diff options
Diffstat (limited to 'gfx/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp')
-rwxr-xr-x | gfx/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp | 1246 |
1 files changed, 517 insertions, 729 deletions
diff --git a/gfx/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp b/gfx/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp index 8b4abaf9c..dcc2233fc 100755 --- a/gfx/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp +++ b/gfx/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp @@ -98,6 +98,23 @@ enum MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16 }; +void CalculateConstantBufferParams(GLintptr offset, GLsizeiptr size, UINT *outFirstConstant, UINT *outNumConstants) +{ + // The offset must be aligned to 256 bytes (should have been enforced by glBindBufferRange). + ASSERT(offset % 256 == 0); + + // firstConstant and numConstants are expressed in constants of 16-bytes. Furthermore they must be a multiple of 16 constants. + *outFirstConstant = static_cast<UINT>(offset / 16); + + // The GL size is not required to be aligned to a 256 bytes boundary. + // Round the size up to a 256 bytes boundary then express the results in constants of 16-bytes. + *outNumConstants = static_cast<UINT>(rx::roundUp(size, static_cast<GLsizeiptr>(256)) / 16); + + // Since the size is rounded up, firstConstant + numConstants may be bigger than the actual size of the buffer. + // This behaviour is explictly allowed according to the documentation on ID3D11DeviceContext1::PSSetConstantBuffers1 + // https://msdn.microsoft.com/en-us/library/windows/desktop/hh404649%28v=vs.85%29.aspx +} + enum ANGLEFeatureLevel { ANGLE_FEATURE_LEVEL_INVALID, @@ -113,20 +130,14 @@ ANGLEFeatureLevel GetANGLEFeatureLevel(D3D_FEATURE_LEVEL d3dFeatureLevel) { switch (d3dFeatureLevel) { - case D3D_FEATURE_LEVEL_9_3: - return ANGLE_FEATURE_LEVEL_9_3; - case D3D_FEATURE_LEVEL_10_0: - return ANGLE_FEATURE_LEVEL_10_0; - case D3D_FEATURE_LEVEL_10_1: - return ANGLE_FEATURE_LEVEL_10_1; - case D3D_FEATURE_LEVEL_11_0: - return ANGLE_FEATURE_LEVEL_11_0; - // Note: we don't ever request a 11_1 device, because this gives - // an E_INVALIDARG error on systems that don't have the platform update. - case D3D_FEATURE_LEVEL_11_1: - return ANGLE_FEATURE_LEVEL_11_1; - default: - return ANGLE_FEATURE_LEVEL_INVALID; + case D3D_FEATURE_LEVEL_9_3: return ANGLE_FEATURE_LEVEL_9_3; + case D3D_FEATURE_LEVEL_10_0: return ANGLE_FEATURE_LEVEL_10_0; + case D3D_FEATURE_LEVEL_10_1: return ANGLE_FEATURE_LEVEL_10_1; + case D3D_FEATURE_LEVEL_11_0: return ANGLE_FEATURE_LEVEL_11_0; + // Note: we don't ever request a 11_1 device, because this gives + // an E_INVALIDARG error on systems that don't have the platform update. + case D3D_FEATURE_LEVEL_11_1: return ANGLE_FEATURE_LEVEL_11_1; + default: return ANGLE_FEATURE_LEVEL_INVALID; } } @@ -394,13 +405,13 @@ Renderer11::Renderer11(egl::Display *display) mAnnotator(nullptr) { mVertexDataManager = NULL; - mIndexDataManager = NULL; + mIndexDataManager = NULL; - mLineLoopIB = NULL; - mTriangleFanIB = NULL; + mLineLoopIB = NULL; + mTriangleFanIB = NULL; mAppliedIBChanged = false; - mBlit = NULL; + mBlit = NULL; mPixelTransfer = NULL; mClear = NULL; @@ -409,31 +420,31 @@ Renderer11::Renderer11(egl::Display *display) mSyncQuery = NULL; - mRenderer11DeviceCaps.supportsClearView = false; + mRenderer11DeviceCaps.supportsClearView = false; mRenderer11DeviceCaps.supportsConstantBufferOffsets = false; - mRenderer11DeviceCaps.supportsDXGI1_2 = false; - mRenderer11DeviceCaps.B5G6R5support = 0; - mRenderer11DeviceCaps.B4G4R4A4support = 0; - mRenderer11DeviceCaps.B5G5R5A1support = 0; + mRenderer11DeviceCaps.supportsDXGI1_2 = false; + mRenderer11DeviceCaps.B5G6R5support = 0; + mRenderer11DeviceCaps.B4G4R4A4support = 0; + mRenderer11DeviceCaps.B5G5R5A1support = 0; - mD3d11Module = NULL; - mDxgiModule = NULL; + mD3d11Module = NULL; + mDxgiModule = NULL; mDCompModule = NULL; mCreatedWithDeviceEXT = false; mEGLDevice = nullptr; - mDevice = NULL; - mDeviceContext = NULL; + mDevice = NULL; + mDeviceContext = NULL; mDeviceContext1 = NULL; - mDxgiAdapter = NULL; - mDxgiFactory = NULL; + mDxgiAdapter = NULL; + mDxgiFactory = NULL; mDriverConstantBufferVS = NULL; mDriverConstantBufferPS = NULL; - mAppliedVertexShader = NULL; + mAppliedVertexShader = NULL; mAppliedGeometryShader = NULL; - mAppliedPixelShader = NULL; + mAppliedPixelShader = NULL; mAppliedTFObject = angle::DirtyPointer; @@ -509,7 +520,7 @@ Renderer11::Renderer11(egl::Display *display) // Also set EGL_PLATFORM_ANGLE_ANGLE variables, in case they're used elsewhere in ANGLE // mAvailableFeatureLevels defaults to empty - mRequestedDriverType = D3D_DRIVER_TYPE_UNKNOWN; + mRequestedDriverType = D3D_DRIVER_TYPE_UNKNOWN; mPresentPathFastEnabled = false; } @@ -540,17 +551,20 @@ egl::Error Renderer11::initialize() { HRESULT result = S_OK; - ANGLE_TRY(initializeD3DDevice()); + egl::Error error = initializeD3DDevice(); + if (error.isError()) + { + return error; + } #if !defined(ANGLE_ENABLE_WINDOWS_STORE) #if !ANGLE_SKIP_DXGI_1_2_CHECK { TRACE_EVENT0("gpu.angle", "Renderer11::initialize (DXGICheck)"); - // In order to create a swap chain for an HWND owned by another