blob: 6c2e9ad6b7b3cc1da40d71fff5bdad34cdc6d7ae [file] [log] [blame]
//
// Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
#include <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 &currentValueAttribs = 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);
return true;
}
void Renderer11::release()
{
RendererD3D::cleanup();
mScratchMemoryBuffer.clear();
if (mAnnotator != nullptr)
{
gl::UninitializeDebugAnnotations();
SafeDelete(mAnnotator);
}
releaseDeviceResources();
if (!mCreatedWithDeviceEXT)
{
// Only delete the device if the Renderer11 owns it
// Otherwise we should keep it around in case we try to reinitialize the renderer later
SafeDelete(mEGLDevice);
}
SafeRelease(mDxgiFactory);
SafeRelease(mDxgiAdapter);
SafeRelease(mDeviceContext1);
if (mDeviceContext)
{
mDeviceContext->ClearState();
mDeviceContext->Flush();
SafeRelease(mDeviceContext);
}
SafeRelease(mDevice);
SafeRelease(mDebug);
if (mD3d11Module)
{
FreeLibrary(mD3d11Module);
mD3d11Module = nullptr;
}
if (mDxgiModule)
{
FreeLibrary(mDxgiModule);
mDxgiModule = nullptr;
}
if (mDCompModule)
{
FreeLibrary(mDCompModule);
mDCompModule = nullptr;
}
mCompiler.release();
mSupportsShareHandles.reset();
}
bool Renderer11::resetDevice()
{
// recreate everything
release();
egl::Error result = initialize();
if (result.isError())
{
ERR() << "Could not reinitialize D3D11 device: " << result;
return false;
}
return true;
}
std::string Renderer11::getRendererDescription() const
{
std::ostringstream rendererString;
rendererString << mDescription;
rendererString << " Direct3D11";
rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel()
<< getShaderModelSuffix();
rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel()
<< getShaderModelSuffix();
return rendererString.str();
}
DeviceIdentifier Renderer11::getAdapterIdentifier() const
{
// Don't use the AdapterLuid here, since that doesn't persist across reboot.
DeviceIdentifier deviceIdentifier = {0};
deviceIdentifier.VendorId = mAdapterDescription.VendorId;
deviceIdentifier.DeviceId = mAdapterDescription.DeviceId;
deviceIdentifier.SubSysId = mAdapterDescription.SubSysId;
deviceIdentifier.Revision = mAdapterDescription.Revision;
deviceIdentifier.FeatureLevel = static_cast<UINT>(mRenderer11DeviceCaps.featureLevel);
return deviceIdentifier;
}
unsigned int Renderer11::getReservedVertexUniformVectors() const
{
// Driver uniforms are stored in a separate constant buffer
return d3d11_gl::GetReservedVertexUniformVectors(mRenderer11DeviceCaps.featureLevel);
}
unsigned int Renderer11::getReservedFragmentUniformVectors() const
{
// Driver uniforms are stored in a separate constant buffer
return d3d11_gl::GetReservedFragmentUniformVectors(mRenderer11DeviceCaps.featureLevel);
}
unsigned int Renderer11::getReservedVertexUniformBuffers() const
{
// we reserve one buffer for the application uniforms, and one for driver uniforms
return 2;
}
unsigned int Renderer11::getReservedFragmentUniformBuffers() const
{
// we reserve one buffer for the application uniforms, and one for driver uniforms
return 2;
}
d3d11::ANGLED3D11DeviceType Renderer11::getDeviceType() const
{
if (mCreatedWithDeviceEXT)
{
return d3d11::GetDeviceType(mDevice);
}
if ((mRequestedDriverType == D3D_DRIVER_TYPE_SOFTWARE) ||
(mRequestedDriverType == D3D_DRIVER_TYPE_REFERENCE) ||
(mRequestedDriverType == D3D_DRIVER_TYPE_NULL))
{
return d3d11::ANGLE_D3D11_DEVICE_TYPE_SOFTWARE_REF_OR_NULL;
}
if (mRequestedDriverType == D3D_DRIVER_TYPE_WARP)
{
return d3d11::ANGLE_D3D11_DEVICE_TYPE_WARP;
}
return d3d11::ANGLE_D3D11_DEVICE_TYPE_HARDWARE;
}
bool Renderer11::getShareHandleSupport() const
{
if (mSupportsShareHandles.valid())
{
return mSupportsShareHandles.value();
}
// We only currently support share handles with BGRA surfaces, because
// chrome needs BGRA. Once chrome fixes this, we should always support them.
if (!getNativeExtensions().textureFormatBGRA8888)
{
mSupportsShareHandles = false;
return false;
}
// PIX doesn't seem to support using share handles, so disable them.
if (gl::DebugAnnotationsActive())
{
mSupportsShareHandles = false;
return false;
}
// Also disable share handles on Feature Level 9_3, since it doesn't support share handles on
// RGBA8 textures/swapchains.
if (mRenderer11DeviceCaps.featureLevel <= D3D_FEATURE_LEVEL_9_3)
{
mSupportsShareHandles = false;
return false;
}
// Find out which type of D3D11 device the Renderer11 is using
d3d11::ANGLED3D11DeviceType deviceType = getDeviceType();
if (deviceType == d3d11::ANGLE_D3D11_DEVICE_TYPE_UNKNOWN)
{
mSupportsShareHandles = false;
return false;
}
if (deviceType == d3d11::ANGLE_D3D11_DEVICE_TYPE_SOFTWARE_REF_OR_NULL)
{
// Software/Reference/NULL devices don't support share handles
mSupportsShareHandles = false;
return false;
}
if (deviceType == d3d11::ANGLE_D3D11_DEVICE_TYPE_WARP)
{
#ifndef ANGLE_ENABLE_WINDOWS_STORE
if (!IsWindows8OrGreater())
{
// WARP on Windows 7 doesn't support shared handles
mSupportsShareHandles = false;
return false;
}
#endif // ANGLE_ENABLE_WINDOWS_STORE
// WARP on Windows 8.0+ supports shared handles when shared with another WARP device
// TODO: allow applications to query for HARDWARE or WARP-specific share handles,
// to prevent them trying to use a WARP share handle with an a HW device (or
// vice-versa)
// e.g. by creating EGL_D3D11_[HARDWARE/WARP]_DEVICE_SHARE_HANDLE_ANGLE
mSupportsShareHandles = true;
return true;
}
ASSERT(mCreatedWithDeviceEXT || mRequestedDriverType == D3D_DRIVER_TYPE_HARDWARE);
mSupportsShareHandles = true;
return true;
}
bool Renderer11::getNV12TextureSupport() const
{
HRESULT result;
UINT formatSupport;
result = mDevice->CheckFormatSupport(DXGI_FORMAT_NV12, &formatSupport);
if (result == E_FAIL)
{
return false;
}
return (formatSupport & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0;
}
int Renderer11::getMajorShaderModel() const
{
switch (mRenderer11DeviceCaps.featureLevel)
{
case D3D_FEATURE_LEVEL_11_0:
return D3D11_SHADER_MAJOR_VERSION; // 5
case D3D_FEATURE_LEVEL_10_1:
return D3D10_1_SHADER_MAJOR_VERSION; // 4
case D3D_FEATURE_LEVEL_10_0:
return D3D10_SHADER_MAJOR_VERSION; // 4
case D3D_FEATURE_LEVEL_9_3:
return D3D10_SHADER_MAJOR_VERSION; // 4
default:
UNREACHABLE();
return 0;
}
}
int Renderer11::getMinorShaderModel() const
{
switch (mRenderer11DeviceCaps.featureLevel)
{
case D3D_FEATURE_LEVEL_11_0:
return D3D11_SHADER_MINOR_VERSION; // 0
case D3D_FEATURE_LEVEL_10_1:
return D3D10_1_SHADER_MINOR_VERSION; // 1
case D3D_FEATURE_LEVEL_10_0:
return D3D10_SHADER_MINOR_VERSION; // 0
case D3D_FEATURE_LEVEL_9_3:
return D3D10_SHADER_MINOR_VERSION; // 0
default:
UNREACHABLE();
return 0;
}
}
std::string Renderer11::getShaderModelSuffix() const
{
switch (mRenderer11DeviceCaps.featureLevel)
{
case D3D_FEATURE_LEVEL_11_0:
return "";
case D3D_FEATURE_LEVEL_10_1:
return "";
case D3D_FEATURE_LEVEL_10_0:
return "";
case D3D_FEATURE_LEVEL_9_3:
return "_level_9_3";
default:
UNREACHABLE();
return "";
}
}
const angle::WorkaroundsD3D &RendererD3D::getWorkarounds() const
{
if (!mWorkaroundsInitialized)
{
mWorkarounds = generateWorkarounds();
mWorkaroundsInitialized = true;
}
return mWorkarounds;
}
gl::Error Renderer11::copyImageInternal(const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
RenderTargetD3D *destRenderTarget)
{
const gl::FramebufferAttachment *colorAttachment = framebuffer->getReadColorbuffer();
ASSERT(colorAttachment);
RenderTarget11 *sourceRenderTarget = nullptr;
ANGLE_TRY(colorAttachment->getRenderTarget(&sourceRenderTarget));
ASSERT(sourceRenderTarget);
ID3D11ShaderResourceView *source = sourceRenderTarget->getBlitShaderResourceView();
ASSERT(source);
const d3d11::RenderTargetView &dest =
GetAs<RenderTarget11>(destRenderTarget)->getRenderTargetView();
ASSERT(dest.valid());
gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
const bool invertSource = UsePresentPathFast(this, colorAttachment);
if (invertSource)
{
sourceArea.y = sourceSize.height - sourceRect.y;
sourceArea.height = -sourceArea.height;
}
gl::Box destArea(destOffset.x, destOffset.y, 0, sourceRect.width, sourceRect.height, 1);
gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
// Use nearest filtering because source and destination are the same size for the direct copy.
