Hash :
75da1974
Author :
Date :
2015-06-16T15:03:14
Changed d3d11 desktop renderer to use d3d9 debug annotation interfaces. 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. Change-Id: I9a31c63cbc506904eb39577826fc4df8d503f03a Reviewed-on: https://chromium-review.googlesource.com/278162 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Cooper Partin <coopp@microsoft.com> Tested-by: Cooper Partin <coopp@microsoft.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
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//
// Copyright (c) 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.
//
// RendererD3D.cpp: Implementation of the base D3D Renderer.
#include "libANGLE/renderer/d3d/RendererD3D.h"
#include "common/MemoryBuffer.h"
#include "common/debug.h"
#include "common/utilities.h"
#include "libANGLE/Display.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/FramebufferAttachment.h"
#include "libANGLE/ResourceManager.h"
#include "libANGLE/State.h"
#include "libANGLE/VertexArray.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/d3d/BufferD3D.h"
#include "libANGLE/renderer/d3d/DisplayD3D.h"
#include "libANGLE/renderer/d3d/IndexDataManager.h"
#include "libANGLE/renderer/d3d/ProgramD3D.h"
namespace rx
{
namespace
{
// If we request a scratch buffer requesting a smaller size this many times,
// release and recreate the scratch buffer. This ensures we don't have a
// degenerate case where we are stuck hogging memory.
const int ScratchMemoryBufferLifetime = 1000;
}
const uintptr_t RendererD3D::DirtyPointer = std::numeric_limits<uintptr_t>::max();
RendererD3D::RendererD3D(egl::Display *display)
: mDisplay(display),
mDeviceLost(false),
mAnnotator(nullptr),
mScratchMemoryBufferResetCounter(0)
{
}
RendererD3D::~RendererD3D()
{
cleanup();
}
void RendererD3D::cleanup()
{
mScratchMemoryBuffer.resize(0);
for (auto &incompleteTexture : mIncompleteTextures)
{
incompleteTexture.second.set(NULL);
}
mIncompleteTextures.clear();
if (mAnnotator != nullptr)
{
gl::UninitializeDebugAnnotations();
SafeDelete(mAnnotator);
}
}
gl::Error RendererD3D::drawElements(const gl::Data &data,
GLenum mode, GLsizei count, GLenum type,
const GLvoid *indices, GLsizei instances,
const gl::RangeUI &indexRange)
{
if (data.state->isPrimitiveRestartEnabled())
{
UNIMPLEMENTED();
return gl::Error(GL_INVALID_OPERATION, "Primitive restart not implemented");
}
gl::Program *program = data.state->getProgram();
ASSERT(program != NULL);
program->updateSamplerMapping();
gl::Error error = generateSwizzles(data);
if (error.isError())
{
return error;
}
if (!applyPrimitiveType(mode, count, program->usesPointSize()))
{
return gl::Error(GL_NO_ERROR);
}
error = applyRenderTarget(data, mode, false);
if (error.isError())
{
return error;
}
error = applyState(data, mode);
if (error.isError())
{
return error;
}
gl::VertexArray *vao = data.state->getVertexArray();
TranslatedIndexData indexInfo;
indexInfo.indexRange = indexRange;
SourceIndexData sourceIndexInfo;
error = applyIndexBuffer(indices, vao->getElementArrayBuffer().get(), count, mode, type, &indexInfo, &sourceIndexInfo);
if (error.isError())
{
return error;
}
applyTransformFeedbackBuffers(*data.state);
// Transform feedback is not allowed for DrawElements, this error should have been caught at the API validation
// layer.
