Hash :
52b09c2f
Author :
Date :
2016-04-11T14:12:31
Re-re-land "D3D11: Implement dirty bits for VertexArray11."" Translated attributes are now stored in the VertexArray11 in a cache, and only updated when dirty bits change. Currently dynamic attributes must be re-translated every call, so these are stored in a list and processed repeatedly. This skips doing a lot of the VertexDataManager work for vertex attributes that don't change between draw calls. Current value attributes, which correspond to disabled attributes that the program will pulls vertex data from, are owned by the Context, so these need to be handled outside of the VertexArray11. Further changes will be necessary to reduce the redundant work we do in the InputLayoutCache. We shouldn't need to re-check the cache if nothing relevant changed. This give about a 23% performance improvement on the draw call benchmark on my machine. Re-land with a fix for the start vertex offset. Re-re-land with a fix for using XFB with deleted buffers. BUG=angleproject:1327 Change-Id: I0fba49515375c149bbf54d933f8d1f747fbb8158 Reviewed-on: https://chromium-review.googlesource.com/338003 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@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_utils.h: Conversion functions and other utility routines
// specific to the D3D11 renderer.
#ifndef LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_UTILS_H_
#define LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_UTILS_H_
#include <array>
#include <functional>
#include <vector>
#include "libANGLE/angletypes.h"
#include "libANGLE/Caps.h"
#include "libANGLE/Error.h"
#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h"
#include "libANGLE/renderer/d3d/RendererD3D.h"
namespace gl
{
class FramebufferAttachment;
}
namespace rx
{
class Renderer11;
class RenderTarget11;
struct WorkaroundsD3D;
struct Renderer11DeviceCaps;
using RenderTargetArray = std::array<RenderTarget11 *, gl::IMPLEMENTATION_MAX_DRAW_BUFFERS>;
using RTVArray = std::array<ID3D11RenderTargetView *, gl::IMPLEMENTATION_MAX_DRAW_BUFFERS>;
namespace gl_d3d11
{
D3D11_BLEND ConvertBlendFunc(GLenum glBlend, bool isAlpha);
D3D11_BLEND_OP ConvertBlendOp(GLenum glBlendOp);
UINT8 ConvertColorMask(bool maskRed, bool maskGreen, bool maskBlue, bool maskAlpha);
D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, GLenum cullMode);
D3D11_COMPARISON_FUNC ConvertComparison(GLenum comparison);
D3D11_DEPTH_WRITE_MASK ConvertDepthMask(bool depthWriteEnabled);
UINT8 ConvertStencilMask(GLuint stencilmask);
D3D11_STENCIL_OP ConvertStencilOp(GLenum stencilOp);
D3D11_FILTER ConvertFilter(GLenum minFilter, GLenum magFilter, float maxAnisotropy, GLenum comparisonMode);
D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap);
D3D11_QUERY ConvertQueryType(GLenum queryType);
} // namespace gl_d3d11
namespace d3d11_gl
{
unsigned int GetReservedVertexUniformVectors(D3D_FEATURE_LEVEL featureLevel);
unsigned int GetReservedFragmentUniformVectors(D3D_FEATURE_LEVEL featureLevel);
GLint GetMaximumClientVersion(D3D_FEATURE_LEVEL featureLevel);
void GenerateCaps(ID3D11Device *device, ID3D11DeviceContext *deviceContext, const Renderer11DeviceCaps &renderer11DeviceCaps, gl::Caps *caps,
gl::TextureCapsMap *textureCapsMap, gl::Extensions *extensions, gl::Limitations *limitations);
} // namespace d3d11_gl
namespace d3d11
{
enum ANGLED3D11DeviceType
{
ANGLE_D3D11_DEVICE_TYPE_UNKNOWN,
ANGLE_D3D11_DEVICE_TYPE_HARDWARE,
ANGLE_D3D11_DEVICE_TYPE_SOFTWARE_REF_OR_NULL,
ANGLE_D3D11_DEVICE_TYPE_WARP,
};
ANGLED3D11DeviceType GetDeviceType(ID3D11Device *device);
void MakeValidSize(bool isImage, DXGI_FORMAT format, GLsizei *requestWidth, GLsizei *requestHeight, int *levelOffset);
void GenerateInitialTextureData(GLint internalFormat,
const Renderer11DeviceCaps &renderer11DeviceCaps,
GLuint width,
GLuint height,
GLuint depth,
GLuint mipLevels,
