Hash :
dcc9b51d
Author :
Date :
2017-06-05T15:28:45
D3D11: Consolidate input layout application. This merges all calls to IASetInputLayout to a single place in StateManager11. This means we no longer have to invalidate the state for D3D11, and can always lazily apply the input layout state. Introduces a new ResourceSerial class to replace the uintptr_t and DirtyPointer design. BUG=angleproject:2052 Change-Id: I76b874218b754395f25a129967c769b1f8f82115 Reviewed-on: https://chromium-review.googlesource.com/523025 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408
//
// Copyright (c) 2012-2014 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.
//
// renderer11_utils.h: Conversion functions and other utility routines
// specific to the D3D11 renderer.
#ifndef LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_UTILS_H_
#define LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_UTILS_H_
#include <array>
#include <functional>
#include <vector>
#include "common/Color.h"
#include "libANGLE/Caps.h"
#include "libANGLE/Error.h"
#include "libANGLE/renderer/d3d/RendererD3D.h"
#include "libANGLE/renderer/d3d/d3d11/ResourceManager11.h"
#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h"
namespace gl
{
class FramebufferAttachment;
}
namespace rx
{
class Renderer11;
class RenderTarget11;
struct Renderer11DeviceCaps;
using RenderTargetArray = std::array<RenderTarget11 *, gl::IMPLEMENTATION_MAX_DRAW_BUFFERS>;
using RTVArray = std::array<ID3D11RenderTargetView *, gl::IMPLEMENTATION_MAX_DRAW_BUFFERS>;
namespace gl_d3d11
{
D3D11_BLEND ConvertBlendFunc(GLenum glBlend, bool isAlpha);
D3D11_BLEND_OP ConvertBlendOp(GLenum glBlendOp);
UINT8 ConvertColorMask(bool maskRed, bool maskGreen, bool maskBlue, bool maskAlpha);
D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, GLenum cullMode);
D3D11_COMPARISON_FUNC ConvertComparison(GLenum comparison);
D3D11_DEPTH_WRITE_MASK ConvertDepthMask(bool depthWriteEnabled);
UINT8 ConvertStencilMask(GLuint stencilmask);
D3D11_STENCIL_OP ConvertStencilOp(GLenum stencilOp);
D3D11_FILTER ConvertFilter(GLenum minFilter, GLenum magFilter, float maxAnisotropy, GLenum comparisonMode);
D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap);
UINT ConvertMaxAnisotropy(float maxAnisotropy, D3D_FEATURE_LEVEL featureLevel);
D3D11_QUERY ConvertQueryType(GLenum queryType);
UINT8 GetColorMask(const gl::InternalFormat *formatInfo);
} // namespace gl_d3d11
namespace d3d11_gl
{
unsigned int GetReservedVertexUniformVectors(D3D_FEATURE_LEVEL featureLevel);
unsigned int GetReservedFragmentUniformVectors(D3D_FEATURE_LEVEL featureLevel);
gl::Version GetMaximumClientVersion(D3D_FEATURE_LEVEL featureLevel);
void GenerateCaps(ID3D11Device *device, ID3D11DeviceContext *deviceContext, const Renderer11DeviceCaps &renderer11DeviceCaps, gl::Caps *caps,
gl::TextureCapsMap *textureCapsMap, gl::Extensions *extensions, gl::Limitations *limitations);
} // namespace d3d11_gl
namespace d3d11
{
enum ANGLED3D11DeviceType
{
ANGLE_D3D11_DEVICE_TYPE_UNKNOWN,
ANGLE_D3D11_DEVICE_TYPE_HARDWARE,
ANGLE_D3D11_DEVICE_TYPE_SOFTWARE_REF_OR_NULL,
ANGLE_D3D11_DEVICE_TYPE_WARP,
};
ANGLED3D11DeviceType GetDeviceType(ID3D11Device *device);
void MakeValidSize(bool isImage, DXGI_FORMAT format, GLsizei *requestWidth, GLsizei *requestHeight, int *levelOffset);
void GenerateInitialTextureData(GLint internalFormat,
const Renderer11DeviceCaps &renderer11DeviceCaps,
GLuint width,
GLuint height,
GLuint depth,
GLuint mipLevels,
std::vector<D3D11_SUBRESOURCE_DATA> *outSubresourceData,
std::vector<std::vector<BYTE>> *outData);
UINT GetPrimitiveRestartIndex();
struct PositionTexCoordVertex
{
float x, y;
float u, v;
};
void SetPositionTexCoordVertex(PositionTexCoordVertex* vertex, float x, float y, float u, float v);
struct PositionLayerTexCoord3DVertex
{
float x, y;
unsigned int l;
float u, v, s;
};
void SetPositionLayerTexCoord3DVertex(PositionLayerTexCoord3DVertex* vertex, float x, float y,
unsigned int layer, float u, float v, float s);
struct PositionVertex
{
float x, y, z, w;
};
struct BlendStateKey final
{
// This will zero-initialize the struct, including padding.
