Hash :
d7890bca
Author :
Date :
2018-06-29T11:57:22
Skip noop draws in the frontend If a draw does not have enough vertices for its primitive count to produce a primitive then skip it. If an instanced draw has 0 instances or not have enough vertices for its primitive count to produce a primitive then skip it. This means a Point with 0 vertices, a Line w/ 0-1 vertices, or a tri with 0-2 primitives. Updated some redundant code in the D3D11 backend. Draws below the minDrawCount will no longer be passed to the backend so updated the associated state in StateManager11 to only track the case where all primitives should be culled due to GL state settings. BUG=angleproject:2568 TEST=functional_transform_feedback_basic_types_interleaved_lines_lowp_int Change-Id: I9faa767c12004fcdec923ec70a8ee5615d789813 Reviewed-on: https://chromium-review.googlesource.com/1120849 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
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//
// Copyright (c) 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.
//
// StateManager11.h: Defines a class for caching D3D11 state
#ifndef LIBANGLE_RENDERER_D3D11_STATEMANAGER11_H_
#define LIBANGLE_RENDERER_D3D11_STATEMANAGER11_H_
#include <array>
#include "libANGLE/ContextState.h"
#include "libANGLE/State.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/d3d/IndexDataManager.h"
#include "libANGLE/renderer/d3d/RendererD3D.h"
#include "libANGLE/renderer/d3d/d3d11/InputLayoutCache.h"
#include "libANGLE/renderer/d3d/d3d11/Query11.h"
#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
namespace rx
{
class Buffer11;
class Framebuffer11;
struct RenderTargetDesc;
struct Renderer11DeviceCaps;
class VertexArray11;
class ShaderConstants11 : angle::NonCopyable
{
public:
ShaderConstants11();
~ShaderConstants11();
void init(const gl::Caps &caps);
size_t getRequiredBufferSize(gl::ShaderType shaderType) const;
void markDirty();
void setComputeWorkGroups(GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ);
void setMultiviewWriteToViewportIndex(GLfloat index);
void onViewportChange(const gl::Rectangle &glViewport,
const D3D11_VIEWPORT &dxViewport,
bool is9_3,
bool presentPathFast);
void onSamplerChange(gl::ShaderType shaderType,
unsigned int samplerIndex,
const gl::Texture &texture);
gl::Error updateBuffer(Renderer11 *renderer,
gl::ShaderType shaderType,
const ProgramD3D &programD3D,
const d3d11::Buffer &driverConstantBuffer);
private:
struct Vertex
{
Vertex()
: depthRange{.0f},
viewAdjust{.0f},
viewCoords{.0f},
viewScale{.0f},
multiviewWriteToViewportIndex{.0f},
padding{.0f}
{
}
float depthRange[4];
float viewAdjust[4];
float viewCoords[4];
float viewScale[2];
// multiviewWriteToViewportIndex is used to select either the side-by-side or layered
// code-path in the GS. It's value, if set, is either 0.0f or 1.0f. The value is updated
// whenever a multi-view draw framebuffer is made active.
float multiviewWriteToViewportIndex;
// Added here to manually pad the struct.
float padding;
};
struct Pixel
{
Pixel()
: depthRange{.0f},
viewCoords{.0f},
depthFront{.0f},
viewScale{.0f},
multiviewWriteToViewportIndex(0),
padding(0)
{
}
float depthRange[4];
float viewCoords[4];
float depthFront[4];
float viewScale[2];
// multiviewWriteToViewportIndex is used to select either the side-by-side or layered
// code-path in the GS. It's value, if set, is either 0.0f or 1.0f. The value is updated
// whenever a multi-view draw framebuffer is made active.
float multiviewWriteToViewportIndex;
// Added here to manually pad the struct.
float padding;
};
struct Compute
{
Compute() : numWorkGroups{0u}, padding(0u) {}
unsigned int numWorkGroups[3];
unsigned int padding; // This just pads the struct to 16 bytes
};
struct SamplerMetadata
{
SamplerMetadata() : baseLevel(0), internalFormatBits(0), wrapModes(0), padding(0) {}
int baseLevel;
int internalFormatBits;
int wrapModes;
int padding; // This just pads the struct to 16 bytes
};
static_assert(sizeof(SamplerMetadata) == 16u,
"Sampler metadata struct must be one 4-vec / 16 bytes.");
static size_t GetShaderConstantsStructSize(gl::ShaderType shaderType);
// Return true if dirty.
