Hash :
1fbc59fe
Author :
Date :
2016-02-24T15:25:51
D3D11: Enable dirty bits for Framebuffer11. This patch works using a notification scheme - whenever a Texture or Renderbuffer changes in such a way as to recreate its RenderTarget, we pass a signal to the Framebuffer to invalidate some internal state. Everything is entirely tracked in the Renderer11 layer, and the GL layer is left untouched. A RenderTarget11 now tracks points to which it is bound, and the Framebuffer11 is mostly responsible for managing those links. The three locations where we notify a Framebuffer when its bound RenderTargets might be dirty are: 1) RenderTarget11::~RenderTarget 2) EGLImageD3D::copyToLocalRendertarget 3) TextureStorage11_2D::useLevelZeroWorkaroundTexture This patch gives about a 10% score increase in the D3D11 draw call benchmark on my system. BUG=angleproject:1260 Change-Id: Ide38aeadff4a2681bf5bd685e8ca3c9e2612a380 Reviewed-on: https://chromium-review.googlesource.com/327255 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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//
// Copyright (c) 2012-2015 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.
//
// RenderTargetD3D.h: Defines an abstract wrapper class to manage IDirect3DSurface9
// and ID3D11View objects belonging to renderbuffers and renderable textures.
#ifndef LIBANGLE_RENDERER_D3D_RENDERTARGETD3D_H_
#define LIBANGLE_RENDERER_D3D_RENDERTARGETD3D_H_
#include "common/angleutils.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/FramebufferAttachment.h"
namespace rx
{
class RenderTargetD3D : public FramebufferAttachmentRenderTarget
{
public:
RenderTargetD3D();
virtual ~RenderTargetD3D();
virtual GLsizei getWidth() const = 0;
virtual GLsizei getHeight() const = 0;
virtual GLsizei getDepth() const = 0;
virtual GLenum getInternalFormat() const = 0;
virtual GLsizei getSamples() const = 0;
gl::Extents getExtents() const { return gl::Extents(getWidth(), getHeight(), getDepth()); }
virtual unsigned int getSerial() const;
static unsigned int issueSerials(unsigned int count);
// Only currently applies to D3D11.
virtual void signalDirty() {}
private:
const unsigned int mSerial;
static unsigned int mCurrentSerial;
};
}
#endif // LIBANGLE_RENDERER_D3D_RENDERTARGETD3D_H_