Hash :
189ad877
Author :
Date :
2018-07-09T13:32:37
Return an Error from ContextImpl::syncState. This will allow the Vulkan back-end to call Vulkan commands that return VkResult within syncState. Bug: angleproject:2717 Change-Id: I05e1379e71acaac56bcc9493c8561e82da000934 Reviewed-on: https://chromium-review.googlesource.com/1120150 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Luc Ferron <lucferron@chromium.org>
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//
// Copyright 2016 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.
//
// Context11:
// D3D11-specific functionality associated with a GL Context.
//
#include "libANGLE/renderer/d3d/d3d11/Context11.h"
#include "common/string_utils.h"
#include "libANGLE/Context.h"
#include "libANGLE/MemoryProgramCache.h"
#include "libANGLE/renderer/d3d/CompilerD3D.h"
#include "libANGLE/renderer/d3d/ProgramD3D.h"
#include "libANGLE/renderer/d3d/RenderbufferD3D.h"
#include "libANGLE/renderer/d3d/SamplerD3D.h"
#include "libANGLE/renderer/d3d/ShaderD3D.h"
#include "libANGLE/renderer/d3d/TextureD3D.h"
#include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
#include "libANGLE/renderer/d3d/d3d11/Fence11.h"
#include "libANGLE/renderer/d3d/d3d11/Framebuffer11.h"
#include "libANGLE/renderer/d3d/d3d11/IndexBuffer11.h"
#include "libANGLE/renderer/d3d/d3d11/ProgramPipeline11.h"
#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
#include "libANGLE/renderer/d3d/d3d11/StateManager11.h"
#include "libANGLE/renderer/d3d/d3d11/TransformFeedback11.h"
#include "libANGLE/renderer/d3d/d3d11/VertexArray11.h"
#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
namespace rx
{
namespace
{
bool DrawCallHasStreamingVertexArrays(const gl::Context *context, gl::PrimitiveMode mode)
{
const gl::State &glState = context->getGLState();
const gl::VertexArray *vertexArray = glState.getVertexArray();
VertexArray11 *vertexArray11 = GetImplAs<VertexArray11>(vertexArray);
// Direct drawing doesn't support dynamic attribute storage since it needs the first and count
// to translate when applyVertexBuffer. GL_LINE_LOOP and GL_TRIANGLE_FAN are not supported
// either since we need to simulate them in D3D.
if (vertexArray11->hasActiveDynamicAttrib(context) || mode == gl::PrimitiveMode::LineLoop ||
mode == gl::PrimitiveMode::TriangleFan)
{
return true;
}
ProgramD3D *programD3D = GetImplAs<ProgramD3D>(glState.getProgram());
if (InstancedPointSpritesActive(programD3D, mode))
{
return true;
}
return false;
}
bool DrawCallHasStreamingElementArray(const gl::Context *context, GLenum srcType)
{
const gl::State &glState = context->getGLState();
gl::Buffer *elementArrayBuffer = glState.getVertexArray()->getElementArrayBuffer().get();
bool primitiveRestartWorkaround =
UsePrimitiveRestartWorkaround(glState.isPrimitiveRestartEnabled(), srcType);
const GLenum dstType = (srcType == GL_UNSIGNED_INT || primitiveRestartWorkaround)
? GL_UNSIGNED_INT
: GL_UNSIGNED_SHORT;
// Not clear where the offset comes from here.