BlendStateKey();
gl::BlendState blendState;
bool mrt;
uint8_t rtvMasks[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT];
};
bool operator==(const BlendStateKey &a, const BlendStateKey &b);
bool operator!=(const BlendStateKey &a, const BlendStateKey &b);
struct RasterizerStateKey final
{
// This will zero-initialize the struct, including padding.
RasterizerStateKey();
gl::RasterizerState rasterizerState;
bool scissorEnabled;
};
bool operator==(const RasterizerStateKey &a, const RasterizerStateKey &b);
bool operator!=(const RasterizerStateKey &a, const RasterizerStateKey &b);
HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name);
template <typename T>
HRESULT SetDebugName(angle::ComPtr<T> &resource, const char *name)
{
return SetDebugName(resource.Get(), name);
}
template <typename outType>
outType* DynamicCastComObject(IUnknown* object)
{
outType *outObject = nullptr;
HRESULT result = object->QueryInterface(__uuidof(outType), reinterpret_cast<void**>(&outObject));
if (SUCCEEDED(result))
{
return outObject;
}
else
{
SafeRelease(outObject);
return nullptr;
}
}
inline bool isDeviceLostError(HRESULT errorCode)
{
switch (errorCode)
{
case DXGI_ERROR_DEVICE_HUNG:
case DXGI_ERROR_DEVICE_REMOVED:
case DXGI_ERROR_DEVICE_RESET:
case DXGI_ERROR_DRIVER_INTERNAL_ERROR:
case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE:
return true;
default:
return false;
}
}
template <ResourceType ResourceT>
class LazyResource : angle::NonCopyable
{
public:
constexpr LazyResource() : mResource() {}
virtual ~LazyResource() {}
virtual gl::Error resolve(Renderer11 *renderer) = 0;
void reset() { mResource.reset(); }
GetD3D11Type<ResourceT> *get() const
{
ASSERT(mResource.valid());
return mResource.get();
}
const Resource11<GetD3D11Type<ResourceT>> &getObj() const { return mResource; }
protected:
gl::Error resolveImpl(Renderer11 *renderer,
const GetDescType<ResourceT> &desc,
GetInitDataType<ResourceT> *initData,
const char *name)
{
if (!mResource.valid())
{
ANGLE_TRY(renderer->allocateResource(desc, initData, &mResource));
mResource.setDebugName(name);
}
return gl::NoError();
}
Resource11<GetD3D11Type<ResourceT>> mResource;
};
template <typename D3D11ShaderType>
class LazyShader final : public LazyResource<GetResourceTypeFromD3D11<D3D11ShaderType>()>
{
public:
// All parameters must be constexpr. Not supported in VS2013.
constexpr LazyShader(const BYTE *byteCode, size_t byteCodeSize, const char *name)
: mByteCode(byteCode, byteCodeSize), mName(name)
{
}
gl::Error resolve(Renderer11 *renderer) override
{
return this->resolveImpl(renderer, mByteCode, nullptr, mName);
}
private:
ShaderData mByteCode;
const char *mName;
};
class LazyInputLayout final : public LazyResource<ResourceType::InputLayout>
{
public:
constexpr LazyInputLayout(const D3D11_INPUT_ELEMENT_DESC *inputDesc,
size_t inputDescLen,
const BYTE *byteCode,
size_t byteCodeLen,
const char *debugName)
: mInputDesc(inputDesc, inputDescLen),
mByteCode(byteCode, byteCodeLen),
mDebugName(debugName)
{
}
gl::Error resolve(Renderer11 *renderer) override;
private:
InputElementArray mInputDesc;
ShaderData mByteCode;
const char *mDebugName;
};
class LazyBlendState final : public LazyResource<ResourceType::BlendState>
{
public:
LazyBlendState(const D3D11_BLEND_DESC &desc, const char *debugName);
gl::Error resolve(Renderer11 *renderer);
private:
D3D11_BLEND_DESC mDesc;
const char *mDebugName;
};
// Copy data to small D3D11 buffers, such as for small constant buffers, which use one struct to
// represent an entire buffer.
