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//
// Copyright 2012 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_utils.h: Conversion functions and other utility routines
// specific to the D3D11 renderer.
#ifndef LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_UTILS_H_
#define LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_UTILS_H_
#include <array>
#include <functional>
#include <vector>
#include "common/Color.h"
#include "libANGLE/Caps.h"
#include "libANGLE/Error.h"
#include "libANGLE/renderer/d3d/RendererD3D.h"
#include "libANGLE/renderer/d3d/d3d11/ResourceManager11.h"
#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h"
namespace gl
{
class FramebufferAttachment;
}
namespace rx
{
class Context11;
class Renderer11;
class RenderTarget11;
struct Renderer11DeviceCaps;
using RTVArray = std::array<ID3D11RenderTargetView *, gl::IMPLEMENTATION_MAX_DRAW_BUFFERS>;
namespace gl_d3d11
{
D3D11_BLEND ConvertBlendFunc(GLenum glBlend, bool isAlpha);
D3D11_BLEND_OP ConvertBlendOp(GLenum glBlendOp);
UINT8 ConvertColorMask(bool maskRed, bool maskGreen, bool maskBlue, bool maskAlpha);
D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, gl::CullFaceMode cullMode);
D3D11_COMPARISON_FUNC ConvertComparison(GLenum comparison);
D3D11_DEPTH_WRITE_MASK ConvertDepthMask(bool depthWriteEnabled);
UINT8 ConvertStencilMask(GLuint stencilmask);
D3D11_STENCIL_OP ConvertStencilOp(GLenum stencilOp);
D3D11_FILTER ConvertFilter(GLenum minFilter,
GLenum magFilter,
float maxAnisotropy,
GLenum comparisonMode);
D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap);
UINT ConvertMaxAnisotropy(float maxAnisotropy, D3D_FEATURE_LEVEL featureLevel);
D3D11_QUERY ConvertQueryType(gl::QueryType type);
UINT8 GetColorMask(const gl::InternalFormat &formatInfo);
} // namespace gl_d3d11
namespace d3d11_gl
{
unsigned int GetReservedVertexUniformVectors(D3D_FEATURE_LEVEL featureLevel);
unsigned int GetReservedFragmentUniformVectors(D3D_FEATURE_LEVEL featureLevel);
gl::Version GetMaximumClientVersion(D3D_FEATURE_LEVEL featureLevel);
void GenerateCaps(ID3D11Device *device,
ID3D11DeviceContext *deviceContext,
const Renderer11DeviceCaps &renderer11DeviceCaps,
const angle::FeaturesD3D &features,
const char *description,
gl::Caps *caps,
gl::TextureCapsMap *textureCapsMap,
gl::Extensions *extensions,
gl::Limitations *limitations);
void GetSamplePosition(GLsizei sampleCount, size_t index, GLfloat *xy);
D3D_FEATURE_LEVEL GetMinimumFeatureLevelForES31();
} // namespace d3d11_gl
namespace d3d11
{
enum ANGLED3D11DeviceType
{
ANGLE_D3D11_DEVICE_TYPE_UNKNOWN,
ANGLE_D3D11_DEVICE_TYPE_HARDWARE,
ANGLE_D3D11_DEVICE_TYPE_SOFTWARE_REF_OR_NULL,
ANGLE_D3D11_DEVICE_TYPE_WARP,
};
ANGLED3D11DeviceType GetDeviceType(ID3D11Device *device);
void MakeValidSize(bool isImage,
DXGI_FORMAT format,
GLsizei *requestWidth,
GLsizei *requestHeight,
int *levelOffset);
angle::Result GenerateInitialTextureData(
const gl::Context *context,
GLint internalFormat,
const Renderer11DeviceCaps &renderer11DeviceCaps,
GLuint width,
GLuint height,
GLuint depth,
GLuint mipLevels,
gl::TexLevelArray<D3D11_SUBRESOURCE_DATA> *outSubresourceData);
UINT GetPrimitiveRestartIndex();
struct PositionTexCoordVertex
{
float x, y;
float u, v;
};
void SetPositionTexCoordVertex(PositionTexCoordVertex *vertex, float x, float y, float u, float v);
struct PositionLayerTexCoord3DVertex
{
float x, y;
unsigned int l;
float u, v, s;
};
void SetPositionLayerTexCoord3DVertex(PositionLayerTexCoord3DVertex *vertex,
float x,
float y,
unsigned int layer,
float u,
float v,
float s);
struct PositionVertex
{
float x, y, z, w;
};
struct BlendStateKey final
{
// This will zero-initialize the struct, including padding.
