indirect drawing doesn't support dynamic attribute storage since it needs the first and count |
| // to translate when applyVertexBuffer. GL_LINE_LOOP and GL_TRIANGLE_FAN are not supported |
| // either since we need to simulate them in D3D. |
| if (vertexArray11->hasDynamicAttrib(state) || mode == GL_LINE_LOOP || mode == GL_TRIANGLE_FAN) |
| { |
| return false; |
| } |
| |
| if (type != GL_NONE) |
| { |
| gl::Buffer *elementArrayBuffer = vertexArray->getElementArrayBuffer().get(); |
| ASSERT(elementArrayBuffer); |
| // Only non-streaming index data can be directly used to do indirect draw since they don't |
| // need the indices and count informations. Here we don't check whether it really has |
| // primitive restart index in it since it also needs to know the index range and count. |
| // So, for all other situations, we fall back to normal draw instead of indirect draw. |
| bool primitiveRestartWorkaround = mIndexDataManager->usePrimitiveRestartWorkaround( |
| state.isPrimitiveRestartEnabled(), type); |
| return !mIndexDataManager->isStreamingIndexData(primitiveRestartWorkaround, type, |
| elementArrayBuffer); |
| } |
| return true; |
| } |
| |
| gl::Error Renderer11::drawArraysIndirectImpl(const gl::ContextState &data, |
| GLenum mode, |
| const void *indirect) |
| { |
| if (skipDraw(data, mode)) |
| { |
| return gl::NoError(); |
| } |
| |
| const auto &glState = data.getState(); |
| gl::Buffer *drawIndirectBuffer = glState.getDrawIndirectBuffer(); |
| ASSERT(drawIndirectBuffer); |
| Buffer11 *storage = GetImplAs<Buffer11>(drawIndirectBuffer); |
| uintptr_t offset = reinterpret_cast<uintptr_t>(indirect); |
| |
| if (supportsFastIndirectDraw(glState, mode, GL_NONE)) |
| { |
| applyVertexBuffer(glState, mode, 0, 0, 0, nullptr); |
| ID3D11Buffer *buffer = nullptr; |
| ANGLE_TRY_RESULT(storage->getBuffer(BUFFER_USAGE_INDIRECT), buffer); |
| mDeviceContext->DrawInstancedIndirect(buffer, static_cast<unsigned int>(offset)); |
| return gl::NoError(); |
| } |
| |
| const uint8_t *bufferData = nullptr; |
| ANGLE_TRY(storage->getData(&bufferData)); |
| ASSERT(bufferData); |
| const gl::DrawArraysIndirectCommand *args = |
| reinterpret_cast<const gl::DrawArraysIndirectCommand *>(bufferData + offset); |
| GLuint count = args->count; |
| GLuint instances = args->instanceCount; |
| GLuint first = args->first; |
| |
| ANGLE_TRY(applyVertexBuffer(glState, mode, first, count, instances, nullptr)); |
| |
| if (mode == GL_LINE_LOOP) |
| { |
| return drawLineLoop(data, count, GL_NONE, nullptr, 0, instances); |
| } |
| if (mode == GL_TRIANGLE_FAN) |
| { |
| return drawTriangleFan(data, count, GL_NONE, nullptr, 0, instances); |
| } |
| |
| mDeviceContext->DrawInstanced(count, instances, 0, 0); |
| return gl::NoError(); |
| } |
| |
| gl::Error Renderer11::drawElementsIndirectImpl(const gl::ContextState &data, |
| GLenum mode, |
| GLenum type, |
| const void *indirect) |
| { |
| if (skipDraw(data, mode)) |
| { |
| return gl::NoError(); |
| } |
| |
| const auto &glState = data.getState(); |
| gl::Buffer *drawIndirectBuffer = glState.getDrawIndirectBuffer(); |
| ASSERT(drawIndirectBuffer); |
| Buffer11 *storage = GetImplAs<Buffer11>(drawIndirectBuffer); |
| uintptr_t offset = reinterpret_cast<uintptr_t>(indirect); |
| |
| TranslatedIndexData indexInfo; |
| if (supportsFastIndirectDraw(glState, mode, type)) |
| { |
| ANGLE_TRY(applyIndexBuffer(data, nullptr, 0, mode, type, &indexInfo)); |
| ANGLE_TRY(applyVertexBuffer(glState, mode, 0, 0, 0, &indexInfo)); |