switch (ClassifyIndexStorage(glState, elementArrayBuffer, srcType, dstType, 0))
{
case IndexStorageType::Dynamic:
return true;
case IndexStorageType::Direct:
return false;
case IndexStorageType::Static:
{
BufferD3D *bufferD3D = GetImplAs<BufferD3D>(elementArrayBuffer);
StaticIndexBufferInterface *staticBuffer = bufferD3D->getStaticIndexBuffer();
return (staticBuffer->getBufferSize() == 0 || staticBuffer->getIndexType() != dstType);
}
default:
UNREACHABLE();
return true;
}
}
template <typename IndirectBufferT>
gl::Error ReadbackIndirectBuffer(const gl::Context *context,
const void *indirect,
const IndirectBufferT **bufferPtrOut)
{
const gl::State &glState = context->getGLState();
gl::Buffer *drawIndirectBuffer = glState.getTargetBuffer(gl::BufferBinding::DrawIndirect);
ASSERT(drawIndirectBuffer);
Buffer11 *storage = GetImplAs<Buffer11>(drawIndirectBuffer);
uintptr_t offset = reinterpret_cast<uintptr_t>(indirect);
const uint8_t *bufferData = nullptr;
ANGLE_TRY(storage->getData(context, &bufferData));
ASSERT(bufferData);
*bufferPtrOut = reinterpret_cast<const IndirectBufferT *>(bufferData + offset);
return gl::NoError();
}
} // anonymous namespace
Context11::Context11(const gl::ContextState &state, Renderer11 *renderer)
: ContextImpl(state), mRenderer(renderer)
{
}
Context11::~Context11()
{
}
gl::Error Context11::initialize()
{
return gl::NoError();
}
CompilerImpl *Context11::createCompiler()
{
if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3)
{
return new CompilerD3D(SH_HLSL_4_0_FL9_3_OUTPUT);
}
else
{
return new CompilerD3D(SH_HLSL_4_1_OUTPUT);
}
}
ShaderImpl *Context11::createShader(const gl::ShaderState &data)
{
return new ShaderD3D(data, mRenderer->getWorkarounds(), mRenderer->getNativeExtensions());
}
ProgramImpl *Context11::createProgram(const gl::ProgramState &data)
{
return new ProgramD3D(data, mRenderer);
}
FramebufferImpl *Context11::createFramebuffer(const gl::FramebufferState &data)
{
return new Framebuffer11(data, mRenderer);
}
TextureImpl *Context11::createTexture(const gl::TextureState &state)
{
switch (state.getType())
{
case gl::TextureType::_2D:
return new TextureD3D_2D(state, mRenderer);
case gl::TextureType::CubeMap:
return new TextureD3D_Cube(state, mRenderer);
case gl::TextureType::_3D:
return new TextureD3D_3D(state, mRenderer);
case gl::TextureType::_2DArray:
return new TextureD3D_2DArray(state, mRenderer);
case gl::TextureType::External:
return new TextureD3D_External(state, mRenderer);
case gl::TextureType::_2DMultisample:
return new TextureD3D_2DMultisample(state, mRenderer);
default:
UNREACHABLE();
}
return nullptr;
}
RenderbufferImpl *Context11::createRenderbuffer(const gl::RenderbufferState &state)
{
return new RenderbufferD3D(state, mRenderer);
}
BufferImpl *Context11::createBuffer(const gl::BufferState &state)
{
Buffer11 *buffer = new Buffer11(state, mRenderer);
mRenderer->onBufferCreate(buffer);
return buffer;
}
VertexArrayImpl *Context11::createVertexArray(const gl::VertexArrayState &data)
{
return new VertexArray11(data);
}
QueryImpl *Context11::createQuery(gl::QueryType type)
{
return new Query11(mRenderer, type);
}
FenceNVImpl *Context11::createFenceNV()
{
return new FenceNV11(mRenderer);
}
SyncImpl *Context11::createSync()
{
return new Sync11(mRenderer);
}
TransformFeedbackImpl *Context11::createTransformFeedback(const gl::TransformFeedbackState &state)
{
return new TransformFeedback11(state, mRenderer);
}
SamplerImpl *Context11::createSampler(const gl::SamplerState &state)
{
return new SamplerD3D(state);
}
ProgramPipelineImpl *Context11::createProgramPipeline(const gl::ProgramPipelineState &data)
{
return new ProgramPipeline11(data);
}
std::vector<PathImpl *> Context11::createPaths(GLsizei)
{
return std::vector<PathImpl *>();
