Hash :
ccd9a43b
Author :
Date :
2024-05-22T11:15:39
Split EGL_ANGLE_device_d3d into D3D9 and D3D11 versions. Add EGL_ANGLE_device_d3d9 and EGL_ANGLE_device_d3d11 which make it possible to know what type of device can be queried ahead of time without generating EGL errors. Refactor the DeviceD3D class into Device9 and Device11. Remove the getType method now that it's not needed for internal validation. Keep EGL_ANGLE_device_d3d for backwards compatibility. Bug: angleproject:342096132 Change-Id: Ib950abad58e46a5be269891ea7afd0cb8534cbe8 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5559163 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
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//
// Copyright 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/DisplayD3D.h"
#include "libANGLE/renderer/d3d/IndexDataManager.h"
#include "libANGLE/renderer/d3d/ProgramExecutableD3D.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),
mFeaturesInitialized(false),
mDeviceLost(false)
{}
RendererD3D::~RendererD3D() {}
bool RendererD3D::skipDraw(const gl::State &glState, gl::PrimitiveMode drawMode)
{
if (drawMode == gl::PrimitiveMode::Points)
{
bool usesPointSize =
GetImplAs<ProgramExecutableD3D>(glState.getProgramExecutable())->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::GraphicsResetStatus RendererD3D::getResetStatus()
{
if (!mDeviceLost)
{
if (testDeviceLost())
{
mDeviceLost = true;
notifyDeviceLost();
return gl::GraphicsResetStatus::UnknownContextReset;
}
return gl::GraphicsResetStatus::NoError;
}
if (testDeviceResettable())
{
return gl::GraphicsResetStatus::NoError;
}
return gl::GraphicsResetStatus::UnknownContextReset;
}
void RendererD3D::notifyDeviceLost()
{
mDisplay->notifyDeviceLost();
}
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,
&mNativePLSOptions);
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;
}
const ShPixelLocalStorageOptions &RendererD3D::getNativePixelLocalStorageOptions() const
{
return mNativePLSOptions;
}
UniqueSerial RendererD3D::generateSerial()
{
return mSerialFactory.generate();
}
angle::Result RendererD3D::initRenderTarget(const gl::Context *context,
RenderTargetD3D *renderTarget)
{
return clearRenderTarget(context, renderTarget, gl::ColorF(0, 0, 0, 0), 1, 0);
}
const angle::FeaturesD3D &RendererD3D::getFeatures() const
{
if (!mFeaturesInitialized)
{
initializeFeatures(&mFeatures);
mFeaturesInitialized = true;
}
return mFeatures;
}
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;
}
GLenum DefaultGLErrorCode(HRESULT hr)
{
switch (hr)
{
#ifdef ANGLE_ENABLE_D3D9
case D3DERR_OUTOFVIDEOMEMORY:
#endif
case E_OUTOFMEMORY:
return GL_OUT_OF_MEMORY;
default:
return GL_INVALID_OPERATION;
}
}
} // namespace rx