Hash :
c9dcc553
Author :
Date :
2021-06-22T18:55:39
Move Objectlabel from Texture object to TextureState object. Created a subscriber function onLabelUpdated in the storage base class. The derived storage class will pass the label reference to the base storage class in the constructor. Future changes will use this label reference to update the label string with D3D. Bug: chromium:1164111 Change-Id: Ic5ca73bac61427afe392bb5bcc6a6eab8e785941 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2981451 Reviewed-by: Rafael Cintron <rafael.cintron@microsoft.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Rafael Cintron <rafael.cintron@microsoft.com>
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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.
//
// RendererD3D.h: Defines a back-end specific class for the DirectX renderer.
#ifndef LIBANGLE_RENDERER_D3D_RENDERERD3D_H_
#define LIBANGLE_RENDERER_D3D_RENDERERD3D_H_
#include <array>
#include "common/Color.h"
#include "common/MemoryBuffer.h"
#include "common/debug.h"
#include "libANGLE/Device.h"
#include "libANGLE/State.h"
#include "libANGLE/Version.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/d3d/VertexDataManager.h"
#include "libANGLE/renderer/d3d/formatutilsD3D.h"
#include "libANGLE/renderer/renderer_utils.h"
#include "libANGLE/renderer/serial_utils.h"
#include "platform/FeaturesD3D.h"
namespace egl
{
class ConfigSet;
}
namespace gl
{
class ErrorSet;
class FramebufferState;
class InfoLog;
class Texture;
struct LinkedVarying;
} // namespace gl
namespace rx
{
class ContextImpl;
struct D3DUniform;
struct D3DVarying;
class DeviceD3D;
class EGLImageD3D;
class FramebufferImpl;
class ImageD3D;
class IndexBuffer;
class NativeWindowD3D;
class ProgramD3D;
class RenderTargetD3D;
class ShaderExecutableD3D;
class SwapChainD3D;
class TextureStorage;
struct TranslatedIndexData;
class UniformStorageD3D;
class VertexBuffer;
struct DeviceIdentifier
{
UINT VendorId;
UINT DeviceId;
UINT SubSysId;
UINT Revision;
UINT FeatureLevel;
};
enum RendererClass
{
RENDERER_D3D11,
RENDERER_D3D9
};
// A d3d::Context wraps error handling.
namespace d3d
{
class Context : angle::NonCopyable
{
public:
Context() {}
virtual ~Context() {}
virtual void handleResult(HRESULT hr,
const char *message,
const char *file,
const char *function,
unsigned int line) = 0;
};
} // namespace d3d
// ANGLE_TRY for HRESULT errors.
#define ANGLE_TRY_HR(CONTEXT, EXPR, MESSAGE) \
do \
{ \
auto ANGLE_LOCAL_VAR = (EXPR); \
if (ANGLE_UNLIKELY(FAILED(ANGLE_LOCAL_VAR))) \
{ \
CONTEXT->handleResult(ANGLE_LOCAL_VAR, MESSAGE, __FILE__, ANGLE_FUNCTION, __LINE__); \
return angle::Result::Stop; \
} \
} while (0)
#define ANGLE_CHECK_HR(CONTEXT, EXPR, MESSAGE, ERROR) \
do \
{ \
if (ANGLE_UNLIKELY(!(EXPR))) \
{ \
CONTEXT->handleResult(ERROR, MESSAGE, __FILE__, ANGLE_FUNCTION, __LINE__); \
return angle::Result::Stop; \
} \
} while (0)
#define ANGLE_HR_UNREACHABLE(context) \
UNREACHABLE(); \
ANGLE_CHECK_HR(context, false, "Unreachble code reached.", E_FAIL)
// Check if the device is lost every 10 failures to get the query data
constexpr unsigned int kPollingD3DDeviceLostCheckFrequency = 10;
// Useful for unit testing
class BufferFactoryD3D : angle::NonCopyable
{
public:
BufferFactoryD3D() {}
virtual ~BufferFactoryD3D() {}
virtual VertexBuffer *createVertexBuffer() = 0;
virtual IndexBuffer *createIndexBuffer() = 0;
// TODO(jmadill): add VertexFormatCaps
virtual VertexConversionType getVertexConversionType(angle::FormatID vertexFormatID) const = 0;
virtual GLenum getVertexComponentType(angle::FormatID vertexFormatID) const = 0;
// Warning: you should ensure binding really matches attrib.bindingIndex before using this
// function.
