Hash :
3822ea3a
Author :
Date :
2023-08-24T22:42:43
D3D: Move program state to ProgramExecutableD3D Bug: angleproject:8297 Change-Id: Ieead87d2f0ebe5937f262f598443a00504ea1492 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4812139 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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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.
//
// Renderer9.h: Defines a back-end specific class for the D3D9 renderer.
#ifndef LIBANGLE_RENDERER_D3D_D3D9_RENDERER9_H_
#define LIBANGLE_RENDERER_D3D_D3D9_RENDERER9_H_
#include "common/angleutils.h"
#include "common/mathutil.h"
#include "libANGLE/renderer/d3d/HLSLCompiler.h"
#include "libANGLE/renderer/d3d/RenderTargetD3D.h"
#include "libANGLE/renderer/d3d/RendererD3D.h"
#include "libANGLE/renderer/d3d/d3d9/DebugAnnotator9.h"
#include "libANGLE/renderer/d3d/d3d9/ShaderCache.h"
#include "libANGLE/renderer/d3d/d3d9/StateManager9.h"
#include "libANGLE/renderer/d3d/d3d9/VertexDeclarationCache.h"
#include "libANGLE/renderer/driver_utils.h"
namespace gl
{
class FramebufferAttachment;
}
namespace egl
{
class AttributeMap;
}
namespace rx
{
class Blit9;
class Context9;
class IndexDataManager;
class ProgramD3D;
class ProgramExecutableD3D;
class RenderTarget9;
class StreamingIndexBufferInterface;
class StaticIndexBufferInterface;
class VertexDataManager;
struct ClearParameters;
struct D3DUniform;
struct TranslatedAttribute;
class Renderer9 : public RendererD3D
{
public:
explicit Renderer9(egl::Display *display);
~Renderer9() override;
egl::Error initialize() override;
bool resetDevice() override;
egl::ConfigSet generateConfigs() override;
void generateDisplayExtensions(egl::DisplayExtensions *outExtensions) const override;
void startScene();
void endScene();
angle::Result flush(const gl::Context *context);
angle::Result finish(const gl::Context *context);
bool isValidNativeWindow(EGLNativeWindowType window) const override;
NativeWindowD3D *createNativeWindow(EGLNativeWindowType window,
const egl::Config *config,
const egl::AttributeMap &attribs) const override;
SwapChainD3D *createSwapChain(NativeWindowD3D *nativeWindow,
HANDLE shareHandle,
IUnknown *d3dTexture,
GLenum backBufferFormat,
GLenum depthBufferFormat,
EGLint orientation,
EGLint samples) override;
egl::Error getD3DTextureInfo(const egl::Config *configuration,
IUnknown *d3dTexture,
const egl::AttributeMap &attribs,
EGLint *width,
EGLint *height,
GLsizei *samples,
gl::Format *glFormat,
const angle::Format **angleFormat,
UINT *arraySlice) const override;
egl::Error validateShareHandle(const egl::Config *config,
HANDLE shareHandle,
const egl::AttributeMap &attribs) const override;
ContextImpl *createContext(const gl::State &state, gl::ErrorSet *errorSet) override;
angle::Result allocateEventQuery(const gl::Context *context, IDirect3DQuery9 **outQuery);
void freeEventQuery(IDirect3DQuery9 *query);
// resource creation
angle::Result createVertexShader(d3d::Context *context,
const DWORD *function,
size_t length,
IDirect3DVertexShader9 **outShader);
angle::Result createPixelShader(d3d::Context *context,
const DWORD *function,
size_t length,
IDirect3DPixelShader9 **outShader);
HRESULT createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer);
HRESULT createIndexBuffer(UINT Length,
DWORD Usage,
D3DFORMAT Format,
IDirect3DIndexBuffer9 **ppIndexBuffer);
angle::Result setSamplerState(const gl::Context *context,
gl::ShaderType type,
int index,
gl::Texture *texture,
const gl::SamplerState &sampler);
angle::Result setTexture(const gl::Context *context,
gl::ShaderType type,
int index,
gl::Texture *texture);
angle::Result updateState(const gl::Context *context, gl::PrimitiveMode drawMode);
void setScissorRectangle(const gl::Rectangle &scissor, bool enabled);
void setViewport(const gl::Rectangle &viewport,
float zNear,
float zFar,
gl::PrimitiveMode drawMode,
GLenum frontFace,
