Hash :
8b9b792d
Author :
Date :
2016-05-19T13:13:37
Make RendererD3D a bit smaller. Move some D3D11-specific stuff into Renderer11, and remove a few virtual methods that weren't needed to be virtual. BUG=angleproject:1369 Change-Id: Id37e7271ffc28b089dbea123dca70f38c1a06ffb Reviewed-on: https://chromium-review.googlesource.com/345913 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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//
// Copyright (c) 2012-2014 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.
//
// Renderer11.h: Defines a back-end specific class for the D3D11 renderer.
#ifndef LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_H_
#define LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_H_
#include "common/angleutils.h"
#include "common/mathutil.h"
#include "libANGLE/AttributeMap.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/d3d/HLSLCompiler.h"
#include "libANGLE/renderer/d3d/ProgramD3D.h"
#include "libANGLE/renderer/d3d/RendererD3D.h"
#include "libANGLE/renderer/d3d/RenderTargetD3D.h"
#include "libANGLE/renderer/d3d/d3d11/DebugAnnotator11.h"
#include "libANGLE/renderer/d3d/d3d11/InputLayoutCache.h"
#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
#include "libANGLE/renderer/d3d/d3d11/RenderStateCache.h"
#include "libANGLE/renderer/d3d/d3d11/StateManager11.h"
namespace gl
{
class FramebufferAttachment;
struct ImageIndex;
}
namespace rx
{
class Blit11;
class Buffer11;
class Clear11;
class Context11;
class IndexDataManager;
struct PackPixelsParams;
class PixelTransfer11;
class RenderTarget11;
class StreamingIndexBufferInterface;
class Trim11;
class VertexDataManager;
struct Renderer11DeviceCaps
{
D3D_FEATURE_LEVEL featureLevel;
bool supportsDXGI1_2; // Support for DXGI 1.2
bool supportsClearView; // Support for ID3D11DeviceContext1::ClearView
bool supportsConstantBufferOffsets; // Support for Constant buffer offset
UINT B5G6R5support; // Bitfield of D3D11_FORMAT_SUPPORT values for DXGI_FORMAT_B5G6R5_UNORM
UINT B4G4R4A4support; // Bitfield of D3D11_FORMAT_SUPPORT values for DXGI_FORMAT_B4G4R4A4_UNORM
UINT B5G5R5A1support; // Bitfield of D3D11_FORMAT_SUPPORT values for DXGI_FORMAT_B5G5R5A1_UNORM
};
enum
{
MAX_VERTEX_UNIFORM_VECTORS_D3D11 = 1024,
MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 = 1024
};
// Possible reasons RendererD3D initialize can fail
enum D3D11InitError
{
// The renderer loaded successfully
D3D11_INIT_SUCCESS = 0,
// Failed to load the ANGLE & D3D compiler libraries
D3D11_INIT_COMPILER_ERROR,
// Failed to load a necessary DLL (non-compiler)
D3D11_INIT_MISSING_DEP,
// CreateDevice returned E_INVALIDARG
D3D11_INIT_CREATEDEVICE_INVALIDARG,
// CreateDevice failed with an error other than invalid arg
D3D11_INIT_CREATEDEVICE_ERROR,
// DXGI 1.2 required but not found
D3D11_INIT_INCOMPATIBLE_DXGI,
// Other initialization error
D3D11_INIT_OTHER_ERROR,
// CreateDevice returned E_FAIL
D3D11_INIT_CREATEDEVICE_FAIL,
// CreateDevice returned E_NOTIMPL
D3D11_INIT_CREATEDEVICE_NOTIMPL,
// CreateDevice returned E_OUTOFMEMORY
D3D11_INIT_CREATEDEVICE_OUTOFMEMORY,
// CreateDevice returned DXGI_ERROR_INVALID_CALL
D3D11_INIT_CREATEDEVICE_INVALIDCALL,
// CreateDevice returned DXGI_ERROR_SDK_COMPONENT_MISSING
D3D11_INIT_CREATEDEVICE_COMPONENTMISSING,
// CreateDevice returned DXGI_ERROR_WAS_STILL_DRAWING
D3D11_INIT_CREATEDEVICE_WASSTILLDRAWING,
// CreateDevice returned DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
D3D11_INIT_CREATEDEVICE_NOTAVAILABLE,
// CreateDevice returned DXGI_ERROR_DEVICE_HUNG
D3D11_INIT_CREATEDEVICE_DEVICEHUNG,
// CreateDevice returned NULL
D3D11_INIT_CREATEDEVICE_NULL,
NUM_D3D11_INIT_ERRORS
};
class Renderer11 : public RendererD3D
