Hash :
d73f852f
Author :
Date :
2017-01-13T17:48:57
Reland "Replace gl::trace logging with Chromium style logging" Removing one usage of FormatString() and its static buffer. And preparation for Platform logging. Fix incorrect enabling of ERR() calls in UNIMPLEMENTED() and UNREACHABLE(), resulting in increased code size and <iostream> adding 5 static initializers to chrome because of cerr referenced in statically linked translator. BUG=angleproject:1660 Change-Id: I7caa18036118d532e0544f75278602559172ae04 Reviewed-on: https://chromium-review.googlesource.com/431457 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: 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/debug.h"
#include "common/MemoryBuffer.h"
#include "common/utilities.h"
#include "libANGLE/Display.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/FramebufferAttachment.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/ResourceManager.h"
#include "libANGLE/State.h"
#include "libANGLE/VertexArray.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()
{
for (auto &incompleteTexture : mIncompleteTextures)
{
incompleteTexture.second.set(nullptr);
}
mIncompleteTextures.clear();
}
unsigned int RendererD3D::GetBlendSampleMask(const gl::ContextState &data, int samples)
{
const auto &glState = data.getState();
unsigned int mask = 0;
if (glState.isSampleCoverageEnabled())
{
GLclampf 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;
}
return mask;
}
// 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).
// Sampler mapping needs to be up-to-date on the program object before this is called.
gl::Error RendererD3D::applyTextures(GLImplFactory *implFactory,
const gl::ContextState &data,
gl::SamplerType shaderType,
const FramebufferTextureArray &framebufferTextures,
size_t framebufferTextureCount)
{
const auto &glState = data.getState();
const auto &caps = data.getCaps();
ProgramD3D *programD3D = GetImplAs<ProgramD3D>(glState.getProgram());
ASSERT(!programD3D->isSamplerMappingDirty());
// TODO(jmadill): Use the Program's sampler bindings.
unsigned int samplerRange = programD3D->getUsedSamplerRange(shaderType);
for (unsigned int samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++)
{
GLenum textureType = programD3D->getSamplerTextureType(shaderType, samplerIndex);
GLint textureUnit = programD3D->getSamplerMapping(shaderType, samplerIndex, caps);
if (textureUnit != -1)
{
gl::Texture *texture = glState.getSamplerTexture(textureUnit, textureType);
ASSERT(texture);
gl::Sampler *samplerObject = glState.getSampler(textureUnit);
const gl::SamplerState &samplerState =
samplerObject ? samplerObject->getSamplerState() : texture->getSamplerState();
// TODO: std::binary_search may become unavailable using older versions of GCC
if (texture->getTextureState().isSamplerComplete(samplerState, data) &&
!std::binary_search(framebufferTextures.begin(),
framebufferTextures.begin() + framebufferTextureCount, texture))
{
ANGLE_TRY(setSamplerState(shaderType, samplerIndex, texture, samplerState));
ANGLE_TRY(setTexture(shaderType, samplerIndex, texture));
}
else
{
// Texture is not sampler complete or it is in use by the framebuffer. Bind the incomplete texture.
gl::Texture *incompleteTexture = getIncompleteTexture(implFactory, textureType);
ANGLE_TRY(setSamplerState(shaderType, samplerIndex, incompleteTexture,
incompleteTexture->getSamplerState()));
ANGLE_TRY(setTexture(shaderType, samplerIndex, incompleteTexture));
}
}
else
{
// No texture bound to this slot even though it is used by the shader, bind a NULL texture
ANGLE_TRY(setTexture(shaderType, samplerIndex, nullptr));
}
}
// Set all the remaining textures to NULL
size_t samplerCount = (shaderType == gl::SAMPLER_PIXEL) ? caps.maxTextureImageUnits
: caps.maxVertexTextureImageUnits;
clearTextures(shaderType, samplerRange, samplerCount);
return gl::NoError();
}
gl::Error RendererD3D::applyTextures(GLImplFactory *implFactory, const gl::ContextState &data)
{
FramebufferTextureArray framebufferTextures;
size_t framebufferSerialCount = getBoundFramebufferTextures(data, &framebufferTextures);
ANGLE_TRY(applyTextures(implFactory, data, gl::SAMPLER_VERTEX, framebufferTextures,
framebufferSerialCount));
ANGLE_TRY(applyTextures(implFactory, data, gl::SAMPLER_PIXEL, framebufferTextures,
framebufferSerialCount));
return gl::NoError();
}
bool RendererD3D::skipDraw(const gl::ContextState &data, GLenum drawMode)
{
const gl::State &state = data.getState();
if (drawMode == GL_POINTS)
{
bool usesPointSize = GetImplAs<ProgramD3D>(state.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 && !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 (state.getRasterizerState().cullFace &&
state.getRasterizerState().cullMode == GL_FRONT_AND_BACK)
{
return true;
}
}
return false;
}
gl::Error RendererD3D::markTransformFeedbackUsage(const gl::ContextState &data)
{
const gl::TransformFeedback *transformFeedback = data.getState().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());
ANGLE_TRY(bufferD3D->markTransformFeedbackUsage());
}
}
return gl::NoError();
}
size_t RendererD3D::getBoundFramebufferTextures(const gl::ContextState &data,
FramebufferTextureArray *outTextureArray)
{
size_t textureCount = 0;
const gl::Framebuffer *drawFramebuffer = data.getState().getDrawFramebuffer();
for (size_t i = 0; i < drawFramebuffer->getNumColorBuffers(); 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(GLImplFactory *implFactory, 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 unpack(1, 0);
const gl::Box area(0, 0, 0, 1, 1, 1);
// If a texture is external use a 2D texture for the incomplete texture
GLenum createType = (type == GL_TEXTURE_EXTERNAL_OES) ? GL_TEXTURE_2D : type;
// Skip the API layer to avoid needing to pass the Context and mess with dirty bits.
gl::Texture *t =
new gl::Texture(implFactory, std::numeric_limits<GLuint>::max(), createType);
t->setStorage(createType, 1, GL_RGBA8, colorSize);
if (type == GL_TEXTURE_CUBE_MAP)
{
for (GLenum face = GL_TEXTURE_CUBE_MAP_POSITIVE_X; face <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; face++)
{
t->getImplementation()->setSubImage(face, 0, area, GL_RGBA8, GL_UNSIGNED_BYTE,
unpack, color);
}
}
else
{
t->getImplementation()->setSubImage(createType, 0, area, GL_RGBA8, GL_UNSIGNED_BYTE, unpack,
color);
}
mIncompleteTextures[type].set(t);
}
return mIncompleteTextures[type].get();
}
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;
}
} // namespace rx