bool ignoreViewport);
angle::Result applyRenderTarget(const gl::Context *context,
const RenderTarget9 *colorRenderTarget,
const RenderTarget9 *depthStencilRenderTarget);
void applyUniforms(ProgramExecutableD3D *executableD3D);
bool applyPrimitiveType(gl::PrimitiveMode primitiveType,
GLsizei elementCount,
bool usesPointSize);
angle::Result applyVertexBuffer(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instances,
TranslatedIndexData *indexInfo);
angle::Result applyIndexBuffer(const gl::Context *context,
const void *indices,
GLsizei count,
gl::PrimitiveMode mode,
gl::DrawElementsType type,
TranslatedIndexData *indexInfo);
void clear(const ClearParameters &clearParams,
const RenderTarget9 *colorRenderTarget,
const RenderTarget9 *depthStencilRenderTarget);
void markAllStateDirty();
// lost device
bool testDeviceLost() override;
bool testDeviceResettable() override;
VendorID getVendorId() const;
DeviceIdentifier getAdapterIdentifier() const override;
IDirect3DDevice9 *getDevice() { return mDevice; }
void *getD3DDevice() override;
unsigned int getReservedVertexUniformVectors() const;
unsigned int getReservedFragmentUniformVectors() const;
bool getShareHandleSupport() const;
int getMajorShaderModel() const override;
int getMinorShaderModel() const override;
std::string getShaderModelSuffix() const override;
DWORD getCapsDeclTypes() const;
// Pixel operations
angle::Result copyImage2D(const gl::Context *context,
const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLint level) override;
angle::Result copyImageCube(const gl::Context *context,
const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
gl::TextureTarget target,
GLint level) override;
angle::Result copyImage3D(const gl::Context *context,
const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLint level) override;
angle::Result copyImage2DArray(const gl::Context *context,
const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLint level) override;
angle::Result copyTexture(const gl::Context *context,
const gl::Texture *source,
GLint sourceLevel,
gl::TextureTarget srcTarget,
const gl::Box &sourceBox,
GLenum destFormat,
GLenum destType,
const gl::Offset &destOffset,
TextureStorage *storage,
gl::TextureTarget destTarget,
GLint destLevel,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha) override;
angle::Result copyCompressedTexture(const gl::Context *context,
const gl::Texture *source,
GLint sourceLevel,
TextureStorage *storage,
GLint destLevel) override;
// RenderTarget creation
angle::Result createRenderTarget(const gl::Context *context,
int width,
int height,
GLenum format,
GLsizei samples,
RenderTargetD3D **outRT) override;
angle::Result createRenderTargetCopy(const gl::Context *context,
RenderTargetD3D *source,
RenderTargetD3D **outRT) override;
// Shader operations
angle::Result loadExecutable(d3d::Context *context,
const uint8_t *function,
size_t length,
gl::ShaderType type,
const std::vector<D3DVarying> &streamOutVaryings,
bool separatedOutputBuffers,
ShaderExecutableD3D **outExecutable) override;
angle::Result compileToExecutable(d3d::Context *context,
gl::InfoLog &infoLog,
const std::string &shaderHLSL,
gl::ShaderType type,
const std::vector<D3DVarying> &streamOutVaryings,
bool separatedOutputBuffers,
const CompilerWorkaroundsD3D &workarounds,
ShaderExecutableD3D **outExectuable) override;
angle::Result ensureHLSLCompilerInitialized(d3d::Context *context) override;
UniformStorageD3D *createUniformStorage(size_t storageSize) override;
// Image operations
ImageD3D *createImage() override;
ExternalImageSiblingImpl *createExternalImageSibling(const gl::Context *context,
EGLenum target,
EGLClientBuffer buffer,
const egl::AttributeMap &attribs) override;
angle::Result generateMipmap(const gl::Context *context,
ImageD3D *dest,
ImageD3D *source) override;
angle::Result generateMipmapUsingD3D(const gl::Context *context,
TextureStorage *storage,
