Hash :
11dc1635
Author :
Date :
2019-09-18T14:46:23
Add support for generating UWP (Windows Store) projects again Until late 2017, ANGLE supported Windows Store apps on Windows 8.1, Windows Phone 8.1, and Windows 10 (via the Universal Windows Platform, aka UWP). Unfortunately ANGLE deprecated support for Windows Store when it switched from GYP to GN in 2017. Since then, users have been able to use Microsoft\angle for their UWP apps but this isn't ideal since it's based on a 2017 copy of Google\angle. This PR bring back support for UWPs, so that UWP users can use Google\angle again. Specifically it: - Adds support for generating UWP projects via GN - Adds helper/util functions specific to UWP (they're mostly similar to the desktop Windows helpers) - Fixes some existing Windows Store code that's rotted since 2017 - Disables async shader compilation for UWPs, since its implementation calls wait on the UI thread (which is forbidden in UWPs) - Renames 'ANGLE_ENABLE_WINDOWS_STORE' to 'ANGLE_ENABLE_WINDOWS_UWP', since ANGLE only support UWPs now - Fixes misc other related issues (such as dependencies on D3D9 headers in API-agnostic code) Note that this doesn't bring back support for Windows/Phone 8.1. BUG=angleproject:3922 Change-Id: Ia79ae05a5e0e0a0625eb633bf1928722dfd3e85f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1811871 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.
//
// RendererD3D.cpp: Implementation of the base D3D Renderer.
#include "libANGLE/renderer/d3d/RendererD3D.h"
#include "common/MemoryBuffer.h"
#include "common/debug.h"
#include "common/utilities.h"
#include "libANGLE/Context.h"
#include "libANGLE/Display.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/FramebufferAttachment.h"
#include "libANGLE/ImageIndex.h"
#include "libANGLE/ResourceManager.h"
#include "libANGLE/State.h"
#include "libANGLE/VertexArray.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/ContextImpl.h"
#include "libANGLE/renderer/TextureImpl.h"
#include "libANGLE/renderer/d3d/BufferD3D.h"
#include "libANGLE/renderer/d3d/DeviceD3D.h"
#include "libANGLE/renderer/d3d/DisplayD3D.h"
#include "libANGLE/renderer/d3d/IndexDataManager.h"
#include "libANGLE/renderer/d3d/ProgramD3D.h"
#include "libANGLE/renderer/d3d/SamplerD3D.h"
#include "libANGLE/renderer/d3d/TextureD3D.h"
namespace rx
{
RendererD3D::RendererD3D(egl::Display *display)
: mDisplay(display),
mPresentPathFastEnabled(false),
mCapsInitialized(false),
mFeaturesInitialized(false),
mDisjoint(false),
mDeviceLost(false)
{}
RendererD3D::~RendererD3D() {}
bool RendererD3D::skipDraw(const gl::State &glState, gl::PrimitiveMode drawMode)
{
if (drawMode == gl::PrimitiveMode::Points)
{
bool usesPointSize = GetImplAs<ProgramD3D>(glState.getProgram())->usesPointSize();
// ProgramBinary assumes non-point rendering if gl_PointSize isn't written,
// which affects varying interpolation. Since the value of gl_PointSize is
// undefined when not written, just skip drawing to avoid unexpected results.
if (!usesPointSize && !glState.isTransformFeedbackActiveUnpaused())
{
// Notify developers of risking undefined behavior.