{
public:
explicit Renderer11(egl::Display *display);
virtual ~Renderer11();
egl::Error initialize() override;
virtual bool resetDevice();
egl::ConfigSet generateConfigs() const override;
void generateDisplayExtensions(egl::DisplayExtensions *outExtensions) const override;
ContextImpl *createContext(const gl::ContextState &state) override;
gl::Error flush();
gl::Error finish();
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,
GLenum backBufferFormat,
GLenum depthBufferFormat,
EGLint orientation) override;
virtual gl::Error setSamplerState(gl::SamplerType type, int index, gl::Texture *texture, const gl::SamplerState &sampler);
virtual gl::Error setTexture(gl::SamplerType type, int index, gl::Texture *texture);
gl::Error setUniformBuffers(const gl::ContextState &data,
const std::vector<GLint> &vertexUniformBuffers,
const std::vector<GLint> &fragmentUniformBuffers) override;
gl::Error updateState(const gl::ContextState &data, GLenum drawMode);
bool applyPrimitiveType(GLenum mode, GLsizei count, bool usesPointSize);
gl::Error applyRenderTarget(const gl::Framebuffer *frameBuffer);
gl::Error applyUniforms(const ProgramD3D &programD3D,
GLenum drawMode,
const std::vector<D3DUniform *> &uniformArray) override;
gl::Error applyVertexBuffer(const gl::State &state,
GLenum mode,
GLint first,
GLsizei count,
GLsizei instances,
TranslatedIndexData *indexInfo);
gl::Error applyIndexBuffer(const gl::ContextState &data,
const GLvoid *indices,
GLsizei count,
GLenum mode,
GLenum type,
TranslatedIndexData *indexInfo);
gl::Error applyTransformFeedbackBuffers(const gl::State &state);
// lost device
bool testDeviceLost() override;
bool testDeviceResettable();
std::string getRendererDescription() const;
DeviceIdentifier getAdapterIdentifier() const override;
unsigned int getReservedVertexUniformVectors() const;
unsigned int getReservedFragmentUniformVectors() const;
unsigned int getReservedVertexUniformBuffers() const override;
unsigned int getReservedFragmentUniformBuffers() const override;
bool getShareHandleSupport() const;
bool getNV12TextureSupport() const;
virtual int getMajorShaderModel() const;
int getMinorShaderModel() const override;
std::string getShaderModelSuffix() const override;
// Pixel operations
gl::Error copyImage2D(const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLint level) override;
gl::Error copyImageCube(const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLenum target,
GLint level) override;
gl::Error copyImage3D(const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLint level) override;
gl::Error copyImage2DArray(const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLint level) override;
// RenderTarget creation
gl::Error createRenderTarget(int width,
int height,
GLenum format,
GLsizei samples,
RenderTargetD3D **outRT) override;
gl::Error createRenderTargetCopy(RenderTargetD3D *source, RenderTargetD3D **outRT) override;
// Shader operations
gl::Error loadExecutable(const void *function,
size_t length,
ShaderType type,
const std::vector<D3DVarying> &streamOutVaryings,
bool separatedOutputBuffers,
ShaderExecutableD3D **outExecutable) override;
gl::Error compileToExecutable(gl::InfoLog &infoLog,
const std::string &shaderHLSL,
ShaderType type,
const std::vector<D3DVarying> &streamOutVaryings,
bool separatedOutputBuffers,
const D3DCompilerWorkarounds &workarounds,
ShaderExecutableD3D **outExectuable) override;
UniformStorageD3D *createUniformStorage(size_t storageSize) override;
// Image operations
ImageD3D *createImage() override;
gl::Error generateMipmap(ImageD3D *dest, ImageD3D *source) override;
gl::Error generateMipmapUsingD3D(TextureStorage *storage,