const gl::TextureState &textureState) override;
angle::Result copyImage(const gl::Context *context,
ImageD3D *dest,
ImageD3D *source,
const gl::Box &sourceBox,
const gl::Offset &destOffset,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha) override;
TextureStorage *createTextureStorage2D(SwapChainD3D *swapChain,
const std::string &label) override;
TextureStorage *createTextureStorageEGLImage(EGLImageD3D *eglImage,
RenderTargetD3D *renderTargetD3D,
const std::string &label) override;
TextureStorage *createTextureStorageBuffer(const gl::OffsetBindingPointer<gl::Buffer> &buffer,
GLenum internalFormat,
const std::string &label) override;
TextureStorage *createTextureStorageExternal(egl::Stream *stream,
const egl::Stream::GLTextureDescription &desc,
const std::string &label) override;
TextureStorage *createTextureStorage2D(GLenum internalformat,
BindFlags bindFlags,
GLsizei width,
GLsizei height,
int levels,
const std::string &label,
bool hintLevelZeroOnly) override;
TextureStorage *createTextureStorageCube(GLenum internalformat,
BindFlags bindFlags,
int size,
int levels,
bool hintLevelZeroOnly,
const std::string &label) override;
TextureStorage *createTextureStorage3D(GLenum internalformat,
BindFlags bindFlags,
GLsizei width,
GLsizei height,
GLsizei depth,
int levels,
const std::string &label) override;
TextureStorage *createTextureStorage2DArray(GLenum internalformat,
BindFlags bindFlags,
GLsizei width,
GLsizei height,
GLsizei depth,
int levels,
const std::string &label) override;
TextureStorage *createTextureStorage2DMultisample(GLenum internalformat,
GLsizei width,
GLsizei height,
int levels,
int samples,
bool fixedSampleLocations,
const std::string &label) override;
TextureStorage *createTextureStorage2DMultisampleArray(GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
int levels,
int samples,
bool fixedSampleLocations,
const std::string &label) override;
// Buffer creation
VertexBuffer *createVertexBuffer() override;
IndexBuffer *createIndexBuffer() override;
// Stream Creation
StreamProducerImpl *createStreamProducerD3DTexture(egl::Stream::ConsumerType consumerType,
const egl::AttributeMap &attribs) override;
// Buffer-to-texture and Texture-to-buffer copies
bool supportsFastCopyBufferToTexture(GLenum internalFormat) const override;
angle::Result fastCopyBufferToTexture(const gl::Context *context,
const gl::PixelUnpackState &unpack,
gl::Buffer *unpackBuffer,
unsigned int offset,
RenderTargetD3D *destRenderTarget,
GLenum destinationFormat,
GLenum sourcePixelsType,
const gl::Box &destArea) override;
// D3D9-renderer specific methods
angle::Result boxFilter(Context9 *context9, IDirect3DSurface9 *source, IDirect3DSurface9 *dest);
D3DPOOL getTexturePool(DWORD usage) const;
bool getLUID(LUID *adapterLuid) const override;
VertexConversionType getVertexConversionType(angle::FormatID vertexFormatID) const override;
GLenum getVertexComponentType(angle::FormatID vertexFormatID) const override;
// Warning: you should ensure binding really matches attrib.bindingIndex before using this
// function.
angle::Result getVertexSpaceRequired(const gl::Context *context,
const gl::VertexAttribute &attrib,
const gl::VertexBinding &binding,
size_t count,
GLsizei instances,
GLuint baseInstance,
unsigned int *bytesRequiredOut) const override;
angle::Result copyToRenderTarget(const gl::Context *context,
IDirect3DSurface9 *dest,
IDirect3DSurface9 *source,
bool fromManaged);
RendererClass getRendererClass() const override;
D3DDEVTYPE getD3D9DeviceType() const { return mDeviceType; }
DeviceImpl *createEGLDevice() override;
StateManager9 *getStateManager() { return &mStateManager; }
angle::Result genericDrawArrays(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instances);
angle::Result genericDrawElements(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instances);
// Necessary hack for default framebuffers in D3D.