BlendStateKey();
gl::BlendState blendState;
// An int so struct size rounds nicely.
uint32_t rtvMax;
uint8_t rtvMasks[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT];
};
bool operator==(const BlendStateKey &a, const BlendStateKey &b);
bool operator!=(const BlendStateKey &a, const BlendStateKey &b);
struct RasterizerStateKey final
{
// This will zero-initialize the struct, including padding.
RasterizerStateKey();
gl::RasterizerState rasterizerState;
// Use a 32-bit int to round the struct nicely.
uint32_t scissorEnabled;
};
bool operator==(const RasterizerStateKey &a, const RasterizerStateKey &b);
bool operator!=(const RasterizerStateKey &a, const RasterizerStateKey &b);
template <typename outType>
outType *DynamicCastComObject(IUnknown *object)
{
outType *outObject = nullptr;
HRESULT result =
object->QueryInterface(__uuidof(outType), reinterpret_cast<void **>(&outObject));
if (SUCCEEDED(result))
{
return outObject;
}
else
{
SafeRelease(outObject);
return nullptr;
}
}
template <typename outType>
angle::ComPtr<outType> DynamicCastComObjectToComPtr(IUnknown *object)
{
angle::ComPtr<outType> outObject;
const HRESULT hr = object->QueryInterface(IID_PPV_ARGS(&outObject));
if (SUCCEEDED(hr))
{
return outObject;
}
else
{
return nullptr;
}
}
inline bool isDeviceLostError(HRESULT errorCode)
{
switch (errorCode)
{
case DXGI_ERROR_DEVICE_HUNG:
case DXGI_ERROR_DEVICE_REMOVED:
case DXGI_ERROR_DEVICE_RESET:
case DXGI_ERROR_DRIVER_INTERNAL_ERROR:
case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE:
return true;
default:
return false;
}
}
template <ResourceType ResourceT>
class LazyResource : angle::NonCopyable
{
public:
constexpr LazyResource() : mResource() {}
virtual ~LazyResource() {}
virtual angle::Result resolve(d3d::Context *context, Renderer11 *renderer) = 0;
void reset() { mResource.reset(); }
GetD3D11Type<ResourceT> *get() const
{
ASSERT(mResource.valid());
return mResource.get();
}
const Resource11<GetD3D11Type<ResourceT>> &getObj() const { return mResource; }
protected:
LazyResource(LazyResource &&other) : mResource(std::move(other.mResource)) {}
// Specialized in the cpp file to avoid MSVS/Clang specific code.
angle::Result resolveImpl(d3d::Context *context,
Renderer11 *renderer,
const GetDescType<ResourceT> &desc,
GetInitDataType<ResourceT> *initData,
const char *name);
Resource11<GetD3D11Type<ResourceT>> mResource;
};
template <typename D3D11ShaderType>
class LazyShader final : public LazyResource<GetResourceTypeFromD3D11<D3D11ShaderType>()>
{
public:
// All parameters must be constexpr. Not supported in VS2013.
constexpr LazyShader(const BYTE *byteCode, size_t byteCodeSize, const char *name)
: mByteCode(byteCode, byteCodeSize), mName(name)
{}
constexpr LazyShader(LazyShader &&shader)
: LazyResource<GetResourceTypeFromD3D11<D3D11ShaderType>()>(std::move(shader)),
mByteCode(std::move(shader.mByteCode)),
mName(shader.mName)
{}
angle::Result resolve(d3d::Context *context, Renderer11 *renderer) override
{
return this->resolveImpl(context, renderer, mByteCode, nullptr, mName);
}
private:
ShaderData mByteCode;
const char *mName;
};
class LazyInputLayout final : public LazyResource<ResourceType::InputLayout>
{
public:
LazyInputLayout(const D3D11_INPUT_ELEMENT_DESC *inputDesc,
size_t inputDescLen,
const BYTE *byteCode,
size_t byteCodeLen,
const char *debugName);
~LazyInputLayout() override;
angle::Result resolve(d3d::Context *context, Renderer11 *renderer) override;
private:
InputElementArray mInputDesc;
ShaderData mByteCode;
const char *mDebugName;
};
class LazyBlendState final : public LazyResource<ResourceType::BlendState>
{
public:
LazyBlendState(const D3D11_BLEND_DESC &desc, const char *debugName);
angle::Result resolve(d3d::Context *context, Renderer11 *renderer) override;
private:
D3D11_BLEND_DESC mDesc;
const char *mDebugName;
};
// Copy data to small D3D11 buffers, such as for small constant buffers, which use one struct to
// represent an entire buffer.
