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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.
//
// RenderStateCache.cpp: Defines rx::RenderStateCache, a cache of Direct3D render
// state objects.
#include "libANGLE/renderer/d3d/d3d11/RenderStateCache.h"
#include <float.h>
#include "common/Color.h"
#include "common/debug.h"
#include "libANGLE/Context.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/FramebufferAttachment.h"
#include "libANGLE/renderer/d3d/d3d11/Context11.h"
#include "libANGLE/renderer/d3d/d3d11/Framebuffer11.h"
#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
namespace rx
{
using namespace gl_d3d11;
RenderStateCache::RenderStateCache()
: mBlendStateCache(kMaxStates),
mRasterizerStateCache(kMaxStates),
mDepthStencilStateCache(kMaxStates),
mSamplerStateCache(kMaxStates)
{}
RenderStateCache::~RenderStateCache() {}
void RenderStateCache::clear()
{
mBlendStateCache.Clear();
mRasterizerStateCache.Clear();
mDepthStencilStateCache.Clear();
mSamplerStateCache.Clear();
}
// static
d3d11::BlendStateKey RenderStateCache::GetBlendStateKey(const gl::Context *context,
Framebuffer11 *framebuffer11,
const gl::BlendState &blendState)
{
d3d11::BlendStateKey key;
const gl::AttachmentList &colorbuffers = framebuffer11->getColorAttachmentsForRender(context);
const UINT8 blendStateMask =
gl_d3d11::ConvertColorMask(blendState.colorMaskRed, blendState.colorMaskGreen,
blendState.colorMaskBlue, blendState.colorMaskAlpha);
key.blendState = blendState;
for (size_t i = 0; i < colorbuffers.size(); i++)
{
const gl::FramebufferAttachment *attachment = colorbuffers[i];
if (attachment)
{
key.rtvMax = static_cast<uint32_t>(i) + 1;
key.rtvMasks[i] =
(gl_d3d11::GetColorMask(*attachment->getFormat().info)) & blendStateMask;
}
}
return key;
}
angle::Result RenderStateCache::getBlendState(const gl::Context *context,
Renderer11 *renderer,
const d3d11::BlendStateKey &key,
const d3d11::BlendState **outBlendState)
{
auto keyIter = mBlendStateCache.Get(key);
if (keyIter != mBlendStateCache.end())
{
*outBlendState = &keyIter->second;
return angle::Result::Continue;
}
TrimCache(kMaxStates, kGCLimit, "blend state", &mBlendStateCache);
// Create a new blend state and insert it into the cache
D3D11_BLEND_DESC blendDesc;
D3D11_RENDER_TARGET_BLEND_DESC &rtDesc0 = blendDesc.RenderTarget[0];
const gl::BlendState &blendState = key.blendState;
blendDesc.AlphaToCoverageEnable = blendState.sampleAlphaToCoverage;
blendDesc.IndependentBlendEnable = key.rtvMax > 1 ? TRUE : FALSE;
rtDesc0 = {};
if (blendState.blend)
{
rtDesc0.BlendEnable = true;
rtDesc0.SrcBlend = gl_d3d11::ConvertBlendFunc(blendState.sourceBlendRGB, false);
rtDesc0.DestBlend = gl_d3d11::ConvertBlendFunc(blendState.destBlendRGB, false);
rtDesc0.BlendOp = gl_d3d11::ConvertBlendOp(blendState.blendEquationRGB);
rtDesc0.SrcBlendAlpha = gl_d3d11::ConvertBlendFunc(blendState.sourceBlendAlpha, true);
rtDesc0.DestBlendAlpha = gl_d3d11::ConvertBlendFunc(blendState.destBlendAlpha, true);
rtDesc0.BlendOpAlpha = gl_d3d11::ConvertBlendOp(blendState.blendEquationAlpha);
}
rtDesc0.RenderTargetWriteMask = key.rtvMasks[0];
for (unsigned int i = 1; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{