std::vector<D3D11_SUBRESOURCE_DATA> *outSubresourceData,
std::vector<std::vector<BYTE>> *outData);
UINT GetPrimitiveRestartIndex();
struct PositionTexCoordVertex
{
float x, y;
float u, v;
};
void SetPositionTexCoordVertex(PositionTexCoordVertex* vertex, float x, float y, float u, float v);
struct PositionLayerTexCoord3DVertex
{
float x, y;
unsigned int l;
float u, v, s;
};
void SetPositionLayerTexCoord3DVertex(PositionLayerTexCoord3DVertex* vertex, float x, float y,
unsigned int layer, float u, float v, float s);
template <typename T>
struct PositionDepthColorVertex
{
float x, y, z;
T r, g, b, a;
};
template <typename T>
void SetPositionDepthColorVertex(PositionDepthColorVertex<T>* vertex, float x, float y, float z,
const gl::Color<T> &color)
{
vertex->x = x;
vertex->y = y;
vertex->z = z;
vertex->r = color.red;
vertex->g = color.green;
vertex->b = color.blue;
vertex->a = color.alpha;
}
HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name);
template <typename outType>
outType* DynamicCastComObject(IUnknown* object)
{
outType *outObject = NULL;
HRESULT result = object->QueryInterface(__uuidof(outType), reinterpret_cast<void**>(&outObject));
if (SUCCEEDED(result))
{
return outObject;
}
else
{
SafeRelease(outObject);
return NULL;
}
}
inline bool isDeviceLostError(HRESULT errorCode)
{
switch (errorCode)
{
case DXGI_ERROR_DEVICE_HUNG:
case DXGI_ERROR_DEVICE_REMOVED:
case DXGI_ERROR_DEVICE_RESET:
case DXGI_ERROR_DRIVER_INTERNAL_ERROR:
case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE:
return true;
default:
return false;
}
}
inline ID3D11VertexShader *CompileVS(ID3D11Device *device, const BYTE *byteCode, size_t N, const char *name)
{
ID3D11VertexShader *vs = nullptr;
HRESULT result = device->CreateVertexShader(byteCode, N, nullptr, &vs);
ASSERT(SUCCEEDED(result));
if (SUCCEEDED(result))
{
SetDebugName(vs, name);
return vs;
}
return nullptr;
}
template <unsigned int N>
ID3D11VertexShader *CompileVS(ID3D11Device *device, const BYTE (&byteCode)[N], const char *name)
{
return CompileVS(device, byteCode, N, name);
}
inline ID3D11GeometryShader *CompileGS(ID3D11Device *device, const BYTE *byteCode, size_t N, const char *name)
{
ID3D11GeometryShader *gs = nullptr;
HRESULT result = device->CreateGeometryShader(byteCode, N, nullptr, &gs);
ASSERT(SUCCEEDED(result));
if (SUCCEEDED(result))
{
SetDebugName(gs, name);
return gs;
}
return nullptr;
}
template <unsigned int N>
ID3D11GeometryShader *CompileGS(ID3D11Device *device, const BYTE (&byteCode)[N], const char *name)
{
return CompileGS(device, byteCode, N, name);
}
inline ID3D11PixelShader *CompilePS(ID3D11Device *device, const BYTE *byteCode, size_t N, const char *name)
{
ID3D11PixelShader *ps = nullptr;
HRESULT result = device->CreatePixelShader(byteCode, N, nullptr, &ps);
ASSERT(SUCCEEDED(result));
if (SUCCEEDED(result))
{
SetDebugName(ps, name);
return ps;
}
return nullptr;
}
template <unsigned int N>
ID3D11PixelShader *CompilePS(ID3D11Device *device, const BYTE (&byteCode)[N], const char *name)
{
return CompilePS(device, byteCode, N, name);
}
template <typename ResourceType>
class LazyResource : public angle::NonCopyable
{
public:
LazyResource() : mResource(nullptr), mAssociatedDevice(nullptr) {}
virtual ~LazyResource() { release(); }
virtual ResourceType *resolve(ID3D11Device *device) = 0;
void release() { SafeRelease(mResource); }
protected:
void checkAssociatedDevice(ID3D11Device *device);
ResourceType *mResource;
ID3D11Device *mAssociatedDevice;
};
template <typename ResourceType>
void LazyResource<ResourceType>::checkAssociatedDevice(ID3D11Device *device)
{
ASSERT(mAssociatedDevice == nullptr || device == mAssociatedDevice);
mAssociatedDevice = device;
}
template <typename D3D11ShaderType>
class LazyShader final : public LazyResource<D3D11ShaderType>
{
public:
// All parameters must be constexpr. Not supported in VS2013.