// Convert to the unsized format before calling copyTexture.
ANGLE_TRY(mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, nullptr,
gl::GetUnsizedFormat(destFormat), GL_NEAREST, false, false,
false));
return gl::NoError();
}
gl::Error Renderer11::copyImage2D(const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLint level)
{
TextureStorage11_2D *storage11 = GetAs<TextureStorage11_2D>(storage);
ASSERT(storage11);
gl::ImageIndex index = gl::ImageIndex::Make2D(level);
RenderTargetD3D *destRenderTarget = nullptr;
ANGLE_TRY(storage11->getRenderTarget(index, &destRenderTarget));
ASSERT(destRenderTarget);
ANGLE_TRY(copyImageInternal(framebuffer, sourceRect, destFormat, destOffset, destRenderTarget));
storage11->markLevelDirty(level);
return gl::NoError();
}
gl::Error Renderer11::copyImageCube(const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLenum target,
GLint level)
{
TextureStorage11_Cube *storage11 = GetAs<TextureStorage11_Cube>(storage);
ASSERT(storage11);
gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level);
RenderTargetD3D *destRenderTarget = nullptr;
ANGLE_TRY(storage11->getRenderTarget(index, &destRenderTarget));
ASSERT(destRenderTarget);
ANGLE_TRY(copyImageInternal(framebuffer, sourceRect, destFormat, destOffset, destRenderTarget));
storage11->markLevelDirty(level);
return gl::NoError();
}
gl::Error Renderer11::copyImage3D(const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLint level)
{
TextureStorage11_3D *storage11 = GetAs<TextureStorage11_3D>(storage);
ASSERT(storage11);
gl::ImageIndex index = gl::ImageIndex::Make3D(level, destOffset.z);
RenderTargetD3D *destRenderTarget = nullptr;
ANGLE_TRY(storage11->getRenderTarget(index, &destRenderTarget));
ASSERT(destRenderTarget);
ANGLE_TRY(copyImageInternal(framebuffer, sourceRect, destFormat, destOffset, destRenderTarget));
storage11->markLevelDirty(level);
return gl::NoError();
}
gl::Error Renderer11::copyImage2DArray(const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLint level)
{
TextureStorage11_2DArray *storage11 = GetAs<TextureStorage11_2DArray>(storage);
ASSERT(storage11);
gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, destOffset.z);
RenderTargetD3D *destRenderTarget = nullptr;
ANGLE_TRY(storage11->getRenderTarget(index, &destRenderTarget));
ASSERT(destRenderTarget);
ANGLE_TRY(copyImageInternal(framebuffer, sourceRect, destFormat, destOffset, destRenderTarget));
storage11->markLevelDirty(level);
return gl::NoError();
}
gl::Error Renderer11::copyTexture(const gl::Texture *source,
GLint sourceLevel,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLenum destTarget,
GLint destLevel,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha)
{
const TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source);
TextureStorage *sourceStorage = nullptr;
ANGLE_TRY(const_cast<TextureD3D *>(sourceD3D)->getNativeTexture(&sourceStorage));
ASSERT(destTarget == GL_TEXTURE_2D);
TextureStorage11_2D *sourceStorage11 = GetAs<TextureStorage11_2D>(sourceStorage);
ASSERT(sourceStorage11);
TextureStorage11_2D *destStorage11 = GetAs<TextureStorage11_2D>(storage);
ASSERT(destStorage11);
// Check for fast path where a CopySubresourceRegion can be used.
if (unpackPremultiplyAlpha == unpackUnmultiplyAlpha && !unpackFlipY &&
sourceStorage11->getFormatSet().texFormat == destStorage11->getFormatSet().texFormat)
{
ID3D11Resource *sourceResource = nullptr;
ANGLE_TRY(sourceStorage11->getResource(&sourceResource));
gl::ImageIndex sourceIndex = gl::ImageIndex::Make2D(sourceLevel);
UINT sourceSubresource = sourceStorage11->getSubresourceIndex(sourceIndex);
ID3D11Resource *destResource = nullptr;
ANGLE_TRY(destStorage11->getResource(&destResource));
gl::ImageIndex destIndex = gl::ImageIndex::Make2D(destLevel);
UINT destSubresource = destStorage11->getSubresourceIndex(destIndex);
D3D11_BOX sourceBox{
static_cast<UINT>(sourceRect.x),
static_cast<UINT>(sourceRect.y),
0u,
static_cast<UINT>(sourceRect.x + sourceRect.width),
static_cast<UINT>(sourceRect.y + sourceRect.height),
1u,
};
mDeviceContext->CopySubresourceRegion(destResource, destSubresource, destOffset.x,
destOffset.y, destOffset.z, sourceResource,
sourceSubresource, &sourceBox);
}
else
{
ID3D11ShaderResourceView *sourceSRV = nullptr;
ANGLE_TRY(sourceStorage11->getSRVLevels(sourceLevel, sourceLevel, &sourceSRV));
gl::ImageIndex destIndex = gl::ImageIndex::Make2D(destLevel);
RenderTargetD3D *destRenderTargetD3D = nullptr;
ANGLE_TRY(destStorage11->getRenderTarget(destIndex, &destRenderTargetD3D));
RenderTarget11 *destRenderTarget11 = GetAs<RenderTarget11>(destRenderTargetD3D);
const d3d11::RenderTargetView &destRTV = destRenderTarget11->getRenderTargetView();
ASSERT(destRTV.valid());
gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
gl::Extents sourceSize(
static_cast<int>(source->getWidth(source->getTarget(), sourceLevel)),
static_cast<int>(source->getHeight(source->getTarget(), sourceLevel)), 1);
if (unpackFlipY)
{
sourceArea.y = sourceSize.height - sourceRect.y;
sourceArea.height = -sourceArea.height;
}
gl::Box destArea(destOffset.x, destOffset.y, 0, sourceRect.width, sourceRect.height, 1);
gl::Extents destSize(destRenderTarget11->getWidth(), destRenderTarget11->getHeight(), 1);
// Use nearest filtering because source and destination are the same size for the direct
// copy
ANGLE_TRY(mBlit->copyTexture(sourceSRV, sourceArea, sourceSize, destRTV, destArea, destSize,
nullptr, destFormat, GL_NEAREST, false, unpackPremultiplyAlpha,
unpackUnmultiplyAlpha));
}
destStorage11->markLevelDirty(destLevel);
return gl::NoError();
}
gl::Error Renderer11::copyCompressedTexture(const gl::Texture *source,
GLint sourceLevel,
TextureStorage *storage,
GLint destLevel)
{
TextureStorage11_2D *destStorage11 = GetAs<TextureStorage11_2D>(storage);
ASSERT(destStorage11);
ID3D11Resource *destResource = nullptr;
ANGLE_TRY(destStorage11->getResource(&destResource));
gl::ImageIndex destIndex = gl::ImageIndex::Make2D(destLevel);
UINT destSubresource = destStorage11->getSubresourceIndex(destIndex);
TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source);
ASSERT(sourceD3D);
TextureStorage *sourceStorage = nullptr;
ANGLE_TRY(sourceD3D->getNativeTexture(&sourceStorage));
TextureStorage11_2D *sourceStorage11 = GetAs<TextureStorage11_2D>(sourceStorage);
ASSERT(sourceStorage11);
ID3D11Resource *sourceResource = nullptr;
ANGLE_TRY(sourceStorage11->getResource(&sourceResource));
gl::ImageIndex sourceIndex = gl::ImageIndex::Make2D(sourceLevel);
UINT sourceSubresource = sourceStorage11->getSubresourceIndex(sourceIndex);
mDeviceContext->CopySubresourceRegion(destResource, destSubresource, 0, 0, 0, sourceResource,
sourceSubresource, nullptr);
return gl::NoError();
}
gl::Error Renderer11::createRenderTarget(int width,
int height,
GLenum format,
GLsizei samples,
RenderTargetD3D **outRT)
{
const d3d11::Format &formatInfo = d3d11::Format::Get(format, mRenderer11DeviceCaps);
const gl::TextureCaps &textureCaps = getNativeTextureCaps().get(format);
GLuint supportedSamples = textureCaps.getNearestSamples(samples);
if (width > 0 && height > 0)
{
// Create texture resource
D3D11_TEXTURE2D_DESC desc;
desc.Width = width;
desc.Height = height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = formatInfo.texFormat;
desc.SampleDesc.Count = (supportedSamples == 0) ? 1 : supportedSamples;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
// If a rendertarget or depthstencil format exists for this texture format,
// we'll flag it to allow binding that way. Shader resource views are a little
// more complicated.