const gl::TextureState &textureState) override;
TextureStorage *createTextureStorage2D(SwapChainD3D *swapChain) override;
TextureStorage *createTextureStorageEGLImage(EGLImageD3D *eglImage) override;
TextureStorage *createTextureStorageExternal(
egl::Stream *stream,
const egl::Stream::GLTextureDescription &desc) override;
TextureStorage *createTextureStorage2D(GLenum internalformat,
bool renderTarget,
GLsizei width,
GLsizei height,
int levels,
bool hintLevelZeroOnly) override;
TextureStorage *createTextureStorageCube(GLenum internalformat,
bool renderTarget,
int size,
int levels,
bool hintLevelZeroOnly) override;
TextureStorage *createTextureStorage3D(GLenum internalformat,
bool renderTarget,
GLsizei width,
GLsizei height,
GLsizei depth,
int levels) override;
TextureStorage *createTextureStorage2DArray(GLenum internalformat,
bool renderTarget,
GLsizei width,
GLsizei height,
GLsizei depth,
int levels) override;
VertexBuffer *createVertexBuffer() override;
IndexBuffer *createIndexBuffer() override;
// Stream Creation
StreamProducerImpl *createStreamProducerD3DTextureNV12(
egl::Stream::ConsumerType consumerType,
const egl::AttributeMap &attribs) override;
// D3D11-renderer specific methods
ID3D11Device *getDevice() { return mDevice; }
void *getD3DDevice() override;
ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; };
ID3D11DeviceContext1 *getDeviceContext1IfSupported() { return mDeviceContext1; };
IDXGIFactory *getDxgiFactory() { return mDxgiFactory; };
RenderStateCache &getStateCache() { return mStateCache; }
Blit11 *getBlitter() { return mBlit; }
Clear11 *getClearer() { return mClear; }
gl::DebugAnnotator *getAnnotator();
// Buffer-to-texture and Texture-to-buffer copies
virtual bool supportsFastCopyBufferToTexture(GLenum internalFormat) const;
virtual gl::Error fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *destRenderTarget,
GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea);
void markAllStateDirty();
gl::Error packPixels(const TextureHelper11 &textureHelper,
const PackPixelsParams ¶ms,
uint8_t *pixelsOut);
bool getLUID(LUID *adapterLuid) const override;
VertexConversionType getVertexConversionType(gl::VertexFormatType vertexFormatType) const override;
GLenum getVertexComponentType(gl::VertexFormatType vertexFormatType) const override;
gl::ErrorOrResult<unsigned int> getVertexSpaceRequired(const gl::VertexAttribute &attrib,
GLsizei count,
GLsizei instances) const override;
gl::Error readFromAttachment(const gl::FramebufferAttachment &srcAttachment,
const gl::Rectangle &sourceArea,
GLenum format,
GLenum type,
GLuint outputPitch,
const gl::PixelPackState &pack,
uint8_t *pixels);
gl::Error blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTargetD3D *readRenderTarget,
RenderTargetD3D *drawRenderTarget, GLenum filter, const gl::Rectangle *scissor,
bool colorBlit, bool depthBlit, bool stencilBlit);
bool isES3Capable() const;
const Renderer11DeviceCaps &getRenderer11DeviceCaps() { return mRenderer11DeviceCaps; };
RendererClass getRendererClass() const override { return RENDERER_D3D11; }
InputLayoutCache *getInputLayoutCache() { return &mInputLayoutCache; }
StateManager11 *getStateManager() { return &mStateManager; }
void onSwap();
void onBufferCreate(const Buffer11 *created);
void onBufferDelete(const Buffer11 *deleted);
egl::Error getEGLDevice(DeviceImpl **device) override;
gl::Error genericDrawArrays(Context11 *context,
GLenum mode,
GLint first,
GLsizei count,
GLsizei instances);
gl::Error genericDrawElements(Context11 *context,
GLenum mode,
GLsizei count,
GLenum type,
const GLvoid *indices,
GLsizei instances,
const gl::IndexRange &indexRange);
// Necessary hack for default framebuffers in D3D.