LazyShader(const BYTE *byteCode,
size_t byteCodeSize,
const char *name)
: mByteCode(byteCode),
mByteCodeSize(byteCodeSize),
mName(name)
{
}
D3D11ShaderType *resolve(ID3D11Device *device) override;
private:
const BYTE *mByteCode;
size_t mByteCodeSize;
const char *mName;
};
template <>
inline ID3D11VertexShader *LazyShader<ID3D11VertexShader>::resolve(ID3D11Device *device)
{
checkAssociatedDevice(device);
if (mResource == nullptr)
{
mResource = CompileVS(device, mByteCode, mByteCodeSize, mName);
}
return mResource;
}
template <>
inline ID3D11GeometryShader *LazyShader<ID3D11GeometryShader>::resolve(ID3D11Device *device)
{
checkAssociatedDevice(device);
if (mResource == nullptr)
{
mResource = CompileGS(device, mByteCode, mByteCodeSize, mName);
}
return mResource;
}
template <>
inline ID3D11PixelShader *LazyShader<ID3D11PixelShader>::resolve(ID3D11Device *device)
{
checkAssociatedDevice(device);
if (mResource == nullptr)
{
mResource = CompilePS(device, mByteCode, mByteCodeSize, mName);
}
return mResource;
}
class LazyInputLayout final : public LazyResource<ID3D11InputLayout>
{
public:
LazyInputLayout(const D3D11_INPUT_ELEMENT_DESC *inputDesc,
size_t inputDescLen,
const BYTE *byteCode,
size_t byteCodeLen,
const char *debugName);
ID3D11InputLayout *resolve(ID3D11Device *device) override;
private:
std::vector<D3D11_INPUT_ELEMENT_DESC> mInputDesc;
size_t mByteCodeLen;
const BYTE *mByteCode;
const char *mDebugName;
};
class LazyBlendState final : public LazyResource<ID3D11BlendState>
{
public:
LazyBlendState(const D3D11_BLEND_DESC &desc, const char *debugName);
ID3D11BlendState *resolve(ID3D11Device *device) override;
private:
D3D11_BLEND_DESC mDesc;
const char *mDebugName;
};
// Copy data to small D3D11 buffers, such as for small constant buffers, which use one struct to
// represent an entire buffer.
template <class T>
void SetBufferData(ID3D11DeviceContext *context, ID3D11Buffer *constantBuffer, const T &value)
{
D3D11_MAPPED_SUBRESOURCE mappedResource = {};
HRESULT result = context->Map(constantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
ASSERT(SUCCEEDED(result));
if (SUCCEEDED(result))
{
memcpy(mappedResource.pData, &value, sizeof(T));
context->Unmap(constantBuffer, 0);
}
}
WorkaroundsD3D GenerateWorkarounds(D3D_FEATURE_LEVEL featureLevel);
enum ReservedConstantBufferSlot
{
RESERVED_CONSTANT_BUFFER_SLOT_DEFAULT_UNIFORM_BLOCK = 0,
RESERVED_CONSTANT_BUFFER_SLOT_DRIVER = 1,
RESERVED_CONSTANT_BUFFER_SLOT_COUNT = 2
};
void InitConstantBufferDesc(D3D11_BUFFER_DESC *constantBufferDescription, size_t byteWidth);
} // namespace d3d11
// A helper class which wraps a 2D or 3D texture.
class TextureHelper11 : angle::NonCopyable
{
public:
TextureHelper11();
TextureHelper11(TextureHelper11 &&toCopy);
~TextureHelper11();
TextureHelper11 &operator=(TextureHelper11 &&texture);
static TextureHelper11 MakeAndReference(ID3D11Resource *genericResource,
d3d11::ANGLEFormat angleFormat);
static TextureHelper11 MakeAndPossess2D(ID3D11Texture2D *texToOwn,
d3d11::ANGLEFormat angleFormat);
static TextureHelper11 MakeAndPossess3D(ID3D11Texture3D *texToOwn,
d3d11::ANGLEFormat angleFormat);
GLenum getTextureType() const { return mTextureType; }
gl::Extents getExtents() const { return mExtents; }
DXGI_FORMAT getFormat() const { return mFormat; }
d3d11::ANGLEFormat getANGLEFormat() const { return mANGLEFormat; }
int getSampleCount() const { return mSampleCount; }
ID3D11Texture2D *getTexture2D() const { return mTexture2D; }
ID3D11Texture3D *getTexture3D() const { return mTexture3D; }
ID3D11Resource *getResource() const;
private:
void reset();
void initDesc();
GLenum mTextureType;
gl::Extents mExtents;
DXGI_FORMAT mFormat;
d3d11::ANGLEFormat mANGLEFormat;
int mSampleCount;
ID3D11Texture2D *mTexture2D;
ID3D11Texture3D *mTexture3D;
};
gl::ErrorOrResult<TextureHelper11> CreateStagingTexture(GLenum textureType,
DXGI_FORMAT dxgiFormat,
d3d11::ANGLEFormat angleFormat,
const gl::Extents &size,
ID3D11Device *device);
bool UsePresentPathFast(const Renderer11 *renderer, const gl::FramebufferAttachment *colorbuffer);
using NotificationCallback = std::function<void()>;
class NotificationSet final : angle::NonCopyable
{
public:
NotificationSet();
~NotificationSet();
void add(const NotificationCallback *callback);
void remove(const NotificationCallback *callback);
void signal() const;
void clear();
private:
std::set<const NotificationCallback *> mCallbacks;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_UTILS_H_