virtual angle::Result getVertexSpaceRequired(const gl::Context *context,
const gl::VertexAttribute &attrib,
const gl::VertexBinding &binding,
size_t count,
GLsizei instances,
GLuint baseInstance,
unsigned int *bytesRequiredOut) const = 0;
};
using AttribIndexArray = gl::AttribArray<int>;
class RendererD3D : public BufferFactoryD3D
{
public:
explicit RendererD3D(egl::Display *display);
~RendererD3D() override;
virtual egl::Error initialize() = 0;
virtual egl::ConfigSet generateConfigs() = 0;
virtual void generateDisplayExtensions(egl::DisplayExtensions *outExtensions) const = 0;
virtual ContextImpl *createContext(const gl::State &state, gl::ErrorSet *errorSet) = 0;
virtual std::string getRendererDescription() const = 0;
virtual std::string getVendorString() const = 0;
virtual std::string getVersionString() const = 0;
virtual int getMinorShaderModel() const = 0;
virtual std::string getShaderModelSuffix() const = 0;
// Direct3D Specific methods
virtual DeviceIdentifier getAdapterIdentifier() const = 0;
virtual bool isValidNativeWindow(EGLNativeWindowType window) const = 0;
virtual NativeWindowD3D *createNativeWindow(EGLNativeWindowType window,
const egl::Config *config,
const egl::AttributeMap &attribs) const = 0;
virtual SwapChainD3D *createSwapChain(NativeWindowD3D *nativeWindow,
HANDLE shareHandle,
IUnknown *d3dTexture,
GLenum backBufferFormat,
GLenum depthBufferFormat,
EGLint orientation,
EGLint samples) = 0;
virtual egl::Error getD3DTextureInfo(const egl::Config *configuration,
IUnknown *d3dTexture,
const egl::AttributeMap &attribs,
EGLint *width,
EGLint *height,
GLsizei *samples,
gl::Format *glFormat,
const angle::Format **angleFormat,
UINT *arraySlice) const = 0;
virtual egl::Error validateShareHandle(const egl::Config *config,
HANDLE shareHandle,
const egl::AttributeMap &attribs) const = 0;
virtual int getMajorShaderModel() const = 0;
virtual void setGlobalDebugAnnotator() = 0;
const angle::FeaturesD3D &getFeatures() const;
// Pixel operations
virtual angle::Result copyImage2D(const gl::Context *context,
const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLint level) = 0;
virtual angle::Result copyImageCube(const gl::Context *context,
const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
gl::TextureTarget target,
GLint level) = 0;
virtual angle::Result copyImage3D(const gl::Context *context,
const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLint level) = 0;
virtual angle::Result copyImage2DArray(const gl::Context *context,
const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLint level) = 0;
virtual angle::Result copyTexture(const gl::Context *context,
const gl::Texture *source,
GLint sourceLevel,
gl::TextureTarget srcTarget,
const gl::Box &sourceBox,
GLenum destFormat,
GLenum destType,
const gl::Offset &destOffset,
TextureStorage *storage,
gl::TextureTarget destTarget,
GLint destLevel,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha) = 0;
virtual angle::Result copyCompressedTexture(const gl::Context *context,
const gl::Texture *source,
GLint sourceLevel,
TextureStorage *storage,
GLint destLevel) = 0;
// RenderTarget creation
virtual angle::Result createRenderTarget(const gl::Context *context,
int width,
int height,
GLenum format,
GLsizei samples,
RenderTargetD3D **outRT) = 0;
virtual angle::Result createRenderTargetCopy(const gl::Context *context,
RenderTargetD3D *source,
RenderTargetD3D **outRT) = 0;
// Shader operations
virtual angle::Result loadExecutable(d3d::Context *context,
const uint8_t *function,
size_t length,
gl::ShaderType type,
const std::vector<D3DVarying> &streamOutVaryings,
bool separatedOutputBuffers,
ShaderExecutableD3D **outExecutable) = 0;
virtual angle::Result compileToExecutable(d3d::Context *context,
gl::InfoLog &infoLog,
const std::string &shaderHLSL,
gl::ShaderType type,
const std::vector<D3DVarying> &streamOutVaryings,
bool separatedOutputBuffers,
const angle::CompilerWorkaroundsD3D &workarounds,
ShaderExecutableD3D **outExectuable) = 0;
virtual angle::Result ensureHLSLCompilerInitialized(d3d::Context *context) = 0;
virtual UniformStorageD3D *createUniformStorage(size_t storageSize) = 0;
// Image operations
virtual ImageD3D *createImage() = 0;
virtual ExternalImageSiblingImpl *createExternalImageSibling(
const gl::Context *context,
EGLenum target,
EGLClientBuffer buffer,
const egl::AttributeMap &attribs) = 0;
virtual angle::Result generateMipmap(const gl::Context *context,
ImageD3D *dest,
ImageD3D *source) = 0;
virtual angle::Result generateMipmapUsingD3D(const gl::Context *context,
TextureStorage *storage,
const gl::TextureState &textureState) = 0;
virtual angle::Result copyImage(const gl::Context *context,
ImageD3D *dest,
ImageD3D *source,
const gl::Box &sourceBox,
const gl::Offset &destOffset,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha) = 0;