| ID3D11Buffer *buffer = nullptr; |
| ANGLE_TRY_RESULT(storage->getBuffer(BUFFER_USAGE_INDIRECT), buffer); |
| mDeviceContext->DrawIndexedInstancedIndirect(buffer, static_cast<unsigned int>(offset)); |
| return gl::NoError(); |
| } |
| |
| const uint8_t *bufferData = nullptr; |
| ANGLE_TRY(storage->getData(&bufferData)); |
| ASSERT(bufferData); |
| |
| const gl::DrawElementsIndirectCommand *cmd = |
| reinterpret_cast<const gl::DrawElementsIndirectCommand *>(bufferData + offset); |
| GLuint count = cmd->count; |
| GLuint instances = cmd->primCount; |
| GLuint firstIndex = cmd->firstIndex; |
| GLint baseVertex = cmd->baseVertex; |
| |
| const gl::Type &typeInfo = gl::GetTypeInfo(type); |
| uint8_t *indices = static_cast<uint8_t *>(0) + firstIndex * typeInfo.bytes; |
| |
| gl::Buffer *elementArrayBuffer = glState.getVertexArray()->getElementArrayBuffer().get(); |
| ASSERT(elementArrayBuffer); |
| gl::IndexRange indexRange; |
| ANGLE_TRY(elementArrayBuffer->getIndexRange(type, reinterpret_cast<size_t>(indices), count, |
| glState.isPrimitiveRestartEnabled(), &indexRange)); |
| |
| indexInfo.indexRange = indexRange; |
| ANGLE_TRY(applyIndexBuffer(data, indices, count, mode, type, &indexInfo)); |
| size_t vertexCount = indexRange.vertexCount(); |
| ANGLE_TRY(applyVertexBuffer(glState, mode, static_cast<GLsizei>(indexRange.start) + baseVertex, |
| static_cast<GLsizei>(vertexCount), instances, &indexInfo)); |
| |
| int baseVertexLocation = -static_cast<int>(indexRange.start); |
| if (mode == GL_LINE_LOOP) |
| { |
| return drawLineLoop(data, count, type, indices, baseVertexLocation, instances); |
| } |
| |
| if (mode == GL_TRIANGLE_FAN) |
| { |
| return drawTriangleFan(data, count, type, indices, baseVertexLocation, instances); |
| } |
| |
| mDeviceContext->DrawIndexedInstanced(count, instances, 0, baseVertexLocation, 0); |
| return gl::NoError(); |
| } |
| |
| gl::Error Renderer11::drawLineLoop(const gl::ContextState &data, |
| GLsizei count, |
| GLenum type, |
| const void *indexPointer, |
| int baseVertex, |
| int instances) |
| { |
| const auto &glState = data.getState(); |
| gl::VertexArray *vao = glState.getVertexArray(); |
| gl::Buffer *elementArrayBuffer = vao->getElementArrayBuffer().get(); |
| |
| const void *indices = indexPointer; |
| |
| // 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 = nullptr; |
| ANGLE_TRY(storage->getData(&bufferData)); |
| |
| 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."); |
| } |
| |
| GetLineLoopIndices(indices, type, static_cast<GLuint>(count), |
| glState.isPrimitiveRestartEnabled(), &mScratchIndexDataBuffer); |
| |
| unsigned int spaceNeeded = |
| static_cast<unsigned int>(sizeof(GLuint) * mScratchIndexDataBuffer.size()); |
| ANGLE_TRY(mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT)); |
| |
| void *mappedMemory = nullptr; |
| unsigned int offset; |
| ANGLE_TRY(mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset)); |
| |
| // Copy over the converted index data. |
| memcpy(mappedMemory, &mScratchIndexDataBuffer[0], |
| sizeof(GLuint) * mScratchIndexDataBuffer.size()); |
| |
| ANGLE_TRY(mLineLoopIB->unmapBuffer()); |
| |
| IndexBuffer11 *indexBuffer = GetAs<IndexBuffer11>(mLineLoopIB->getIndexBuffer()); |
| ID3D11Buffer *d3dIndexBuffer = indexBuffer->getBuffer(); |
| DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat(); |
| |
| if (mAppliedIB != d3dIndexBuffer || mAppliedIBFormat != indexFormat || |
| mAppliedIBOffset != offset) |
| { |
