| // |
| // 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_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/d3d11/texture_format_table.h" |
| #include "libANGLE/renderer/d3d/RendererD3D.h" |
| |
| namespace gl |
| { |
| class FramebufferAttachment; |
| } |
| |
| namespace rx |
| { |
| class Renderer11; |
| class RenderTarget11; |
| struct Renderer11DeviceCaps; |
| |
| using RenderTargetArray = std::array<RenderTarget11 *, gl::IMPLEMENTATION_MAX_DRAW_BUFFERS>; |
| 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, GLenum 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(GLenum queryType); |
| |
| 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, gl::Caps *caps, |
| gl::TextureCapsMap *textureCapsMap, gl::Extensions *extensions, gl::Limitations *limitations); |
| |
| } // 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); |
| |
| void GenerateInitialTextureData(GLint internalFormat, |
| const Renderer11DeviceCaps &renderer11DeviceCaps, |
| GLuint width, |
| GLuint height, |
| GLuint depth, |
| GLuint mipLevels, |
| std::vector<D3D11_SUBRESOURCE_DATA> *outSubresourceData, |
| std::vector<std::vector<BYTE>> *outData); |
| |
| 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 |
| { |
| gl::BlendState blendState; |
| bool mrt; |
| uint8_t rtvMasks[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT]; |
| }; |
| |
| HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name); |
| |
| template <typename T> |
| HRESULT SetDebugName(angle::ComPtr<T> &resource, const char *name) |
| { |
| return SetDebugName(resource.Get(), name); |
| } |
| |
| 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; |
| } |
| } |
| |
| 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; |
| } |
| } |
| |
| inline ID3D11VertexShader *CompileVS(ID3D11Device *device, const BYTE *byteCode, size_t N, const char *name) |
| { |
| ID3D11VertexShader *vs = nullptr; |
| HRESULT result = device->CreateVertexShader(byteCode, N, nullptr, &vs); |
| ASSERT(SUCCEEDED(result)); |
| if (SUCCEEDED(result)) |
| { |
| SetDebugName(vs, name); |
| return vs; |
| } |
| return nullptr; |
| } |
| |
| template <unsigned int N> |
| ID3D11VertexShader *CompileVS(ID3D11Device *device, const BYTE (&byteCode)[N], const char *name) |
| { |
| return CompileVS(device, byteCode, N, name); |
| } |
| |
| inline ID3D11GeometryShader *CompileGS(ID3D11Device *device, const BYTE *byteCode, size_t N, const char *name) |
| { |
| ID3D11GeometryShader *gs = nullptr; |
| HRESULT result = device->CreateGeometryShader(byteCode, N, nullptr, &gs); |
| ASSERT(SUCCEEDED(result)); |
| if (SUCCEEDED(result)) |
| { |
| SetDebugName(gs, name); |
| return gs; |
| } |
| return nullptr; |
| } |
| |
| template <unsigned int N> |
| ID3D11GeometryShader *CompileGS(ID3D11Device *device, const BYTE (&byteCode)[N], const char *name) |
| { |
| return CompileGS(device, byteCode, N, name); |
| } |
| |
| inline ID3D11PixelShader *CompilePS(ID3D11Device *device, const BYTE *byteCode, size_t N, const char *name) |
| { |
| ID3D11PixelShader *ps = nullptr; |
| HRESULT result = device->CreatePixelShader(byteCode, N, nullptr, &ps); |
| ASSERT(SUCCEEDED(result)); |
| if (SUCCEEDED(result)) |
| { |
| SetDebugName(ps, name); |
| return ps; |
| } |
| return nullptr; |
| } |
| |
| template <unsigned int N> |
| ID3D11PixelShader *CompilePS(ID3D11Device *device, const BYTE (&byteCode)[N], const char *name) |
| { |
| return CompilePS(device, byteCode, N, name); |
| } |
| |
| template <typename ResourceType> |
| class LazyResource : angle::NonCopyable |
| { |
| public: |
| LazyResource() : mResource(nullptr), mAssociatedDevice(nullptr) {} |
| virtual ~LazyResource() { release(); } |
| |
| virtual ResourceType *resolve(ID3D11Device *device) = 0; |
| void release() { SafeRelease(mResource); } |
| |
| protected: |
| void checkAssociatedDevice(ID3D11Device *device); |
| |
| ResourceType *mResource; |
| ID3D11Device *mAssociatedDevice; |
| }; |
| |
| template <typename ResourceType> |
| void LazyResource<ResourceType>::checkAssociatedDevice(ID3D11Device *device) |
| { |
| ASSERT(mAssociatedDevice == nullptr || device == mAssociatedDevice); |
| mAssociatedDevice = device; |
| } |
| |
| template <typename D3D11ShaderType> |
| class LazyShader final : public LazyResource<D3D11ShaderType> |
| { |
| public: |
| // All parameters must be constexpr. Not supported in VS2013. |
| LazyShader(const BYTE *byteCode, |
| size_t byteCodeSize, |
| const char *name) |
| : mByteCode(byteCode), |
| mByteCodeSize(byteCodeSize), |
