Hash :
aac5d678
Author :
Date :
2021-10-20T11:48:57
Make "isCompute" private to ProgramExecutable. This eliminates uses of "isCompute" is the Vulkan back-end. Instead of checking the state flag, we can use the context of the current command to determine if we're running a compute or a graphics command. This will eventually lead to us being able to compile the program pipeline objects before we run a draw or dispatch command. Changes the driver uniforms descriptor desc to bind to both graphics and compute shader stages to simplify the code. This could have theoretical but low-risk performance implications. Bug: angleproject:6595 Change-Id: Ie30d419b6ece5b33f5066a034d3805fe96519b36 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3233903 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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//
// Copyright 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/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 DisplayD3D;
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);
bool onFirstVertexChange(GLint firstVertex);
void onImageLayerChange(gl::ShaderType shaderType, unsigned int imageIndex, int layer);
void onSamplerChange(gl::ShaderType shaderType,
unsigned int samplerIndex,
const gl::Texture &texture,
const gl::SamplerState &samplerState);
void onImageChange(gl::ShaderType shaderType,
unsigned int imageIndex,
const gl::ImageUnit &imageUnit);
void onClipControlChange(bool lowerLeft, bool zeroToOne);
angle::Result updateBuffer(const gl::Context *context,
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},
clipControlOrigin{-1.0f},
clipControlZeroToOne{.0f},
firstVertex{0},
padding{.0f, .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;
// EXT_clip_control
// Multiplied with Y coordinate: -1.0 for GL_LOWER_LEFT_EXT, 1.0f for GL_UPPER_LEFT_EXT
float clipControlOrigin;
// 0.0 for GL_NEGATIVE_ONE_TO_ONE_EXT, 1.0 for GL_ZERO_TO_ONE_EXT
float clipControlZeroToOne;
uint32_t firstVertex;
// Added here to manually pad the struct to 16 byte boundary
float padding[2];
};
static_assert(sizeof(Vertex) % 16u == 0,
"D3D11 constant buffers must be multiples of 16 bytes");
struct Pixel
{
Pixel()
: depthRange{.0f},
viewCoords{.0f},
depthFront{.0f},
viewScale{.0f},
multiviewWriteToViewportIndex{.0f},
padding{.0f}
{}
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;
};
static_assert(sizeof(Pixel) % 16u == 0, "D3D11 constant buffers must be multiples of 16 bytes");
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), intBorderColor{0}
{}
int baseLevel;
int internalFormatBits;
int wrapModes;
int padding; // This just pads the struct to 32 bytes
int intBorderColor[4];
};
static_assert(sizeof(SamplerMetadata) == 32u,
"Sampler metadata struct must be two 4-vec --> 32 bytes.");
struct ImageMetadata
{
ImageMetadata() : layer(0), level(0), padding{0} {}
int layer;
unsigned int level;
int padding[2]; // This just pads the struct to 16 bytes
};
static_assert(sizeof(ImageMetadata) == 16u,
"Image 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,
const gl::SamplerState &samplerState);
// Return true if dirty.
bool updateImageMetadata(ImageMetadata *data, const gl::ImageUnit &imageUnit);
Vertex mVertex;
Pixel mPixel;
Compute mCompute;
gl::ShaderBitSet mShaderConstantsDirty;
gl::ShaderMap<std::vector<SamplerMetadata>> mShaderSamplerMetadata;
gl::ShaderMap<int> mNumActiveShaderSamplers;
gl::ShaderMap<std::vector<ImageMetadata>> mShaderReadonlyImageMetadata;
gl::ShaderMap<int> mNumActiveShaderReadonlyImages;
gl::ShaderMap<std::vector<ImageMetadata>> mShaderImageMetadata;
gl::ShaderMap<int> mNumActiveShaderImages;
};
class StateManager11 final : angle::NonCopyable
{
public:
StateManager11(Renderer11 *renderer);
~StateManager11();
void deinitialize();
void syncState(const gl::Context *context,
const gl::State::DirtyBits &dirtyBits,
gl::Command command);
angle::Result 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();
// Called by TextureStorage11. Also called internally.