bool updateSamplerMetadata(SamplerMetadata *data, const gl::Texture &texture);
Vertex mVertex;
Pixel mPixel;
Compute mCompute;
gl::ShaderBitSet mShaderConstantsDirty;
gl::ShaderMap<std::vector<SamplerMetadata>> mShaderSamplerMetadata;
gl::ShaderMap<int> mNumActiveShaderSamplers;
};
class StateManager11 final : angle::NonCopyable
{
public:
StateManager11(Renderer11 *renderer);
~StateManager11();
gl::Error initialize(const gl::Caps &caps, const gl::Extensions &extensions);
void deinitialize();
void syncState(const gl::Context *context, const gl::State::DirtyBits &dirtyBits);
gl::Error updateStateForCompute(const gl::Context *context,
GLuint numGroupsX,
GLuint numGroupsY,
GLuint numGroupsZ);
void updateStencilSizeIfChanged(bool depthStencilInitialized, unsigned int stencilSize);
// These invalidations methods are called externally.
// Called from TextureStorage11.
void invalidateBoundViews();
// Called from VertexArray11::updateVertexAttribStorage.
void invalidateCurrentValueAttrib(size_t attribIndex);
// Checks are done on a framebuffer state change to trigger other state changes.
// The Context is allowed to be nullptr for these methods, when called in EGL init code.
void invalidateRenderTarget();
// Called by instanced point sprite emulation.
void invalidateVertexBuffer();
// Called by Framebuffer11::syncState for the default sized viewport.
void invalidateViewport(const gl::Context *context);
// Called by TextureStorage11::markLevelDirty.
void invalidateSwizzles();
// Called by the Framebuffer11 and VertexArray11.
void invalidateShaders();
// Called by the Program on Uniform Buffer change. Also called internally.
void invalidateProgramUniformBuffers();
// Called by TransformFeedback11.
void invalidateTransformFeedback();
// Called by VertexArray11.
void invalidateInputLayout();
// Called by VertexArray11 element array buffer sync.
void invalidateIndexBuffer();
void setRenderTarget(ID3D11RenderTargetView *rtv, ID3D11DepthStencilView *dsv);
void setRenderTargets(ID3D11RenderTargetView **rtvs, UINT numRtvs, ID3D11DepthStencilView *dsv);
void onBeginQuery(Query11 *query);
void onDeleteQueryObject(Query11 *query);
gl::Error onMakeCurrent(const gl::Context *context);
void setInputLayout(const d3d11::InputLayout *inputLayout);
void setSingleVertexBuffer(const d3d11::Buffer *buffer, UINT stride, UINT offset);
gl::Error updateState(const gl::Context *context, const gl::DrawCallParams &drawCallParams);
void setShaderResourceShared(gl::ShaderType shaderType,
UINT resourceSlot,
const d3d11::SharedSRV *srv);
void setShaderResource(gl::ShaderType shaderType,
UINT resourceSlot,
const d3d11::ShaderResourceView *srv);
void setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY primitiveTopology);
void setDrawShaders(const d3d11::VertexShader *vertexShader,
const d3d11::GeometryShader *geometryShader,
const d3d11::PixelShader *pixelShader);
void setVertexShader(const d3d11::VertexShader *shader);
void setGeometryShader(const d3d11::GeometryShader *shader);
void setPixelShader(const d3d11::PixelShader *shader);
void setComputeShader(const d3d11::ComputeShader *shader);
void setVertexConstantBuffer(unsigned int slot, const d3d11::Buffer *buffer);
void setPixelConstantBuffer(unsigned int slot, const d3d11::Buffer *buffer);
void setDepthStencilState(const d3d11::DepthStencilState *depthStencilState, UINT stencilRef);
void setSimpleBlendState(const d3d11::BlendState *blendState);
void setRasterizerState(const d3d11::RasterizerState *rasterizerState);
void setSimpleViewport(const gl::Extents &viewportExtents);
void setSimpleViewport(int width, int height);
void setSimplePixelTextureAndSampler(const d3d11::SharedSRV &srv,
const d3d11::SamplerState &samplerState);
void setSimpleScissorRect(const gl::Rectangle &glRect);
void setScissorRectD3D(const D3D11_RECT &d3dRect);
void setIndexBuffer(ID3D11Buffer *buffer, DXGI_FORMAT indexFormat, unsigned int offset);
gl::Error updateVertexOffsetsForPointSpritesEmulation(GLint startVertex,
GLsizei emulatedInstanceId);
// TODO(jmadill): Should be private.
gl::Error applyComputeUniforms(ProgramD3D *programD3D);
// Only used in testing.
