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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /gfx/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.h | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.h')
-rwxr-xr-x | gfx/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.h | 580 |
1 files changed, 580 insertions, 0 deletions
diff --git a/gfx/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.h b/gfx/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.h new file mode 100755 index 000000000..576fe3215 --- /dev/null +++ b/gfx/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.h @@ -0,0 +1,580 @@ +// +// 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.h: Defines a back-end specific class for the D3D11 renderer. + +#ifndef LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_H_ +#define LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_H_ + +#include "common/angleutils.h" +#include "common/mathutil.h" +#include "libANGLE/AttributeMap.h" +#include "libANGLE/angletypes.h" +#include "libANGLE/renderer/d3d/HLSLCompiler.h" +#include "libANGLE/renderer/d3d/ProgramD3D.h" +#include "libANGLE/renderer/d3d/RendererD3D.h" +#include "libANGLE/renderer/d3d/RenderTargetD3D.h" +#include "libANGLE/renderer/d3d/d3d11/DebugAnnotator11.h" +#include "libANGLE/renderer/d3d/d3d11/InputLayoutCache.h" +#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h" +#include "libANGLE/renderer/d3d/d3d11/RenderStateCache.h" +#include "libANGLE/renderer/d3d/d3d11/StateManager11.h" + +namespace gl +{ +class FramebufferAttachment; +struct ImageIndex; +} + +namespace rx +{ +class Blit11; +class Buffer11; +class Clear11; +class Context11; +class IndexDataManager; +struct PackPixelsParams; +class PixelTransfer11; +class RenderTarget11; +class StreamingIndexBufferInterface; +class Trim11; +class VertexDataManager; + +struct Renderer11DeviceCaps +{ + D3D_FEATURE_LEVEL featureLevel; + bool supportsDXGI1_2; // Support for DXGI 1.2 + bool supportsClearView; // Support for ID3D11DeviceContext1::ClearView + bool supportsConstantBufferOffsets; // Support for Constant buffer offset + UINT B5G6R5support; // Bitfield of D3D11_FORMAT_SUPPORT values for DXGI_FORMAT_B5G6R5_UNORM + UINT B4G4R4A4support; // Bitfield of D3D11_FORMAT_SUPPORT values for DXGI_FORMAT_B4G4R4A4_UNORM + UINT B5G5R5A1support; // Bitfield of D3D11_FORMAT_SUPPORT values for DXGI_FORMAT_B5G5R5A1_UNORM + Optional<LARGE_INTEGER> driverVersion; // Four-part driver version number. +}; + +enum +{ + MAX_VERTEX_UNIFORM_VECTORS_D3D11 = 1024, + MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 = 1024 +}; + +// Possible reasons RendererD3D initialize can fail +enum D3D11InitError +{ + // The renderer loaded successfully + D3D11_INIT_SUCCESS = 0, + // Failed to load the ANGLE & D3D compiler libraries + D3D11_INIT_COMPILER_ERROR, + // Failed to load a necessary DLL (non-compiler) + D3D11_INIT_MISSING_DEP, + // CreateDevice returned E_INVALIDARG + D3D11_INIT_CREATEDEVICE_INVALIDARG, + // CreateDevice failed with an error other than invalid arg + D3D11_INIT_CREATEDEVICE_ERROR, + // DXGI 1.2 required but not found + D3D11_INIT_INCOMPATIBLE_DXGI, + // Other initialization error + D3D11_INIT_OTHER_ERROR, + // CreateDevice returned E_FAIL + D3D11_INIT_CREATEDEVICE_FAIL, + // CreateDevice returned E_NOTIMPL + D3D11_INIT_CREATEDEVICE_NOTIMPL, + // CreateDevice returned E_OUTOFMEMORY + D3D11_INIT_CREATEDEVICE_OUTOFMEMORY, + // CreateDevice returned DXGI_ERROR_INVALID_CALL + D3D11_INIT_CREATEDEVICE_INVALIDCALL, + // CreateDevice returned DXGI_ERROR_SDK_COMPONENT_MISSING + D3D11_INIT_CREATEDEVICE_COMPONENTMISSING, + // CreateDevice returned DXGI_ERROR_WAS_STILL_DRAWING + D3D11_INIT_CREATEDEVICE_WASSTILLDRAWING, + // CreateDevice returned DXGI_ERROR_NOT_CURRENTLY_AVAILABLE + D3D11_INIT_CREATEDEVICE_NOTAVAILABLE, + // CreateDevice returned DXGI_ERROR_DEVICE_HUNG + D3D11_INIT_CREATEDEVICE_DEVICEHUNG, + // CreateDevice