process, DXGI 1.2 is - // required. + // In order to create a swap chain for an HWND owned by another process, DXGI 1.2 is required. // The easiest way to check is to query for a IDXGIDevice2. bool requireDXGI1_2 = false; - HWND hwnd = WindowFromDC(mDisplay->getNativeDisplayId()); + HWND hwnd = WindowFromDC(mDisplay->getNativeDisplayId()); if (hwnd) { DWORD currentProcessId = GetCurrentProcessId(); @@ -566,12 +580,12 @@ egl::Error Renderer11::initialize() if (requireDXGI1_2) { IDXGIDevice2 *dxgiDevice2 = NULL; - result = mDevice->QueryInterface(__uuidof(IDXGIDevice2), (void **)&dxgiDevice2); + result = mDevice->QueryInterface(__uuidof(IDXGIDevice2), (void**)&dxgiDevice2); if (FAILED(result)) { - return egl::Error( - EGL_NOT_INITIALIZED, D3D11_INIT_INCOMPATIBLE_DXGI, - "DXGI 1.2 required to present to HWNDs owned by another process."); + return egl::Error(EGL_NOT_INITIALIZED, + D3D11_INIT_INCOMPATIBLE_DXGI, + "DXGI 1.2 required to present to HWNDs owned by another process."); } SafeRelease(dxgiDevice2); } @@ -587,19 +601,21 @@ egl::Error Renderer11::initialize() mDeviceContext1 = d3d11::DynamicCastComObject<ID3D11DeviceContext1>(mDeviceContext); IDXGIDevice *dxgiDevice = NULL; - result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void **)&dxgiDevice); + result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice); if (FAILED(result)) { - return egl::Error(EGL_NOT_INITIALIZED, D3D11_INIT_OTHER_ERROR, + return egl::Error(EGL_NOT_INITIALIZED, + D3D11_INIT_OTHER_ERROR, "Could not query DXGI device."); } - result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void **)&mDxgiAdapter); + result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter); if (FAILED(result)) { - return egl::Error(EGL_NOT_INITIALIZED, D3D11_INIT_OTHER_ERROR, + return egl::Error(EGL_NOT_INITIALIZED, + D3D11_INIT_OTHER_ERROR, "Could not retrieve DXGI adapter"); } @@ -607,28 +623,24 @@ egl::Error Renderer11::initialize() IDXGIAdapter2 *dxgiAdapter2 = d3d11::DynamicCastComObject<IDXGIAdapter2>(mDxgiAdapter); - // On D3D_FEATURE_LEVEL_9_*, IDXGIAdapter::GetDesc returns "Software Adapter" for the - // description string. - // If DXGI1.2 is available then IDXGIAdapter2::GetDesc2 can be used to get the actual - // hardware values. + // On D3D_FEATURE_LEVEL_9_*, IDXGIAdapter::GetDesc returns "Software Adapter" for the description string. + // If DXGI1.2 is available then IDXGIAdapter2::GetDesc2 can be used to get the actual hardware values. if (mRenderer11DeviceCaps.featureLevel <= D3D_FEATURE_LEVEL_9_3 && dxgiAdapter2 != NULL) { DXGI_ADAPTER_DESC2 adapterDesc2 = {}; - result = dxgiAdapter2->GetDesc2(&adapterDesc2); + result = dxgiAdapter2->GetDesc2(&adapterDesc2); if (SUCCEEDED(result)) { - // Copy the contents of the DXGI_ADAPTER_DESC2 into mAdapterDescription (a - // DXGI_ADAPTER_DESC). - memcpy(mAdapterDescription.Description, adapterDesc2.Description, - sizeof(mAdapterDescription.Description)); - mAdapterDescription.VendorId = adapterDesc2.VendorId; - mAdapterDescription.DeviceId = adapterDesc2.DeviceId; - mAdapterDescription.SubSysId = adapterDesc2.SubSysId; - mAdapterDescription.Revision = adapterDesc2.Revision; - mAdapterDescription.DedicatedVideoMemory = adapterDesc2.DedicatedVideoMemory; + // Copy the contents of the DXGI_ADAPTER_DESC2 into mAdapterDescription (a DXGI_ADAPTER_DESC). + memcpy(mAdapterDescription.Description, adapterDesc2.Description, sizeof(mAdapterDescription.Description)); + mAdapterDescription.VendorId = adapterDesc2.VendorId; + mAdapterDescription.DeviceId = adapterDesc2.DeviceId; + mAdapterDescription.SubSysId = adapterDesc2.SubSysId; + mAdapterDescription.Revision = adapterDesc2.Revision; + mAdapterDescription.DedicatedVideoMemory = adapterDesc2.DedicatedVideoMemory; mAdapterDescription.DedicatedSystemMemory = adapterDesc2.DedicatedSystemMemory; - mAdapterDescription.SharedSystemMemory = adapterDesc2.SharedSystemMemory; - mAdapterDescription.AdapterLuid = adapterDesc2.AdapterLuid; + mAdapterDescription.SharedSystemMemory = adapterDesc2.SharedSystemMemory; + mAdapterDescription.AdapterLuid = adapterDesc2.AdapterLuid; } } else @@ -640,23 +652,25 @@ egl::Error Renderer11::initialize() if (FAILED(result)) { - return egl::Error(EGL_NOT_INITIALIZED, D3D11_INIT_OTHER_ERROR, + return egl::Error(EGL_NOT_INITIALIZED, + D3D11_INIT_OTHER_ERROR, "Could not read DXGI adaptor description."); } memset(mDescription, 0, sizeof(mDescription)); wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1); - result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void **)&mDxgiFactory); + result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory); if (!mDxgiFactory || FAILED(result)) { - return egl::Error(EGL_NOT_INITIALIZED, D3D11_INIT_OTHER_ERROR, + return egl::Error(EGL_NOT_INITIALIZED, + D3D11_INIT_OTHER_ERROR, "Could not create DXGI factory."); } } -// Disable some spurious D3D11 debug warnings to prevent them from flooding the output log + // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log #if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG) { TRACE_EVENT0("gpu.angle", "Renderer11::initialize (HideWarnings)"); @@ -665,12 +679,14 @@ egl::Error Renderer11::initialize() if (SUCCEEDED(result)) { - D3D11_MESSAGE_ID hideMessages[] = { - D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET}; + D3D11_MESSAGE_ID hideMessages[] = + { + D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET + }; D3D11_INFO_QUEUE_FILTER filter = {}; filter.DenyList.NumIDs = static_cast<unsigned int>(ArraySize(hideMessages)); - filter.DenyList.pIDList = hideMessages; + filter.DenyList.pIDList = hideMessages; infoQueue->AddStorageFilterEntries(&filter); SafeRelease(infoQueue); @@ -760,8 +776,12 @@ egl::Error Renderer11::initializeD3DDevice() else { // We should use the inputted D3D11 device instead - void *device = nullptr; - ANGLE_TRY(mEGLDevice->getDevice(&device)); + void *device = nullptr; + egl::Error error = mEGLDevice->getDevice(&device); + if (error.isError()) + { + return error; + } ID3D11Device *d3dDevice = reinterpret_cast<ID3D11Device *>(device); if (FAILED(d3dDevice->GetDeviceRemovedReason())) @@ -802,7 +822,7 @@ void Renderer11::initializeDevice() ASSERT(!mVertexDataManager && !mIndexDataManager); mVertexDataManager = new VertexDataManager(this); - mIndexDataManager = new IndexDataManager(this, getRendererClass()); + mIndexDataManager = new IndexDataManager(this, getRendererClass()); ASSERT(!mBlit); mBlit = new Blit11(this); @@ -856,7 +876,8 @@ void Renderer11::initializeDevice() angleFeatureLevel = ANGLE_FEATURE_LEVEL_11_1; } - ANGLE_HISTOGRAM_ENUMERATION("GPU.ANGLE.D3D11FeatureLevel", angleFeatureLevel, + ANGLE_HISTOGRAM_ENUMERATION("GPU.ANGLE.D3D11FeatureLevel", + angleFeatureLevel, NUM_ANGLE_FEATURE_LEVELS); } @@ -864,54 +885,30 @@ void Renderer11::populateRenderer11DeviceCaps() { HRESULT hr = S_OK; - LARGE_INTEGER version; - hr = mDxgiAdapter->CheckInterfaceSupport(__uuidof(IDXGIDevice), &version); - if (FAILED(hr)) - { - mRenderer11DeviceCaps.driverVersion.reset(); - ERR("Error querying driver version from DXGI Adapter."); - } - else - { - mRenderer11DeviceCaps.driverVersion = version; - } - if (mDeviceContext1) { D3D11_FEATURE_DATA_D3D11_OPTIONS d3d11Options; - HRESULT result = mDevice->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS, &d3d11Options, - sizeof(D3D11_FEATURE_DATA_D3D11_OPTIONS)); + HRESULT result = mDevice->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS, &d3d11Options, sizeof(D3D11_FEATURE_DATA_D3D11_OPTIONS)); if (SUCCEEDED(result)) { mRenderer11DeviceCaps.supportsClearView = (d3d11Options.ClearView != FALSE); - mRenderer11DeviceCaps.supportsConstantBufferOffsets = - (d3d11Options.ConstantBufferOffsetting != FALSE); + mRenderer11DeviceCaps.supportsConstantBufferOffsets = (d3d11Options.ConstantBufferOffsetting != FALSE); } } - if (getWorkarounds().disableB5G6R5Support) + hr = mDevice->CheckFormatSupport(DXGI_FORMAT_B5G6R5_UNORM, &(mRenderer11DeviceCaps.B5G6R5support)); + if (FAILED(hr)) { mRenderer11DeviceCaps.B5G6R5support = 0; } - else - { - hr = mDevice->CheckFormatSupport(DXGI_FORMAT_B5G6R5_UNORM, - &(mRenderer11DeviceCaps.B5G6R5support)); - if (FAILED(hr)) - { - mRenderer11DeviceCaps.B5G6R5support = 0; - } - } - hr = mDevice->CheckFormatSupport(DXGI_FORMAT_B4G4R4A4_UNORM, - &(mRenderer11DeviceCaps.B4G4R4A4support)); + hr = mDevice->CheckFormatSupport(DXGI_FORMAT_B4G4R4A4_UNORM, &(mRenderer11DeviceCaps.B4G4R4A4support)); if (FAILED(hr)) { mRenderer11DeviceCaps.B4G4R4A4support = 0; } - hr = mDevice->CheckFormatSupport(DXGI_FORMAT_B5G5R5A1_UNORM, - &(mRenderer11DeviceCaps.B5G5R5A1support)); + hr = mDevice->CheckFormatSupport(DXGI_FORMAT_B5G5R5A1_UNORM, &(mRenderer11DeviceCaps.B5G5R5A1support)); if (FAILED(hr)) { mRenderer11DeviceCaps.B5G5R5A1support = 0; @@ -920,6 +917,18 @@ void Renderer11::populateRenderer11DeviceCaps() IDXGIAdapter2 *dxgiAdapter2 = d3d11::DynamicCastComObject<IDXGIAdapter2>(mDxgiAdapter); mRenderer11DeviceCaps.supportsDXGI1_2 = (dxgiAdapter2 != nullptr); SafeRelease(dxgiAdapter2); + + LARGE_INTEGER version; + hr = mDxgiAdapter->CheckInterfaceSupport(__uuidof(IDXGIDevice), &version); + if (FAILED(hr)) + { + mRenderer11DeviceCaps.driverVersion.reset(); + ERR("Error querying driver version from DXGI Adapter."); + } + else + { + mRenderer11DeviceCaps.driverVersion = version; + } } egl::ConfigSet Renderer11::generateConfigs() @@ -943,8 +952,11 @@ egl::ConfigSet Renderer11::generateConfigs() colorBufferFormats.push_back(GL_RGB565); } - static const GLenum depthStencilBufferFormats[] = { - GL_NONE, GL_DEPTH24_STENCIL8_OES, GL_DEPTH_COMPONENT16, + static const GLenum depthStencilBufferFormats[] = + { + GL_NONE, + GL_DEPTH24_STENCIL8_OES, + GL_DEPTH_COMPONENT16, }; const gl::Caps &rendererCaps = getNativeCaps(); @@ -956,8 +968,7 @@ egl::ConfigSet Renderer11::generateConfigs() egl::ConfigSet configs; for (GLenum colorBufferInternalFormat : colorBufferFormats) { - const gl::TextureCaps &colorBufferFormatCaps = - rendererTextureCaps.get(colorBufferInternalFormat); + const gl::TextureCaps &colorBufferFormatCaps = rendererTextureCaps.get(colorBufferInternalFormat); if (!colorBufferFormatCaps.renderable) { continue; @@ -977,7 +988,6 @@ egl::ConfigSet Renderer11::generateConfigs() gl::GetInternalFormatInfo(colorBufferInternalFormat); const gl::InternalFormat &depthStencilBufferFormatInfo = gl::GetInternalFormatInfo(depthStencilBufferInternalFormat); - const