InputLayoutCache *getInputLayoutCache() { return &mInputLayoutCache; }
bool getCullEverything() const { return mCullEverything; }
VertexDataManager *getVertexDataManager() { return &mVertexDataManager; }
ProgramD3D *getProgramD3D() const { return mProgramD3D; }
private:
template <typename SRVType>
void setShaderResourceInternal(gl::ShaderType shaderType,
UINT resourceSlot,
const SRVType *srv);
template <typename UAVType>
void setUnorderedAccessViewInternal(gl::ShaderType shaderType,
UINT resourceSlot,
const UAVType *uav);
bool unsetConflictingView(ID3D11View *view);
bool unsetConflictingSRVs(gl::ShaderType shaderType,
uintptr_t resource,
const gl::ImageIndex *index);
void unsetConflictingAttachmentResources(const gl::FramebufferAttachment &attachment,
ID3D11Resource *resource);
gl::Error syncBlendState(const gl::Context *context,
const gl::BlendState &blendState,
const gl::ColorF &blendColor,
unsigned int sampleMask);
gl::Error syncDepthStencilState(const gl::State &glState);
gl::Error syncRasterizerState(const gl::Context *context,
const gl::DrawCallParams &drawCallParams);
void syncScissorRectangle(const gl::Rectangle &scissor, bool enabled);
void syncViewport(const gl::Context *context);
void checkPresentPath(const gl::Context *context);
gl::Error syncFramebuffer(const gl::Context *context);
gl::Error syncProgram(const gl::Context *context, gl::PrimitiveMode drawMode);
gl::Error syncTextures(const gl::Context *context);
gl::Error applyTextures(const gl::Context *context, gl::ShaderType shaderType);
gl::Error syncTexturesForCompute(const gl::Context *context);
gl::Error setSamplerState(const gl::Context *context,
gl::ShaderType type,
int index,
gl::Texture *texture,
const gl::SamplerState &sampler);
gl::Error setTexture(const gl::Context *context,
gl::ShaderType type,
int index,
gl::Texture *texture);
gl::Error setTextureForImage(const gl::Context *context,
gl::ShaderType type,
int index,
bool readonly,
const gl::ImageUnit &imageUnit);
// Faster than calling setTexture a jillion times
gl::Error clearSRVs(gl::ShaderType shaderType, size_t rangeStart, size_t rangeEnd);
gl::Error clearUAVs(gl::ShaderType shaderType, size_t rangeStart, size_t rangeEnd);
void handleMultiviewDrawFramebufferChange(const gl::Context *context);
gl::Error syncCurrentValueAttribs(
const std::vector<gl::VertexAttribCurrentValueData> ¤tValues);
gl::Error generateSwizzle(const gl::Context *context, gl::Texture *texture);
gl::Error generateSwizzlesForShader(const gl::Context *context, gl::ShaderType type);
gl::Error generateSwizzles(const gl::Context *context);
gl::Error applyDriverUniforms();
gl::Error applyDriverUniformsForShader(gl::ShaderType shaderType);
gl::Error applyUniforms();
gl::Error applyUniformsForShader(gl::ShaderType shaderType);
gl::Error syncUniformBuffers(const gl::Context *context);
gl::Error syncUniformBuffersForShader(const gl::Context *context, gl::ShaderType shaderType);
gl::Error syncTransformFeedbackBuffers(const gl::Context *context);
// These are currently only called internally.
void invalidateTexturesAndSamplers();
void invalidateDriverUniforms();
void invalidateProgramUniforms();
void invalidateConstantBuffer(unsigned int slot);
// Called by the Framebuffer11 directly.
void processFramebufferInvalidation(const gl::Context *context);
bool syncIndexBuffer(ID3D11Buffer *buffer, DXGI_FORMAT indexFormat, unsigned int offset);
gl::Error syncVertexBuffersAndInputLayout(const gl::Context *context,
const gl::DrawCallParams &vertexParams);
bool setInputLayoutInternal(const d3d11::InputLayout *inputLayout);
gl::Error applyVertexBuffers(const gl::Context *context,
const gl::DrawCallParams &drawCallParams);
// TODO(jmadill): Migrate to d3d11::Buffer.