template <class T>
void SetBufferData(ID3D11DeviceContext *context, ID3D11Buffer *constantBuffer, const T &value)
{
D3D11_MAPPED_SUBRESOURCE mappedResource = {};
HRESULT result = context->Map(constantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
ASSERT(SUCCEEDED(result));
if (SUCCEEDED(result))
{
memcpy(mappedResource.pData, &value, sizeof(T));
context->Unmap(constantBuffer, 0);
}
}
void InitializeFeatures(const Renderer11DeviceCaps &deviceCaps,
const DXGI_ADAPTER_DESC &adapterDesc,
angle::FeaturesD3D *features);
enum ReservedConstantBufferSlot
{
RESERVED_CONSTANT_BUFFER_SLOT_DEFAULT_UNIFORM_BLOCK = 0,
RESERVED_CONSTANT_BUFFER_SLOT_DRIVER = 1,
RESERVED_CONSTANT_BUFFER_SLOT_COUNT = 2
};
void InitConstantBufferDesc(D3D11_BUFFER_DESC *constantBufferDescription, size_t byteWidth);
// Helper class for RAII patterning.
template <typename T>
class ScopedUnmapper final : angle::NonCopyable
{
public:
ScopedUnmapper(T *object) : mObject(object) {}
~ScopedUnmapper() { mObject->unmap(); }
private:
T *mObject;
};
} // namespace d3d11
struct GenericData
{
GenericData() {}
~GenericData()
{
if (object)
{
// We can have a nullptr factory when holding passed-in resources.
if (manager)
{
manager->onReleaseGeneric(resourceType, object);
manager = nullptr;
}
object->Release();
object = nullptr;
}
}
ResourceType resourceType = ResourceType::Last;
ID3D11Resource *object = nullptr;
ResourceManager11 *manager = nullptr;
};
// A helper class which wraps a 2D or 3D texture.
class TextureHelper11 : public Resource11Base<ID3D11Resource, std::shared_ptr, GenericData>
{
public:
TextureHelper11();
TextureHelper11(TextureHelper11 &&other);
TextureHelper11(const TextureHelper11 &other);
~TextureHelper11() override;
TextureHelper11 &operator=(TextureHelper11 &&other);
TextureHelper11 &operator=(const TextureHelper11 &other);
bool is2D() const { return mData->resourceType == ResourceType::Texture2D; }
bool is3D() const { return mData->resourceType == ResourceType::Texture3D; }
ResourceType getTextureType() const { return mData->resourceType; }
gl::Extents getExtents() const { return mExtents; }
DXGI_FORMAT getFormat() const { return mFormatSet->texFormat; }
const d3d11::Format &getFormatSet() const { return *mFormatSet; }
int getSampleCount() const { return mSampleCount; }
template <typename DescT, typename ResourceT>
void init(Resource11<ResourceT> &&texture, const DescT &desc, const d3d11::Format &format)
{
std::swap(mData->manager, texture.mData->manager);
// Can't use std::swap because texture is typed, and here we use ID3D11Resource.
ID3D11Resource *temp = mData->object;
mData->object = texture.mData->object;
texture.mData->object = static_cast<ResourceT *>(temp);
mFormatSet = &format;
initDesc(desc);
}
template <typename ResourceT>
void set(ResourceT *object, const d3d11::Format &format)
{
ASSERT(!valid());
mFormatSet = &format;
mData->object = object;
mData->manager = nullptr;
GetDescFromD3D11<ResourceT> desc;
getDesc(&desc);
initDesc(desc);
}
bool operator==(const TextureHelper11 &other) const;
bool operator!=(const TextureHelper11 &other) const;
void getDesc(D3D11_TEXTURE2D_DESC *desc) const;
void getDesc(D3D11_TEXTURE3D_DESC *desc) const;
private:
void initDesc(const D3D11_TEXTURE2D_DESC &desc2D);
void initDesc(const D3D11_TEXTURE3D_DESC &desc3D);
const d3d11::Format *mFormatSet;
gl::Extents mExtents;
int mSampleCount;
};
enum class StagingAccess
{
READ,
READ_WRITE,
};
bool UsePresentPathFast(const Renderer11 *renderer, const gl::FramebufferAttachment *colorbuffer);
bool UsePrimitiveRestartWorkaround(bool primitiveRestartFixedIndexEnabled,
gl::DrawElementsType type);
enum class IndexStorageType
{
// Dynamic indexes are re-streamed every frame. They come from a client data pointer or
// from buffers that are updated frequently.
Dynamic,
// Static indexes are translated from the original storage once, and re-used multiple times.
Static,
// Direct indexes are never transated and are used directly from the source buffer. They are
// the fastest available path.
Direct,
// Not a real storage type.
Invalid,
};
IndexStorageType ClassifyIndexStorage(const gl::State &glState,
const gl::Buffer *elementArrayBuffer,
gl::DrawElementsType elementType,
gl::DrawElementsType destElementType,
unsigned int offset);
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_UTILS_H_