blendDesc.RenderTarget[i] = rtDesc0;
blendDesc.RenderTarget[i].RenderTargetWriteMask = key.rtvMasks[i];
}
d3d11::BlendState d3dBlendState;
ANGLE_TRY(renderer->allocateResource(GetImplAs<Context11>(context), blendDesc, &d3dBlendState));
const auto &iter = mBlendStateCache.Put(key, std::move(d3dBlendState));
*outBlendState = &iter->second;
return angle::Result::Continue;
}
angle::Result RenderStateCache::getRasterizerState(const gl::Context *context,
Renderer11 *renderer,
const gl::RasterizerState &rasterState,
bool scissorEnabled,
ID3D11RasterizerState **outRasterizerState)
{
d3d11::RasterizerStateKey key;
key.rasterizerState = rasterState;
key.scissorEnabled = scissorEnabled ? 1 : 0;
auto keyIter = mRasterizerStateCache.Get(key);
if (keyIter != mRasterizerStateCache.end())
{
*outRasterizerState = keyIter->second.get();
return angle::Result::Continue;
}
TrimCache(kMaxStates, kGCLimit, "rasterizer state", &mRasterizerStateCache);
D3D11_CULL_MODE cullMode =
gl_d3d11::ConvertCullMode(rasterState.cullFace, rasterState.cullMode);
// Disable culling if drawing points
if (rasterState.pointDrawMode)
{
cullMode = D3D11_CULL_NONE;
}
D3D11_RASTERIZER_DESC rasterDesc;
rasterDesc.FillMode = D3D11_FILL_SOLID;
rasterDesc.CullMode = cullMode;
rasterDesc.FrontCounterClockwise = (rasterState.frontFace == GL_CCW) ? FALSE : TRUE;
rasterDesc.DepthBiasClamp = 0.0f; // MSDN documentation of DepthBiasClamp implies a value of
// zero will preform no clamping, must be tested though.
rasterDesc.DepthClipEnable = TRUE;
rasterDesc.ScissorEnable = scissorEnabled ? TRUE : FALSE;
rasterDesc.MultisampleEnable = rasterState.multiSample;
rasterDesc.AntialiasedLineEnable = FALSE;
if (rasterState.polygonOffsetFill)
{
rasterDesc.SlopeScaledDepthBias = rasterState.polygonOffsetFactor;
rasterDesc.DepthBias = (INT)rasterState.polygonOffsetUnits;
}
else
{
rasterDesc.SlopeScaledDepthBias = 0.0f;
rasterDesc.DepthBias = 0;
}
d3d11::RasterizerState dx11RasterizerState;
ANGLE_TRY(renderer->allocateResource(GetImplAs<Context11>(context), rasterDesc,
&dx11RasterizerState));
*outRasterizerState = dx11RasterizerState.get();
mRasterizerStateCache.Put(key, std::move(dx11RasterizerState));
return angle::Result::Continue;
}
angle::Result RenderStateCache::getDepthStencilState(const gl::Context *context,
Renderer11 *renderer,
const gl::DepthStencilState &glState,
const d3d11::DepthStencilState **outDSState)
{
auto keyIter = mDepthStencilStateCache.Get(glState);
if (keyIter != mDepthStencilStateCache.end())
{
*outDSState = &keyIter->second;
return angle::Result::Continue;
}
TrimCache(kMaxStates, kGCLimit, "depth stencil state", &mDepthStencilStateCache);
D3D11_DEPTH_STENCIL_DESC dsDesc = {};
dsDesc.DepthEnable = glState.depthTest ? TRUE : FALSE;
dsDesc.DepthWriteMask = ConvertDepthMask(glState.depthMask);
dsDesc.DepthFunc = ConvertComparison(glState.depthFunc);
dsDesc.StencilEnable = glState.stencilTest ? TRUE : FALSE;
dsDesc.StencilReadMask = ConvertStencilMask(glState.stencilMask);
dsDesc.StencilWriteMask = ConvertStencilMask(glState.stencilWritemask);
dsDesc.FrontFace.StencilFailOp = ConvertStencilOp(glState.stencilFail);
dsDesc.FrontFace.StencilDepthFailOp = ConvertStencilOp(glState.stencilPassDepthFail);