ASSERT(!data.state->isTransformFeedbackActiveUnpaused());
GLsizei vertexCount = indexInfo.indexRange.length() + 1;
error = applyVertexBuffer(*data.state, mode, indexInfo.indexRange.start, vertexCount, instances, &sourceIndexInfo);
if (error.isError())
{
return error;
}
error = applyShaders(data);
if (error.isError())
{
return error;
}
error = applyTextures(data);
if (error.isError())
{
return error;
}
error = program->applyUniformBuffers(data);
if (error.isError())
{
return error;
}
if (!skipDraw(data, mode))
{
error = drawElements(mode, count, type, indices, vao->getElementArrayBuffer().get(), indexInfo, instances, program->usesPointSize());
if (error.isError())
{
return error;
}
}
return gl::Error(GL_NO_ERROR);
}
gl::Error RendererD3D::drawArrays(const gl::Data &data,
GLenum mode, GLint first,
GLsizei count, GLsizei instances)
{
gl::Program *program = data.state->getProgram();
ASSERT(program != NULL);
program->updateSamplerMapping();
gl::Error error = generateSwizzles(data);
if (error.isError())
{
return error;
}
if (!applyPrimitiveType(mode, count, program->usesPointSize()))
{
return gl::Error(GL_NO_ERROR);
}
error = applyRenderTarget(data, mode, false);
if (error.isError())
{
return error;
}
error = applyState(data, mode);
if (error.isError())
{
return error;
}
applyTransformFeedbackBuffers(*data.state);
error = applyVertexBuffer(*data.state, mode, first, count, instances, nullptr);
if (error.isError())
{
return error;
}
error = applyShaders(data);
if (error.isError())
{
return error;
}
error = applyTextures(data);
if (error.isError())
{
return error;
}
error = program->applyUniformBuffers(data);
if (error.isError())
{
return error;
}
if (!skipDraw(data, mode))
{
error = drawArrays(data, mode, count, instances, program->usesPointSize());
if (error.isError())
{
return error;
}
if (data.state->isTransformFeedbackActiveUnpaused())
{
markTransformFeedbackUsage(data);
}
}
return gl::Error(GL_NO_ERROR);
}
gl::Error RendererD3D::generateSwizzles(const gl::Data &data, gl::SamplerType type)
{
gl::Program *program = data.state->getProgram();
size_t samplerRange = program->getUsedSamplerRange(type);
for (size_t i = 0; i < samplerRange; i++)
{
GLenum textureType = program->getSamplerTextureType(type, i);
GLint textureUnit = program->getSamplerMapping(type, i, *data.caps);
if (textureUnit != -1)
{
gl::Texture *texture = data.state->getSamplerTexture(textureUnit, textureType);
ASSERT(texture);
if (texture->getSamplerState().swizzleRequired())
{
gl::Error error = generateSwizzle(texture);
if (error.isError())
{
return error;
}
}
}
}
return gl::Error(GL_NO_ERROR);
}
gl::Error RendererD3D::generateSwizzles(const gl::Data &data)
{
gl::Error error = generateSwizzles(data, gl::SAMPLER_VERTEX);
if (error.isError())
{
return error;
}
error = generateSwizzles(data, gl::SAMPLER_PIXEL);
if (error.isError())
{
return error;
}
return gl::Error(GL_NO_ERROR);
}
// Applies the render target surface, depth stencil surface, viewport rectangle and
// scissor rectangle to the renderer
gl::Error RendererD3D::applyRenderTarget(const gl::Data &data, GLenum drawMode, bool ignoreViewport)
{
const gl::Framebuffer *framebufferObject = data.state->getDrawFramebuffer();
ASSERT(framebufferObject && framebufferObject->checkStatus(data) == GL_FRAMEBUFFER_COMPLETE);
gl::Error error = applyRenderTarget(framebufferObject);
if (error.isError())
{
return error;
}
float nearZ = data.state->getNearPlane();
float farZ = data.state->getFarPlane();
setViewport(data.state->getViewport(), nearZ, farZ, drawMode,
data.state->getRasterizerState().frontFace, ignoreViewport);
setScissorRectangle(data.state->getScissor(), data.state->isScissorTestEnabled());
return gl::Error(GL_NO_ERROR);
}
// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D device
gl::Error RendererD3D::applyState(const gl::Data &data, GLenum drawMode)
{
const gl::Framebuffer *framebufferObject = data.state->getDrawFramebuffer();
int samples = framebufferObject->getSamples(data);
gl::RasterizerState rasterizer = data.state->getRasterizerState();
rasterizer.pointDrawMode = (drawMode == GL_POINTS);
rasterizer.multiSample = (samples != 0);
gl::Error error = setRasterizerState(rasterizer);
if (error.isError())
{
return error;
}
unsigned int mask = 0;
if (data.state->isSampleCoverageEnabled())
{
GLclampf coverageValue = data.state->getSampleCoverageValue();
if (coverageValue != 0)
{
float threshold = 0.5f;
for (int i = 0; i < samples; ++i)
{
mask <<= 1;
if ((i + 1) * coverageValue >= threshold)
{
threshold += 1.0f;
mask |= 1;
}
}
}
bool coverageInvert = data.state->getSampleCoverageInvert();
if (coverageInvert)
{
mask = ~mask;
}
}
else
{
mask = 0xFFFFFFFF;
}
error = setBlendState(framebufferObject, data.state->getBlendState(), data.state->getBlendColor(), mask);
if (error.isError())
{
return error;
}
error = setDepthStencilState(data.state->getDepthStencilState(), data.state->getStencilRef(),
data.state->getStencilBackRef(), rasterizer.frontFace == GL_CCW);
if (error.isError())
{
return error;
}
return gl::Error(GL_NO_ERROR);
}
// Applies the shaders and shader constants to the Direct3D device
gl::Error RendererD3D::applyShaders(const gl::Data &data)
{
gl::Program *program = data.state->getProgram();
GetImplAs<ProgramD3D>(program)->updateCachedInputLayout(program, *data.state);
const gl::Framebuffer *fbo = data.state->getDrawFramebuffer();
gl::Error error = applyShaders(program, fbo, data.state->getRasterizerState().rasterizerDiscard, data.state->isTransformFeedbackActiveUnpaused());
if (error.isError())
{
return error;
}
return program->applyUniforms();
}
// For each Direct3D sampler of either the pixel or vertex stage,
// looks up the corresponding OpenGL texture image unit and texture type,
// and sets the texture and its addressing/filtering state (or NULL when inactive).