returned NULL + D3D11_INIT_CREATEDEVICE_NULL, + NUM_D3D11_INIT_ERRORS +}; + +class Renderer11 : public RendererD3D +{ + public: + explicit Renderer11(egl::Display *display); + virtual ~Renderer11(); + + egl::Error initialize() override; + bool resetDevice() override; + + egl::ConfigSet generateConfigs() override; + void generateDisplayExtensions(egl::DisplayExtensions *outExtensions) const override; + + ContextImpl *createContext(const gl::ContextState &state) override; + + gl::Error flush(); + gl::Error finish(); + + bool isValidNativeWindow(EGLNativeWindowType window) const override; + NativeWindowD3D *createNativeWindow(EGLNativeWindowType window, + const egl::Config *config, + const egl::AttributeMap &attribs) const override; + + SwapChainD3D *createSwapChain(NativeWindowD3D *nativeWindow, + HANDLE shareHandle, + IUnknown *d3dTexture, + GLenum backBufferFormat, + GLenum depthBufferFormat, + EGLint orientation) override; + egl::Error getD3DTextureInfo(IUnknown *d3dTexture, + EGLint *width, + EGLint *height, + GLenum *fboFormat) const override; + egl::Error validateShareHandle(const egl::Config *config, + HANDLE shareHandle, + const egl::AttributeMap &attribs) const override; + + gl::Error setSamplerState(gl::SamplerType type, + int index, + gl::Texture *texture, + const gl::SamplerState &sampler) override; + gl::Error setTexture(gl::SamplerType type, int index, gl::Texture *texture) override; + + gl::Error setUniformBuffers(const gl::ContextState &data, + const std::vector<GLint> &vertexUniformBuffers, + const std::vector<GLint> &fragmentUniformBuffers) override; + + gl::Error updateState(const gl::ContextState &data, GLenum drawMode); + + bool applyPrimitiveType(GLenum mode, GLsizei count, bool usesPointSize); + gl::Error applyRenderTarget(gl::Framebuffer *frameBuffer); + gl::Error applyUniforms(const ProgramD3D &programD3D, + GLenum drawMode, + const std::vector<D3DUniform *> &uniformArray) override; + gl::Error applyVertexBuffer(const gl::State &state, + GLenum mode, + GLint first, + GLsizei count, + GLsizei instances, + TranslatedIndexData *indexInfo); + gl::Error applyIndexBuffer(const gl::ContextState &data, + const GLvoid *indices, + GLsizei count, + GLenum mode, + GLenum type, + TranslatedIndexData *indexInfo); + gl::Error applyTransformFeedbackBuffers(const gl::ContextState &data); + + // lost device + bool testDeviceLost() override; + bool testDeviceResettable() override; + + SIZE_T getMaxResourceSize() const; + std::string getRendererDescription() const; + DeviceIdentifier getAdapterIdentifier() const override; + + unsigned int getReservedVertexUniformVectors() const; + unsigned int getReservedFragmentUniformVectors() const; + unsigned int getReservedVertexUniformBuffers() const override; + unsigned int getReservedFragmentUniformBuffers() const override; + + bool getShareHandleSupport() const; + + bool getNV12TextureSupport() const; + + int getMajorShaderModel() const override; + int getMinorShaderModel() const override; + std::string getShaderModelSuffix() const override; + + // Pixel operations + gl::Error copyImage2D(const gl::Framebuffer *framebuffer, + const gl::Rectangle &sourceRect, + GLenum destFormat, + const gl::Offset &destOffset, + TextureStorage *storage, + GLint level) override; + gl::Error copyImageCube(const gl::Framebuffer *framebuffer, + const gl::Rectangle &sourceRect, + GLenum destFormat, + const gl::Offset &destOffset, + TextureStorage *storage, + GLenum target, + GLint level) override; + gl::Error copyImage3D(const gl::Framebuffer *framebuffer, + const gl::Rectangle &sourceRect, + GLenum destFormat, + const gl::Offset &destOffset, + TextureStorage *storage, + GLint level) override; + gl::Error copyImage2DArray(const gl::Framebuffer *framebuffer, + const gl::Rectangle &sourceRect, + GLenum destFormat, + const gl::Offset &destOffset, + TextureStorage *storage, + GLint level) override; + + gl::Error copyTexture(const