| mName(name) |
| { |
| } |
| |
| D3D11ShaderType *resolve(ID3D11Device *device) override; |
| |
| private: |
| const BYTE *mByteCode; |
| size_t mByteCodeSize; |
| const char *mName; |
| }; |
| |
| template <> |
| inline ID3D11VertexShader *LazyShader<ID3D11VertexShader>::resolve(ID3D11Device *device) |
| { |
| checkAssociatedDevice(device); |
| if (mResource == nullptr) |
| { |
| mResource = CompileVS(device, mByteCode, mByteCodeSize, mName); |
| } |
| return mResource; |
| } |
| |
| template <> |
| inline ID3D11GeometryShader *LazyShader<ID3D11GeometryShader>::resolve(ID3D11Device *device) |
| { |
| checkAssociatedDevice(device); |
| if (mResource == nullptr) |
| { |
| mResource = CompileGS(device, mByteCode, mByteCodeSize, mName); |
| } |
| return mResource; |
| } |
| |
| template <> |
| inline ID3D11PixelShader *LazyShader<ID3D11PixelShader>::resolve(ID3D11Device *device) |
| { |
| checkAssociatedDevice(device); |
| if (mResource == nullptr) |
| { |
| mResource = CompilePS(device, mByteCode, mByteCodeSize, mName); |
| } |
| return mResource; |
| } |
| |
| class LazyInputLayout final : public LazyResource<ID3D11InputLayout> |
| { |
| public: |
| LazyInputLayout(const D3D11_INPUT_ELEMENT_DESC *inputDesc, |
| size_t inputDescLen, |
| const BYTE *byteCode, |
| size_t byteCodeLen, |
| const char *debugName); |
| |
| ID3D11InputLayout *resolve(ID3D11Device *device) override; |
| |
| private: |
| std::vector<D3D11_INPUT_ELEMENT_DESC> mInputDesc; |
| size_t mByteCodeLen; |
| const BYTE *mByteCode; |
| const char *mDebugName; |
| }; |
| |
| class LazyBlendState final : public LazyResource<ID3D11BlendState> |
| { |
| public: |
| LazyBlendState(const D3D11_BLEND_DESC &desc, const char *debugName); |
| |
| ID3D11BlendState *resolve(ID3D11Device *device) 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); |
| } |
| } |
| |
| angle::WorkaroundsD3D GenerateWorkarounds(const Renderer11DeviceCaps &deviceCaps, |
| const DXGI_ADAPTER_DESC &adapterDesc); |
| |
| 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); |
| } // namespace d3d11 |
| |
| // A helper class which wraps a 2D or 3D texture. |
| class TextureHelper11 : angle::NonCopyable |
| { |
| public: |
| TextureHelper11(); |
| TextureHelper11(TextureHelper11 &&toCopy); |
| ~TextureHelper11(); |
| TextureHelper11 &operator=(TextureHelper11 &&texture); |
| |
| static TextureHelper11 MakeAndReference(ID3D11Resource *genericResource, |
| const d3d11::Format &formatSet); |
| static TextureHelper11 MakeAndPossess2D(ID3D11Texture2D *texToOwn, |
| const d3d11::Format &formatSet); |
| static TextureHelper11 MakeAndPossess3D(ID3D11Texture3D *texToOwn, |
| const d3d11::Format &formatSet); |
| |
| GLenum getTextureType() const { return mTextureType; } |
| gl::Extents getExtents() const { return mExtents; } |
| DXGI_FORMAT getFormat() const { return mFormat; } |
| const d3d11::Format &getFormatSet() const { return *mFormatSet; } |
| int getSampleCount() const { return mSampleCount; } |
| ID3D11Texture2D *getTexture2D() const { return mTexture2D; } |
| ID3D11Texture3D *getTexture3D() const { return mTexture3D; } |
| ID3D11Resource *getResource() const; |
| bool valid() const; |
| |
| private: |
| void reset(); |
| void initDesc(); |
| |
| GLenum mTextureType; |
| gl::Extents mExtents; |
| DXGI_FORMAT mFormat; |
| const d3d11::Format *mFormatSet; |
| int mSampleCount; |
| ID3D11Texture2D *mTexture2D; |
| ID3D11Texture3D *mTexture3D; |
| }; |
| |
| enum class StagingAccess |
| { |
| READ, |
| READ_WRITE, |
| }; |
| |
| gl::ErrorOrResult<TextureHelper11> CreateStagingTexture(GLenum textureType, |
| const d3d11::Format &formatSet, |
| const gl::Extents &size, |
| StagingAccess readAndWriteAccess, |
| ID3D11Device *device); |
| |
| bool UsePresentPathFast(const Renderer11 *renderer, const gl::FramebufferAttachment *colorbuffer); |
| |
| // Used for state change notifications between buffers and vertex arrays. |
| using OnBufferDataDirtyBinding = angle::ChannelBinding<size_t>; |
| using OnBufferDataDirtyChannel = angle::BroadcastChannel<size_t>; |
| using OnBufferDataDirtyReceiver = angle::SignalReceiver<size_t>; |
| |
| // Used for state change notifications between RenderTarget11 and Framebuffer11. |
| using OnRenderTargetDirtyBinding = angle::ChannelBinding<size_t>; |
| using OnRenderTargetDirtyChannel = angle::BroadcastChannel<size_t>; |
| using OnRenderTargetDirtyReceiver = angle::SignalReceiver<size_t>; |
| |
| } // namespace rx |
| |
| #endif // LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_UTILS_H_ |