gl::Error RendererD3D::applyTextures(const gl::Data &data, gl::SamplerType shaderType,
const FramebufferTextureArray &framebufferTextures, size_t framebufferTextureCount)
{
gl::Program *program = data.state->getProgram();
size_t samplerRange = program->getUsedSamplerRange(shaderType);
for (size_t samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++)
{
GLenum textureType = program->getSamplerTextureType(shaderType, samplerIndex);
GLint textureUnit = program->getSamplerMapping(shaderType, samplerIndex, *data.caps);
if (textureUnit != -1)
{
gl::Texture *texture = data.state->getSamplerTexture(textureUnit, textureType);
ASSERT(texture);
gl::SamplerState sampler = texture->getSamplerState();
gl::Sampler *samplerObject = data.state->getSampler(textureUnit);
if (samplerObject)
{
samplerObject->getState(&sampler);
}
// TODO: std::binary_search may become unavailable using older versions of GCC
if (texture->isSamplerComplete(sampler, data) &&
!std::binary_search(framebufferTextures.begin(), framebufferTextures.begin() + framebufferTextureCount, texture))
{
gl::Error error = setSamplerState(shaderType, samplerIndex, texture, sampler);
if (error.isError())
{
return error;
}
error = setTexture(shaderType, samplerIndex, texture);
if (error.isError())
{
return error;
}
}
else
{
// Texture is not sampler complete or it is in use by the framebuffer. Bind the incomplete texture.
gl::Texture *incompleteTexture = getIncompleteTexture(textureType);
gl::Error error = setTexture(shaderType, samplerIndex, incompleteTexture);
if (error.isError())
{
return error;
}
}
}
else
{
// No texture bound to this slot even though it is used by the shader, bind a NULL texture
gl::Error error = setTexture(shaderType, samplerIndex, NULL);
if (error.isError())
{
return error;
}
}
}
// Set all the remaining textures to NULL
size_t samplerCount = (shaderType == gl::SAMPLER_PIXEL) ? data.caps->maxTextureImageUnits
: data.caps->maxVertexTextureImageUnits;
clearTextures(shaderType, samplerRange, samplerCount);
return gl::Error(GL_NO_ERROR);
}
gl::Error RendererD3D::applyTextures(const gl::Data &data)
{
FramebufferTextureArray framebufferTextures;
size_t framebufferSerialCount = getBoundFramebufferTextures(data, &framebufferTextures);
gl::Error error = applyTextures(data, gl::SAMPLER_VERTEX, framebufferTextures, framebufferSerialCount);
if (error.isError())
{
return error;
}
error = applyTextures(data, gl::SAMPLER_PIXEL, framebufferTextures, framebufferSerialCount);
if (error.isError())
{
return error;
}
return gl::Error(GL_NO_ERROR);
}
bool RendererD3D::skipDraw(const gl::Data &data, GLenum drawMode)
{
if (drawMode == GL_POINTS)
{
// ProgramBinary assumes non-point rendering if gl_PointSize isn't written,
// which affects varying interpolation. Since the value of gl_PointSize is
// undefined when not written, just skip drawing to avoid unexpected results.
if (!data.state->getProgram()->usesPointSize() && !data.state->isTransformFeedbackActiveUnpaused())
{
// This is stictly speaking not an error, but developers should be
// notified of risking undefined behavior.
