Hash :
b123938d
Author :
Date :
2016-12-13T15:07:05
D3D11: Add support to compile and link compute shaders This is a reland of 2cd9d7e032fb412b539a907c58342060340387a1. BUG=angleproject:1442 TEST=angle_end2end_tests Change-Id: I5be0032b97617c31cdd4c66a823e8eb3b518867a Reviewed-on: https://chromium-review.googlesource.com/430199 Commit-Queue: Jamie Madill <jmadill@chromium.org> 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.h: Defines a back-end specific class for the DirectX renderer.
#ifndef LIBANGLE_RENDERER_D3D_RENDERERD3D_H_
#define LIBANGLE_RENDERER_D3D_RENDERERD3D_H_
#include <array>
#include "common/debug.h"
#include "common/MemoryBuffer.h"
#include "libANGLE/ContextState.h"
#include "libANGLE/Device.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/d3d/VertexDataManager.h"
#include "libANGLE/renderer/d3d/formatutilsD3D.h"
#include "libANGLE/Version.h"
#include "libANGLE/WorkerThread.h"
#include "platform/WorkaroundsD3D.h"
namespace egl
{
class ConfigSet;
}
namespace gl
{
class FramebufferState;
class InfoLog;
class Texture;
struct LinkedVarying;
}
namespace rx
{
class ContextImpl;
struct D3DUniform;
struct D3DVarying;
class DeviceD3D;
class EGLImageD3D;
class FramebufferImpl;
class ImageD3D;
class IndexBuffer;
class NativeWindowD3D;
class ProgramD3D;
class RenderTargetD3D;
class ShaderExecutableD3D;
class SwapChainD3D;
class TextureStorage;
struct TranslatedIndexData;
class UniformStorageD3D;
class VertexBuffer;
struct DeviceIdentifier
{
UINT VendorId;
UINT DeviceId;
UINT SubSysId;
UINT Revision;
UINT FeatureLevel;
};
enum RendererClass
{
RENDERER_D3D11,
RENDERER_D3D9
};
enum ShaderType
{
SHADER_VERTEX,
SHADER_PIXEL,
SHADER_GEOMETRY,
SHADER_COMPUTE,
SHADER_TYPE_MAX
};
// Useful for unit testing
class BufferFactoryD3D : angle::NonCopyable
{
public:
BufferFactoryD3D() {}
virtual ~BufferFactoryD3D() {}
virtual VertexBuffer *createVertexBuffer() = 0;
virtual IndexBuffer *createIndexBuffer() = 0;
// TODO(jmadill): add VertexFormatCaps
virtual VertexConversionType getVertexConversionType(gl::VertexFormatType vertexFormatType) const = 0;
virtual GLenum getVertexComponentType(gl::VertexFormatType vertexFormatType) const = 0;
virtual gl::ErrorOrResult<unsigned int> getVertexSpaceRequired(
const gl::VertexAttribute &attrib,
GLsizei count,
GLsizei instances) const = 0;
};
using AttribIndexArray = std::array<int, gl::MAX_VERTEX_ATTRIBS>;
class RendererD3D : public BufferFactoryD3D
{
public:
explicit RendererD3D(egl::Display *display);
virtual ~RendererD3D();
virtual egl::Error initialize() = 0;
virtual egl::ConfigSet generateConfigs() = 0;
virtual void generateDisplayExtensions(egl::DisplayExtensions *outExtensions) const = 0;
virtual ContextImpl *createContext(const gl::ContextState &state) = 0;
std::string getVendorString() const;
virtual int getMinorShaderModel() const = 0;
virtual std::string getShaderModelSuffix() const = 0;
// Direct3D Specific methods
virtual DeviceIdentifier getAdapterIdentifier() const = 0;
virtual bool isValidNativeWindow(EGLNativeWindowType window) const = 0;
virtual NativeWindowD3D *createNativeWindow(EGLNativeWindowType window,
const egl::Config *config,
const egl::AttributeMap &attribs) const = 0;
virtual SwapChainD3D *createSwapChain(NativeWindowD3D *nativeWindow,
HANDLE shareHandle,
IUnknown *d3dTexture,
GLenum backBufferFormat,
GLenum depthBufferFormat,
EGLint orientation) = 0;
virtual egl::Error getD3DTextureInfo(IUnknown *d3dTexture,
EGLint *width,
EGLint *height,
GLenum *fboFormat) const = 0;