| mDeviceContext->IASetIndexBuffer(d3dIndexBuffer, indexFormat, offset); |
| mAppliedIB = d3dIndexBuffer; |
| mAppliedIBFormat = indexFormat; |
| mAppliedIBOffset = offset; |
| } |
| |
| UINT indexCount = static_cast<UINT>(mScratchIndexDataBuffer.size()); |
| |
| if (instances > 0) |
| { |
| mDeviceContext->DrawIndexedInstanced(indexCount, instances, 0, baseVertex, 0); |
| } |
| else |
| { |
| mDeviceContext->DrawIndexed(indexCount, 0, baseVertex); |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error Renderer11::drawTriangleFan(const gl::ContextState &data, |
| GLsizei count, |
| GLenum type, |
| const void *indices, |
| int baseVertex, |
| int instances) |
| { |
| gl::VertexArray *vao = data.getState().getVertexArray(); |
| gl::Buffer *elementArrayBuffer = vao->getElementArrayBuffer().get(); |
| |
| const void *indexPointer = indices; |
| |
| // 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 = nullptr; |
| ANGLE_TRY(storage->getData(&bufferData)); |
| |
| indexPointer = 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 GLuint 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."); |
| } |
| |
| GetTriFanIndices(indexPointer, type, count, data.getState().isPrimitiveRestartEnabled(), |
| &mScratchIndexDataBuffer); |
| |
| const unsigned int spaceNeeded = |
| static_cast<unsigned int>(mScratchIndexDataBuffer.size() * sizeof(unsigned int)); |
| ANGLE_TRY(mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT)); |
| |
| void *mappedMemory = nullptr; |
| unsigned int offset; |
| ANGLE_TRY(mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory, &offset)); |
| |
| memcpy(mappedMemory, &mScratchIndexDataBuffer[0], spaceNeeded); |
| |
| ANGLE_TRY(mTriangleFanIB->unmapBuffer()); |
| |
| IndexBuffer11 *indexBuffer = GetAs<IndexBuffer11>(mTriangleFanIB->getIndexBuffer()); |
| ID3D11Buffer *d3dIndexBuffer = indexBuffer->getBuffer(); |
| DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat(); |
| |
| if (mAppliedIB != d3dIndexBuffer || mAppliedIBFormat != indexFormat || |
| mAppliedIBOffset != offset) |
| { |
| mDeviceContext->IASetIndexBuffer(d3dIndexBuffer, indexFormat, offset); |
| mAppliedIB = d3dIndexBuffer; |
| mAppliedIBFormat = indexFormat; |
| mAppliedIBOffset = offset; |
| } |
| |
| UINT indexCount = static_cast<UINT>(mScratchIndexDataBuffer.size()); |
| |
| if (instances > 0) |
| { |
| mDeviceContext->DrawIndexedInstanced(indexCount, instances, 0, baseVertex, 0); |
| } |
| else |
| { |
| mDeviceContext->DrawIndexed(indexCount, 0, baseVertex); |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error Renderer11::applyShaders(const gl::ContextState &data, GLenum drawMode) |
| { |
| // This method is called single-threaded. |
| ANGLE_TRY(ensureHLSLCompilerInitialized()); |
| |
| const auto &glState = data.getState(); |
| ProgramD3D *programD3D = GetImplAs<ProgramD3D>(glState.getProgram()); |
| programD3D->updateCachedInputLayout(glState); |
| |
| const auto &inputLayout = programD3D->getCachedInputLayout(); |
| |
| ShaderExecutableD3D *vertexExe = nullptr; |
| ANGLE_TRY(programD3D->getVertexExecutableForInputLayout(inputLayout, &vertexExe, nullptr)); |
| |
| const gl::Framebuffer *drawFramebuffer = glState.getDrawFramebuffer(); |
| ShaderExecutableD3D *pixelExe = nullptr; |
| ANGLE_TRY(programD3D->getPixelExecutableForFramebuffer(drawFramebuffer, &pixelExe)); |
| |
| ShaderExecutableD3D *geometryExe = nullptr; |
| ANGLE_TRY( |
| programD3D->getGeometryExecutableForPrimitiveType(data, drawMode, &geometryExe, nullptr)); |