ERR("Point rendering without writing to gl_PointSize.");
return true;
}
}
else if (gl::IsTriangleMode(drawMode))
{
if (data.state->getRasterizerState().cullFace && data.state->getRasterizerState().cullMode == GL_FRONT_AND_BACK)
{
return true;
}
}
return false;
}
void RendererD3D::markTransformFeedbackUsage(const gl::Data &data)
{
const gl::TransformFeedback *transformFeedback = data.state->getCurrentTransformFeedback();
for (size_t i = 0; i < transformFeedback->getIndexedBufferCount(); i++)
{
const OffsetBindingPointer<gl::Buffer> &binding = transformFeedback->getIndexedBuffer(i);
if (binding.get() != nullptr)
{
BufferD3D *bufferD3D = GetImplAs<BufferD3D>(binding.get());
bufferD3D->markTransformFeedbackUsage();
}
}
}
size_t RendererD3D::getBoundFramebufferTextures(const gl::Data &data, FramebufferTextureArray *outTextureArray)
{
size_t textureCount = 0;
const gl::Framebuffer *drawFramebuffer = data.state->getDrawFramebuffer();
for (unsigned int i = 0; i < data.caps->maxColorAttachments; i++)
{
const gl::FramebufferAttachment *attachment = drawFramebuffer->getColorbuffer(i);
if (attachment && attachment->type() == GL_TEXTURE)
{
(*outTextureArray)[textureCount++] = attachment->getTexture();
}
}
const gl::FramebufferAttachment *depthStencilAttachment = drawFramebuffer->getDepthOrStencilbuffer();
if (depthStencilAttachment && depthStencilAttachment->type() == GL_TEXTURE)
{
(*outTextureArray)[textureCount++] = depthStencilAttachment->getTexture();
}
std::sort(outTextureArray->begin(), outTextureArray->begin() + textureCount);
return textureCount;
}
gl::Texture *RendererD3D::getIncompleteTexture(GLenum type)
{
if (mIncompleteTextures.find(type) == mIncompleteTextures.end())
{
const GLubyte color[] = { 0, 0, 0, 255 };
const gl::Extents colorSize(1, 1, 1);
const gl::PixelUnpackState incompleteUnpackState(1, 0);
gl::Texture* t = new gl::Texture(createTexture(type), std::numeric_limits<GLuint>::max(), type);
if (type == GL_TEXTURE_CUBE_MAP)
{
for (GLenum face = GL_TEXTURE_CUBE_MAP_POSITIVE_X; face <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; face++)
{
t->setImage(face, 0, GL_RGBA, colorSize, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
}
}
else
{
t->setImage(type, 0, GL_RGBA, colorSize, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
}
mIncompleteTextures[type].set(t);
}
return mIncompleteTextures[type].get();
}
bool RendererD3D::isDeviceLost() const
{
return mDeviceLost;
}
void RendererD3D::notifyDeviceLost()
{
mDeviceLost = true;
mDisplay->notifyDeviceLost();
}
std::string RendererD3D::getVendorString() const
{
LUID adapterLuid = { 0 };
if (getLUID(&adapterLuid))
{
char adapterLuidString[64];
sprintf_s(adapterLuidString, sizeof(adapterLuidString), "(adapter LUID: %08x%08x)", adapterLuid.HighPart, adapterLuid.LowPart);
return std::string(adapterLuidString);
}
return std::string("");
}
gl::Error RendererD3D::getScratchMemoryBuffer(size_t requestedSize, MemoryBuffer **bufferOut)
{
if (mScratchMemoryBuffer.size() == requestedSize)
{
mScratchMemoryBufferResetCounter = ScratchMemoryBufferLifetime;
*bufferOut = &mScratchMemoryBuffer;
return gl::Error(GL_NO_ERROR);
}
if (mScratchMemoryBuffer.size() > requestedSize)
{
mScratchMemoryBufferResetCounter--;
}
if (mScratchMemoryBufferResetCounter <= 0 || mScratchMemoryBuffer.size() < requestedSize)
{
mScratchMemoryBuffer.resize(0);
if (!mScratchMemoryBuffer.resize(requestedSize))
{
return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate internal buffer.");
}
mScratchMemoryBufferResetCounter = ScratchMemoryBufferLifetime;
}
ASSERT(mScratchMemoryBuffer.size() >= requestedSize);
*bufferOut = &mScratchMemoryBuffer;
return gl::Error(GL_NO_ERROR);
}
void RendererD3D::insertEventMarker(GLsizei length, const char *marker)
{
std::vector<wchar_t> wcstring (length + 1);
size_t convertedChars = 0;
errno_t err = mbstowcs_s(&convertedChars, wcstring.data(), length + 1, marker, _TRUNCATE);
if (err == 0)
{
getAnnotator()->setMarker(wcstring.data());
}
}
void RendererD3D::pushGroupMarker(GLsizei length, const char *marker)
{
std::vector<wchar_t> wcstring(length + 1);
size_t convertedChars = 0;
errno_t err = mbstowcs_s(&convertedChars, wcstring.data(), length + 1, marker, _TRUNCATE);
if (err == 0)
{
getAnnotator()->beginEvent(wcstring.data());
}
}
void RendererD3D::popGroupMarker()
{
getAnnotator()->endEvent();
}
void RendererD3D::initializeDebugAnnotator()
{
createAnnotator();
ASSERT(mAnnotator);
gl::InitializeDebugAnnotations(mAnnotator);
}
gl::DebugAnnotator *RendererD3D::getAnnotator()
{
ASSERT(mAnnotator);
return mAnnotator;
}
}