gl::Texture *source, + GLint sourceLevel, + const gl::Rectangle &sourceRect, + GLenum destFormat, + const gl::Offset &destOffset, + TextureStorage *storage, + GLint destLevel, + bool unpackFlipY, + bool unpackPremultiplyAlpha, + bool unpackUnmultiplyAlpha) override; + gl::Error copyCompressedTexture(const gl::Texture *source, + GLint sourceLevel, + TextureStorage *storage, + GLint destLevel) override; + + // RenderTarget creation + gl::Error createRenderTarget(int width, + int height, + GLenum format, + GLsizei samples, + RenderTargetD3D **outRT) override; + gl::Error createRenderTargetCopy(RenderTargetD3D *source, RenderTargetD3D **outRT) override; + + // Shader operations + gl::Error loadExecutable(const void *function, + size_t length, + ShaderType type, + const std::vector<D3DVarying> &streamOutVaryings, + bool separatedOutputBuffers, + ShaderExecutableD3D **outExecutable) override; + gl::Error compileToExecutable(gl::InfoLog &infoLog, + const std::string &shaderHLSL, + ShaderType type, + const std::vector<D3DVarying> &streamOutVaryings, + bool separatedOutputBuffers, + const D3DCompilerWorkarounds &workarounds, + ShaderExecutableD3D **outExectuable) override; + UniformStorageD3D *createUniformStorage(size_t storageSize) override; + + // Image operations + ImageD3D *createImage() override; + gl::Error generateMipmap(ImageD3D *dest, ImageD3D *source) override; + gl::Error generateMipmapUsingD3D(TextureStorage *storage, + const gl::TextureState &textureState) override; + TextureStorage *createTextureStorage2D(SwapChainD3D *swapChain) override; + TextureStorage *createTextureStorageEGLImage(EGLImageD3D *eglImage, + RenderTargetD3D *renderTargetD3D) override; + TextureStorage *createTextureStorageExternal( + egl::Stream *stream, + const egl::Stream::GLTextureDescription &desc) override; + TextureStorage *createTextureStorage2D(GLenum internalformat, + bool renderTarget, + GLsizei width, + GLsizei height, + int levels, + bool hintLevelZeroOnly) override; + TextureStorage *createTextureStorageCube(GLenum internalformat, + bool renderTarget, + int size, + int levels, + bool hintLevelZeroOnly) override; + TextureStorage *createTextureStorage3D(GLenum internalformat, + bool renderTarget, + GLsizei width, + GLsizei height, + GLsizei depth, + int levels) override; + TextureStorage *createTextureStorage2DArray(GLenum internalformat, + bool renderTarget, + GLsizei width, + GLsizei height, + GLsizei depth, + int levels) override; + + VertexBuffer *createVertexBuffer() override; + IndexBuffer *createIndexBuffer() override; + + // Stream Creation + StreamProducerImpl *createStreamProducerD3DTextureNV12( + egl::Stream::ConsumerType consumerType, + const egl::AttributeMap &attribs) override; + + // D3D11-renderer specific methods + ID3D11Device *getDevice() { return mDevice; } + void *getD3DDevice() override; + ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; }; + ID3D11DeviceContext1 *getDeviceContext1IfSupported() { return mDeviceContext1; }; + IDXGIFactory *getDxgiFactory() { return mDxgiFactory; }; + + RenderStateCache &getStateCache() { return mStateCache; } + + Blit11 *getBlitter() { return mBlit; } + Clear11 *getClearer() { return mClear; } + gl::DebugAnnotator *getAnnotator(); + + // Buffer-to-texture and Texture-to-buffer copies + bool supportsFastCopyBufferToTexture(GLenum internalFormat) const override; + gl::Error fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, + unsigned int offset, + RenderTargetD3D *destRenderTarget, + GLenum destinationFormat, + GLenum sourcePixelsType, + const gl::Box &destArea) override; + + void markAllStateDirty(); + gl::Error packPixels(const TextureHelper11 &textureHelper, + const PackPixelsParams ¶ms, + uint8_t *pixelsOut); + + bool getLUID(LUID *adapterLuid) const override; + VertexConversionType getVertexConversionType(gl::VertexFormatType vertexFormatType) const override; + GLenum getVertexComponentType(gl::VertexFormatType