bool bindRTV = false, bindDSV = false, bindSRV = false;
bindRTV = (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN);
bindDSV = (formatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN);
bindSRV = (formatInfo.srvFormat != DXGI_FORMAT_UNKNOWN);
// D3D feature level 10.0 no longer allows creation of textures with both the bind SRV and
// DSV flags when multisampled. crbug.com/656989
bool supportsMultisampledDepthStencilSRVs =
mRenderer11DeviceCaps.featureLevel > D3D_FEATURE_LEVEL_10_0;
bool isMultisampledDepthStencil = bindDSV && desc.SampleDesc.Count > 1;
if (isMultisampledDepthStencil && !supportsMultisampledDepthStencilSRVs)
{
bindSRV = false;
}
desc.BindFlags = (bindRTV ? D3D11_BIND_RENDER_TARGET : 0) |
(bindDSV ? D3D11_BIND_DEPTH_STENCIL : 0) |
(bindSRV ? D3D11_BIND_SHADER_RESOURCE : 0);
// The format must be either an RTV or a DSV
ASSERT(bindRTV != bindDSV);
ID3D11Texture2D *texture = nullptr;
HRESULT result = mDevice->CreateTexture2D(&desc, nullptr, &texture);
if (FAILED(result))
{
ASSERT(result == E_OUTOFMEMORY);
return gl::Error(GL_OUT_OF_MEMORY,
"Failed to create render target texture, result: 0x%X.", result);
}
ID3D11ShaderResourceView *srv = nullptr;
ID3D11ShaderResourceView *blitSRV = nullptr;
if (bindSRV)
{
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = formatInfo.srvFormat;
srvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_SRV_DIMENSION_TEXTURE2D
: D3D11_SRV_DIMENSION_TEXTURE2DMS;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Texture2D.MipLevels = 1;
result = mDevice->CreateShaderResourceView(texture, &srvDesc, &srv);
if (FAILED(result))
{
ASSERT(result == E_OUTOFMEMORY);
SafeRelease(texture);
return gl::Error(
GL_OUT_OF_MEMORY,
"Failed to create render target shader resource view, result: 0x%X.", result);
}
if (formatInfo.blitSRVFormat != formatInfo.srvFormat)
{
D3D11_SHADER_RESOURCE_VIEW_DESC blitSRVDesc;
blitSRVDesc.Format = formatInfo.blitSRVFormat;
blitSRVDesc.ViewDimension = (supportedSamples == 0)
? D3D11_SRV_DIMENSION_TEXTURE2D
: D3D11_SRV_DIMENSION_TEXTURE2DMS;
blitSRVDesc.Texture2D.MostDetailedMip = 0;
blitSRVDesc.Texture2D.MipLevels = 1;
result = mDevice->CreateShaderResourceView(texture, &blitSRVDesc, &blitSRV);
if (FAILED(result))
{
ASSERT(result == E_OUTOFMEMORY);
SafeRelease(texture);
SafeRelease(srv);
return gl::Error(GL_OUT_OF_MEMORY,
"Failed to create render target shader resource view for "
"blits, result: 0x%X.",
result);
}
}
else
{
blitSRV = srv;
srv->AddRef();
}
}
if (bindDSV)
{
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
dsvDesc.Format = formatInfo.dsvFormat;
dsvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_DSV_DIMENSION_TEXTURE2D
: D3D11_DSV_DIMENSION_TEXTURE2DMS;
dsvDesc.Texture2D.MipSlice = 0;
dsvDesc.Flags = 0;
ID3D11DepthStencilView *dsv = nullptr;
result = mDevice->CreateDepthStencilView(texture, &dsvDesc, &dsv);
if (FAILED(result))
{
ASSERT(result == E_OUTOFMEMORY);
SafeRelease(texture);
SafeRelease(srv);
SafeRelease(blitSRV);
return gl::Error(GL_OUT_OF_MEMORY,
"Failed to create render target depth stencil view, result: 0x%X.",
result);
}
*outRT = new TextureRenderTarget11(dsv, texture, srv, format, formatInfo, width, height,
1, supportedSamples);
SafeRelease(dsv);
}
else if (bindRTV)
{
D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
rtvDesc.Format = formatInfo.rtvFormat;
rtvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_RTV_DIMENSION_TEXTURE2D
: D3D11_RTV_DIMENSION_TEXTURE2DMS;
rtvDesc.Texture2D.MipSlice = 0;
d3d11::RenderTargetView rtv;
gl::Error err = allocateResource(rtvDesc, texture, &rtv);
if (err.isError())
{
SafeRelease(texture);
SafeRelease(srv);
SafeRelease(blitSRV);
return err;
}
if (formatInfo.dataInitializerFunction != nullptr)
{
const float clearValues[4] = {0.0f, 0.0f, 0.0f, 1.0f};
mDeviceContext->ClearRenderTargetView(rtv.get(), clearValues);
}
*outRT = new TextureRenderTarget11(std::move(rtv), texture, srv, blitSRV, format,
formatInfo, width, height, 1, supportedSamples);
}
else
{
UNREACHABLE();
}
SafeRelease(texture);
SafeRelease(srv);
SafeRelease(blitSRV);
}
else
{
*outRT = new TextureRenderTarget11(
d3d11::RenderTargetView(), nullptr, nullptr, nullptr, format,
d3d11::Format::Get(GL_NONE, mRenderer11DeviceCaps), width, height, 1, supportedSamples);
}
return gl::NoError();
}
gl::Error Renderer11::createRenderTargetCopy(RenderTargetD3D *source, RenderTargetD3D **outRT)
{
ASSERT(source != nullptr);
RenderTargetD3D *newRT = nullptr;
ANGLE_TRY(createRenderTarget(source->getWidth(), source->getHeight(),
source->getInternalFormat(), source->getSamples(), &newRT));
RenderTarget11 *source11 = GetAs<RenderTarget11>(source);
RenderTarget11 *dest11 = GetAs<RenderTarget11>(newRT);
mDeviceContext->CopySubresourceRegion(dest11->getTexture(), dest11->getSubresourceIndex(), 0, 0,
0, source11->getTexture(),
source11->getSubresourceIndex(), nullptr);
*outRT = newRT;
return gl::NoError();
}
gl::Error Renderer11::loadExecutable(const void *function,
size_t length,
ShaderType type,
const std::vector<D3DVarying> &streamOutVaryings,
bool separatedOutputBuffers,
ShaderExecutableD3D **outExecutable)
{
switch (type)
{
case SHADER_VERTEX:
{
ID3D11VertexShader *vertexShader = nullptr;
ID3D11GeometryShader *streamOutShader = nullptr;
HRESULT result = mDevice->CreateVertexShader(function, length, nullptr, &vertexShader);
ASSERT(SUCCEEDED(result));
if (FAILED(result))
{
return gl::OutOfMemory() << "Failed to create vertex shader, " << result;
}
if (!streamOutVaryings.empty())
{
std::vector<D3D11_SO_DECLARATION_ENTRY> soDeclaration;
soDeclaration.reserve(streamOutVaryings.size());
for (const auto &streamOutVarying : streamOutVaryings)
{
D3D11_SO_DECLARATION_ENTRY entry = {0};
entry.Stream = 0;
entry.SemanticName = streamOutVarying.semanticName.c_str();
entry.SemanticIndex = streamOutVarying.semanticIndex;
entry.StartComponent = 0;
entry.ComponentCount = static_cast<BYTE>(streamOutVarying.componentCount);
entry.OutputSlot = static_cast<BYTE>(
(separatedOutputBuffers ? streamOutVarying.outputSlot : 0));