FramebufferImpl *createDefaultFramebuffer(const gl::FramebufferState &state) override;
DebugAnnotator9 *getAnnotator() { return &mAnnotator; }
gl::Version getMaxSupportedESVersion() const override;
gl::Version getMaxConformantESVersion() const override;
angle::Result clearRenderTarget(const gl::Context *context,
RenderTargetD3D *renderTarget,
const gl::ColorF &clearColorValue,
const float clearDepthValue,
const unsigned int clearStencilValue) override;
bool canSelectViewInVertexShader() const override;
angle::Result getIncompleteTexture(const gl::Context *context,
gl::TextureType type,
gl::Texture **textureOut) override;
angle::Result ensureVertexDataManagerInitialized(const gl::Context *context);
void setGlobalDebugAnnotator() override;
std::string getRendererDescription() const override;
std::string getVendorString() const override;
std::string getVersionString(bool includeFullVersion) const override;
private:
angle::Result drawArraysImpl(const gl::Context *context,
gl::PrimitiveMode mode,
GLint startVertex,
GLsizei count,
GLsizei instances);
angle::Result drawElementsImpl(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instances);
angle::Result applyShaders(const gl::Context *context, gl::PrimitiveMode drawMode);
angle::Result applyTextures(const gl::Context *context);
angle::Result applyTextures(const gl::Context *context, gl::ShaderType shaderType);
void generateCaps(gl::Caps *outCaps,
gl::TextureCapsMap *outTextureCaps,
gl::Extensions *outExtensions,
gl::Limitations *outLimitations,
ShPixelLocalStorageOptions *outPLSOptions) const override;
void initializeFeatures(angle::FeaturesD3D *features) const override;
void initializeFrontendFeatures(angle::FrontendFeatures *features) const override;
angle::Result setBlendDepthRasterStates(const gl::Context *context, gl::PrimitiveMode drawMode);
void release();
void applyUniformnfv(const D3DUniform *targetUniform, const GLfloat *v);
void applyUniformniv(const D3DUniform *targetUniform, const GLint *v);
void applyUniformnbv(const D3DUniform *targetUniform, const GLint *v);
angle::Result drawLineLoop(const gl::Context *context,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
int minIndex,
gl::Buffer *elementArrayBuffer);
angle::Result drawIndexedPoints(const gl::Context *context,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
int minIndex,
gl::Buffer *elementArrayBuffer);
angle::Result getCountingIB(const gl::Context *context,
size_t count,
StaticIndexBufferInterface **outIB);
angle::Result getNullColorRenderTarget(const gl::Context *context,
const RenderTarget9 *depthRenderTarget,
const RenderTarget9 **outColorRenderTarget);
D3DPOOL getBufferPool(DWORD usage) const;
HMODULE mD3d9Module;
egl::Error initializeDevice();
D3DPRESENT_PARAMETERS getDefaultPresentParameters();
void releaseDeviceResources();
HRESULT getDeviceStatusCode();
bool isRemovedDeviceResettable() const;
bool resetRemovedDevice();
UINT mAdapter;
D3DDEVTYPE mDeviceType;
IDirect3D9 *mD3d9; // Always valid after successful initialization.
IDirect3D9Ex *mD3d9Ex; // Might be null if D3D9Ex is not supported.
IDirect3DDevice9 *mDevice;
IDirect3DDevice9Ex *mDeviceEx; // Might be null if D3D9Ex is not supported.
HLSLCompiler mCompiler;
Blit9 *mBlit;
HWND mDeviceWindow;
D3DCAPS9 mDeviceCaps;
D3DADAPTER_IDENTIFIER9 mAdapterIdentifier;
D3DPRIMITIVETYPE mPrimitiveType;
int mPrimitiveCount;
GLsizei mRepeatDraw;
bool mSceneStarted;
bool mVertexTextureSupport;
// current render target states
unsigned int mAppliedRenderTargetSerial;
unsigned int mAppliedDepthStencilSerial;
bool mDepthStencilInitialized;
bool mRenderTargetDescInitialized;
IDirect3DStateBlock9 *mMaskedClearSavedState;
StateManager9 mStateManager;
// Currently applied sampler states
struct CurSamplerState
{
CurSamplerState();
bool forceSet;
size_t baseLevel;
gl::SamplerState samplerState;
};
std::vector<CurSamplerState> mCurVertexSamplerStates;
std::vector<CurSamplerState> mCurPixelSamplerStates;
// Currently applied textures
std::vector<uintptr_t> mCurVertexTextures;
std::vector<uintptr_t> mCurPixelTextures;
unsigned int mAppliedIBSerial;
IDirect3DVertexShader9 *mAppliedVertexShader;
IDirect3DPixelShader9 *mAppliedPixelShader;
unsigned int mAppliedProgramSerial;
// A pool of event queries that are currently unused.
std::vector<IDirect3DQuery9 *> mEventQueryPool;
VertexShaderCache mVertexShaderCache;
PixelShaderCache mPixelShaderCache;
VertexDataManager *mVertexDataManager;
VertexDeclarationCache mVertexDeclarationCache;
IndexDataManager *mIndexDataManager;
StreamingIndexBufferInterface *mLineLoopIB;
StaticIndexBufferInterface *mCountingIB;
enum
{
NUM_NULL_COLORBUFFER_CACHE_ENTRIES = 12
};
struct NullRenderTargetCacheEntry
{
UINT lruCount;
int width;
int height;
RenderTarget9 *renderTarget;
};
std::array<NullRenderTargetCacheEntry, NUM_NULL_COLORBUFFER_CACHE_ENTRIES>
mNullRenderTargetCache;
UINT mMaxNullColorbufferLRU;
std::vector<TranslatedAttribute> mTranslatedAttribCache;
DebugAnnotator9 mAnnotator;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_D3D9_RENDERER9_H_