Hash :
408293f8
Author :
Date :
2016-12-20T10:11:45
D3D11: Fix stale SRVs with tiny depth textures. When the tiny depth texture would get re-created on change, it was not freeing any cached SRVs which were pointing to the old tex. Fix this by erasing the cache entry if the texure is recreated. Also include a test which hooks into the workarounds to force testing on every platform. Also narrow the workaround to only apply to depth/stencil textures which use these mips in GL, rather than D3D, where we always create a full mip chain. BUG=angleproject:1664 Change-Id: If0ac396b8847e1bf9b50165e5332da573e9bb3e4 Reviewed-on: https://chromium-review.googlesource.com/421567 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Corentin Wallez <cwallez@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.
//
// ShaderD3D.h: Defines the rx::ShaderD3D class which implements rx::ShaderImpl.
#ifndef LIBANGLE_RENDERER_D3D_SHADERD3D_H_
#define LIBANGLE_RENDERER_D3D_SHADERD3D_H_
#include "libANGLE/renderer/ShaderImpl.h"
#include <map>
namespace angle
{
struct CompilerWorkaroundsD3D;
struct WorkaroundsD3D;
}
namespace rx
{
class DynamicHLSL;
class RendererD3D;
struct D3DUniform;
class ShaderD3D : public ShaderImpl
{
public:
ShaderD3D(const gl::ShaderState &data, const angle::WorkaroundsD3D &workarounds);
virtual ~ShaderD3D();
// ShaderImpl implementation
ShCompileOptions prepareSourceAndReturnOptions(std::stringstream *sourceStream,
std::string *sourcePath) override;
bool postTranslateCompile(gl::Compiler *compiler, std::string *infoLog) override;
std::string getDebugInfo() const override;
// D3D-specific methods
void uncompile();
bool hasUniform(const D3DUniform *d3dUniform) const;
// Query regular uniforms with their name. Query sampler fields of structs with field selection
// using dot (.) operator.
unsigned int getUniformRegister(const std::string &uniformName) const;
unsigned int getInterfaceBlockRegister(const std::string &blockName) const;
void appendDebugInfo(const std::string &info) const { mDebugInfo += info; }
void generateWorkarounds(angle::CompilerWorkaroundsD3D *workarounds) const;
bool usesMultipleRenderTargets() const { return mUsesMultipleRenderTargets; }
bool usesFragColor() const { return mUsesFragColor; }
bool usesFragData() const { return mUsesFragData; }
bool usesFragCoord() const { return mUsesFragCoord; }
bool usesFrontFacing() const { return mUsesFrontFacing; }
bool usesPointSize() const { return mUsesPointSize; }
bool usesPointCoord() const { return mUsesPointCoord; }
bool usesDepthRange() const { return mUsesDepthRange; }
bool usesFragDepth() const { return mUsesFragDepth; }
ShShaderOutput getCompilerOutputType() const;
private:
bool mUsesMultipleRenderTargets;
bool mUsesFragColor;
bool mUsesFragData;
bool mUsesFragCoord;
bool mUsesFrontFacing;
bool mUsesPointSize;
bool mUsesPointCoord;
bool mUsesDepthRange;
bool mUsesFragDepth;
bool mUsesDiscardRewriting;
bool mUsesNestedBreak;
bool mRequiresIEEEStrictCompiling;
ShShaderOutput mCompilerOutputType;
mutable std::string mDebugInfo;
std::map<std::string, unsigned int> mUniformRegisterMap;
std::map<std::string, unsigned int> mInterfaceBlockRegisterMap;
ShCompileOptions mAdditionalOptions;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_SHADERD3D_H_