soDeclaration.push_back(entry);
}
result = mDevice->CreateGeometryShaderWithStreamOutput(
function, static_cast<unsigned int>(length), soDeclaration.data(),
static_cast<unsigned int>(soDeclaration.size()), nullptr, 0, 0, nullptr,
&streamOutShader);
ASSERT(SUCCEEDED(result));
if (FAILED(result))
{
return gl::OutOfMemory() << "Failed to create steam output shader, " << result;
}
}
*outExecutable =
new ShaderExecutable11(function, length, vertexShader, streamOutShader);
}
break;
case SHADER_PIXEL:
{
ID3D11PixelShader *pixelShader = nullptr;
HRESULT result = mDevice->CreatePixelShader(function, length, nullptr, &pixelShader);
ASSERT(SUCCEEDED(result));
if (FAILED(result))
{
return gl::OutOfMemory() << "Failed to create pixel shader, " << result;
}
*outExecutable = new ShaderExecutable11(function, length, pixelShader);
}
break;
case SHADER_GEOMETRY:
{
ID3D11GeometryShader *geometryShader = nullptr;
HRESULT result =
mDevice->CreateGeometryShader(function, length, nullptr, &geometryShader);
ASSERT(SUCCEEDED(result));
if (FAILED(result))
{
return gl::OutOfMemory() << "Failed to create geometry shader, " << result;
}
*outExecutable = new ShaderExecutable11(function, length, geometryShader);
}
break;
case SHADER_COMPUTE:
{
ID3D11ComputeShader *computeShader = nullptr;
HRESULT result =
mDevice->CreateComputeShader(function, length, nullptr, &computeShader);
ASSERT(SUCCEEDED(result));
if (FAILED(result))
{
return gl::OutOfMemory() << "Failed to create compute shader, " << result;
}
*outExecutable = new ShaderExecutable11(function, length, computeShader);
}
break;
default:
UNREACHABLE();
return gl::Error(GL_INVALID_OPERATION);
}
return gl::NoError();
}
gl::Error Renderer11::compileToExecutable(gl::InfoLog &infoLog,
const std::string &shaderHLSL,
ShaderType type,
const std::vector<D3DVarying> &streamOutVaryings,
bool separatedOutputBuffers,
const angle::CompilerWorkaroundsD3D &workarounds,
ShaderExecutableD3D **outExectuable)
{
std::stringstream profileStream;
switch (type)
{
case SHADER_VERTEX:
profileStream << "vs";
break;
case SHADER_PIXEL:
profileStream << "ps";
break;
case SHADER_GEOMETRY:
profileStream << "gs";
break;
case SHADER_COMPUTE:
profileStream << "cs";
break;
default:
UNREACHABLE();
return gl::Error(GL_INVALID_OPERATION);
}
profileStream << "_" << getMajorShaderModel() << "_" << getMinorShaderModel()
<< getShaderModelSuffix();
std::string profile = profileStream.str();
UINT flags = D3DCOMPILE_OPTIMIZATION_LEVEL2;
if (gl::DebugAnnotationsActive())
{
#ifndef NDEBUG
flags = D3DCOMPILE_SKIP_OPTIMIZATION;
#endif
flags |= D3DCOMPILE_DEBUG;
}
if (workarounds.enableIEEEStrictness)
flags |= D3DCOMPILE_IEEE_STRICTNESS;
// Sometimes D3DCompile will fail with the default compilation flags for complicated shaders
// when it would otherwise pass with alternative options.
// Try the default flags first and if compilation fails, try some alternatives.
std::vector<CompileConfig> configs;
configs.push_back(CompileConfig(flags, "default"));
configs.push_back(CompileConfig(flags | D3DCOMPILE_SKIP_VALIDATION, "skip validation"));
configs.push_back(CompileConfig(flags | D3DCOMPILE_SKIP_OPTIMIZATION, "skip optimization"));
if (getMajorShaderModel() == 4 && getShaderModelSuffix() != "")
{
// Some shaders might cause a "blob content mismatch between level9 and d3d10 shader".
// e.g. dEQP-GLES2.functional.shaders.struct.local.loop_nested_struct_array_*.
// Using the [unroll] directive works around this, as does this D3DCompile flag.
configs.push_back(
CompileConfig(flags | D3DCOMPILE_AVOID_FLOW_CONTROL, "avoid flow control"));
}
D3D_SHADER_MACRO loopMacros[] = {{"ANGLE_ENABLE_LOOP_FLATTEN", "1"}, {0, 0}};
ID3DBlob *binary = nullptr;
std::string debugInfo;
ANGLE_TRY(mCompiler.compileToBinary(infoLog, shaderHLSL, profile, configs, loopMacros, &binary,
&debugInfo));
// It's possible that binary is NULL if the compiler failed in all configurations. Set the
// executable to NULL and return GL_NO_ERROR to signify that there was a link error but the
// internal state is still OK.
if (!binary)
{
*outExectuable = nullptr;
return gl::NoError();
}
gl::Error error = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type,
streamOutVaryings, separatedOutputBuffers, outExectuable);
SafeRelease(binary);
if (error.isError())
{
return error;
}
if (!debugInfo.empty())
{
(*outExectuable)->appendDebugInfo(debugInfo);
}
return gl::NoError();
}
gl::Error Renderer11::ensureHLSLCompilerInitialized()
{
return mCompiler.ensureInitialized();
}
UniformStorageD3D *Renderer11::createUniformStorage(size_t storageSize)
{
return new UniformStorage11(this, storageSize);
}
VertexBuffer *Renderer11::createVertexBuffer()
{
return new VertexBuffer11(this);
}
IndexBuffer *Renderer11::createIndexBuffer()
{
return new IndexBuffer11(this);
}
StreamProducerImpl *Renderer11::createStreamProducerD3DTextureNV12(
egl::Stream::ConsumerType consumerType,
const egl::AttributeMap &attribs)
{
return new StreamProducerNV12(this);
}
bool Renderer11::supportsFastCopyBufferToTexture(GLenum internalFormat) const
{
ASSERT(getNativeExtensions().pixelBufferObject);
const gl::InternalFormat &internalFormatInfo = gl::GetSizedInternalFormatInfo(internalFormat);
const d3d11::Format &d3d11FormatInfo =
d3d11::Format::Get(internalFormat, mRenderer11DeviceCaps);
// sRGB formats do not work with D3D11 buffer SRVs
if (internalFormatInfo.colorEncoding == GL_SRGB)
{
return false;
}
// We cannot support direct copies to non-color-renderable formats
if (d3d11FormatInfo.rtvFormat == DXGI_FORMAT_UNKNOWN)
{
return false;
}
// We skip all 3-channel formats since sometimes format support is missing
if (internalFormatInfo.componentCount == 3)
{
return false;
}
// We don't support formats which we can't represent without conversion
if (d3d11FormatInfo.format().glInternalFormat != internalFormat)
{
return false;
}
// Buffer SRV creation for this format was not working on Windows 10.
if (d3d11FormatInfo.texFormat == DXGI_FORMAT_B5G5R5A1_UNORM)
{
return false;
}
// This format is not supported as a buffer SRV.