gl::Version &maxVersion = getMaxSupportedESVersion(); egl::Config config; config.renderTargetFormat = colorBufferInternalFormat; @@ -990,27 +1000,20 @@ egl::ConfigSet Renderer11::generateConfigs() config.alphaSize = colorBufferFormatInfo.alphaBits; config.alphaMaskSize = 0; config.bindToTextureRGB = (colorBufferFormatInfo.format == GL_RGB); - config.bindToTextureRGBA = (colorBufferFormatInfo.format == GL_RGBA || + config.bindToTextureRGBA = (colorBufferFormatInfo.format == GL_RGBA || colorBufferFormatInfo.format == GL_BGRA_EXT); config.colorBufferType = EGL_RGB_BUFFER; config.configCaveat = EGL_NONE; config.configID = static_cast<EGLint>(configs.size() + 1); + // Can only support a conformant ES2 with feature level greater than 10.0. + config.conformant = (mRenderer11DeviceCaps.featureLevel >= D3D_FEATURE_LEVEL_10_0) + ? (EGL_OPENGL_ES2_BIT | EGL_OPENGL_ES3_BIT_KHR) + : 0; // PresentPathFast may not be conformant - config.conformant = 0; - if (!mPresentPathFastEnabled) + if (mPresentPathFastEnabled) { - // Can only support a conformant ES2 with feature level greater than 10.0. - if (mRenderer11DeviceCaps.featureLevel >= D3D_FEATURE_LEVEL_10_0) - { - config.conformant |= EGL_OPENGL_ES2_BIT; - } - - // We can only support conformant ES3 on FL 10.1+ - if (maxVersion.major >= 3) - { - config.conformant |= EGL_OPENGL_ES3_BIT_KHR; - } + config.conformant = 0; } config.depthSize = depthStencilBufferFormatInfo.depthBits; @@ -1018,24 +1021,21 @@ egl::ConfigSet Renderer11::generateConfigs() config.matchNativePixmap = EGL_NONE; config.maxPBufferWidth = rendererCaps.max2DTextureSize; config.maxPBufferHeight = rendererCaps.max2DTextureSize; - config.maxPBufferPixels = rendererCaps.max2DTextureSize * rendererCaps.max2DTextureSize; - config.maxSwapInterval = 4; - config.minSwapInterval = 0; - config.nativeRenderable = EGL_FALSE; - config.nativeVisualID = 0; - config.nativeVisualType = EGL_NONE; - - // Can't support ES3 at all without feature level 10.1 - config.renderableType = EGL_OPENGL_ES2_BIT; - if (maxVersion.major >= 3) - { - config.renderableType |= EGL_OPENGL_ES3_BIT_KHR; - } - - config.sampleBuffers = 0; // FIXME: enumerate multi-sampling - config.samples = 0; - config.stencilSize = depthStencilBufferFormatInfo.stencilBits; - config.surfaceType = EGL_PBUFFER_BIT | EGL_WINDOW_BIT | EGL_SWAP_BEHAVIOR_PRESERVED_BIT; + config.maxPBufferPixels = rendererCaps.max2DTextureSize * rendererCaps.max2DTextureSize; + config.maxSwapInterval = 4; + config.minSwapInterval = 0; + config.nativeRenderable = EGL_FALSE; + config.nativeVisualID = 0; + config.nativeVisualType = EGL_NONE; + // Can't support ES3 at all without feature level 10.0 + config.renderableType = + EGL_OPENGL_ES2_BIT | ((mRenderer11DeviceCaps.featureLevel >= D3D_FEATURE_LEVEL_10_0) + ? EGL_OPENGL_ES3_BIT_KHR + : 0); + config.sampleBuffers = 0; // FIXME: enumerate multi-sampling + config.samples = 0; + config.stencilSize = depthStencilBufferFormatInfo.stencilBits; + config.surfaceType = EGL_PBUFFER_BIT | EGL_WINDOW_BIT | EGL_SWAP_BEHAVIOR_PRESERVED_BIT; config.transparentType = EGL_NONE; config.transparentRedValue = 0; config.transparentGreenValue = 0; @@ -1059,9 +1059,8 @@ void Renderer11::generateDisplayExtensions(egl::DisplayExtensions *outExtensions outExtensions->d3dShareHandleClientBuffer = true; outExtensions->surfaceD3DTexture2DShareHandle = true; } - outExtensions->d3dTextureClientBuffer = true; - outExtensions->keyedMutex = true; + outExtensions->keyedMutex = true; outExtensions->querySurfacePointer = true; outExtensions->windowFixedSize = true; @@ -1105,15 +1104,14 @@ gl::Error Renderer11::finish() if (!mSyncQuery) { D3D11_QUERY_DESC queryDesc; - queryDesc.Query = D3D11_QUERY_EVENT; + queryDesc.Query = D3D11_QUERY_EVENT; queryDesc.MiscFlags = 0; result = mDevice->CreateQuery(&queryDesc, &mSyncQuery); ASSERT(SUCCEEDED(result)); if (FAILED(result)) { - return gl::Error(GL_OUT_OF_MEMORY, "Failed to create event query, result: 0x%X.", - result); + return gl::Error(GL_OUT_OF_MEMORY, "Failed to create event query, result: 0x%X.", result); } } @@ -1129,8 +1127,7 @@ gl::Error Renderer11::finish() result = mDeviceContext->GetData(mSyncQuery, NULL, 0, flags); if (FAILED(result)) { - return gl::Error(GL_OUT_OF_MEMORY, "Failed to get event query data, result: 0x%X.", - result); + return gl::Error(GL_OUT_OF_MEMORY, "Failed to get event query data, result: 0x%X.", result); } // Keep polling, but allow other threads to do something useful first @@ -1141,7 +1138,8 @@ gl::Error Renderer11::finish() mDisplay->notifyDeviceLost(); return gl::Error(GL_OUT_OF_MEMORY, "Device was lost while waiting for sync."); } - } while (result == S_FALSE); + } + while (result == S_FALSE); return gl::Error(GL_NO_ERROR); } @@ -1169,124 +1167,19 @@ NativeWindowD3D *Renderer11::createNativeWindow(EGLNativeWindowType window, #endif } -egl::Error Renderer11::getD3DTextureInfo(IUnknown *d3dTexture, - EGLint *width, - EGLint *height, - GLenum *fboFormat) const -{ - ID3D11Texture2D *texture = d3d11::DynamicCastComObject<ID3D11Texture2D>(d3dTexture); - if (texture == nullptr) - { - return egl::Error(EGL_BAD_PARAMETER, "client buffer is not a