Hash :
99d492c2
        
        Author :
  
        
        Date :
2018-02-27T15:17:10
        
      
Use packed enums for the texture types and targets, part 2 This completes the refactor by using the packed enums in the gl:: layer and in the backends. The packed enum code generation is modified to support explicitly assigning values to the packed enums so that the TextureTarget cube map faces are in the correct order and easy to iterate over. BUG=angleproject:2169 Change-Id: I5903235e684ccf382e92a8a1e10c5c85b4b16a04 Reviewed-on: https://chromium-review.googlesource.com/939994 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@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/Context.h"
#include "libANGLE/Display.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/FramebufferAttachment.h"
#include "libANGLE/ImageIndex.h"
#include "libANGLE/ResourceManager.h"
#include "libANGLE/State.h"
#include "libANGLE/VertexArray.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/ContextImpl.h"
#include "libANGLE/renderer/TextureImpl.h"
#include "libANGLE/renderer/d3d/BufferD3D.h"
#include "libANGLE/renderer/d3d/DeviceD3D.h"
#include "libANGLE/renderer/d3d/DisplayD3D.h"
#include "libANGLE/renderer/d3d/IndexDataManager.h"
#include "libANGLE/renderer/d3d/ProgramD3D.h"
#include "libANGLE/renderer/d3d/SamplerD3D.h"
#include "libANGLE/renderer/d3d/TextureD3D.h"
namespace rx
{
RendererD3D::RendererD3D(egl::Display *display)
    : mDisplay(display),
      mPresentPathFastEnabled(false),
      mCapsInitialized(false),
      mWorkaroundsInitialized(false),
      mDisjoint(false),
      mDeviceLost(false),
      mWorkerThreadPool(4)
{
}
RendererD3D::~RendererD3D()
{
    cleanup();
}
void RendererD3D::cleanup()
{
    mIncompleteTextures.onDestroy(mDisplay->getProxyContext());
}
bool RendererD3D::skipDraw(const gl::State &glState, GLenum drawMode)
{
    if (drawMode == GL_POINTS)
    {
        bool usesPointSize = GetImplAs<ProgramD3D>(glState.getProgram())->usesPointSize();
        // 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 (!usesPointSize && !glState.isTransformFeedbackActiveUnpaused())
        {
            // Notify developers of risking undefined behavior.
            WARN() << "Point rendering without writing to gl_PointSize.";
            return true;
        }
    }
    else if (gl::IsTriangleMode(drawMode))
    {
        if (glState.getRasterizerState().cullFace &&
            glState.getRasterizerState().cullMode == gl::CullFaceMode::FrontAndBack)
        {
            return true;
        }
    }
    return false;
}
gl::Error RendererD3D::getIncompleteTexture(const gl::Context *context,
                                            gl::TextureType type,
                                            gl::Texture **textureOut)
{
    return mIncompleteTextures.getIncompleteTexture(context, type, this, textureOut);
}
GLenum RendererD3D::getResetStatus()
{
    if (!mDeviceLost)
    {
        if (testDeviceLost())
        {
            mDeviceLost = true;
            notifyDeviceLost();
            return GL_UNKNOWN_CONTEXT_RESET_EXT;
        }
        return GL_NO_ERROR;
    }
    if (testDeviceResettable())
    {
        return GL_NO_ERROR;
    }
    return GL_UNKNOWN_CONTEXT_RESET_EXT;
}
void RendererD3D::notifyDeviceLost()
{
    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("");
}
void RendererD3D::setGPUDisjoint()
{
    mDisjoint = true;
}
GLint RendererD3D::getGPUDisjoint()
{
    bool disjoint = mDisjoint;
    // Disjoint flag is cleared when read
    mDisjoint = false;
    return disjoint;
}
GLint64 RendererD3D::getTimestamp()
{
    // D3D has no way to get an actual timestamp reliably so 0 is returned
    return 0;
}
void RendererD3D::ensureCapsInitialized() const
{
    if (!mCapsInitialized)
    {
        generateCaps(&mNativeCaps, &mNativeTextureCaps, &mNativeExtensions, &mNativeLimitations);
        mCapsInitialized = true;
    }
}
const gl::Caps &RendererD3D::getNativeCaps() const
{
    ensureCapsInitialized();
    return mNativeCaps;
}
const gl::TextureCapsMap &RendererD3D::getNativeTextureCaps() const
{
    ensureCapsInitialized();
    return mNativeTextureCaps;
}
const gl::Extensions &RendererD3D::getNativeExtensions() const
{
    ensureCapsInitialized();
    return mNativeExtensions;
}
const gl::Limitations &RendererD3D::getNativeLimitations() const
{
    ensureCapsInitialized();
    return mNativeLimitations;
}
angle::WorkerThreadPool *RendererD3D::getWorkerThreadPool()
{
    return &mWorkerThreadPool;
}
Serial RendererD3D::generateSerial()
{
    return mSerialFactory.generate();
}
bool InstancedPointSpritesActive(ProgramD3D *programD3D, GLenum mode)
{
    return programD3D->usesPointSize() && programD3D->usesInstancedPointSpriteEmulation() &&
           mode == GL_POINTS;
}
gl::Error RendererD3D::initRenderTarget(RenderTargetD3D *renderTarget)
{
    return clearRenderTarget(renderTarget, gl::ColorF(0, 0, 0, 0), 1, 0);
}
gl::Error RendererD3D::initializeMultisampleTextureToBlack(const gl::Context *context,
                                                           gl::Texture *glTexture)
{
    ASSERT(glTexture->getType() == gl::TextureType::_2DMultisample);
    TextureD3D *textureD3D        = GetImplAs<TextureD3D>(glTexture);
    gl::ImageIndex index          = gl::ImageIndex::Make2DMultisample();
    RenderTargetD3D *renderTarget = nullptr;
    ANGLE_TRY(textureD3D->getRenderTarget(context, index, &renderTarget));
    return clearRenderTarget(renderTarget, gl::ColorF(0.0f, 0.0f, 0.0f, 1.0f), 1.0f, 0);
}
void RendererD3D::onDirtyUniformBlockBinding(GLuint /*uniformBlockIndex*/)
{
    // No-op by default. Only implemented in D3D11.
}
unsigned int GetBlendSampleMask(const gl::State &glState, int samples)
{
    unsigned int mask   = 0;
    if (glState.isSampleCoverageEnabled())
    {
        GLfloat coverageValue = glState.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 = glState.getSampleCoverageInvert();
        if (coverageInvert)
        {
            mask = ~mask;
        }
    }
    else
    {
        mask = 0xFFFFFFFF;
    }
    if (glState.isSampleMaskEnabled())
    {
        mask &= glState.getSampleMaskWord(0);
    }
    return mask;
}
}  // namespace rx