if (d3d11FormatInfo.texFormat == DXGI_FORMAT_A8_UNORM)
{
return false;
}
return true;
}
gl::Error Renderer11::fastCopyBufferToTexture(const gl::PixelUnpackState &unpack,
unsigned int offset,
RenderTargetD3D *destRenderTarget,
GLenum destinationFormat,
GLenum sourcePixelsType,
const gl::Box &destArea)
{
ASSERT(supportsFastCopyBufferToTexture(destinationFormat));
return mPixelTransfer->copyBufferToTexture(unpack, offset, destRenderTarget, destinationFormat,
sourcePixelsType, destArea);
}
ImageD3D *Renderer11::createImage()
{
return new Image11(this);
}
gl::Error Renderer11::generateMipmap(ImageD3D *dest, ImageD3D *src)
{
Image11 *dest11 = GetAs<Image11>(dest);
Image11 *src11 = GetAs<Image11>(src);
return Image11::generateMipmap(dest11, src11, mRenderer11DeviceCaps);
}
gl::Error Renderer11::generateMipmapUsingD3D(TextureStorage *storage,
const gl::TextureState &textureState)
{
TextureStorage11 *storage11 = GetAs<TextureStorage11>(storage);
ASSERT(storage11->isRenderTarget());
ASSERT(storage11->supportsNativeMipmapFunction());
ID3D11ShaderResourceView *srv;
ANGLE_TRY(storage11->getSRVLevels(textureState.getEffectiveBaseLevel(),
textureState.getEffectiveMaxLevel(), &srv));
mDeviceContext->GenerateMips(srv);
return gl::NoError();
}
TextureStorage *Renderer11::createTextureStorage2D(SwapChainD3D *swapChain)
{
SwapChain11 *swapChain11 = GetAs<SwapChain11>(swapChain);
return new TextureStorage11_2D(this, swapChain11);
}
TextureStorage *Renderer11::createTextureStorage2D(IUnknown *texture,
bool bindChroma,
UINT arrayIndex)
{
return new TextureStorage11_2D(this, texture, bindChroma, arrayIndex);
}
TextureStorage *Renderer11::createTextureStorageEGLImage(EGLImageD3D *eglImage,
RenderTargetD3D *renderTargetD3D)
{
return new TextureStorage11_EGLImage(this, eglImage, GetAs<RenderTarget11>(renderTargetD3D));
}
TextureStorage *Renderer11::createTextureStorageExternal(
egl::Stream *stream,
const egl::Stream::GLTextureDescription &desc)
{
return new TextureStorage11_External(this, stream, desc);
}
TextureStorage *Renderer11::createTextureStorage2D(GLenum internalformat,
bool renderTarget,
GLsizei width,
GLsizei height,
int levels,
bool hintLevelZeroOnly)
{
return new TextureStorage11_2D(this, internalformat, renderTarget, width, height, levels,
hintLevelZeroOnly);
}
TextureStorage *Renderer11::createTextureStorageCube(GLenum internalformat,
bool renderTarget,
int size,
int levels,
bool hintLevelZeroOnly)
{
return new TextureStorage11_Cube(this, internalformat, renderTarget, size, levels,
hintLevelZeroOnly);
}
TextureStorage *Renderer11::createTextureStorage3D(GLenum internalformat,
bool renderTarget,
GLsizei width,
GLsizei height,
GLsizei depth,
int levels)
{
return new TextureStorage11_3D(this, internalformat, renderTarget, width, height, depth,
levels);
}
TextureStorage *Renderer11::createTextureStorage2DArray(GLenum internalformat,
bool renderTarget,
GLsizei width,
GLsizei height,
GLsizei depth,
int levels)
{
return new TextureStorage11_2DArray(this, internalformat, renderTarget, width, height, depth,
levels);
}
gl::Error Renderer11::readFromAttachment(const gl::FramebufferAttachment &srcAttachment,
const gl::Rectangle &sourceArea,
GLenum format,
GLenum type,
GLuint outputPitch,
const gl::PixelPackState &pack,
uint8_t *pixelsOut)
{
ASSERT(sourceArea.width >= 0);
ASSERT(sourceArea.height >= 0);
const bool invertTexture = UsePresentPathFast(this, &srcAttachment);
RenderTargetD3D *renderTarget = nullptr;
ANGLE_TRY(srcAttachment.getRenderTarget(&renderTarget));
RenderTarget11 *rt11 = GetAs<RenderTarget11>(renderTarget);
ASSERT(rt11->getTexture());
TextureHelper11 textureHelper =
TextureHelper11::MakeAndReference(rt11->getTexture(), rt11->getFormatSet());
unsigned int sourceSubResource = rt11->getSubresourceIndex();
const gl::Extents &texSize = textureHelper.getExtents();
gl::Rectangle actualArea = sourceArea;
if (invertTexture)
{
actualArea.y = texSize.height - actualArea.y - actualArea.height;
}
// Clamp read region to the defined texture boundaries, preventing out of bounds reads
// and reads of uninitialized data.
gl::Rectangle safeArea;
safeArea.x = gl::clamp(actualArea.x, 0, texSize.width);
safeArea.y = gl::clamp(actualArea.y, 0, texSize.height);
safeArea.width =
gl::clamp(actualArea.width + std::min(actualArea.x, 0), 0, texSize.width - safeArea.x);
safeArea.height =
gl::clamp(actualArea.height + std::min(actualArea.y, 0), 0, texSize.height - safeArea.y);
ASSERT(safeArea.x >= 0 && safeArea.y >= 0);
ASSERT(safeArea.x + safeArea.width <= texSize.width);
ASSERT(safeArea.y + safeArea.height <= texSize.height);
if (safeArea.width == 0 || safeArea.height == 0)
{
// no work to do
return gl::NoError();
}
gl::Extents safeSize(safeArea.width, safeArea.height, 1);
TextureHelper11 stagingHelper;
ANGLE_TRY_RESULT(
CreateStagingTexture(textureHelper.getTextureType(), textureHelper.getFormatSet(), safeSize,
StagingAccess::READ, mDevice),
stagingHelper);
TextureHelper11 resolvedTextureHelper;
// "srcTexture" usually points to the source texture.
// For 2D multisampled textures, it points to the multisampled resolve texture.
const TextureHelper11 *srcTexture = &textureHelper;
if (textureHelper.getTextureType() == GL_TEXTURE_2D && textureHelper.getSampleCount() > 1)
{
D3D11_TEXTURE2D_DESC resolveDesc;
resolveDesc.Width = static_cast<UINT>(texSize.width);
resolveDesc.Height = static_cast<UINT>(texSize.height);
resolveDesc.MipLevels = 1;
resolveDesc.ArraySize = 1;
resolveDesc.Format = textureHelper.getFormat();
resolveDesc.SampleDesc.Count = 1;
resolveDesc.SampleDesc.Quality = 0;
resolveDesc.Usage = D3D11_USAGE_DEFAULT;
resolveDesc.BindFlags = 0;
resolveDesc.CPUAccessFlags = 0;
resolveDesc.MiscFlags = 0;
ID3D11Texture2D *resolveTex2D = nullptr;
HRESULT result = mDevice->CreateTexture2D(&resolveDesc, nullptr, &resolveTex2D);
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY,
"Renderer11::readTextureData failed to create internal resolve "
"texture for ReadPixels, HRESULT: 0x%X.",
result);
}
mDeviceContext->ResolveSubresource(resolveTex2D, 0, textureHelper.getTexture2D(),
sourceSubResource, textureHelper.getFormat());
resolvedTextureHelper =
TextureHelper11::MakeAndReference(resolveTex2D, textureHelper.getFormatSet());
sourceSubResource = 0;
srcTexture = &resolvedTextureHelper;
}
D3D11_BOX srcBox;
srcBox.left = static_cast<UINT>(safeArea.x);
srcBox.right = static_cast<UINT>(safeArea.x + safeArea.width);
srcBox.top = static_cast<UINT>(safeArea.y);
srcBox.bottom = static_cast<UINT>(safeArea.y + safeArea.height);
// Select the correct layer from a 3D attachment
srcBox.front = 0;
if (textureHelper.getTextureType() == GL_TEXTURE_3D)
{
srcBox.front = static_cast<UINT>(srcAttachment.layer());
}
srcBox.back = srcBox.front + 1;
mDeviceContext->CopySubresourceRegion(stagingHelper.getResource(), 0, 0, 0, 0,
srcTexture->getResource(), sourceSubResource, &srcBox);
if (!invertTexture)
{
PackPixelsParams packParams(safeArea, format, type, outputPitch, pack, 0);
return packPixels(stagingHelper, packParams, pixelsOut);
}
gl::PixelPackState invertTexturePack;
// Create a new PixelPackState with reversed row order. Note that we can't just assign
// 'invertTexturePack' to be 'pack' (or memcpy) since that breaks the ref counting/object
// tracking in the 'pixelBuffer' members, causing leaks. Instead we must use
// pixelBuffer.set() twice, which performs the addRef/release correctly
invertTexturePack.alignment = pack.alignment;
invertTexturePack.pixelBuffer.set(pack.pixelBuffer.get());
invertTexturePack.reverseRowOrder = !pack.reverseRowOrder;
PackPixelsParams packParams(safeArea, format, type, outputPitch, invertTexturePack, 0);
gl::Error error = packPixels(stagingHelper, packParams, pixelsOut);
invertTexturePack.pixelBuffer.set(nullptr);
ANGLE_TRY(error);
return gl::NoError();
}
gl::Error Renderer11::packPixels(const TextureHelper11 &textureHelper,
const PackPixelsParams &params,
uint8_t *pixelsOut)
{
ID3D11Resource *readResource = textureHelper.getResource();
D3D11_MAPPED_SUBRESOURCE mapping;
HRESULT hr = mDeviceContext->Map(readResource, 0, D3D11_MAP_READ, 0, &mapping);
if (FAILED(hr))
{
ASSERT(hr == E_OUTOFMEMORY);
return gl::Error(GL_OUT_OF_MEMORY,
"Failed to map internal texture for reading, result: 0x%X.", hr);
}
uint8_t *source = static_cast<uint8_t *>(mapping.pData);
int inputPitch = static_cast<int>(mapping.RowPitch);
const auto &formatInfo = textureHelper.getFormatSet();
ASSERT(formatInfo.format().glInternalFormat != GL_NONE);
PackPixels(params, formatInfo.format(), inputPitch, source, pixelsOut);
mDeviceContext->Unmap(readResource, 0);
return gl::NoError();
}
gl::Error Renderer11::blitRenderbufferRect(const gl::Rectangle &readRectIn,
const gl::Rectangle &drawRectIn,
RenderTargetD3D *readRenderTarget,
RenderTargetD3D *drawRenderTarget,
GLenum filter,
const gl::Rectangle *scissor,
bool colorBlit,
bool depthBlit,
bool stencilBlit)
{
// Since blitRenderbufferRect is called for each render buffer that needs to be blitted,
// it should never be the case that both color and depth/stencil need to be blitted at
// at the same time.