virtual egl::Error validateShareHandle(const egl::Config *config,
HANDLE shareHandle,
const egl::AttributeMap &attribs) const = 0;
virtual gl::Error setSamplerState(gl::SamplerType type, int index, gl::Texture *texture, const gl::SamplerState &sampler) = 0;
virtual gl::Error setTexture(gl::SamplerType type, int index, gl::Texture *texture) = 0;
virtual gl::Error setUniformBuffers(const gl::ContextState &data,
const std::vector<GLint> &vertexUniformBuffers,
const std::vector<GLint> &fragmentUniformBuffers) = 0;
virtual gl::Error applyUniforms(const ProgramD3D &programD3D,
GLenum drawMode,
const std::vector<D3DUniform *> &uniformArray) = 0;
virtual unsigned int getReservedVertexUniformBuffers() const = 0;
virtual unsigned int getReservedFragmentUniformBuffers() const = 0;
virtual int getMajorShaderModel() const = 0;
const angle::WorkaroundsD3D &getWorkarounds() const;
// Pixel operations
virtual gl::Error copyImage2D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
const gl::Offset &destOffset, TextureStorage *storage, GLint level) = 0;
virtual gl::Error copyImageCube(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
const gl::Offset &destOffset, TextureStorage *storage, GLenum target, GLint level) = 0;
virtual gl::Error copyImage3D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
const gl::Offset &destOffset, TextureStorage *storage, GLint level) = 0;
virtual gl::Error copyImage2DArray(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
const gl::Offset &destOffset, TextureStorage *storage, GLint level) = 0;
virtual gl::Error copyTexture(const gl::Texture *source,
GLint sourceLevel,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLint destLevel,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha) = 0;
virtual gl::Error copyCompressedTexture(const gl::Texture *source,
GLint sourceLevel,
TextureStorage *storage,
GLint destLevel) = 0;
// RenderTarget creation
virtual gl::Error createRenderTarget(int width, int height, GLenum format, GLsizei samples, RenderTargetD3D **outRT) = 0;
virtual gl::Error createRenderTargetCopy(RenderTargetD3D *source, RenderTargetD3D **outRT) = 0;
// Shader operations
virtual gl::Error loadExecutable(const void *function,
size_t length,
ShaderType type,
const std::vector<D3DVarying> &streamOutVaryings,
bool separatedOutputBuffers,
ShaderExecutableD3D **outExecutable) = 0;
virtual gl::Error compileToExecutable(gl::InfoLog &infoLog,
const std::string &shaderHLSL,
ShaderType type,
const std::vector<D3DVarying> &streamOutVaryings,
bool separatedOutputBuffers,
const angle::CompilerWorkaroundsD3D &workarounds,
ShaderExecutableD3D **outExectuable) = 0;
virtual gl::Error ensureHLSLCompilerInitialized() = 0;
virtual UniformStorageD3D *createUniformStorage(size_t storageSize) = 0;
// Image operations
virtual ImageD3D *createImage() = 0;
virtual gl::Error generateMipmap(ImageD3D *dest, ImageD3D *source) = 0;
virtual gl::Error generateMipmapUsingD3D(TextureStorage *storage,
const gl::TextureState &textureState) = 0;
virtual TextureStorage *createTextureStorage2D(SwapChainD3D *swapChain) = 0;
virtual TextureStorage *createTextureStorageEGLImage(EGLImageD3D *eglImage,
RenderTargetD3D *renderTargetD3D) = 0;
virtual TextureStorage *createTextureStorageExternal(
egl::Stream *stream,
const egl::Stream::GLTextureDescription &desc) = 0;
virtual TextureStorage *createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels, bool hintLevelZeroOnly) = 0;
virtual TextureStorage *createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels, bool hintLevelZeroOnly) = 0;