WARN() << "Point rendering without writing to gl_PointSize.";
return true;
}
}
else if (gl::IsTriangleMode(drawMode))
{
if (glState.getRasterizerState().cullFace &&
glState.getRasterizerState().cullMode == gl::CullFaceMode::FrontAndBack)
{
return true;
}
}
return false;
}
gl::GraphicsResetStatus RendererD3D::getResetStatus()
{
if (!mDeviceLost)
{
if (testDeviceLost())
{
mDeviceLost = true;
notifyDeviceLost();
return gl::GraphicsResetStatus::UnknownContextReset;
}
return gl::GraphicsResetStatus::NoError;
}
if (testDeviceResettable())
{
return gl::GraphicsResetStatus::NoError;
}
return gl::GraphicsResetStatus::UnknownContextReset;
}
void RendererD3D::notifyDeviceLost()
{
mDisplay->notifyDeviceLost();
}
std::string RendererD3D::getVendorString() const
{
LUID adapterLuid = {0};
if (getLUID(&adapterLuid))
{
char adapterLuidString[64];
sprintf_s(adapterLuidString, sizeof(adapterLuidString), "(adapter LUID: %08x%08x)",
adapterLuid.HighPart, adapterLuid.LowPart);
return std::string(adapterLuidString);
}
return std::string("");
}
void RendererD3D::setGPUDisjoint()
{
mDisjoint = true;
}
GLint RendererD3D::getGPUDisjoint()
{
bool disjoint = mDisjoint;
// Disjoint flag is cleared when read
mDisjoint = false;
return disjoint;
}
GLint64 RendererD3D::getTimestamp()
{
// D3D has no way to get an actual timestamp reliably so 0 is returned
return 0;
}
void RendererD3D::ensureCapsInitialized() const
{
if (!mCapsInitialized)
{
generateCaps(&mNativeCaps, &mNativeTextureCaps, &mNativeExtensions, &mNativeLimitations);
mCapsInitialized = true;
}
}
const gl::Caps &RendererD3D::getNativeCaps() const
{
ensureCapsInitialized();
return mNativeCaps;
}
const gl::TextureCapsMap &RendererD3D::getNativeTextureCaps() const
{
ensureCapsInitialized();
return mNativeTextureCaps;
}
const gl::Extensions &RendererD3D::getNativeExtensions() const
{
ensureCapsInitialized();
return mNativeExtensions;
}
const gl::Limitations &RendererD3D::getNativeLimitations() const
{
ensureCapsInitialized();
return mNativeLimitations;
}
Serial RendererD3D::generateSerial()
{
return mSerialFactory.generate();
}
bool InstancedPointSpritesActive(ProgramD3D *programD3D, gl::PrimitiveMode mode)
{
return programD3D->usesPointSize() && programD3D->usesInstancedPointSpriteEmulation() &&
mode == gl::PrimitiveMode::Points;
}
angle::Result RendererD3D::initRenderTarget(const gl::Context *context,
RenderTargetD3D *renderTarget)
{
return clearRenderTarget(context, renderTarget, gl::ColorF(0, 0, 0, 0), 1, 0);
}
const angle::FeaturesD3D &RendererD3D::getFeatures() const
{
if (!mFeaturesInitialized)
{
initializeFeatures(&mFeatures);
mFeaturesInitialized = true;
}
return mFeatures;
}
unsigned int GetBlendSampleMask(const gl::State &glState, int samples)
{
unsigned int mask = 0;
if (glState.isSampleCoverageEnabled())
{
GLfloat coverageValue = glState.getSampleCoverageValue();
if (coverageValue != 0)
{
float threshold = 0.5f;
for (int i = 0; i < samples; ++i)
{
mask <<= 1;
if ((i + 1) * coverageValue >= threshold)
{
threshold += 1.0f;
mask |= 1;
}
}
}
bool coverageInvert = glState.getSampleCoverageInvert();
if (coverageInvert)
{
mask = ~mask;
}
}
else
{
mask = 0xFFFFFFFF;
}
if (glState.isSampleMaskEnabled())
{
mask &= glState.getSampleMaskWord(0);
}
return mask;
}
GLenum DefaultGLErrorCode(HRESULT hr)
{
switch (hr)
{
#ifdef ANGLE_ENABLE_D3D9
case D3DERR_OUTOFVIDEOMEMORY:
#endif
case E_OUTOFMEMORY:
return GL_OUT_OF_MEMORY;
default:
return GL_INVALID_OPERATION;
}
}
} // namespace rx