ASSERT(colorBlit != (depthBlit || stencilBlit));
RenderTarget11 *drawRenderTarget11 = GetAs<RenderTarget11>(drawRenderTarget);
if (!drawRenderTarget11)
{
return gl::OutOfMemory()
<< "Failed to retrieve the internal draw render target from the draw framebuffer.";
}
TextureHelper11 drawTexture = TextureHelper11::MakeAndReference(
drawRenderTarget11->getTexture(), drawRenderTarget11->getFormatSet());
unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex();
ID3D11DepthStencilView *drawDSV = drawRenderTarget11->getDepthStencilView();
RenderTarget11 *readRenderTarget11 = GetAs<RenderTarget11>(readRenderTarget);
if (!readRenderTarget11)
{
return gl::OutOfMemory()
<< "Failed to retrieve the internal read render target from the read framebuffer.";
}
TextureHelper11 readTexture;
unsigned int readSubresource = 0;
ID3D11ShaderResourceView *readSRV = nullptr;
if (readRenderTarget->getSamples() > 1)
{
ANGLE_TRY_RESULT(resolveMultisampledTexture(readRenderTarget11, depthBlit, stencilBlit),
readTexture);
if (!stencilBlit)
{
const auto &readFormatSet = readTexture.getFormatSet();
D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc;
viewDesc.Format = readFormatSet.srvFormat;
viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
viewDesc.Texture2D.MipLevels = 1;
viewDesc.Texture2D.MostDetailedMip = 0;
HRESULT hresult =
mDevice->CreateShaderResourceView(readTexture.getResource(), &viewDesc, &readSRV);
if (FAILED(hresult))
{
return gl::OutOfMemory()
<< "Renderer11::blitRenderbufferRect: Failed to create temporary SRV, "
<< hresult;
}
}
}
else
{
ASSERT(readRenderTarget11);
readTexture = TextureHelper11::MakeAndReference(readRenderTarget11->getTexture(),
readRenderTarget11->getFormatSet());
readSubresource = readRenderTarget11->getSubresourceIndex();
readSRV = readRenderTarget11->getBlitShaderResourceView();
if (readSRV == nullptr)
{
ASSERT(depthBlit || stencilBlit);
readSRV = readRenderTarget11->getShaderResourceView();
}
ASSERT(readSRV);
readSRV->AddRef();
}
// Stencil blits don't use shaders.
ASSERT(readSRV || stencilBlit);
const gl::Extents readSize(readRenderTarget->getWidth(), readRenderTarget->getHeight(), 1);
const gl::Extents drawSize(drawRenderTarget->getWidth(), drawRenderTarget->getHeight(), 1);
// From the spec:
// "The actual region taken from the read framebuffer is limited to the intersection of the
// source buffers being transferred, which may include the color buffer selected by the read
// buffer, the depth buffer, and / or the stencil buffer depending on mask."
// This means negative x and y are out of bounds, and not to be read from. We handle this here
// by internally scaling the read and draw rectangles.
gl::Rectangle readRect = readRectIn;
gl::Rectangle drawRect = drawRectIn;
auto readToDrawX = [&drawRectIn, &readRectIn](int readOffset) {
double readToDrawScale =
static_cast<double>(drawRectIn.width) / static_cast<double>(readRectIn.width);
return static_cast<int>(round(static_cast<double>(readOffset) * readToDrawScale));
};
if (readRect.x < 0)
{
int readOffset = -readRect.x;
readRect.x += readOffset;
readRect.width -= readOffset;
int drawOffset = readToDrawX(readOffset);
drawRect.x += drawOffset;
drawRect.width -= drawOffset;
}
auto readToDrawY = [&drawRectIn, &readRectIn](int readOffset) {
double readToDrawScale =
static_cast<double>(drawRectIn.height) / static_cast<double>(readRectIn.height);
return static_cast<int>(round(static_cast<double>(readOffset) * readToDrawScale));
};
if (readRect.y < 0)
{
int readOffset = -readRect.y;
readRect.y += readOffset;
readRect.height -= readOffset;
int drawOffset = readToDrawY(readOffset);
drawRect.y += drawOffset;
drawRect.height -= drawOffset;
}
if (readRect.x1() < 0)
{
int readOffset = -readRect.x1();
readRect.width += readOffset;
int drawOffset = readToDrawX(readOffset);
drawRect.width += drawOffset;
}
if (readRect.y1() < 0)
{
int readOffset = -readRect.y1();
readRect.height += readOffset;
int drawOffset = readToDrawY(readOffset);
drawRect.height += drawOffset;
}
bool scissorNeeded = scissor && gl::ClipRectangle(drawRect, *scissor, nullptr);
const auto &destFormatInfo =
gl::GetSizedInternalFormatInfo(drawRenderTarget->getInternalFormat());
const auto &srcFormatInfo =
gl::GetSizedInternalFormatInfo(readRenderTarget->getInternalFormat());
const auto &formatSet = drawRenderTarget11->getFormatSet();
const auto &nativeFormat = formatSet.format();
// Some blits require masking off emulated texture channels. eg: from RGBA8 to RGB8, we
// emulate RGB8 with RGBA8, so we need to mask off the alpha channel when we copy.
gl::Color<bool> colorMask;
colorMask.red =
(srcFormatInfo.redBits > 0) && (destFormatInfo.redBits == 0) && (nativeFormat.redBits > 0);
colorMask.green = (srcFormatInfo.greenBits > 0) && (destFormatInfo.greenBits == 0) &&
(nativeFormat.greenBits > 0);
colorMask.blue = (srcFormatInfo.blueBits > 0) && (destFormatInfo.blueBits == 0) &&
(nativeFormat.blueBits > 0);
colorMask.alpha = (srcFormatInfo.alphaBits > 0) && (destFormatInfo.alphaBits == 0) &&
(nativeFormat.alphaBits > 0);
// We only currently support masking off the alpha channel.
bool colorMaskingNeeded = colorMask.alpha;
ASSERT(!colorMask.red && !colorMask.green && !colorMask.blue);
bool wholeBufferCopy = !scissorNeeded && !colorMaskingNeeded && readRect.x == 0 &&
readRect.width == readSize.width && readRect.y == 0 &&
readRect.height == readSize.height && drawRect.x == 0 &&
drawRect.width == drawSize.width && drawRect.y == 0 &&
drawRect.height == drawSize.height;
bool stretchRequired = readRect.width != drawRect.width || readRect.height != drawRect.height;
bool flipRequired =
readRect.width < 0 || readRect.height < 0 || drawRect.width < 0 || drawRect.height < 0;
bool outOfBounds = readRect.x < 0 || readRect.x + readRect.width > readSize.width ||
readRect.y < 0 || readRect.y + readRect.height > readSize.height ||
drawRect.x < 0 || drawRect.x + drawRect.width > drawSize.width ||
drawRect.y < 0 || drawRect.y + drawRect.height > drawSize.height;
bool partialDSBlit =
(nativeFormat.depthBits > 0 && depthBlit) != (nativeFormat.stencilBits > 0 && stencilBlit);
if (readRenderTarget11->getFormatSet().formatID ==
drawRenderTarget11->getFormatSet().formatID &&
!stretchRequired && !outOfBounds && !flipRequired && !partialDSBlit &&
!colorMaskingNeeded && (!(depthBlit || stencilBlit) || wholeBufferCopy))
{
UINT dstX = drawRect.x;
UINT dstY = drawRect.y;
D3D11_BOX readBox;
readBox.left = readRect.x;
readBox.right = readRect.x + readRect.width;
readBox.top = readRect.y;
readBox.bottom = readRect.y + readRect.height;
readBox.front = 0;
readBox.back = 1;
if (scissorNeeded)
{
// drawRect is guaranteed to have positive width and height because stretchRequired is
// false.
ASSERT(drawRect.width >= 0 || drawRect.height >= 0);
if (drawRect.x < scissor->x)
{
dstX = scissor->x;
readBox.left += (scissor->x - drawRect.x);
}
if (drawRect.y < scissor->y)
{
dstY = scissor->y;
readBox.top += (scissor->y - drawRect.y);
}
if (drawRect.x + drawRect.width > scissor->x + scissor->width)
{
readBox.right -= ((drawRect.x + drawRect.width) - (scissor->x + scissor->width));
}
if (drawRect.y + drawRect.height > scissor->y + scissor->height)
{
readBox.bottom -= ((drawRect.y + drawRect.height) - (scissor->y + scissor->height));
}
}
// D3D11 needs depth-stencil CopySubresourceRegions to have a NULL pSrcBox
// We also require complete framebuffer copies for depth-stencil blit.