FramebufferImpl *createDefaultFramebuffer(const gl::FramebufferState &state) override;
gl::Error getScratchMemoryBuffer(size_t requestedSize, MemoryBuffer **bufferOut);
protected:
gl::Error clearTextures(gl::SamplerType samplerType, size_t rangeStart, size_t rangeEnd) override;
private:
gl::Error drawArraysImpl(const gl::ContextState &data,
GLenum mode,
GLint startVertex,
GLsizei count,
GLsizei instances);
gl::Error drawElementsImpl(const gl::ContextState &data,
const TranslatedIndexData &indexInfo,
GLenum mode,
GLsizei count,
GLenum type,
const GLvoid *indices,
GLsizei instances);
void generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps,
gl::Extensions *outExtensions,
gl::Limitations *outLimitations) const override;
WorkaroundsD3D generateWorkarounds() const override;
gl::Error drawLineLoop(const gl::ContextState &data,
GLsizei count,
GLenum type,
const GLvoid *indices,
const TranslatedIndexData *indexInfo,
int instances);
gl::Error drawTriangleFan(const gl::ContextState &data,
GLsizei count,
GLenum type,
const GLvoid *indices,
int minIndex,
int instances);
gl::Error applyShaders(const gl::ContextState &data, GLenum drawMode);
gl::Error generateSwizzle(gl::Texture *texture);
gl::Error generateSwizzles(const gl::ContextState &data, gl::SamplerType type);
gl::Error generateSwizzles(const gl::ContextState &data);
ID3D11Texture2D *resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource);
void populateRenderer11DeviceCaps();
void updateHistograms();
class SamplerMetadataD3D11 final : angle::NonCopyable
{
public:
SamplerMetadataD3D11();
~SamplerMetadataD3D11();
struct dx_SamplerMetadata
{
int baseLevel;
int internalFormatBits;
int wrapModes;
int padding; // This just pads the struct to 16 bytes
};
static_assert(sizeof(dx_SamplerMetadata) == 16u,
"Sampler metadata struct must be one 4-vec / 16 bytes.");
void initData(unsigned int samplerCount);
void update(unsigned int samplerIndex, const gl::Texture &texture);
const dx_SamplerMetadata *getData() const;
size_t sizeBytes() const;
bool isDirty() const { return mDirty; }
void markClean() { mDirty = false; }
private:
std::vector<dx_SamplerMetadata> mSamplerMetadata;
bool mDirty;
};
template <class TShaderConstants>
void applyDriverConstantsIfNeeded(TShaderConstants *appliedConstants,
const TShaderConstants &constants,
SamplerMetadataD3D11 *samplerMetadata,
size_t samplerMetadataReferencedBytes,
ID3D11Buffer *driverConstantBuffer);
HMODULE mD3d11Module;
HMODULE mDxgiModule;
HMODULE mDCompModule;
std::vector<D3D_FEATURE_LEVEL> mAvailableFeatureLevels;
D3D_DRIVER_TYPE mRequestedDriverType;
bool mCreatedWithDeviceEXT;
DeviceD3D *mEGLDevice;
HLSLCompiler mCompiler;
egl::Error initializeD3DDevice();
void initializeDevice();
void releaseDeviceResources();
void release();
d3d11::ANGLED3D11DeviceType getDeviceType() const;
RenderStateCache mStateCache;
// Currently applied sampler states
std::vector<bool> mForceSetVertexSamplerStates;
std::vector<gl::SamplerState> mCurVertexSamplerStates;
std::vector<bool> mForceSetPixelSamplerStates;
std::vector<gl::SamplerState> mCurPixelSamplerStates;