}
gl::Error Context11::flush(const gl::Context *context)
{
return mRenderer->flush();
}
gl::Error Context11::finish(const gl::Context *context)
{
return mRenderer->finish();
}
gl::Error Context11::drawArrays(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count)
{
const gl::DrawCallParams &drawCallParams = context->getParams<gl::DrawCallParams>();
ASSERT(!drawCallParams.isDrawElements() && !drawCallParams.isDrawIndirect());
ANGLE_TRY(prepareForDrawCall(context, drawCallParams));
return mRenderer->drawArrays(context, drawCallParams);
}
gl::Error Context11::drawArraysInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instanceCount)
{
const gl::DrawCallParams &drawCallParams = context->getParams<gl::DrawCallParams>();
ASSERT(!drawCallParams.isDrawElements() && !drawCallParams.isDrawIndirect());
ANGLE_TRY(prepareForDrawCall(context, drawCallParams));
return mRenderer->drawArrays(context, drawCallParams);
}
gl::Error Context11::drawElements(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
GLenum type,
const void *indices)
{
const gl::DrawCallParams &drawCallParams = context->getParams<gl::DrawCallParams>();
ASSERT(drawCallParams.isDrawElements() && !drawCallParams.isDrawIndirect());
ANGLE_TRY(prepareForDrawCall(context, drawCallParams));
return mRenderer->drawElements(context, drawCallParams);
}
gl::Error Context11::drawElementsInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instances)
{
const gl::DrawCallParams &drawCallParams = context->getParams<gl::DrawCallParams>();
ASSERT(drawCallParams.isDrawElements() && !drawCallParams.isDrawIndirect());
ANGLE_TRY(prepareForDrawCall(context, drawCallParams));
return mRenderer->drawElements(context, drawCallParams);
}
gl::Error Context11::drawRangeElements(const gl::Context *context,
gl::PrimitiveMode mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const void *indices)
{
const gl::DrawCallParams &drawCallParams = context->getParams<gl::DrawCallParams>();
ASSERT(drawCallParams.isDrawElements() && !drawCallParams.isDrawIndirect());
ANGLE_TRY(prepareForDrawCall(context, drawCallParams));
return mRenderer->drawElements(context, drawCallParams);
}
gl::Error Context11::drawArraysIndirect(const gl::Context *context,
gl::PrimitiveMode mode,
const void *indirect)
{
if (DrawCallHasStreamingVertexArrays(context, mode))
{
const gl::DrawArraysIndirectCommand *cmd = nullptr;
ANGLE_TRY(ReadbackIndirectBuffer(context, indirect, &cmd));
gl::DrawCallParams drawCallParams(mode, cmd->first, cmd->count, cmd->instanceCount);
ANGLE_TRY(prepareForDrawCall(context, drawCallParams));
return mRenderer->drawArrays(context, drawCallParams);
}
else
{
const gl::DrawCallParams &drawCallParams = context->getParams<gl::DrawCallParams>();
ASSERT(!drawCallParams.isDrawElements() && drawCallParams.isDrawIndirect());
ANGLE_TRY(prepareForDrawCall(context, drawCallParams));
return mRenderer->drawArraysIndirect(context, drawCallParams);
}
}
gl::Error Context11::drawElementsIndirect(const gl::Context *context,
gl::PrimitiveMode mode,
GLenum type,
const void *indirect)
{
if (DrawCallHasStreamingVertexArrays(context, mode) ||
DrawCallHasStreamingElementArray(context, type))
{
const gl::DrawElementsIndirectCommand *cmd = nullptr;
ANGLE_TRY(ReadbackIndirectBuffer(context, indirect, &cmd));
const gl::Type &typeInfo = gl::GetTypeInfo(type);
const void *indices = reinterpret_cast<const void *>(
static_cast<uintptr_t>(cmd->firstIndex * typeInfo.bytes));
gl::DrawCallParams drawCallParams(mode, cmd->count, type, indices, cmd->baseVertex,
cmd->primCount);
// We must explicitly resolve the index range for the slow-path indirect drawElements to
// make sure we are using the correct 'baseVertex'. This parameter does not exist for the
// direct drawElements.