void invalidateTexturesAndSamplers();
void setRenderTarget(ID3D11RenderTargetView *rtv, ID3D11DepthStencilView *dsv);
void setRenderTargets(ID3D11RenderTargetView **rtvs, UINT numRtvs, ID3D11DepthStencilView *dsv);
void onBeginQuery(Query11 *query);
void onDeleteQueryObject(Query11 *query);
angle::Result onMakeCurrent(const gl::Context *context);
void setInputLayout(const d3d11::InputLayout *inputLayout);
void setSingleVertexBuffer(const d3d11::Buffer *buffer, UINT stride, UINT offset);
angle::Result updateState(const gl::Context *context,
gl::PrimitiveMode mode,
GLint firstVertex,
GLsizei vertexOrIndexCount,
gl::DrawElementsType indexTypeOrInvalid,
const void *indices,
GLsizei instanceCount,
GLint baseVertex,
GLuint baseInstance,
bool promoteDynamic);
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);
angle::Result updateVertexOffsetsForPointSpritesEmulation(const gl::Context *context,
GLint startVertex,
GLsizei emulatedInstanceId);
// TODO(jmadill): Should be private.
angle::Result applyComputeUniforms(const gl::Context *context, 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:
angle::Result ensureInitialized(const gl::Context *context);
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);
void unsetConflictingView(gl::PipelineType pipeline, ID3D11View *view, bool isRenderTarget);
void unsetConflictingSRVs(gl::PipelineType pipeline,
gl::ShaderType shaderType,
uintptr_t resource,
const gl::ImageIndex *index,
bool isRenderTarget);
void unsetConflictingUAVs(gl::PipelineType pipeline,
gl::ShaderType shaderType,
uintptr_t resource,
const gl::ImageIndex *index);
void unsetConflictingRTVs(uintptr_t resource);
void unsetConflictingAttachmentResources(const gl::FramebufferAttachment &attachment,
ID3D11Resource *resource);
angle::Result syncBlendState(const gl::Context *context,
const gl::BlendStateExt &blendStateExt,
const gl::ColorF &blendColor,
unsigned int sampleMask,
bool sampleAlphaToCoverage,
bool emulateConstantAlpha);
angle::Result syncDepthStencilState(const gl::Context *context);
angle::Result syncRasterizerState(const gl::Context *context, gl::PrimitiveMode mode);
void syncScissorRectangle(const gl::Context *context);
void syncViewport(const gl::Context *context);
void checkPresentPath(const gl::Context *context);
angle::Result syncFramebuffer(const gl::Context *context);
angle::Result syncProgram(const gl::Context *context, gl::PrimitiveMode drawMode);
angle::Result syncProgramForCompute(const gl::Context *context);
angle::Result syncTextures(const gl::Context *context);
angle::Result applyTexturesForSRVs(const gl::Context *context, gl::ShaderType shaderType);
angle::Result applyTexturesForUAVs(const gl::Context *context, gl::ShaderType shaderType);
angle::Result syncTexturesForCompute(const gl::Context *context);
angle::Result setSamplerState(const gl::Context *context,
gl::ShaderType type,
int index,
gl::Texture *texture,
const gl::SamplerState &sampler);
angle::Result setTextureForSampler(const gl::Context *context,
gl::ShaderType type,
int index,
gl::Texture *texture,
const gl::SamplerState &sampler);
angle::Result setImageState(const gl::Context *context,
gl::ShaderType type,
int index,
const gl::ImageUnit &imageUnit);
angle::Result setTextureForImage(const gl::Context *context,
gl::ShaderType type,
int index,
bool readonly,
const gl::ImageUnit &imageUnit);
void handleMultiviewDrawFramebufferChange(const gl::Context *context);
angle::Result syncCurrentValueAttribs(
const gl::Context *context,
const std::vector<gl::VertexAttribCurrentValueData> ¤tValues);
angle::Result generateSwizzle(const gl::Context *context, gl::Texture *texture);
angle::Result generateSwizzlesForShader(const gl::Context *context, gl::ShaderType type);
angle::Result generateSwizzles(const gl::Context *context);
angle::Result applyDriverUniforms(const gl::Context *context);
angle::Result applyDriverUniformsForShader(const gl::Context *context,
gl::ShaderType shaderType);
angle::Result applyUniforms(const gl::Context *context);
angle::Result applyUniformsForShader(const gl::Context *context, gl::ShaderType shaderType);
angle::Result syncShaderStorageBuffersForShader(const gl::Context *context,
gl::ShaderType shaderType);
angle::Result syncUniformBuffers(const gl::Context *context);
angle::Result syncUniformBuffersForShader(const gl::Context *context,
gl::ShaderType shaderType);
angle::Result syncAtomicCounterBuffers(const gl::Context *context);
angle::Result syncAtomicCounterBuffersForShader(const gl::Context *context,
gl::ShaderType shaderType);
angle::Result syncShaderStorageBuffers(const gl::Context *context);
angle::Result syncTransformFeedbackBuffers(const gl::Context *context);
// These are currently only called internally.