StateManager11 mStateManager;
// Currently applied primitive topology
D3D11_PRIMITIVE_TOPOLOGY mCurrentPrimitiveTopology;
// Currently applied index buffer
ID3D11Buffer *mAppliedIB;
DXGI_FORMAT mAppliedIBFormat;
unsigned int mAppliedIBOffset;
bool mAppliedIBChanged;
// Currently applied transform feedback buffers
size_t mAppliedNumXFBBindings;
ID3D11Buffer *mAppliedTFBuffers[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS]; // Tracks the current D3D buffers
// in use for streamout
GLintptr mAppliedTFOffsets[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS]; // Tracks the current GL-specified
// buffer offsets to transform feedback
// buffers
UINT mCurrentD3DOffsets[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS]; // Tracks the D3D buffer offsets,
// which may differ from GLs, due
// to different append behavior
// Currently applied shaders
uintptr_t mAppliedVertexShader;
uintptr_t mAppliedGeometryShader;
uintptr_t mAppliedPixelShader;
dx_VertexConstants11 mAppliedVertexConstants;
ID3D11Buffer *mDriverConstantBufferVS;
SamplerMetadataD3D11 mSamplerMetadataVS;
ID3D11Buffer *mCurrentVertexConstantBuffer;
unsigned int mCurrentConstantBufferVS[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS];
GLintptr mCurrentConstantBufferVSOffset[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS];
GLsizeiptr mCurrentConstantBufferVSSize[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS];
dx_PixelConstants11 mAppliedPixelConstants;
ID3D11Buffer *mDriverConstantBufferPS;
SamplerMetadataD3D11 mSamplerMetadataPS;
ID3D11Buffer *mCurrentPixelConstantBuffer;
unsigned int mCurrentConstantBufferPS[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS];
GLintptr mCurrentConstantBufferPSOffset[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS];
GLsizeiptr mCurrentConstantBufferPSSize[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS];
ID3D11Buffer *mCurrentGeometryConstantBuffer;
// Vertex, index and input layouts
VertexDataManager *mVertexDataManager;
IndexDataManager *mIndexDataManager;
InputLayoutCache mInputLayoutCache;
StreamingIndexBufferInterface *mLineLoopIB;
StreamingIndexBufferInterface *mTriangleFanIB;
// Texture copy resources
Blit11 *mBlit;
PixelTransfer11 *mPixelTransfer;
// Masked clear resources
Clear11 *mClear;
// Perform trim for D3D resources
Trim11 *mTrim;
// Sync query
ID3D11Query *mSyncQuery;
// Created objects state tracking
std::set<const Buffer11*> mAliveBuffers;
double mLastHistogramUpdateTime;
ID3D11Device *mDevice;
Renderer11DeviceCaps mRenderer11DeviceCaps;
ID3D11DeviceContext *mDeviceContext;
ID3D11DeviceContext1 *mDeviceContext1;
IDXGIAdapter *mDxgiAdapter;
DXGI_ADAPTER_DESC mAdapterDescription;
char mDescription[128];
IDXGIFactory *mDxgiFactory;
ID3D11Debug *mDebug;
std::vector<GLuint> mScratchIndexDataBuffer;
MemoryBuffer mScratchMemoryBuffer;
unsigned int mScratchMemoryBufferResetCounter;
gl::DebugAnnotator *mAnnotator;
mutable Optional<bool> mSupportsShareHandles;
};
}
#endif // LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_H_