template <class T>
void SetBufferData(ID3D11DeviceContext *context, ID3D11Buffer *constantBuffer, const T &value)
{
D3D11_MAPPED_SUBRESOURCE mappedResource = {};
HRESULT result = context->Map(constantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
ASSERT(SUCCEEDED(result));
if (SUCCEEDED(result))
{
memcpy(mappedResource.pData, &value, sizeof(T));
context->Unmap(constantBuffer, 0);
}
}
angle::WorkaroundsD3D GenerateWorkarounds(const Renderer11DeviceCaps &deviceCaps,
const DXGI_ADAPTER_DESC &adapterDesc);
enum ReservedConstantBufferSlot
{
RESERVED_CONSTANT_BUFFER_SLOT_DEFAULT_UNIFORM_BLOCK = 0,
RESERVED_CONSTANT_BUFFER_SLOT_DRIVER = 1,
RESERVED_CONSTANT_BUFFER_SLOT_COUNT = 2
};
void InitConstantBufferDesc(D3D11_BUFFER_DESC *constantBufferDescription, size_t byteWidth);
} // namespace d3d11
struct GenericData
{
GenericData() {}
~GenericData()
{
if (object)
{
// We can have a nullptr factory when holding passed-in resources.
if (manager)
{
manager->onReleaseGeneric(resourceType, object);
manager = nullptr;
}
object->Release();
object = nullptr;
}
}
ResourceType resourceType = ResourceType::Last;
ID3D11Resource *object = nullptr;
ResourceManager11 *manager = nullptr;
};
// A helper class which wraps a 2D or 3D texture.
class TextureHelper11 : public Resource11Base<ID3D11Resource, std::shared_ptr, GenericData>
{
public:
TextureHelper11();
TextureHelper11(TextureHelper11 &&other);
TextureHelper11(const TextureHelper11 &other);
~TextureHelper11();
TextureHelper11 &operator=(TextureHelper11 &&other);
TextureHelper11 &operator=(const TextureHelper11 &other);
bool is2D() const { return mData->resourceType == ResourceType::Texture2D; }
bool is3D() const { return mData->resourceType == ResourceType::Texture3D; }
ResourceType getTextureType() const { return mData->resourceType; }
gl::Extents getExtents() const { return mExtents; }
DXGI_FORMAT getFormat() const { return mFormatSet->texFormat; }
const d3d11::Format &getFormatSet() const { return *mFormatSet; }
int getSampleCount() const { return mSampleCount; }
template <typename DescT, typename ResourceT>
void init(Resource11<ResourceT> &&texture, const DescT &desc, const d3d11::Format &format)
{
std::swap(mData->manager, texture.mData->manager);
// Can't use std::swap because texture is typed, and here we use ID3D11Resource.
auto temp = mData->object;
mData->object = texture.mData->object;
texture.mData->object = static_cast<ResourceT *>(temp);
mFormatSet = &format;
initDesc(desc);
}
template <typename ResourceT>
void set(ResourceT *object, const d3d11::Format &format)
{
ASSERT(!valid());
mFormatSet = &format;
mData->object = object;
mData->manager = nullptr;
GetDescFromD3D11<ResourceT> desc;
getDesc(&desc);
initDesc(desc);
}
bool operator==(const TextureHelper11 &other) const;
bool operator!=(const TextureHelper11 &other) const;
void getDesc(D3D11_TEXTURE2D_DESC *desc) const;
void getDesc(D3D11_TEXTURE3D_DESC *desc) const;
private:
void initDesc(const D3D11_TEXTURE2D_DESC &desc2D);
void initDesc(const D3D11_TEXTURE3D_DESC &desc3D);
const d3d11::Format *mFormatSet;
gl::Extents mExtents;
int mSampleCount;
};
enum class StagingAccess
{
READ,
READ_WRITE,
};
bool UsePresentPathFast(const Renderer11 *renderer, const gl::FramebufferAttachment *colorbuffer);
// Used for state change notifications between buffers and vertex arrays.
using OnBufferDataDirtyBinding = angle::ChannelBinding<size_t>;
using OnBufferDataDirtyChannel = angle::BroadcastChannel<size_t>;
using OnBufferDataDirtyReceiver = angle::SignalReceiver<size_t>;
// Used for state change notifications between RenderTarget11 and Framebuffer11.
using OnRenderTargetDirtyBinding = angle::ChannelBinding<size_t>;
using OnRenderTargetDirtyChannel = angle::BroadcastChannel<size_t>;
using OnRenderTargetDirtyReceiver = angle::SignalReceiver<size_t>;
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_UTILS_H_