| |
| ID3D11VertexShader *vertexShader = |
| (vertexExe ? GetAs<ShaderExecutable11>(vertexExe)->getVertexShader() : nullptr); |
| |
| ID3D11PixelShader *pixelShader = nullptr; |
| // Skip pixel shader if we're doing rasterizer discard. |
| bool rasterizerDiscard = glState.getRasterizerState().rasterizerDiscard; |
| if (!rasterizerDiscard) |
| { |
| pixelShader = (pixelExe ? GetAs<ShaderExecutable11>(pixelExe)->getPixelShader() : nullptr); |
| } |
| |
| ID3D11GeometryShader *geometryShader = nullptr; |
| bool transformFeedbackActive = glState.isTransformFeedbackActiveUnpaused(); |
| if (transformFeedbackActive) |
| { |
| geometryShader = |
| (vertexExe ? GetAs<ShaderExecutable11>(vertexExe)->getStreamOutShader() : nullptr); |
| } |
| else |
| { |
| geometryShader = |
| (geometryExe ? GetAs<ShaderExecutable11>(geometryExe)->getGeometryShader() : nullptr); |
| } |
| |
| bool dirtyUniforms = false; |
| |
| if (reinterpret_cast<uintptr_t>(vertexShader) != mAppliedVertexShader) |
| { |
| mDeviceContext->VSSetShader(vertexShader, nullptr, 0); |
| mAppliedVertexShader = reinterpret_cast<uintptr_t>(vertexShader); |
| dirtyUniforms = true; |
| } |
| |
| if (reinterpret_cast<uintptr_t>(geometryShader) != mAppliedGeometryShader) |
| { |
| mDeviceContext->GSSetShader(geometryShader, nullptr, 0); |
| mAppliedGeometryShader = reinterpret_cast<uintptr_t>(geometryShader); |
| dirtyUniforms = true; |
| } |
| |
| if (reinterpret_cast<uintptr_t>(pixelShader) != mAppliedPixelShader) |
| { |
| mDeviceContext->PSSetShader(pixelShader, nullptr, 0); |
| mAppliedPixelShader = reinterpret_cast<uintptr_t>(pixelShader); |
| dirtyUniforms = true; |
| } |
| |
| if (dirtyUniforms) |
| { |
| programD3D->dirtyAllUniforms(); |
| } |
| |
| return programD3D->applyUniforms(drawMode); |
| } |
| |
| gl::Error Renderer11::applyUniforms(const ProgramD3D &programD3D, |
| GLenum drawMode, |
| const std::vector<D3DUniform *> &uniformArray) |
| { |
| unsigned int totalRegisterCountVS = 0; |
| unsigned int totalRegisterCountPS = 0; |
| |
| bool vertexUniformsDirty = false; |
| bool pixelUniformsDirty = false; |
| |
| for (const D3DUniform *uniform : uniformArray) |
| { |
| 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 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] = nullptr; |
| float(*mapPS)[4] = nullptr; |
| |
| if (totalRegisterCountVS > 0 && vertexUniformsDirty) |
| { |
| D3D11_MAPPED_SUBRESOURCE map = {0}; |
| HRESULT result = |
| mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); |
| 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); |
| ASSERT(SUCCEEDED(result)); |
| mapPS = (float(*)[4])map.pData; |
| } |
| |
| for (const D3DUniform *uniform : uniformArray) |
| { |
| if (uniform->isSampler()) |
| continue; |
| |
| 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( |
| d3d11::RESERVED_CONSTANT_BUFFER_SLOT_DEFAULT_UNIFORM_BLOCK, 1, &vertexConstantBuffer); |
| mCurrentVertexConstantBuffer = vertexConstantBuffer; |
| } |
| |
| if (mCurrentPixelConstantBuffer != pixelConstantBuffer) |
| { |
| mDeviceContext->PSSetConstantBuffers( |
| d3d11::RESERVED_CONSTANT_BUFFER_SLOT_DEFAULT_UNIFORM_BLOCK, 1, &pixelConstantBuffer); |
| mCurrentPixelConstantBuffer = pixelConstantBuffer; |
| } |
| |
| if (!mDriverConstantBufferVS) |
| { |
| D3D11_BUFFER_DESC constantBufferDescription = {0}; |
| d3d11::InitConstantBufferDesc( |
| &constantBufferDescription, |
| sizeof(dx_VertexConstants11) + mSamplerMetadataVS.sizeBytes()); |
| HRESULT result = |