virtual TextureStorage *createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels) = 0;
virtual TextureStorage *createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels) = 0;
// Buffer-to-texture and Texture-to-buffer copies
virtual bool supportsFastCopyBufferToTexture(GLenum internalFormat) const = 0;
virtual gl::Error fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *destRenderTarget,
GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea) = 0;
// Device lost
GLenum getResetStatus();
void notifyDeviceLost();
virtual bool resetDevice() = 0;
virtual bool testDeviceLost() = 0;
virtual bool testDeviceResettable() = 0;
virtual RendererClass getRendererClass() const = 0;
virtual void *getD3DDevice() = 0;
void setGPUDisjoint();
GLint getGPUDisjoint();
GLint64 getTimestamp();
// In D3D11, faster than calling setTexture a jillion times
virtual gl::Error clearTextures(gl::SamplerType samplerType, size_t rangeStart, size_t rangeEnd) = 0;
virtual egl::Error getEGLDevice(DeviceImpl **device) = 0;
bool presentPathFastEnabled() const { return mPresentPathFastEnabled; }
// Stream creation
virtual StreamProducerImpl *createStreamProducerD3DTextureNV12(
egl::Stream::ConsumerType consumerType,
const egl::AttributeMap &attribs) = 0;
const gl::Caps &getNativeCaps() const;
const gl::TextureCapsMap &getNativeTextureCaps() const;
const gl::Extensions &getNativeExtensions() const;
const gl::Limitations &getNativeLimitations() const;
// Necessary hack for default framebuffers in D3D.
virtual FramebufferImpl *createDefaultFramebuffer(const gl::FramebufferState &state) = 0;
virtual gl::Version getMaxSupportedESVersion() const = 0;
angle::WorkerThreadPool *getWorkerThreadPool();
protected:
virtual bool getLUID(LUID *adapterLuid) const = 0;
virtual void generateCaps(gl::Caps *outCaps,
gl::TextureCapsMap *outTextureCaps,
gl::Extensions *outExtensions,
gl::Limitations *outLimitations) const = 0;
void cleanup();
static unsigned int GetBlendSampleMask(const gl::ContextState &data, int samples);
// dirtyPointer is a special value that will make the comparison with any valid pointer fail and force the renderer to re-apply the state.
gl::Error applyTextures(GLImplFactory *implFactory, const gl::ContextState &data);
bool skipDraw(const gl::ContextState &data, GLenum drawMode);
gl::Error markTransformFeedbackUsage(const gl::ContextState &data);
egl::Display *mDisplay;
bool mPresentPathFastEnabled;
private:
void ensureCapsInitialized() const;
typedef std::array<gl::Texture*, gl::IMPLEMENTATION_MAX_FRAMEBUFFER_ATTACHMENTS> FramebufferTextureArray;
gl::Error applyTextures(GLImplFactory *implFactory,
const gl::ContextState &data,
gl::SamplerType shaderType,
const FramebufferTextureArray &framebufferTextures,
size_t framebufferTextureCount);
size_t getBoundFramebufferTextures(const gl::ContextState &data,
FramebufferTextureArray *outTextureArray);
gl::Texture *getIncompleteTexture(GLImplFactory *implFactory, GLenum type);
virtual angle::WorkaroundsD3D generateWorkarounds() const = 0;
mutable bool mCapsInitialized;
mutable gl::Caps mNativeCaps;
mutable gl::TextureCapsMap mNativeTextureCaps;
mutable gl::Extensions mNativeExtensions;
mutable gl::Limitations mNativeLimitations;
gl::TextureMap mIncompleteTextures;
mutable bool mWorkaroundsInitialized;
mutable angle::WorkaroundsD3D mWorkarounds;
bool mDisjoint;
bool mDeviceLost;
angle::WorkerThreadPool mWorkerThreadPool;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_RENDERERD3D_H_