void invalidateDriverUniforms();
void invalidateProgramUniforms();
void invalidateConstantBuffer(unsigned int slot);
void invalidateProgramAtomicCounterBuffers();
void invalidateProgramShaderStorageBuffers();
// Called by the Framebuffer11 directly.
void processFramebufferInvalidation(const gl::Context *context);
bool syncIndexBuffer(ID3D11Buffer *buffer, DXGI_FORMAT indexFormat, unsigned int offset);
angle::Result syncVertexBuffersAndInputLayout(const gl::Context *context,
gl::PrimitiveMode mode,
GLint firstVertex,
GLsizei vertexOrIndexCount,
gl::DrawElementsType indexTypeOrInvalid,
GLsizei instanceCount);
bool setInputLayoutInternal(const d3d11::InputLayout *inputLayout);
angle::Result applyVertexBuffers(const gl::Context *context,
gl::PrimitiveMode mode,
gl::DrawElementsType indexTypeOrInvalid,
GLint firstVertex);
// 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.
angle::Result applyIndexBuffer(const gl::Context *context,
GLsizei indexCount,
gl::DrawElementsType indexType,
const void *indices);
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_SHADERS and DIRTY_BIT_TEXTURE_AND_SAMPLER_STATE should be dealt before
// DIRTY_BIT_PROGRAM_UNIFORM_BUFFERS for update image layers.
DIRTY_BIT_SHADERS,
// DIRTY_BIT_GRAPHICS_SRVUAV_STATE and DIRTY_BIT_COMPUTE_SRVUAV_STATE should be lower
// bits than DIRTY_BIT_TEXTURE_AND_SAMPLER_STATE.
DIRTY_BIT_GRAPHICS_SRVUAV_STATE,
DIRTY_BIT_COMPUTE_SRVUAV_STATE,
DIRTY_BIT_TEXTURE_AND_SAMPLER_STATE,
DIRTY_BIT_PROGRAM_UNIFORMS,
DIRTY_BIT_DRIVER_UNIFORMS,
DIRTY_BIT_PROGRAM_UNIFORM_BUFFERS,
DIRTY_BIT_PROGRAM_ATOMIC_COUNTER_BUFFERS,
DIRTY_BIT_PROGRAM_SHADER_STORAGE_BUFFERS,
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;
DirtyBits mGraphicsDirtyBitsMask;
DirtyBits mComputeDirtyBitsMask;
bool mCurSampleAlphaToCoverage;
// Blend State
gl::BlendStateExt mCurBlendStateExt;
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;
// Currently applied offset to viewport and scissor
gl::Offset mCurViewportOffset;
gl::Offset mCurScissorOffset;
// 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>;
using RTVCache = ViewCache<ID3D11RenderTargetView, D3D11_RENDER_TARGET_VIEW_DESC>;
gl::ShaderMap<SRVCache> mCurShaderSRVs;
UAVCache mCurComputeUAVs;
RTVCache mCurRTVs;
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;
bool mIndependentBlendStates;
// 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;
template <typename T>
using ComputeConstantBufferArray =
std::array<T, gl::IMPLEMENTATION_MAX_COMPUTE_SHADER_UNIFORM_BUFFERS>;
ComputeConstantBufferArray<ResourceSerial> mCurrentConstantBufferCS;
ComputeConstantBufferArray<GLintptr> mCurrentConstantBufferCSOffset;
ComputeConstantBufferArray<GLsizeiptr> mCurrentConstantBufferCSSize;
// 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_