| mDevice->CreateBuffer(&constantBufferDescription, nullptr, &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(d3d11::RESERVED_CONSTANT_BUFFER_SLOT_DRIVER, 1, |
| &mDriverConstantBufferVS); |
| } |
| if (!mDriverConstantBufferPS) |
| { |
| D3D11_BUFFER_DESC constantBufferDescription = {0}; |
| d3d11::InitConstantBufferDesc(&constantBufferDescription, |
| sizeof(dx_PixelConstants11) + mSamplerMetadataPS.sizeBytes()); |
| HRESULT result = |
| mDevice->CreateBuffer(&constantBufferDescription, nullptr, &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(d3d11::RESERVED_CONSTANT_BUFFER_SLOT_DRIVER, 1, |
| &mDriverConstantBufferPS); |
| } |
| |
| // Sampler metadata and driver constants need to coexist in the same constant buffer to conserve |
| // constant buffer slots. We update both in the constant buffer if needed. |
| const dx_VertexConstants11 &vertexConstants = mStateManager.getVertexConstants(); |
| size_t samplerMetadataReferencedBytesVS = sizeof(SamplerMetadataD3D11::dx_SamplerMetadata) * |
| programD3D.getUsedSamplerRange(gl::SAMPLER_VERTEX); |
| applyDriverConstantsIfNeeded(&mAppliedVertexConstants, vertexConstants, &mSamplerMetadataVS, |
| samplerMetadataReferencedBytesVS, mDriverConstantBufferVS); |
| |
| const dx_PixelConstants11 &pixelConstants = mStateManager.getPixelConstants(); |
| size_t samplerMetadataReferencedBytesPS = sizeof(SamplerMetadataD3D11::dx_SamplerMetadata) * |
| programD3D.getUsedSamplerRange(gl::SAMPLER_PIXEL); |
| applyDriverConstantsIfNeeded(&mAppliedPixelConstants, pixelConstants, &mSamplerMetadataPS, |
| samplerMetadataReferencedBytesPS, mDriverConstantBufferPS); |
| |
| // GSSetConstantBuffers triggers device removal on 9_3, so we should only call it if necessary |
| if (programD3D.usesGeometryShader(drawMode)) |
| { |
| // needed for the point sprite geometry shader |
| if (mCurrentGeometryConstantBuffer != mDriverConstantBufferPS) |
| { |
| ASSERT(mDriverConstantBufferPS != nullptr); |
| mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS); |
| mCurrentGeometryConstantBuffer = mDriverConstantBufferPS; |
| } |
| } |
| |
| return gl::NoError(); |
| } |
| |
| // SamplerMetadataD3D11 implementation |
| |
| Renderer11::SamplerMetadataD3D11::SamplerMetadataD3D11() : mDirty(true) |
| { |
| } |
| |
| Renderer11::SamplerMetadataD3D11::~SamplerMetadataD3D11() |
| { |
| } |
| |
| void Renderer11::SamplerMetadataD3D11::initData(unsigned int samplerCount) |
| { |
| mSamplerMetadata.resize(samplerCount); |
| } |
| |
| void Renderer11::SamplerMetadataD3D11::update(unsigned int samplerIndex, const gl::Texture &texture) |
| { |
| unsigned int baseLevel = texture.getTextureState().getEffectiveBaseLevel(); |
| GLenum sizedFormat = |
| texture.getFormat(texture.getTarget(), baseLevel).info->sizedInternalFormat; |
| if (mSamplerMetadata[samplerIndex].baseLevel != static_cast<int>(baseLevel)) |
| { |
| mSamplerMetadata[samplerIndex].baseLevel = static_cast<int>(baseLevel); |
| mDirty = true; |
| } |
| |
| // Some metadata is needed only for integer textures. We avoid updating the constant buffer |
| // unnecessarily by changing the data only in case the texture is an integer texture and |
| // the values have changed. |
| bool needIntegerTextureMetadata = false; |
| // internalFormatBits == 0 means a 32-bit texture in the case of integer textures. |
| int internalFormatBits = 0; |
| switch (sizedFormat) |
| { |
| case GL_RGBA32I: |
| case GL_RGBA32UI: |
| case GL_RGB32I: |
| case GL_RGB32UI: |