bool queueVertexBufferChange(size_t bufferIndex,
ID3D11Buffer *buffer,
UINT stride,
UINT offset);
void applyVertexBufferChanges();
bool setPrimitiveTopologyInternal(D3D11_PRIMITIVE_TOPOLOGY primitiveTopology);
void syncPrimitiveTopology(const gl::State &glState, gl::PrimitiveMode currentDrawMode);
// Not handled by an internal dirty bit because it isn't synced on drawArrays calls.
gl::Error applyIndexBuffer(const gl::Context *context,
const gl::DrawCallParams &drawCallParams);
enum DirtyBitType
{
DIRTY_BIT_RENDER_TARGET,
DIRTY_BIT_VIEWPORT_STATE,
DIRTY_BIT_SCISSOR_STATE,
DIRTY_BIT_RASTERIZER_STATE,
DIRTY_BIT_BLEND_STATE,
DIRTY_BIT_DEPTH_STENCIL_STATE,
DIRTY_BIT_TEXTURE_AND_SAMPLER_STATE,
DIRTY_BIT_PROGRAM_UNIFORMS,
DIRTY_BIT_DRIVER_UNIFORMS,
DIRTY_BIT_PROGRAM_UNIFORM_BUFFERS,
DIRTY_BIT_SHADERS,
DIRTY_BIT_CURRENT_VALUE_ATTRIBS,
DIRTY_BIT_TRANSFORM_FEEDBACK,
DIRTY_BIT_VERTEX_BUFFERS_AND_INPUT_LAYOUT,
DIRTY_BIT_PRIMITIVE_TOPOLOGY,
DIRTY_BIT_INVALID,
DIRTY_BIT_MAX = DIRTY_BIT_INVALID,
};
using DirtyBits = angle::BitSet<DIRTY_BIT_MAX>;
Renderer11 *mRenderer;
// Internal dirty bits.
DirtyBits mInternalDirtyBits;
// Blend State
gl::BlendState mCurBlendState;
gl::ColorF mCurBlendColor;
unsigned int mCurSampleMask;
// Currently applied depth stencil state
gl::DepthStencilState mCurDepthStencilState;
int mCurStencilRef;
int mCurStencilBackRef;
unsigned int mCurStencilSize;
Optional<bool> mCurDisableDepth;
Optional<bool> mCurDisableStencil;
// Currently applied rasterizer state
gl::RasterizerState mCurRasterState;
// Currently applied scissor rectangle state
bool mCurScissorEnabled;
gl::Rectangle mCurScissorRect;
// Currently applied viewport state
gl::Rectangle mCurViewport;
float mCurNear;
float mCurFar;
// The viewport offsets are guaranteed to be updated whenever the gl::State::DirtyBits are
// resolved and can be applied to the viewport and scissor whenever the internal viewport and
// scissor bits are resolved.
std::vector<gl::Offset> mViewportOffsets;
// Things needed in viewport state
ShaderConstants11 mShaderConstants;
// Render target variables
gl::Extents mViewportBounds;
bool mRenderTargetIsDirty;
// EGL_ANGLE_experimental_present_path variables
bool mCurPresentPathFastEnabled;
int mCurPresentPathFastColorBufferHeight;
// Queries that are currently active in this state
std::set<Query11 *> mCurrentQueries;
// Currently applied textures
template <typename DescType>
struct ViewRecord
{
uintptr_t view;
uintptr_t resource;
DescType desc;
};
// A cache of current Views that also tracks the highest 'used' (non-NULL) View.
// We might want to investigate a more robust approach that is also fast when there's
// a large gap between used Views (e.g. if View 0 and 7 are non-NULL, this approach will
// waste time on Views 1-6.)
template <typename ViewType, typename DescType>
class ViewCache : angle::NonCopyable
{
public:
ViewCache();
~ViewCache();
void initialize(size_t size) { mCurrentViews.resize(size); }
size_t size() const { return mCurrentViews.size(); }
size_t highestUsed() const { return mHighestUsedView; }
const ViewRecord<DescType> &operator[](size_t index) const { return mCurrentViews[index]; }
void clear();
void update(size_t resourceIndex, ViewType *view);
private:
std::vector<ViewRecord<DescType>> mCurrentViews;
size_t mHighestUsedView;
};
using SRVCache = ViewCache<ID3D11ShaderResourceView, D3D11_SHADER_RESOURCE_VIEW_DESC>;
using UAVCache = ViewCache<ID3D11UnorderedAccessView, D3D11_UNORDERED_ACCESS_VIEW_DESC>;
gl::ShaderMap<SRVCache> mCurShaderSRVs;
UAVCache mCurComputeUAVs;
SRVCache *getSRVCache(gl::ShaderType shaderType);
// A block of NULL pointers, cached so we don't re-allocate every draw call
std::vector<ID3D11ShaderResourceView *> mNullSRVs;
std::vector<ID3D11UnorderedAccessView *> mNullUAVs;
// Current translations of "Current-Value" data - owned by Context, not VertexArray.