virtual TextureStorage *createTextureStorage2D(SwapChainD3D *swapChain,
const std::string &label) = 0;
virtual TextureStorage *createTextureStorageEGLImage(EGLImageD3D *eglImage,
RenderTargetD3D *renderTargetD3D,
const std::string &label) = 0;
virtual TextureStorage *createTextureStorageExternal(
egl::Stream *stream,
const egl::Stream::GLTextureDescription &desc,
const std::string &label) = 0;
virtual TextureStorage *createTextureStorage2D(GLenum internalformat,
bool renderTarget,
GLsizei width,
GLsizei height,
int levels,
const std::string &label,
bool hintLevelZeroOnly) = 0;
virtual TextureStorage *createTextureStorageCube(GLenum internalformat,
bool renderTarget,
int size,
int levels,
bool hintLevelZeroOnly,
const std::string &label) = 0;
virtual TextureStorage *createTextureStorage3D(GLenum internalformat,
bool renderTarget,
GLsizei width,
GLsizei height,
GLsizei depth,
int levels,
const std::string &label) = 0;
virtual TextureStorage *createTextureStorage2DArray(GLenum internalformat,
bool renderTarget,
GLsizei width,
GLsizei height,
GLsizei depth,
int levels,
const std::string &label) = 0;
virtual TextureStorage *createTextureStorage2DMultisample(GLenum internalformat,
GLsizei width,
GLsizei height,
int levels,
int samples,
bool fixedSampleLocations,
const std::string &label) = 0;
virtual TextureStorage *createTextureStorage2DMultisampleArray(GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
int levels,
int samples,
bool fixedSampleLocations,
const std::string &label) = 0;
// Buffer-to-texture and Texture-to-buffer copies
virtual bool supportsFastCopyBufferToTexture(GLenum internalFormat) const = 0;
virtual angle::Result fastCopyBufferToTexture(const gl::Context *context,
const gl::PixelUnpackState &unpack,
gl::Buffer *unpackBuffer,
unsigned int offset,
RenderTargetD3D *destRenderTarget,
GLenum destinationFormat,
GLenum sourcePixelsType,
const gl::Box &destArea) = 0;
// Device lost
gl::GraphicsResetStatus getResetStatus();
void notifyDeviceLost();
virtual bool resetDevice() = 0;
virtual bool testDeviceLost() = 0;
virtual bool testDeviceResettable() = 0;
virtual RendererClass getRendererClass() const = 0;
virtual void *getD3DDevice() = 0;
void setGPUDisjoint();
GLint getGPUDisjoint();
GLint64 getTimestamp();
virtual angle::Result clearRenderTarget(const gl::Context *context,
RenderTargetD3D *renderTarget,
const gl::ColorF &clearColorValue,
const float clearDepthValue,
const unsigned int clearStencilValue) = 0;
virtual DeviceImpl *createEGLDevice() = 0;
bool presentPathFastEnabled() const { return mPresentPathFastEnabled; }
// Stream creation
virtual StreamProducerImpl *createStreamProducerD3DTexture(
egl::Stream::ConsumerType consumerType,
const egl::AttributeMap &attribs) = 0;
const gl::Caps &getNativeCaps() const;
const gl::TextureCapsMap &getNativeTextureCaps() const;
const gl::Extensions &getNativeExtensions() const;
const gl::Limitations &getNativeLimitations() const;
// Necessary hack for default framebuffers in D3D.
virtual FramebufferImpl *createDefaultFramebuffer(const gl::FramebufferState &state) = 0;
virtual gl::Version getMaxSupportedESVersion() const = 0;
virtual gl::Version getMaxConformantESVersion() const = 0;
angle::Result initRenderTarget(const gl::Context *context, RenderTargetD3D *renderTarget);
virtual angle::Result getIncompleteTexture(const gl::Context *context,
gl::TextureType type,
gl::Texture **textureOut) = 0;
Serial generateSerial();
virtual bool canSelectViewInVertexShader() const = 0;
protected:
virtual bool getLUID(LUID *adapterLuid) const = 0;
virtual void generateCaps(gl::Caps *outCaps,
gl::TextureCapsMap *outTextureCaps,
gl::Extensions *outExtensions,
gl::Limitations *outLimitations) const = 0;
bool skipDraw(const gl::State &glState, gl::PrimitiveMode drawMode);
egl::Display *mDisplay;
bool mPresentPathFastEnabled;
private:
void ensureCapsInitialized() const;
virtual void initializeFeatures(angle::FeaturesD3D *features) const = 0;
mutable bool mCapsInitialized;
mutable gl::Caps mNativeCaps;
mutable gl::TextureCapsMap mNativeTextureCaps;
mutable gl::Extensions mNativeExtensions;
mutable gl::Limitations mNativeLimitations;
mutable bool mFeaturesInitialized;
mutable angle::FeaturesD3D mFeatures;
bool mDisjoint;
bool mDeviceLost;
SerialFactory mSerialFactory;
};
unsigned int GetBlendSampleMask(const gl::State &glState, int samples);
bool InstancedPointSpritesActive(ProgramD3D *programD3D, gl::PrimitiveMode mode);
GLenum DefaultGLErrorCode(HRESULT hr);
// Define stubs so we don't need to include D3D9/D3D11 headers directly.
RendererD3D *CreateRenderer11(egl::Display *display);
RendererD3D *CreateRenderer9(egl::Display *display);
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_RENDERERD3D_H_