D3D11_BOX *pSrcBox = wholeBufferCopy ? nullptr : &readBox;
mDeviceContext->CopySubresourceRegion(drawTexture.getResource(), drawSubresource, dstX,
dstY, 0, readTexture.getResource(), readSubresource,
pSrcBox);
}
else
{
gl::Box readArea(readRect.x, readRect.y, 0, readRect.width, readRect.height, 1);
gl::Box drawArea(drawRect.x, drawRect.y, 0, drawRect.width, drawRect.height, 1);
if (depthBlit && stencilBlit)
{
ANGLE_TRY(mBlit->copyDepthStencil(readTexture, readSubresource, readArea, readSize,
drawTexture, drawSubresource, drawArea, drawSize,
scissor));
}
else if (depthBlit)
{
ASSERT(readSRV);
ANGLE_TRY(mBlit->copyDepth(readSRV, readArea, readSize, drawDSV, drawArea, drawSize,
scissor));
}
else if (stencilBlit)
{
ANGLE_TRY(mBlit->copyStencil(readTexture, readSubresource, readArea, readSize,
drawTexture, drawSubresource, drawArea, drawSize,
scissor));
}
else
{
const d3d11::RenderTargetView &drawRTV = drawRenderTarget11->getRenderTargetView();
// We don't currently support masking off any other channel than alpha
bool maskOffAlpha = colorMaskingNeeded && colorMask.alpha;
ASSERT(readSRV);
ANGLE_TRY(mBlit->copyTexture(readSRV, readArea, readSize, drawRTV, drawArea, drawSize,
scissor, destFormatInfo.format, filter, maskOffAlpha,
false, false));
}
}
SafeRelease(readSRV);
return gl::NoError();
}
bool Renderer11::isES3Capable() const
{
return (d3d11_gl::GetMaximumClientVersion(mRenderer11DeviceCaps.featureLevel).major > 2);
};
void Renderer11::onSwap()
{
// Send histogram updates every half hour
const double kHistogramUpdateInterval = 30 * 60;
auto *platform = ANGLEPlatformCurrent();
const double currentTime = platform->monotonicallyIncreasingTime(platform);
const double timeSinceLastUpdate = currentTime - mLastHistogramUpdateTime;
if (timeSinceLastUpdate > kHistogramUpdateInterval)
{
updateHistograms();
mLastHistogramUpdateTime = currentTime;
}
}
void Renderer11::updateHistograms()
{
// Update the buffer CPU memory histogram
{
size_t sizeSum = 0;
for (auto &buffer : mAliveBuffers)
{
sizeSum += buffer->getTotalCPUBufferMemoryBytes();
}
const int kOneMegaByte = 1024 * 1024;
ANGLE_HISTOGRAM_MEMORY_MB("GPU.ANGLE.Buffer11CPUMemoryMB",
static_cast<int>(sizeSum) / kOneMegaByte);
}
}
void Renderer11::onBufferCreate(const Buffer11 *created)
{
mAliveBuffers.insert(created);
}
void Renderer11::onBufferDelete(const Buffer11 *deleted)
{
mAliveBuffers.erase(deleted);
}
gl::ErrorOrResult<TextureHelper11>
Renderer11::resolveMultisampledTexture(RenderTarget11 *renderTarget, bool depth, bool stencil)
{
if (depth && !stencil)
{
return mBlit->resolveDepth(renderTarget);
}
if (stencil)
{
return mBlit->resolveStencil(renderTarget, depth);
}
const auto &formatSet = renderTarget->getFormatSet();
ASSERT(renderTarget->getSamples() > 1);
D3D11_TEXTURE2D_DESC resolveDesc;
resolveDesc.Width = renderTarget->getWidth();
resolveDesc.Height = renderTarget->getHeight();
resolveDesc.MipLevels = 1;
resolveDesc.ArraySize = 1;
resolveDesc.Format = formatSet.texFormat;
resolveDesc.SampleDesc.Count = 1;
resolveDesc.SampleDesc.Quality = 0;
resolveDesc.Usage = D3D11_USAGE_DEFAULT;
resolveDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
resolveDesc.CPUAccessFlags = 0;
resolveDesc.MiscFlags = 0;
ID3D11Texture2D *resolveTexture = nullptr;
HRESULT result = mDevice->CreateTexture2D(&resolveDesc, nullptr, &resolveTexture);
if (FAILED(result))
{
return gl::Error(GL_OUT_OF_MEMORY,
"Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
}
mDeviceContext->ResolveSubresource(resolveTexture, 0, renderTarget->getTexture(),
renderTarget->getSubresourceIndex(), formatSet.texFormat);
return TextureHelper11::MakeAndPossess2D(resolveTexture, renderTarget->getFormatSet());
}
bool Renderer11::getLUID(LUID *adapterLuid) const
{
adapterLuid->HighPart = 0;
adapterLuid->LowPart = 0;
if (!mDxgiAdapter)
{
return false;
}
DXGI_ADAPTER_DESC adapterDesc;
if (FAILED(mDxgiAdapter->GetDesc(&adapterDesc)))
{
return false;
}
*adapterLuid = adapterDesc.AdapterLuid;
return true;
}
VertexConversionType Renderer11::getVertexConversionType(
gl::VertexFormatType vertexFormatType) const
{
return d3d11::GetVertexFormatInfo(vertexFormatType, mRenderer11DeviceCaps.featureLevel)
.conversionType;
}
GLenum Renderer11::getVertexComponentType(gl::VertexFormatType vertexFormatType) const
{
const auto &format =
d3d11::GetVertexFormatInfo(vertexFormatType, mRenderer11DeviceCaps.featureLevel);
return d3d11::GetComponentType(format.nativeFormat);
}
gl::ErrorOrResult<unsigned int> Renderer11::getVertexSpaceRequired(
const gl::VertexAttribute &attrib,
const gl::VertexBinding &binding,
GLsizei count,
GLsizei instances) const
{
if (!attrib.enabled)
{
return 16u;
}
unsigned int elementCount = 0;
if (instances == 0 || binding.divisor == 0)
{
elementCount = count;
}
else
{
// Round up to divisor, if possible
elementCount = UnsignedCeilDivide(static_cast<unsigned int>(instances), binding.divisor);
}
gl::VertexFormatType formatType = gl::GetVertexFormatType(attrib);
const D3D_FEATURE_LEVEL featureLevel = mRenderer11DeviceCaps.featureLevel;
const d3d11::VertexFormat &vertexFormatInfo =
d3d11::GetVertexFormatInfo(formatType, featureLevel);
const d3d11::DXGIFormatSize &dxgiFormatInfo =
d3d11::GetDXGIFormatSizeInfo(vertexFormatInfo.nativeFormat);
unsigned int elementSize = dxgiFormatInfo.pixelBytes;
if (elementSize > std::numeric_limits<unsigned int>::max() / elementCount)
{
return gl::Error(GL_OUT_OF_MEMORY, "New vertex buffer size would result in an overflow.");
}
return elementSize * elementCount;
}
void Renderer11::generateCaps(gl::Caps *outCaps,
gl::TextureCapsMap *outTextureCaps,
gl::Extensions *outExtensions,
gl::Limitations *outLimitations) const
{
d3d11_gl::GenerateCaps(mDevice, mDeviceContext, mRenderer11DeviceCaps, outCaps, outTextureCaps,
outExtensions, outLimitations);
}
angle::WorkaroundsD3D Renderer11::generateWorkarounds() const
{
return d3d11::GenerateWorkarounds(mRenderer11DeviceCaps, mAdapterDescription);
}
gl::Error Renderer11::clearTextures(gl::SamplerType samplerType, size_t rangeStart, size_t rangeEnd)
{
return mStateManager.clearTextures(samplerType, rangeStart, rangeEnd);
}
egl::Error Renderer11::getEGLDevice(DeviceImpl **device)
{
if (mEGLDevice == nullptr)
{
ASSERT(mDevice != nullptr);
mEGLDevice = new DeviceD3D();
egl::Error error = mEGLDevice->initialize(reinterpret_cast<void *>(mDevice),
EGL_D3D11_DEVICE_ANGLE, EGL_FALSE);
if (error.isError())
{
SafeDelete(mEGLDevice);
return error;
}
}
*device = static_cast<DeviceImpl *>(mEGLDevice);
return egl::Error(EGL_SUCCESS);
}
ContextImpl *Renderer11::createContext(const gl::ContextState &state)
{
return new Context11(state, this);
}
gl::Error Renderer11::genericDrawElements(Context11 *context,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instances,
const gl::IndexRange &indexRange)
{
const auto &data = context->getContextState();
const auto &glState = data.getState();
gl::Program *program = glState.getProgram();
ASSERT(program != nullptr);
ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
bool usesPointSize = programD3D->usesPointSize();
programD3D->updateSamplerMapping();
ANGLE_TRY(generateSwizzles(data));
if (!applyPrimitiveType(mode, count, usesPointSize))
{
return gl::NoError();
}
ANGLE_TRY(updateState(context, mode));
TranslatedIndexData indexInfo;
indexInfo.indexRange = indexRange;
ANGLE_TRY(applyIndexBuffer(data, indices, count, mode, type, &indexInfo));
applyTransformFeedbackBuffers(data);
// Transform feedback is not allowed for DrawElements, this error should have been caught at the
// API validation layer.