dsDesc.FrontFace.StencilPassOp = ConvertStencilOp(glState.stencilPassDepthPass);
dsDesc.FrontFace.StencilFunc = ConvertComparison(glState.stencilFunc);
dsDesc.BackFace.StencilFailOp = ConvertStencilOp(glState.stencilBackFail);
dsDesc.BackFace.StencilDepthFailOp = ConvertStencilOp(glState.stencilBackPassDepthFail);
dsDesc.BackFace.StencilPassOp = ConvertStencilOp(glState.stencilBackPassDepthPass);
dsDesc.BackFace.StencilFunc = ConvertComparison(glState.stencilBackFunc);
d3d11::DepthStencilState dx11DepthStencilState;
ANGLE_TRY(
renderer->allocateResource(GetImplAs<Context11>(context), dsDesc, &dx11DepthStencilState));
const auto &iter = mDepthStencilStateCache.Put(glState, std::move(dx11DepthStencilState));
*outDSState = &iter->second;
return angle::Result::Continue;
}
angle::Result RenderStateCache::getSamplerState(const gl::Context *context,
Renderer11 *renderer,
const gl::SamplerState &samplerState,
ID3D11SamplerState **outSamplerState)
{
auto keyIter = mSamplerStateCache.Get(samplerState);
if (keyIter != mSamplerStateCache.end())
{
*outSamplerState = keyIter->second.get();
return angle::Result::Continue;
}
TrimCache(kMaxStates, kGCLimit, "sampler state", &mSamplerStateCache);
const auto &featureLevel = renderer->getRenderer11DeviceCaps().featureLevel;
D3D11_SAMPLER_DESC samplerDesc;
samplerDesc.Filter =
gl_d3d11::ConvertFilter(samplerState.getMinFilter(), samplerState.getMagFilter(),
samplerState.getMaxAnisotropy(), samplerState.getCompareMode());
samplerDesc.AddressU = gl_d3d11::ConvertTextureWrap(samplerState.getWrapS());
samplerDesc.AddressV = gl_d3d11::ConvertTextureWrap(samplerState.getWrapT());
samplerDesc.AddressW = gl_d3d11::ConvertTextureWrap(samplerState.getWrapR());
samplerDesc.MipLODBias = 0;
samplerDesc.MaxAnisotropy =
gl_d3d11::ConvertMaxAnisotropy(samplerState.getMaxAnisotropy(), featureLevel);
samplerDesc.ComparisonFunc = gl_d3d11::ConvertComparison(samplerState.getCompareFunc());
angle::ColorF borderColor;
if (samplerState.getBorderColor().type == angle::ColorGeneric::Type::Float)
{
borderColor = samplerState.getBorderColor().colorF;
}
samplerDesc.BorderColor[0] = borderColor.red;
samplerDesc.BorderColor[1] = borderColor.green;
samplerDesc.BorderColor[2] = borderColor.blue;
samplerDesc.BorderColor[3] = borderColor.alpha;
samplerDesc.MinLOD = samplerState.getMinLod();
samplerDesc.MaxLOD = samplerState.getMaxLod();
if (featureLevel <= D3D_FEATURE_LEVEL_9_3)
{
// Check that maxLOD is nearly FLT_MAX (1000.0f is the default), since 9_3 doesn't support
// anything other than FLT_MAX. Note that Feature Level 9_* only supports GL ES 2.0, so the
// consumer of ANGLE can't modify the Max LOD themselves.
ASSERT(samplerState.getMaxLod() >= 999.9f);
// Now just set MaxLOD to FLT_MAX. Other parts of the renderer (e.g. the non-zero max LOD
// workaround) should take account of this.
samplerDesc.MaxLOD = FLT_MAX;
}
d3d11::SamplerState dx11SamplerState;
ANGLE_TRY(
renderer->allocateResource(GetImplAs<Context11>(context), samplerDesc, &dx11SamplerState));
*outSamplerState = dx11SamplerState.get();
mSamplerStateCache.Put(samplerState, std::move(dx11SamplerState));
return angle::Result::Continue;
}
} // namespace rx