ANGLE_TRY(drawCallParams.ensureIndexRangeResolved(context));
ANGLE_TRY(prepareForDrawCall(context, drawCallParams));
return mRenderer->drawElements(context, drawCallParams);
}
else
{
const gl::DrawCallParams &drawCallParams = context->getParams<gl::DrawCallParams>();
ASSERT(drawCallParams.isDrawElements() && drawCallParams.isDrawIndirect());
ANGLE_TRY(prepareForDrawCall(context, drawCallParams));
return mRenderer->drawElementsIndirect(context, drawCallParams);
}
}
GLenum Context11::getResetStatus()
{
return mRenderer->getResetStatus();
}
std::string Context11::getVendorString() const
{
return mRenderer->getVendorString();
}
std::string Context11::getRendererDescription() const
{
return mRenderer->getRendererDescription();
}
void Context11::insertEventMarker(GLsizei length, const char *marker)
{
auto optionalString = angle::WidenString(static_cast<size_t>(length), marker);
if (optionalString.valid())
{
mRenderer->getAnnotator()->setMarker(optionalString.value().data());
}
}
void Context11::pushGroupMarker(GLsizei length, const char *marker)
{
auto optionalString = angle::WidenString(static_cast<size_t>(length), marker);
if (optionalString.valid())
{
mRenderer->getAnnotator()->beginEvent(optionalString.value().data());
}
}
void Context11::popGroupMarker()
{
mRenderer->getAnnotator()->endEvent();
}
void Context11::pushDebugGroup(GLenum source, GLuint id, GLsizei length, const char *message)
{
// Fall through to the EXT_debug_marker functions
pushGroupMarker(length, message);
}
void Context11::popDebugGroup()
{
// Fall through to the EXT_debug_marker functions
popGroupMarker();
}
gl::Error Context11::syncState(const gl::Context *context, const gl::State::DirtyBits &dirtyBits)
{
mRenderer->getStateManager()->syncState(context, dirtyBits);
return gl::NoError();
}
GLint Context11::getGPUDisjoint()
{
return mRenderer->getGPUDisjoint();
}
GLint64 Context11::getTimestamp()
{
return mRenderer->getTimestamp();
}
void Context11::onMakeCurrent(const gl::Context *context)
{
ANGLE_SWALLOW_ERR(mRenderer->getStateManager()->onMakeCurrent(context));
}
gl::Caps Context11::getNativeCaps() const
{
gl::Caps caps = mRenderer->getNativeCaps();
// For pixel shaders, the render targets and unordered access views share the same resource
// slots, so the maximum number of fragment shader outputs depends on the current context
// version:
// - If current context is ES 3.0 and below, we use D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT(8)
// as the value of max draw buffers because UAVs are not used.
// - If current context is ES 3.1 and the feature level is 11_0, the RTVs and UAVs share 8
// slots. As ES 3.1 requires at least 1 atomic counter buffer in compute shaders, the value
// of max combined shader output resources is limited to 7, thus only 7 RTV slots can be
// used simultaneously.
// - If current context is ES 3.1 and the feature level is 11_1, the RTVs and UAVs share 64
// slots. Currently we allocate 60 slots for combined shader output resources, so we can use
// at most D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT(8) RTVs simultaneously.
