Hash :
b8c6521a
Author :
Date :
2020-02-14T14:23:08
Reland "Move sampleAlphaToCoverage out of blendState" This is a reland of f6e73131c528b1317067624bc71c3ce41a48f9aa Aligned BlendStateKey fields Original change's description: > Move sampleAlphaToCoverage out of blendState > > This is the second step towards exposing OES_draw_buffers_indexed (that defines independent blend state for each draw buffer). This flag is global in all graphics APIs, however D3D11 technically puts it in the blend state. > > D3D11: BlendStateKey was extended to keep existing D3D11 state caching semantics. > > D3D9: a comment was added explaining why this feature was never implemented there. > > Bug: angleproject:4394 > Change-Id: Ie6a294eeb6fcf4c868a1f1001c4f7efd61692ccd > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2057063 > Reviewed-by: Jamie Madill <jmadill@chromium.org> > Reviewed-by: Geoff Lang <geofflang@chromium.org> > Commit-Queue: Geoff Lang <geofflang@chromium.org> Bug: angleproject:4394 Change-Id: Ia7aed863f0f9f6066daf1b02ecade3256f494062 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2066698 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: 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.
//
// StateManager9.h: Defines a class for caching D3D9 state
#ifndef LIBANGLE_RENDERER_D3D9_STATEMANAGER9_H_
#define LIBANGLE_RENDERER_D3D9_STATEMANAGER9_H_
#include "libANGLE/State.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/d3d/RendererD3D.h"
namespace rx
{
class Renderer9;
struct dx_VertexConstants9
{
float depthRange[4];
float viewAdjust[4];
float viewCoords[4];
};
struct dx_PixelConstants9
{
float depthRange[4];
float viewCoords[4];
float depthFront[4];
};
class StateManager9 final : angle::NonCopyable
{
public:
StateManager9(Renderer9 *renderer9);
~StateManager9();
void initialize();
void syncState(const gl::State &state, const gl::State::DirtyBits &dirtyBits);
void setBlendDepthRasterStates(const gl::State &glState, unsigned int sampleMask);
void setScissorState(const gl::Rectangle &scissor, bool enabled);
void setViewportState(const gl::Rectangle &viewport,
float zNear,
float zFar,
gl::PrimitiveMode drawMode,
GLenum frontFace,
bool ignoreViewport);
void setShaderConstants();
void forceSetBlendState();
void forceSetRasterState();
void forceSetDepthStencilState();
void forceSetScissorState();
void forceSetViewportState();
void forceSetDXUniformsState();
void updateDepthSizeIfChanged(bool depthStencilInitialized, unsigned int depthSize);
void updateStencilSizeIfChanged(bool depthStencilInitialized, unsigned int stencilSize);
void setRenderTargetBounds(size_t width, size_t height);
int getRenderTargetWidth() const { return mRenderTargetBounds.width; }
int getRenderTargetHeight() const { return mRenderTargetBounds.height; }
void setAllDirtyBits() { mDirtyBits.set(); }
void resetDirtyBits() { mDirtyBits.reset(); }
private:
// Blend state functions
void setBlendEnabled(bool enabled);
void setBlendColor(const gl::BlendState &blendState, const gl::ColorF &blendColor);
void setBlendFuncsEquations(const gl::BlendState &blendState);
void setColorMask(const gl::Framebuffer *framebuffer,
bool red,
bool blue,
bool green,
bool alpha);
void setSampleAlphaToCoverage(bool enabled);
void setDither(bool dither);
void setSampleMask(unsigned int sampleMask);