| case GL_RG32I: |
| case GL_RG32UI: |
| case GL_R32I: |
| case GL_R32UI: |
| needIntegerTextureMetadata = true; |
| break; |
| case GL_RGBA16I: |
| case GL_RGBA16UI: |
| case GL_RGB16I: |
| case GL_RGB16UI: |
| case GL_RG16I: |
| case GL_RG16UI: |
| case GL_R16I: |
| case GL_R16UI: |
| needIntegerTextureMetadata = true; |
| internalFormatBits = 16; |
| break; |
| case GL_RGBA8I: |
| case GL_RGBA8UI: |
| case GL_RGB8I: |
| case GL_RGB8UI: |
| case GL_RG8I: |
| case GL_RG8UI: |
| case GL_R8I: |
| case GL_R8UI: |
| needIntegerTextureMetadata = true; |
| internalFormatBits = 8; |
| break; |
| case GL_RGB10_A2UI: |
| needIntegerTextureMetadata = true; |
| internalFormatBits = 10; |
| break; |
| default: |
| break; |
| } |
| if (needIntegerTextureMetadata) |
| { |
| if (mSamplerMetadata[samplerIndex].internalFormatBits != internalFormatBits) |
| { |
| mSamplerMetadata[samplerIndex].internalFormatBits = internalFormatBits; |
| mDirty = true; |
| } |
| // Pack the wrap values into one integer so we can fit all the metadata in one 4-integer |
| // vector. |
| GLenum wrapS = texture.getWrapS(); |
| GLenum wrapT = texture.getWrapT(); |
| GLenum wrapR = texture.getWrapR(); |
| int wrapModes = GetWrapBits(wrapS) | (GetWrapBits(wrapT) << 2) | (GetWrapBits(wrapR) << 4); |
| if (mSamplerMetadata[samplerIndex].wrapModes != wrapModes) |
| { |
| mSamplerMetadata[samplerIndex].wrapModes = wrapModes; |
| mDirty = true; |
| } |
| } |
| } |
| |
| const Renderer11::SamplerMetadataD3D11::dx_SamplerMetadata * |
| Renderer11::SamplerMetadataD3D11::getData() const |
| { |
| return mSamplerMetadata.data(); |
| } |
| |
| size_t Renderer11::SamplerMetadataD3D11::sizeBytes() const |
| { |
| return sizeof(SamplerMetadataD3D11::dx_SamplerMetadata) * mSamplerMetadata.size(); |
| } |
| |
| template <class TShaderConstants> |
| void Renderer11::applyDriverConstantsIfNeeded(TShaderConstants *appliedConstants, |
| const TShaderConstants &constants, |
| SamplerMetadataD3D11 *samplerMetadata, |
| size_t samplerMetadataReferencedBytes, |
| ID3D11Buffer *driverConstantBuffer) |
| { |
| ASSERT(driverConstantBuffer != nullptr); |
| if (memcmp(appliedConstants, &constants, sizeof(TShaderConstants)) != 0 || |
| samplerMetadata->isDirty()) |
| { |
| memcpy(appliedConstants, &constants, sizeof(TShaderConstants)); |
| |
| D3D11_MAPPED_SUBRESOURCE mapping = {0}; |
| HRESULT result = |
| mDeviceContext->Map(driverConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapping); |
| ASSERT(SUCCEEDED(result)); |
| memcpy(mapping.pData, appliedConstants, sizeof(TShaderConstants)); |
| // Previous buffer contents were discarded, so we need to refresh also the area of the |
| // buffer that isn't used by this program. |
| memcpy(&reinterpret_cast<uint8_t *>(mapping.pData)[sizeof(TShaderConstants)], |
| samplerMetadata->getData(), samplerMetadata->sizeBytes()); |
| mDeviceContext->Unmap(driverConstantBuffer, 0); |
| |
| samplerMetadata->markClean(); |
| } |
| } |
| |
| template void Renderer11::applyDriverConstantsIfNeeded<dx_VertexConstants11>( |
| dx_VertexConstants11 *appliedConstants, |
| const dx_VertexConstants11 &constants, |
| SamplerMetadataD3D11 *samplerMetadata, |
| size_t samplerMetadataReferencedBytes, |
| ID3D11Buffer *driverConstantBuffer); |
| template void Renderer11::applyDriverConstantsIfNeeded<dx_PixelConstants11>( |
| dx_PixelConstants11 *appliedConstants, |
| const dx_PixelConstants11 &constants, |
| SamplerMetadataD3D11 *samplerMetadata, |
| size_t samplerMetadataReferencedBytes, |