vertexFormatType) const override; + gl::ErrorOrResult<unsigned int> getVertexSpaceRequired(const gl::VertexAttribute &attrib, + GLsizei count, + GLsizei instances) const override; + + gl::Error readFromAttachment(const gl::FramebufferAttachment &srcAttachment, + const gl::Rectangle &sourceArea, + GLenum format, + GLenum type, + GLuint outputPitch, + const gl::PixelPackState &pack, + uint8_t *pixels); + + gl::Error blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTargetD3D *readRenderTarget, + RenderTargetD3D *drawRenderTarget, GLenum filter, const gl::Rectangle *scissor, + bool colorBlit, bool depthBlit, bool stencilBlit); + + bool isES3Capable() const; + const Renderer11DeviceCaps &getRenderer11DeviceCaps() const { return mRenderer11DeviceCaps; }; + + RendererClass getRendererClass() const override { return RENDERER_D3D11; } + InputLayoutCache *getInputLayoutCache() { return &mInputLayoutCache; } + StateManager11 *getStateManager() { return &mStateManager; } + + void onSwap(); + void onBufferCreate(const Buffer11 *created); + void onBufferDelete(const Buffer11 *deleted); + + egl::Error getEGLDevice(DeviceImpl **device) override; + + gl::Error genericDrawArrays(Context11 *context, + GLenum mode, + GLint first, + GLsizei count, + GLsizei instances); + + gl::Error genericDrawElements(Context11 *context, + GLenum mode, + GLsizei count, + GLenum type, + const GLvoid *indices, + GLsizei instances, + const gl::IndexRange &indexRange); + + // Necessary hack for default framebuffers in D3D. + FramebufferImpl *createDefaultFramebuffer(const gl::FramebufferState &state) override; + + gl::Error getScratchMemoryBuffer(size_t requestedSize, MemoryBuffer **bufferOut); + + gl::Version getMaxSupportedESVersion() const override; + + protected: + gl::Error clearTextures(gl::SamplerType samplerType, size_t rangeStart, size_t rangeEnd) override; + + private: + gl::Error drawArraysImpl(const gl::ContextState &data, + GLenum mode, + GLint startVertex, + GLsizei count, + GLsizei instances); + gl::Error drawElementsImpl(const gl::ContextState &data, + const TranslatedIndexData &indexInfo, + GLenum mode, + GLsizei count, + GLenum type, + const GLvoid *indices, + GLsizei instances); + + void generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, + gl::Extensions *outExtensions, + gl::Limitations *outLimitations) const override; + + WorkaroundsD3D generateWorkarounds() const override; + + gl::Error drawLineLoop(const gl::ContextState &data, + GLsizei count, + GLenum type, + const GLvoid *indices, + const TranslatedIndexData *indexInfo, + int instances); + gl::Error drawTriangleFan(const gl::ContextState &data, + GLsizei count, + GLenum type, + const GLvoid *indices, + int minIndex, + int instances); + + gl::Error applyShaders(const gl::ContextState &data, GLenum drawMode); + gl::Error generateSwizzle(gl::Texture *texture); + gl::Error generateSwizzles(const gl::ContextState &data, gl::SamplerType type); + gl::Error generateSwizzles(const gl::ContextState &data); + + gl::ErrorOrResult<TextureHelper11> resolveMultisampledTexture(RenderTarget11 *renderTarget, + bool depth, + bool stencil); + + void populateRenderer11DeviceCaps(); + + void updateHistograms(); + + class SamplerMetadataD3D11 final : angle::NonCopyable + { + public: + SamplerMetadataD3D11(); + ~SamplerMetadataD3D11(); + + struct dx_SamplerMetadata + { + int baseLevel; + int internalFormatBits; + int wrapModes; + int padding; // This just pads the struct to 16 bytes + }; + static_assert(sizeof(dx_SamplerMetadata) == 16u, + "Sampler metadata struct must be one 4-vec / 16 bytes."); + + void initData(unsigned int samplerCount); + void update(unsigned int samplerIndex, const gl::Texture &texture); + + const dx_SamplerMetadata *getData() const; + size_t sizeBytes() const; + bool isDirty() const { return mDirty; } + void markClean() { mDirty = false; } + + private: + std::vector<dx_SamplerMetadata> mSamplerMetadata; + bool