Hash :
5416f753
Author :
Date :
2017-03-09T22:02:43
Clear11 Shader Optimizations and Shader Management Rework - ClearShader made into a class that manages all required shaders and input layouts for clears - ClearShader reuses VS for all clear types. This reduces shader compilation time and memory usage significantly - Use constantBuffer for color/z values instead of VB to decouple VB & VS from clearType and allowing for the same VS to be used for multiple clear types - FL10+ Devices: Generate positions using SV_VertexID in VS to avoid having to bind VB. - FL93 Devices: Use an immutable VB containing only position data (SV_VertexID not supported) - Implement CB cache. Incoming color/Z values checked against cache and CB/cache only updated if there is a mismatch. Significantly reduces the frequency of expensive CB map/rename operations especially in common scenarios where most/all clears use the same color/z values BUG=angleproject:1935 Change-Id: I2015fbdcc135ba08b65dbecbe9c62499c2801037 Reviewed-on: https://chromium-review.googlesource.com/453882 Commit-Queue: Shahmeer Esmail <shahmeer.esmail@intel.com> Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
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//
// Copyright 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.
//
// FramebufferD3D.h: Defines the DefaultAttachmentD3D and FramebufferD3D classes.
#ifndef LIBANGLE_RENDERER_D3D_FRAMBUFFERD3D_H_
#define LIBANGLE_RENDERER_D3D_FRAMBUFFERD3D_H_
#include <vector>
#include <cstdint>
#include "common/Color.h"
#include "common/Optional.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/FramebufferImpl.h"
namespace gl
{
class FramebufferAttachment;
struct PixelPackState;
typedef std::vector<const FramebufferAttachment *> AttachmentList;
}
namespace rx
{
class RendererD3D;
class RenderTargetD3D;
struct ClearParameters
{
bool clearColor[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS];
gl::ColorF colorF;
gl::ColorI colorI;
gl::ColorUI colorUI;
GLenum colorType;
bool colorMaskRed;
bool colorMaskGreen;
bool colorMaskBlue;
bool colorMaskAlpha;
bool clearDepth;
float depthValue;
bool clearStencil;
GLint stencilValue;
GLuint stencilWriteMask;
bool scissorEnabled;
gl::Rectangle scissor;
};
class FramebufferD3D : public FramebufferImpl
{
public:
FramebufferD3D(const gl::FramebufferState &data, RendererD3D *renderer);
virtual ~FramebufferD3D();
gl::Error clear(ContextImpl *impl, GLbitfield mask) override;
gl::Error clearBufferfv(ContextImpl *impl,
GLenum buffer,
GLint drawbuffer,
const GLfloat *values) override;
gl::Error clearBufferuiv(ContextImpl *impl,
GLenum buffer,
GLint drawbuffer,
const GLuint *values) override;
gl::Error clearBufferiv(ContextImpl *impl,
GLenum buffer,
GLint drawbuffer,
const GLint *values) override;
gl::Error clearBufferfi(ContextImpl *impl,
GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil) override;
GLenum getImplementationColorReadFormat() const override;
GLenum getImplementationColorReadType() const override;
gl::Error readPixels(ContextImpl *impl,
const gl::Rectangle &area,
GLenum format,
GLenum type,
void *pixels) const override;
gl::Error blit(ContextImpl *impl,
const gl::Rectangle &sourceArea,
const gl::Rectangle &destArea,
GLbitfield mask,
GLenum filter) override;
bool checkStatus() const override;
void syncState(ContextImpl *contextImpl, const gl::Framebuffer::DirtyBits &dirtyBits) override;
const gl::AttachmentList &getColorAttachmentsForRender() const;
gl::Error getSamplePosition(size_t index, GLfloat *xy) const override;
private:
virtual gl::Error clearImpl(ContextImpl *impl, const ClearParameters &clearParams) = 0;
virtual gl::Error readPixelsImpl(const gl::Rectangle &area,
GLenum format,
GLenum type,
size_t outputPitch,
const gl::PixelPackState &pack,
uint8_t *pixels) const = 0;
virtual gl::Error blitImpl(const gl::Rectangle &sourceArea,
const gl::Rectangle &destArea,
const gl::Rectangle *scissor,
bool blitRenderTarget,
bool blitDepth,
bool blitStencil,
GLenum filter,
const gl::Framebuffer *sourceFramebuffer) = 0;
virtual GLenum getRenderTargetImplementationFormat(RenderTargetD3D *renderTarget) const = 0;
RendererD3D *mRenderer;
Optional<gl::AttachmentList> mColorAttachmentsForRender;
};
}
#endif // LIBANGLE_RENDERER_D3D_FRAMBUFFERD3D_H_