| ID3D11Buffer *driverConstantBuffer); |
| template void Renderer11::applyDriverConstantsIfNeeded<dx_ComputeConstants11>( |
| dx_ComputeConstants11 *appliedConstants, |
| const dx_ComputeConstants11 &constants, |
| SamplerMetadataD3D11 *samplerMetadata, |
| size_t samplerMetadataReferencedBytes, |
| ID3D11Buffer *driverConstantBuffer); |
| |
| void Renderer11::markAllStateDirty() |
| { |
| TRACE_EVENT0("gpu.angle", "Renderer11::markAllStateDirty"); |
| |
| for (size_t vsamplerId = 0; vsamplerId < mForceSetVertexSamplerStates.size(); ++vsamplerId) |
| { |
| mForceSetVertexSamplerStates[vsamplerId] = true; |
| } |
| |
| for (size_t fsamplerId = 0; fsamplerId < mForceSetPixelSamplerStates.size(); ++fsamplerId) |
| { |
| mForceSetPixelSamplerStates[fsamplerId] = true; |
| } |
| |
| for (size_t csamplerId = 0; csamplerId < mForceSetComputeSamplerStates.size(); ++csamplerId) |
| { |
| mForceSetComputeSamplerStates[csamplerId] = true; |
| } |
| |
| mStateManager.invalidateEverything(); |
| |
| mAppliedIB = nullptr; |
| mAppliedIBFormat = DXGI_FORMAT_UNKNOWN; |
| mAppliedIBOffset = 0; |
| |
| mAppliedVertexShader = angle::DirtyPointer; |
| mAppliedGeometryShader = angle::DirtyPointer; |
| mAppliedPixelShader = angle::DirtyPointer; |
| mAppliedComputeShader = angle::DirtyPointer; |
| |
| mAppliedTFObject = angle::DirtyPointer; |
| |
| memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants11)); |
| memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants11)); |
| |
| 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 = nullptr; |
| mCurrentPixelConstantBuffer = nullptr; |
| mCurrentGeometryConstantBuffer = nullptr; |
| mCurrentComputeConstantBuffer = nullptr; |
| |
| mCurrentPrimitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED; |
| } |
| |
| void Renderer11::releaseDeviceResources() |
| { |
| mStateManager.deinitialize(); |
| 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(mDriverConstantBufferCS); |
| SafeRelease(mSyncQuery); |
| } |
| |
| // set notify to true to broadcast a message to all contexts of the device loss |
| bool Renderer11::testDeviceLost() |
| { |
| bool isLost = false; |
| |
| if (!mDevice) |
| { |
| return true; |
| } |
| |
| // GetRemovedReason is used to test if the device is removed |
| HRESULT result = mDevice->GetDeviceRemovedReason(); |
| isLost = d3d11::isDeviceLostError(result); |
| |
| if (isLost) |
| { |
| ERR() << "The D3D11 device was removed, " << gl::FmtHR(result); |
| } |
| |
| return isLost; |
| } |
| |
| bool Renderer11::testDeviceResettable() |
| { |
| // determine if the device is resettable by creating a dummy device |
| PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = |
| (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice"); |
| |
| if (D3D11CreateDevice == nullptr) |
| { |
| return false; |
| } |
| |
| ID3D11Device *dummyDevice; |
| D3D_FEATURE_LEVEL dummyFeatureLevel; |
| ID3D11DeviceContext *dummyContext; |
| |
| ASSERT(mRequestedDriverType != D3D_DRIVER_TYPE_UNKNOWN); |
| HRESULT result = D3D11CreateDevice( |
| nullptr, mRequestedDriverType, nullptr, |
| #if defined(_DEBUG) |
| D3D11_CREATE_DEVICE_DEBUG, |
| #else |
| 0, |
| #endif |
| mAvailableFeatureLevels.data(), static_cast<unsigned int>(mAvailableFeatureLevels.size()), |
| D3D11_SDK_VERSION, &dummyDevice, &dummyFeatureLevel, &dummyContext); |
| |
| if (!mDevice || FAILED(result)) |
| { |
| return false; |
| } |
| |
| SafeRelease(dummyContext); |
| SafeRelease(dummyDevice); |
| |
|