if (mState.getClientVersion() >= gl::ES_3_1 &&
mRenderer->getRenderer11DeviceCaps().featureLevel == D3D_FEATURE_LEVEL_11_0)
{
caps.maxDrawBuffers = caps.maxCombinedShaderOutputResources;
caps.maxColorAttachments = caps.maxCombinedShaderOutputResources;
}
return caps;
}
const gl::TextureCapsMap &Context11::getNativeTextureCaps() const
{
return mRenderer->getNativeTextureCaps();
}
const gl::Extensions &Context11::getNativeExtensions() const
{
return mRenderer->getNativeExtensions();
}
const gl::Limitations &Context11::getNativeLimitations() const
{
return mRenderer->getNativeLimitations();
}
gl::Error Context11::dispatchCompute(const gl::Context *context,
GLuint numGroupsX,
GLuint numGroupsY,
GLuint numGroupsZ)
{
return mRenderer->dispatchCompute(context, numGroupsX, numGroupsY, numGroupsZ);
}
gl::Error Context11::dispatchComputeIndirect(const gl::Context *context, GLintptr indirect)
{
UNIMPLEMENTED();
return gl::InternalError();
}
gl::Error Context11::triggerDrawCallProgramRecompilation(const gl::Context *context,
gl::PrimitiveMode drawMode)
{
const auto &glState = context->getGLState();
const auto *va11 = GetImplAs<VertexArray11>(glState.getVertexArray());
const auto *drawFBO = glState.getDrawFramebuffer();
gl::Program *program = glState.getProgram();
ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
programD3D->updateCachedInputLayout(va11->getCurrentStateSerial(), glState);
programD3D->updateCachedOutputLayout(context, drawFBO);
bool recompileVS = !programD3D->hasVertexExecutableForCachedInputLayout();
bool recompileGS = !programD3D->hasGeometryExecutableForPrimitiveType(drawMode);
bool recompilePS = !programD3D->hasPixelExecutableForCachedOutputLayout();
if (!recompileVS && !recompileGS && !recompilePS)
{
return gl::NoError();
}
// Load the compiler if necessary and recompile the programs.
ANGLE_TRY(mRenderer->ensureHLSLCompilerInitialized());
gl::InfoLog infoLog;
if (recompileVS)
{
ShaderExecutableD3D *vertexExe = nullptr;
ANGLE_TRY(programD3D->getVertexExecutableForCachedInputLayout(&vertexExe, &infoLog));
if (!programD3D->hasVertexExecutableForCachedInputLayout())
{
ASSERT(infoLog.getLength() > 0);
ERR() << "Dynamic recompilation error log: " << infoLog.str();
return gl::InternalError()
<< "Error compiling dynamic vertex executable:" << infoLog.str();
}
}
if (recompileGS)
{
ShaderExecutableD3D *geometryExe = nullptr;
ANGLE_TRY(programD3D->getGeometryExecutableForPrimitiveType(context, drawMode, &geometryExe,
&infoLog));
if (!programD3D->hasGeometryExecutableForPrimitiveType(drawMode))
{
ASSERT(infoLog.getLength() > 0);
ERR() << "Dynamic recompilation error log: " << infoLog.str();
return gl::InternalError()
<< "Error compiling dynamic geometry executable:" << infoLog.str();
}
}
if (recompilePS)
{
ShaderExecutableD3D *pixelExe = nullptr;
ANGLE_TRY(programD3D->getPixelExecutableForCachedOutputLayout(&pixelExe, &infoLog));
if (!programD3D->hasPixelExecutableForCachedOutputLayout())
{
ASSERT(infoLog.getLength() > 0);
ERR() << "Dynamic recompilation error log: " << infoLog.str();
return gl::InternalError()
<< "Error compiling dynamic pixel executable:" << infoLog.str();
}
}
// Refresh the program cache entry.
if (mMemoryProgramCache)
{
mMemoryProgramCache->updateProgram(context, program);
}
return gl::NoError();
}
gl::Error Context11::prepareForDrawCall(const gl::Context *context,
const gl::DrawCallParams &drawCallParams)
{
ANGLE_TRY(mRenderer->getStateManager()->updateState(context, drawCallParams));
return gl::NoError();
}
gl::Error Context11::memoryBarrier(const gl::Context *context, GLbitfield barriers)
{
return gl::NoError();
}
gl::Error Context11::memoryBarrierByRegion(const gl::Context *context, GLbitfield barriers)
{
return gl::NoError();
}
} // namespace rx