ASSERT(!glState.isTransformFeedbackActiveUnpaused());
size_t vertexCount = indexInfo.indexRange.vertexCount();
ANGLE_TRY(applyVertexBuffer(glState, mode, static_cast<GLsizei>(indexInfo.indexRange.start),
static_cast<GLsizei>(vertexCount), instances, &indexInfo));
ANGLE_TRY(applyTextures(context, data));
ANGLE_TRY(applyShaders(data, mode));
ANGLE_TRY(programD3D->applyUniformBuffers(data));
if (!skipDraw(data, mode))
{
ANGLE_TRY(drawElementsImpl(data, indexInfo, mode, count, type, indices, instances));
}
return gl::NoError();
}
gl::Error Renderer11::genericDrawArrays(Context11 *context,
GLenum mode,
GLint first,
GLsizei count,
GLsizei instances)
{
const auto &data = context->getContextState();
const auto &glState = data.getState();
gl::Program *program = glState.getProgram();
ASSERT(program != nullptr);
ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
bool usesPointSize = programD3D->usesPointSize();
programD3D->updateSamplerMapping();
ANGLE_TRY(generateSwizzles(data));
if (!applyPrimitiveType(mode, count, usesPointSize))
{
return gl::NoError();
}
ANGLE_TRY(updateState(context, mode));
ANGLE_TRY(applyTransformFeedbackBuffers(data));
ANGLE_TRY(applyVertexBuffer(glState, mode, first, count, instances, nullptr));
ANGLE_TRY(applyTextures(context, data));
ANGLE_TRY(applyShaders(data, mode));
ANGLE_TRY(programD3D->applyUniformBuffers(data));
if (!skipDraw(data, mode))
{
ANGLE_TRY(drawArraysImpl(data, mode, first, count, instances));
if (glState.isTransformFeedbackActiveUnpaused())
{
ANGLE_TRY(markTransformFeedbackUsage(data));
}
}
return gl::NoError();
}
gl::Error Renderer11::genericDrawIndirect(Context11 *context,
GLenum mode,
GLenum type,
const void *indirect)
{
const auto &data = context->getContextState();
const auto &glState = data.getState();
gl::Program *program = glState.getProgram();
ASSERT(program != nullptr);
ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
bool usesPointSize = programD3D->usesPointSize();
programD3D->updateSamplerMapping();
ANGLE_TRY(generateSwizzles(data));
applyPrimitiveType(mode, 0, usesPointSize);
ANGLE_TRY(updateState(context, mode));
ANGLE_TRY(applyTransformFeedbackBuffers(data));
ASSERT(!glState.isTransformFeedbackActiveUnpaused());
ANGLE_TRY(applyTextures(context, data));
ANGLE_TRY(applyShaders(data, mode));
ANGLE_TRY(programD3D->applyUniformBuffers(data));
if (type == GL_NONE)
{
ANGLE_TRY(drawArraysIndirectImpl(data, mode, indirect));
}
else
{
ANGLE_TRY(drawElementsIndirectImpl(data, mode, type, indirect));
}
return gl::NoError();
}
FramebufferImpl *Renderer11::createDefaultFramebuffer(const gl::FramebufferState &state)
{
return new Framebuffer11(state, this);
}
gl::Error Renderer11::getScratchMemoryBuffer(size_t requestedSize, angle::MemoryBuffer **bufferOut)
{
if (!mScratchMemoryBuffer.get(requestedSize, bufferOut))
{
return gl::OutOfMemory() << "Failed to allocate internal buffer.";
}
return gl::NoError();
}
gl::Version Renderer11::getMaxSupportedESVersion() const
{
return d3d11_gl::GetMaximumClientVersion(mRenderer11DeviceCaps.featureLevel);
}
gl::DebugAnnotator *Renderer11::getAnnotator()
{
return mAnnotator;
}
gl::Error Renderer11::applyComputeShader(const gl::ContextState &data)
{
ANGLE_TRY(ensureHLSLCompilerInitialized());
const auto &glState = data.getState();
ProgramD3D *programD3D = GetImplAs<ProgramD3D>(glState.getProgram());
ShaderExecutableD3D *computeExe = nullptr;
ANGLE_TRY(programD3D->getComputeExecutable(&computeExe));
ASSERT(computeExe != nullptr);
ID3D11ComputeShader *computeShader = GetAs<ShaderExecutable11>(computeExe)->getComputeShader();
bool dirtyUniforms = false;
if (reinterpret_cast<uintptr_t>(computeShader) != mAppliedComputeShader)
{
mDeviceContext->CSSetShader(computeShader, nullptr, 0);
mAppliedComputeShader = reinterpret_cast<uintptr_t>(computeShader);
dirtyUniforms = true;
}
if (dirtyUniforms)
{
programD3D->dirtyAllUniforms();
}
return programD3D->applyComputeUniforms();
}
gl::Error Renderer11::dispatchCompute(Context11 *context,
GLuint numGroupsX,
GLuint numGroupsY,
GLuint numGroupsZ)
{
const auto &data = context->getContextState();
gl::Program *program = data.getState().getProgram();
ASSERT(program != nullptr);
ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
mStateManager.setComputeConstants(numGroupsX, numGroupsY, numGroupsZ);
programD3D->updateSamplerMapping();
ANGLE_TRY(generateSwizzles(data, gl::SAMPLER_COMPUTE));
ANGLE_TRY(applyTextures(context, data));
ANGLE_TRY(applyComputeShader(data));
// TODO(Xinghua): applyUniformBuffers for compute shader.
mDeviceContext->Dispatch(numGroupsX, numGroupsY, numGroupsZ);
return gl::NoError();
}
gl::Error Renderer11::applyComputeUniforms(const ProgramD3D &programD3D,
const std::vector<D3DUniform *> &uniformArray)
{
unsigned int totalRegisterCountCS = 0;
bool computeUniformsDirty = false;
for (const D3DUniform *uniform : uniformArray)
{
ASSERT(uniform->isReferencedByComputeShader());
// TODO(Xinghua): add isImage() and isAtomicCounter().
if (uniform->isSampler())
{
totalRegisterCountCS += uniform->registerCount;
computeUniformsDirty = (computeUniformsDirty || uniform->dirty);
}
}
const UniformStorage11 *computeUniformStorage =
GetAs<UniformStorage11>(&programD3D.getComputeUniformStorage());
ASSERT(computeUniformStorage);
ID3D11Buffer *computeConstantBuffer = computeUniformStorage->getConstantBuffer();
if (totalRegisterCountCS > 0 && computeUniformsDirty)
{
D3D11_MAPPED_SUBRESOURCE map = {0};
HRESULT result =
mDeviceContext->Map(computeConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
ASSERT(SUCCEEDED(result));
auto *mapCS = static_cast<float(*)[4]>(map.pData);
ASSERT(mapCS);
for (const D3DUniform *uniform : uniformArray)
{
ASSERT(uniform->isReferencedByComputeShader());
if (uniform->isSampler())
{
continue;
}
unsigned int componentCount = (4 - uniform->registerCount);
memcpy(&mapCS[uniform->csRegisterIndex][uniform->registerElement], uniform->data,
uniform->registerCount * sizeof(float) * componentCount);
}
mDeviceContext->Unmap(computeConstantBuffer, 0);
}
if (mCurrentComputeConstantBuffer != computeConstantBuffer)
{
mDeviceContext->CSSetConstantBuffers(
d3d11::RESERVED_CONSTANT_BUFFER_SLOT_DEFAULT_UNIFORM_BLOCK, 1, &computeConstantBuffer);
mCurrentComputeConstantBuffer = computeConstantBuffer;
}
if (!mDriverConstantBufferCS)
{
D3D11_BUFFER_DESC constantBufferDescription = {0};
d3d11::InitConstantBufferDesc(
&constantBufferDescription,
sizeof(dx_ComputeConstants11) + mSamplerMetadataCS.sizeBytes());
HRESULT result =
mDevice->CreateBuffer(&constantBufferDescription, nullptr, &mDriverConstantBufferCS);
ASSERT(SUCCEEDED(result));
if (FAILED(result))
{
return gl::OutOfMemory()
<< "Failed to create compute shader constant buffer, " << result;
}
mDeviceContext->CSSetConstantBuffers(d3d11::RESERVED_CONSTANT_BUFFER_SLOT_DRIVER, 1,
&mDriverConstantBufferCS);
}
const dx_ComputeConstants11 &computeConstants = mStateManager.getComputeConstants();
size_t samplerMetadataReferencedBytesCS = sizeof(SamplerMetadataD3D11::dx_SamplerMetadata) *
programD3D.getUsedSamplerRange(gl::SAMPLER_COMPUTE);
applyDriverConstantsIfNeeded(&mAppliedComputeConstants, computeConstants, &mSamplerMetadataCS,
samplerMetadataReferencedBytesCS, mDriverConstantBufferCS);
return gl::NoError();
}
} // namespace rx