// Current raster state functions
void setCullMode(bool cullFace, gl::CullFaceMode cullMode, GLenum frontFace);
void setDepthBias(bool polygonOffsetFill,
GLfloat polygonOffsetFactor,
GLfloat polygonOffsetUnits);
// Depth stencil state functions
void setStencilOpsFront(GLenum stencilFail,
GLenum stencilPassDepthFail,
GLenum stencilPassDepthPass,
bool frontFaceCCW);
void setStencilOpsBack(GLenum stencilBackFail,
GLenum stencilBackPassDepthFail,
GLenum stencilBackPassDepthPass,
bool frontFaceCCW);
void setStencilBackWriteMask(GLuint stencilBackWriteMask, bool frontFaceCCW);
void setDepthFunc(bool depthTest, GLenum depthFunc);
void setStencilTestEnabled(bool enabled);
void setDepthMask(bool depthMask);
void setStencilFuncsFront(GLenum stencilFunc,
GLuint stencilMask,
GLint stencilRef,
bool frontFaceCCW,
unsigned int maxStencil);
void setStencilFuncsBack(GLenum stencilBackFunc,
GLuint stencilBackMask,
GLint stencilBackRef,
bool frontFaceCCW,
unsigned int maxStencil);
void setStencilWriteMask(GLuint stencilWriteMask, bool frontFaceCCW);
void setScissorEnabled(bool scissorEnabled);
void setScissorRect(const gl::Rectangle &scissor, bool enabled);
enum DirtyBitType
{
// Blend dirty bits
DIRTY_BIT_BLEND_ENABLED,
DIRTY_BIT_BLEND_COLOR,
DIRTY_BIT_BLEND_FUNCS_EQUATIONS,
DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE,
DIRTY_BIT_COLOR_MASK,
DIRTY_BIT_DITHER,
DIRTY_BIT_SAMPLE_MASK,
// Rasterizer dirty bits
DIRTY_BIT_CULL_MODE,
DIRTY_BIT_DEPTH_BIAS,
// Depth stencil dirty bits
DIRTY_BIT_STENCIL_DEPTH_MASK,
DIRTY_BIT_STENCIL_DEPTH_FUNC,
DIRTY_BIT_STENCIL_TEST_ENABLED,
DIRTY_BIT_STENCIL_FUNCS_FRONT,
DIRTY_BIT_STENCIL_FUNCS_BACK,
DIRTY_BIT_STENCIL_WRITEMASK_FRONT,
DIRTY_BIT_STENCIL_WRITEMASK_BACK,
DIRTY_BIT_STENCIL_OPS_FRONT,
DIRTY_BIT_STENCIL_OPS_BACK,
// Scissor dirty bits
DIRTY_BIT_SCISSOR_ENABLED,
DIRTY_BIT_SCISSOR_RECT,
// Viewport dirty bits
DIRTY_BIT_VIEWPORT,
DIRTY_BIT_MAX
};
using DirtyBits = angle::BitSet<DIRTY_BIT_MAX>;
bool mUsingZeroColorMaskWorkaround;
bool mCurSampleAlphaToCoverage;
// Currently applied blend state
gl::BlendState mCurBlendState;
gl::ColorF mCurBlendColor;
unsigned int mCurSampleMask;
DirtyBits mBlendStateDirtyBits;
// Currently applied raster state
gl::RasterizerState mCurRasterState;
unsigned int mCurDepthSize;
DirtyBits mRasterizerStateDirtyBits;
// Currently applied depth stencil state
gl::DepthStencilState mCurDepthStencilState;
int mCurStencilRef;
int mCurStencilBackRef;
bool mCurFrontFaceCCW;
unsigned int mCurStencilSize;
DirtyBits mDepthStencilStateDirtyBits;
// Currently applied scissor states
gl::Rectangle mCurScissorRect;
bool mCurScissorEnabled;
gl::Extents mRenderTargetBounds;
DirtyBits mScissorStateDirtyBits;
// Currently applied viewport states
bool mForceSetViewport;
gl::Rectangle mCurViewport;
float mCurNear;
float mCurFar;
float mCurDepthFront;
bool mCurIgnoreViewport;
dx_VertexConstants9 mVertexConstants;
dx_PixelConstants9 mPixelConstants;
bool mDxUniformsDirty;
// FIXME: Unsupported by D3D9
static const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
static const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
static const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
Renderer9 *mRenderer9;
DirtyBits mDirtyBits;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D9_STATEMANAGER9_H_