mDirty; + }; + + template <class TShaderConstants> + void applyDriverConstantsIfNeeded(TShaderConstants *appliedConstants, + const TShaderConstants &constants, + SamplerMetadataD3D11 *samplerMetadata, + size_t samplerMetadataReferencedBytes, + ID3D11Buffer *driverConstantBuffer); + + gl::Error copyImageInternal(const gl::Framebuffer *framebuffer, + const gl::Rectangle &sourceRect, + GLenum destFormat, + const gl::Offset &destOffset, + RenderTargetD3D *destRenderTarget); + + HMODULE mD3d11Module; + HMODULE mDxgiModule; + HMODULE mDCompModule; + std::vector<D3D_FEATURE_LEVEL> mAvailableFeatureLevels; + D3D_DRIVER_TYPE mRequestedDriverType; + bool mCreatedWithDeviceEXT; + DeviceD3D *mEGLDevice; + + HLSLCompiler mCompiler; + + egl::Error initializeD3DDevice(); + void initializeDevice(); + void releaseDeviceResources(); + void release(); + + d3d11::ANGLED3D11DeviceType getDeviceType() const; + + RenderStateCache mStateCache; + + // Currently applied sampler states + std::vector<bool> mForceSetVertexSamplerStates; + std::vector<gl::SamplerState> mCurVertexSamplerStates; + + std::vector<bool> mForceSetPixelSamplerStates; + std::vector<gl::SamplerState> mCurPixelSamplerStates; + + StateManager11 mStateManager; + + // Currently applied primitive topology + D3D11_PRIMITIVE_TOPOLOGY mCurrentPrimitiveTopology; + + // Currently applied index buffer + ID3D11Buffer *mAppliedIB; + DXGI_FORMAT mAppliedIBFormat; + unsigned int mAppliedIBOffset; + bool mAppliedIBChanged; + + // Currently applied transform feedback buffers + uintptr_t mAppliedTFObject; + + // Currently applied shaders + uintptr_t mAppliedVertexShader; + uintptr_t mAppliedGeometryShader; + uintptr_t mAppliedPixelShader; + + dx_VertexConstants11 mAppliedVertexConstants; + ID3D11Buffer *mDriverConstantBufferVS; + SamplerMetadataD3D11 mSamplerMetadataVS; + ID3D11Buffer *mCurrentVertexConstantBuffer; + unsigned int mCurrentConstantBufferVS[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS]; + GLintptr mCurrentConstantBufferVSOffset[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS]; + GLsizeiptr mCurrentConstantBufferVSSize[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS]; + + dx_PixelConstants11 mAppliedPixelConstants; + ID3D11Buffer *mDriverConstantBufferPS; + SamplerMetadataD3D11 mSamplerMetadataPS; + ID3D11Buffer *mCurrentPixelConstantBuffer; + unsigned int mCurrentConstantBufferPS[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS]; + GLintptr mCurrentConstantBufferPSOffset[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS]; + GLsizeiptr mCurrentConstantBufferPSSize[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS]; + + ID3D11Buffer *mCurrentGeometryConstantBuffer; + + // Vertex, index and input layouts + VertexDataManager *mVertexDataManager; + IndexDataManager *mIndexDataManager; + InputLayoutCache mInputLayoutCache; + + StreamingIndexBufferInterface *mLineLoopIB; + StreamingIndexBufferInterface *mTriangleFanIB; + + // Texture copy resources + Blit11 *mBlit; + PixelTransfer11 *mPixelTransfer; + + // Masked clear resources + Clear11 *mClear; + + // Perform trim for D3D resources + Trim11 *mTrim; + + // Sync query + ID3D11Query *mSyncQuery; + + // Created objects state tracking + std::set<const Buffer11*> mAliveBuffers; + + double mLastHistogramUpdateTime; + + ID3D11Device *mDevice; + Renderer11DeviceCaps mRenderer11DeviceCaps; + ID3D11DeviceContext *mDeviceContext; + ID3D11DeviceContext1 *mDeviceContext1; + IDXGIAdapter *mDxgiAdapter; + DXGI_ADAPTER_DESC mAdapterDescription; + char mDescription[128]; + IDXGIFactory *mDxgiFactory; + ID3D11Debug *mDebug; + + std::vector<GLuint> mScratchIndexDataBuffer; + + MemoryBuffer mScratchMemoryBuffer; + unsigned int mScratchMemoryBufferResetCounter; + + gl::DebugAnnotator *mAnnotator; + + mutable Optional<bool> mSupportsShareHandles; +}; + +} // namespace rx +#endif // LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_H_ |