gl::AttributesMask mDirtyCurrentValueAttribs;
std::vector<TranslatedAttribute> mCurrentValueAttribs;
// Current applied input layout.
ResourceSerial mCurrentInputLayout;
// Current applied vertex states.
// TODO(jmadill): Figure out how to use ResourceSerial here.
gl::AttribArray<ID3D11Buffer *> mCurrentVertexBuffers;
gl::AttribArray<UINT> mCurrentVertexStrides;
gl::AttribArray<UINT> mCurrentVertexOffsets;
gl::RangeUI mDirtyVertexBufferRange;
// Currently applied primitive topology
D3D11_PRIMITIVE_TOPOLOGY mCurrentPrimitiveTopology;
gl::PrimitiveMode mLastAppliedDrawMode;
bool mCullEverything;
// Currently applied shaders
gl::ShaderMap<ResourceSerial> mAppliedShaders;
// Currently applied sampler states
gl::ShaderMap<std::vector<bool>> mForceSetShaderSamplerStates;
gl::ShaderMap<std::vector<gl::SamplerState>> mCurShaderSamplerStates;
// Special dirty bit for swizzles. Since they use internal shaders, must be done in a pre-pass.
bool mDirtySwizzles;
// Currently applied index buffer
ID3D11Buffer *mAppliedIB;
DXGI_FORMAT mAppliedIBFormat;
unsigned int mAppliedIBOffset;
bool mIndexBufferIsDirty;
// Vertex, index and input layouts
VertexDataManager mVertexDataManager;
IndexDataManager mIndexDataManager;
InputLayoutCache mInputLayoutCache;
std::vector<const TranslatedAttribute *> mCurrentAttributes;
Optional<GLint> mLastFirstVertex;
// ANGLE_multiview.
bool mIsMultiviewEnabled;
// Driver Constants.
gl::ShaderMap<d3d11::Buffer> mShaderDriverConstantBuffers;
ResourceSerial mCurrentComputeConstantBuffer;
ResourceSerial mCurrentGeometryConstantBuffer;
d3d11::Buffer mPointSpriteVertexBuffer;
d3d11::Buffer mPointSpriteIndexBuffer;
template <typename T>
using VertexConstantBufferArray =
std::array<T, gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS>;
VertexConstantBufferArray<ResourceSerial> mCurrentConstantBufferVS;
VertexConstantBufferArray<GLintptr> mCurrentConstantBufferVSOffset;
VertexConstantBufferArray<GLsizeiptr> mCurrentConstantBufferVSSize;
template <typename T>
using FragmentConstantBufferArray =
std::array<T, gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS>;
FragmentConstantBufferArray<ResourceSerial> mCurrentConstantBufferPS;
FragmentConstantBufferArray<GLintptr> mCurrentConstantBufferPSOffset;
FragmentConstantBufferArray<GLsizeiptr> mCurrentConstantBufferPSSize;
class ConstantBufferObserver : public angle::ObserverInterface
{
public:
ConstantBufferObserver();
~ConstantBufferObserver() override;
void onSubjectStateChange(const gl::Context *context,
angle::SubjectIndex index,
angle::SubjectMessage message) override;
void reset();
void bindToShader(gl::ShaderType shaderType, size_t index, Buffer11 *buffer);
private:
gl::ShaderMap<std::vector<angle::ObserverBinding>> mShaderBindings;
};
ConstantBufferObserver mConstantBufferObserver;
// Currently applied transform feedback buffers
Serial mAppliedTFSerial;
Serial mEmptySerial;
// These objects are cached to avoid having to query the impls.
ProgramD3D *mProgramD3D;
VertexArray11 *mVertexArray11;
Framebuffer11 *mFramebuffer11;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D11_STATEMANAGER11_H_