ID3D11Texture2D"); - } - - ID3D11Device *textureDevice = nullptr; - texture->GetDevice(&textureDevice); - if (textureDevice != mDevice) - { - SafeRelease(texture); - return egl::Error(EGL_BAD_PARAMETER, "Texture's device does not match."); - } - SafeRelease(textureDevice); - - D3D11_TEXTURE2D_DESC desc = {0}; - texture->GetDesc(&desc); - SafeRelease(texture); - - if (width) - { - *width = static_cast<EGLint>(desc.Width); - } - if (height) - { - *height = static_cast<EGLint>(desc.Height); - } - - // From table egl.restrictions in EGL_ANGLE_d3d_texture_client_buffer. - switch (desc.Format) - { - case DXGI_FORMAT_R8G8B8A8_UNORM: - case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB: - case DXGI_FORMAT_B8G8R8A8_UNORM: - case DXGI_FORMAT_B8G8R8A8_UNORM_SRGB: - case DXGI_FORMAT_R16G16B16A16_FLOAT: - case DXGI_FORMAT_R32G32B32A32_FLOAT: - break; - - default: - return egl::Error(EGL_BAD_PARAMETER, "Unknown client buffer texture format: %u.", - desc.Format); - } - - if (fboFormat) - { - const angle::Format &angleFormat = d3d11_angle::GetFormat(desc.Format); - *fboFormat = angleFormat.fboImplementationInternalFormat; - } - - return egl::Error(EGL_SUCCESS); -} - -egl::Error Renderer11::validateShareHandle(const egl::Config *config, - HANDLE shareHandle, - const egl::AttributeMap &attribs) const -{ - if (shareHandle == nullptr) - { - return egl::Error(EGL_BAD_PARAMETER, "NULL share handle."); - } - - ID3D11Resource *tempResource11 = nullptr; - HRESULT result = mDevice->OpenSharedResource(shareHandle, __uuidof(ID3D11Resource), - (void **)&tempResource11); - if (FAILED(result)) - { - return egl::Error(EGL_BAD_PARAMETER, "Failed to open share handle, result: 0x%X.", result); - } - - ID3D11Texture2D *texture2D = d3d11::DynamicCastComObject<ID3D11Texture2D>(tempResource11); - SafeRelease(tempResource11); - - if (texture2D == nullptr) - { - return egl::Error(EGL_BAD_PARAMETER, - "Failed to query ID3D11Texture2D object from share handle."); - } - - D3D11_TEXTURE2D_DESC desc = {0}; - texture2D->GetDesc(&desc); - SafeRelease(texture2D); - - EGLint width = attribs.getAsInt(EGL_WIDTH, 0); - EGLint height = attribs.getAsInt(EGL_HEIGHT, 0); - ASSERT(width != 0 && height != 0); - - const d3d11::Format &backbufferFormatInfo = - d3d11::Format::Get(config->renderTargetFormat, getRenderer11DeviceCaps()); - - if (desc.Width != static_cast<UINT>(width) || desc.Height != static_cast<UINT>(height) || - desc.Format != backbufferFormatInfo.texFormat || desc.MipLevels != 1 || desc.ArraySize != 1) - { - return egl::Error(EGL_BAD_PARAMETER, "Invalid texture parameters in share handle texture."); - } - - return egl::Error(EGL_SUCCESS); -} - SwapChainD3D *Renderer11::createSwapChain(NativeWindowD3D *nativeWindow, HANDLE shareHandle, - IUnknown *d3dTexture, GLenum backBufferFormat, GLenum depthBufferFormat, EGLint orientation) { - return new SwapChain11(this, GetAs<NativeWindow11>(nativeWindow), shareHandle, d3dTexture, - backBufferFormat, depthBufferFormat, orientation); + return new SwapChain11(this, GetAs<NativeWindow11>(nativeWindow), shareHandle, backBufferFormat, + depthBufferFormat, orientation); } void *Renderer11::getD3DDevice() { - return reinterpret_cast<void *>(mDevice); + return reinterpret_cast<void*>(mDevice); } gl::Error Renderer11::generateSwizzle(gl::Texture *texture) @@ -1297,13 +1190,21 @@ gl::Error Renderer11::generateSwizzle(gl::Texture *texture) ASSERT(textureD3D); TextureStorage *texStorage = nullptr; - ANGLE_TRY(textureD3D->getNativeTexture(&texStorage)); + gl::Error error = textureD3D->getNativeTexture(&texStorage); + if (error.isError()) + { + return error; + } if (texStorage) { - TextureStorage11 *storage11 = GetAs<TextureStorage11>(texStorage); + TextureStorage11 *storage11 = GetAs<TextureStorage11>(texStorage); const gl::TextureState &textureState = texture->getTextureState(); - ANGLE_TRY(storage11->generateSwizzles(textureState.getSwizzleState())); + error = storage11->generateSwizzles(textureState.getSwizzleState()); + if (error.isError()) + { + return error; + } } } @@ -1349,7 +1250,11 @@ gl::Error Renderer11::setSamplerState(gl::SamplerType type, TextureD3D *textureD3D = GetImplAs<TextureD3D>(texture); TextureStorage *storage = nullptr; - ANGLE_TRY(textureD3D->getNativeTexture(&storage)); + gl::Error error = textureD3D->getNativeTexture(&storage); + if (error.isError()) + { + return error; + } // Storage should exist, texture should be complete ASSERT(storage); @@ -1367,7 +1272,11 @@ gl::Error Renderer11::setSamplerState(gl::SamplerType type, memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0) { ID3D11SamplerState *dxSamplerState = NULL; - ANGLE_TRY(mStateCache.getSamplerState(samplerState, &dxSamplerState)); + error = mStateCache.getSamplerState(samplerState, &dxSamplerState); + if (error.isError()) + { + return error; + } ASSERT(dxSamplerState != NULL); mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState); @@ -1387,7 +1296,11 @@ gl::Error Renderer11::setSamplerState(gl::SamplerType type, memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0) { ID3D11SamplerState *dxSamplerState = NULL; - ANGLE_TRY(mStateCache.getSamplerState(samplerState, &dxSamplerState)); + error = mStateCache.getSamplerState(samplerState, &dxSamplerState); + if (error.isError()) + { + return error; + } ASSERT(dxSamplerState != NULL); mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState); @@ -1399,13 +1312,12 @@ gl::Error Renderer11::setSamplerState(gl::SamplerType type, metadata = &mSamplerMetadataVS; } - else - UNREACHABLE(); + else UNREACHABLE(); ASSERT(metadata != nullptr); metadata->update(index, *texture); - return gl::NoError(); + return gl::Error(GL_NO_ERROR); } gl::Error Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture) @@ -1417,7 +1329,11 @@ gl::Error Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *t TextureD3D *textureImpl = GetImplAs<TextureD3D>(texture); TextureStorage *texStorage = nullptr; - ANGLE_TRY(textureImpl->getNativeTexture(&texStorage)); + gl::Error error = textureImpl->getNativeTexture(&texStorage); + if (error.isError()) + { + return error; + } // Texture should be complete and have a storage ASSERT(texStorage); @@ -1426,8 +1342,8 @@ gl::Error Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *t ANGLE_TRY(storage11->getSRV(texture->getTextureState(), &textureSRV)); - // If we get NULL back from getSRV here, something went wrong in the texture class and we're - // unexpectedly missing the shader resource view + // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly + // missing the shader resource view ASSERT(textureSRV != NULL); textureImpl->resetDirty(); @@ -1447,8 +1363,7 @@ gl::Error Renderer11::setUniformBuffers(const gl::ContextState &data, const std::vector<GLint> &vertexUniformBuffers, const std::vector<GLint> &fragmentUniformBuffers) { - for (size_t uniformBufferIndex = 0; uniformBufferIndex < vertexUniformBuffers.size(); - uniformBufferIndex++) + for (size_t uniformBufferIndex = 0; uniformBufferIndex < vertexUniformBuffers.size(); uniformBufferIndex++) { GLint binding = vertexUniformBuffers[uniformBufferIndex]; @@ -1469,12 +1384,10 @@ gl::Error Renderer11::setUniformBuffers(const gl::ContextState &data, Buffer11 *bufferStorage = GetImplAs<Buffer11>(uniformBuffer.get()); ID3D11Buffer *constantBuffer = nullptr; - UINT firstConstant = 0; - UINT numConstants = 0; - ANGLE_TRY(bufferStorage->getConstantBufferRange(uniformBufferOffset, uniformBufferSize, - &constantBuffer, &firstConstant, - &numConstants)); + ANGLE_TRY_RESULT( + bufferStorage->getConstantBufferRange(uniformBufferOffset, uniformBufferSize), + constantBuffer); if (!constantBuffer) { @@ -1485,9 +1398,11 @@ gl::Error Renderer11::setUniformBuffers(const gl::ContextState &data, mCurrentConstantBufferVSOffset[uniformBufferIndex] != uniformBufferOffset || mCurrentConstantBufferVSSize[uniformBufferIndex] != uniformBufferSize) { - if (firstConstant != 0 && uniformBufferSize != 0) + if (mRenderer11DeviceCaps.supportsConstantBufferOffsets && uniformBufferSize != 0) { - ASSERT(numConstants != 0); + UINT firstConstant = 0, numConstants = 0; + CalculateConstantBufferParams(uniformBufferOffset, uniformBufferSize, + &firstConstant, &numConstants); mDeviceContext1->VSSetConstantBuffers1( getReservedVertexUniformBuffers() + static_cast<unsigned int>(uniformBufferIndex), @@ -1507,8 +1422,7 @@ gl::Error Renderer11::setUniformBuffers(const gl::ContextState &data, } } - for (size_t uniformBufferIndex = 0; uniformBufferIndex < fragmentUniformBuffers.size(); - uniformBufferIndex++) + for (size_t uniformBufferIndex = 0; uniformBufferIndex < fragmentUniformBuffers.size(); uniformBufferIndex++) { GLint binding = fragmentUniformBuffers[uniformBufferIndex]; @@ -1529,12 +1443,10 @@ gl::Error Renderer11::setUniformBuffers(const gl::ContextState &data, Buffer11 *bufferStorage = GetImplAs<Buffer11>(uniformBuffer.get()); ID3D11Buffer *constantBuffer = nullptr; - UINT firstConstant = 0; - UINT numConstants = 0; - ANGLE_TRY(bufferStorage->getConstantBufferRange(uniformBufferOffset, uniformBufferSize, - &constantBuffer, &firstConstant, - &numConstants)); + ANGLE_TRY_RESULT( + bufferStorage->getConstantBufferRange(uniformBufferOffset, uniformBufferSize), + constantBuffer); if (!constantBuffer) { @@ -1545,8 +1457,11 @@ gl::Error Renderer11::setUniformBuffers(const gl::ContextState &data, mCurrentConstantBufferPSOffset[uniformBufferIndex] != uniformBufferOffset || mCurrentConstantBufferPSSize[uniformBufferIndex] != uniformBufferSize) { - if (firstConstant != 0 && uniformBufferSize != 0) + if (mRenderer11DeviceCaps.supportsConstantBufferOffsets && uniformBufferSize != 0) { + UINT firstConstant = 0, numConstants = 0; + CalculateConstantBufferParams(uniformBufferOffset, uniformBufferSize, + &firstConstant, &numConstants); mDeviceContext1->PSSetConstantBuffers1( getReservedFragmentUniformBuffers() + static_cast<unsigned int>(uniformBufferIndex), @@ -1592,17 +1507,7 @@ gl::Error Renderer11::updateState(const gl::ContextState &data, GLenum drawMode) mStateManager.setScissorRectangle(glState.getScissor(), glState.isScissorTestEnabled()); // Applying rasterizer state to D3D11 device - // Since framebuffer->getSamples will return the original samples which may be different with - // the sample counts that we set in render target view, here we use renderTarget->getSamples to - // get the actual samples. - GLsizei samples = 0; - if (firstColorAttachment) - { - ASSERT(firstColorAttachment->isAttached()); - RenderTarget11 *renderTarget = nullptr; - ANGLE_TRY(firstColorAttachment->getRenderTarget(&renderTarget)); - samples = renderTarget->getSamples(); - } + int samples = framebuffer->getSamples(data); gl::RasterizerState rasterizer = glState.getRasterizerState(); rasterizer.pointDrawMode = (drawMode == GL_POINTS); rasterizer.multiSample = (samples != 0); @@ -1628,44 +1533,22 @@ bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count, bool usesPointSi switch (mode) { - case GL_POINTS: - primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; - minCount = 1; - break; - case GL_LINES: - primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; - minCount = 2; - break; - case GL_LINE_LOOP: - primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; - minCount = 2; - break; - case GL_LINE_STRIP: - primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; - minCount = 2; - break; - case GL_TRIANGLES: - primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; - minCount = 3; - break; - case GL_TRIANGLE_STRIP: - primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; - minCount = 3; - break; - // emulate fans via rewriting index buffer - case GL_TRIANGLE_FAN: - primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; - minCount = 3; - break; - default: - UNREACHABLE(); - return false; + case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; minCount = 1; break; + case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; minCount = 2; break; + case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break; + case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break; + case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break; + case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; minCount = 3; break; + // emulate fans via rewriting index buffer + case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break; + default: + UNREACHABLE(); + return false; } // If instanced pointsprite emulation is being used and If gl_PointSize is used in the shader, // GL_POINTS mode is expected to render pointsprites. - // Instanced PointSprite emulation requires that the topology to be - // D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST. + // Instanced PointSprite emulation requires that the topology to be D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST. if (mode == GL_POINTS && usesPointSize && getWorkarounds().useInstancedPointSpriteEmulation) { primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; @@ -1695,10 +1578,18 @@ gl::Error Renderer11::applyVertexBuffer(const gl::State &state, const auto &vertexArray = state.getVertexArray(); auto *vertexArray11 = GetImplAs<VertexArray11>(vertexArray); - ANGLE_TRY(vertexArray11->updateDirtyAndDynamicAttribs(mVertexDataManager, state, first, count, - instances)); + gl::Error error = vertexArray11->updateDirtyAndDynamicAttribs(mVertexDataManager, state, first, + count, instances); + if (error.isError()) + { + return error; + } - ANGLE_TRY(mStateManager.updateCurrentValueAttribs(state, mVertexDataManager)); + error = mStateManager.updateCurrentValueAttribs(state, mVertexDataManager); + if (error.isError()) + { + return error; + } // If index information is passed, mark it with the current changed status. if (indexInfo) @@ -1742,8 +1633,7 @@ gl::Error Renderer11::applyIndexBuffer(const gl::ContextState &data, indexInfo, glState.isPrimitiveRestartEnabled())); ID3D11Buffer *buffer = nullptr; - DXGI_FORMAT bufferFormat = - (indexInfo->indexType == GL_UNSIGNED_INT) ? DXGI_FORMAT_R32_UINT : DXGI_FORMAT_R16_UINT; + DXGI_FORMAT bufferFormat = (indexInfo->indexType == GL_UNSIGNED_INT) ? DXGI_FORMAT_R32_UINT : DXGI_FORMAT_R16_UINT; if (indexInfo->storage) { @@ -1752,19 +1642,18 @@ gl::Error Renderer11::applyIndexBuffer(const gl::ContextState &data, } else { - IndexBuffer11 *indexBuffer = GetAs<IndexBuffer11>(indexInfo->indexBuffer); - buffer = indexBuffer->getBuffer(); + IndexBuffer11* indexBuffer = GetAs<IndexBuffer11>(indexInfo->indexBuffer); + buffer = indexBuffer->getBuffer(); } mAppliedIBChanged = false; - if (buffer != mAppliedIB || bufferFormat != mAppliedIBFormat || - indexInfo->startOffset != mAppliedIBOffset) + if (buffer != mAppliedIB || bufferFormat != mAppliedIBFormat || indexInfo->startOffset != mAppliedIBOffset) { mDeviceContext->IASetIndexBuffer(buffer, bufferFormat, indexInfo->startOffset); - mAppliedIB = buffer; - mAppliedIBFormat = bufferFormat; - mAppliedIBOffset = indexInfo->startOffset; + mAppliedIB = buffer; + mAppliedIBFormat = bufferFormat; + mAppliedIBOffset = indexInfo->startOffset; mAppliedIBChanged = true; } @@ -1834,8 +1723,12 @@ gl::Error Renderer11::drawArraysImpl(const gl::ContextState &data, } rx::ShaderExecutableD3D *pixelExe = nullptr; - ANGLE_TRY( - programD3D->getPixelExecutableForFramebuffer(glState.getDrawFramebuffer(), &pixelExe)); + gl::Error error = + programD3D->getPixelExecutableForFramebuffer(glState.getDrawFramebuffer(), &pixelExe); + if (error.isError()) + { + return error; + } // Skip the draw call if rasterizer discard is enabled (or no fragment shader). if (!pixelExe || glState.getRasterizerState().rasterizerDiscard) @@ -1849,8 +1742,12 @@ gl::Error Renderer11::drawArraysImpl(const gl::ContextState &data, // Retrieve the geometry shader. rx::ShaderExecutableD3D *geometryExe = nullptr; - ANGLE_TRY( - programD3D->getGeometryExecutableForPrimitiveType(data, mode, &geometryExe, nullptr)); + error = + programD3D->getGeometryExecutableForPrimitiveType(data, mode, &geometryExe, nullptr); + if (error.isError()) + { + return error; + } ID3D11GeometryShader *geometryShader = (geometryExe ? GetAs<ShaderExecutable11>(geometryExe)->getGeometryShader() : NULL); @@ -2009,10 +1906,14 @@ gl::Error Renderer11::drawLineLoop(const gl::ContextState &data, if (type != GL_NONE && elementArrayBuffer) { BufferD3D *storage = GetImplAs<BufferD3D>(elementArrayBuffer); - intptr_t offset = reinterpret_cast<intptr_t>(indices); + intptr_t offset = reinterpret_cast<intptr_t>(indices); const uint8_t *bufferData = NULL; - ANGLE_TRY(storage->getData(&bufferData)); + gl::Error error = storage->getData(&bufferData); + if (error.isError()) + { + return error; + } indices = bufferData + offset; } @@ -2020,8 +1921,7 @@ gl::Error Renderer11::drawLineLoop(const gl::ContextState &data, if (!mLineLoopIB) { mLineLoopIB = new StreamingIndexBufferInterface(this); - gl::Error error = - mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT); + gl::Error error = mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT); if (error.isError()) { SafeDelete(mLineLoopIB); @@ -2032,12 +1932,9 @@ gl::Error Renderer11::drawLineLoop(const gl::ContextState &data, // Checked by Renderer11::applyPrimitiveType ASSERT(count >= 0); - if (static_cast<unsigned int>(count) + 1 > - (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int))) + if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int))) { - return gl::Error(GL_OUT_OF_MEMORY, - "Failed to create a 32-bit looping index buffer for GL_LINE_LOOP, too " - "many indices required."); + return gl::Error(GL_OUT_OF_MEMORY, "Failed to create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required."); } GetLineLoopIndices(indices, type, static_cast<GLuint>(count), @@ -2045,33 +1942,45 @@ gl::Error Renderer11::drawLineLoop(const gl::ContextState &data, unsigned int spaceNeeded = static_cast<unsigned int>(sizeof(GLuint) * mScratchIndexDataBuffer.size()); - ANGLE_TRY(mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT)); + gl::Error error = mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT); + if (error.isError()) + { + return error; + } - void *mappedMemory = NULL; + void* mappedMemory = NULL; unsigned int offset; - ANGLE_TRY(mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset)); + error = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset); + if (error.isError()) + { + return error; + } // Copy over the converted index data. memcpy(mappedMemory, &mScratchIndexDataBuffer[0], sizeof(GLuint) * mScratchIndexDataBuffer.size()); - ANGLE_TRY(mLineLoopIB->unmapBuffer()); + error = mLineLoopIB->unmapBuffer(); + if (error.isError()) + { + return error; + } - IndexBuffer11 *indexBuffer = GetAs<IndexBuffer11>(mLineLoopIB->getIndexBuffer()); + IndexBuffer11 *indexBuffer = GetAs<IndexBuffer11>(mLineLoopIB->getIndexBuffer()); ID3D11Buffer *d3dIndexBuffer = indexBuffer->getBuffer(); - DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat(); + DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat(); if (mAppliedIB != d3dIndexBuffer || mAppliedIBFormat != indexFormat || mAppliedIBOffset != offset) { mDeviceContext->IASetIndexBuffer(d3dIndexBuffer, indexFormat, offset); - mAppliedIB = d3dIndexBuffer; + mAppliedIB = d3dIndexBuffer; mAppliedIBFormat = indexFormat; mAppliedIBOffset = offset; } INT baseVertexLocation = (indexInfo ? -static_cast<int>(indexInfo->indexRange.start) : 0); - UINT indexCount = static_cast<UINT>(mScratchIndexDataBuffer.size()); + UINT indexCount = static_cast<UINT>(mScratchIndexDataBuffer.size()); if (instances > 0) { @@ -2082,7 +1991,7 @@ gl::Error Renderer11::drawLineLoop(const gl::ContextState &data, mDeviceContext->DrawIndexed(indexCount, 0, baseVertexLocation); } - return gl::NoError(); + return gl::Error(GL_NO_ERROR); } gl::Error Renderer11::drawTriangleFan(const gl::ContextState &data, @@ -2101,10 +2010,14 @@ gl::Error Renderer11::drawTriangleFan(const gl::ContextState &data, if (type != GL_NONE && elementArrayBuffer) { BufferD3D *storage = GetImplAs<BufferD3D>(elementArrayBuffer); - intptr_t offset = reinterpret_cast<intptr_t>(indices); + intptr_t offset = reinterpret_cast<intptr_t>(indices); const uint8_t *bufferData = NULL; - ANGLE_TRY(storage->getData(&bufferData)); + gl::Error error = storage->getData(&bufferData); + if (error.isError()) + { + return error; + } indexPointer = bufferData + offset; } @@ -2112,8 +2025,7 @@ gl::Error Renderer11::drawTriangleFan(const gl::ContextState &data, if (!mTriangleFanIB) { mTriangleFanIB = new StreamingIndexBufferInterface(this); - gl::Error error = - mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT); + gl::Error error = mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT); if (error.isError()) { SafeDelete(mTriangleFanIB); @@ -2128,9 +2040,7 @@ gl::Error Renderer11::drawTriangleFan(const gl::ContextState &data, if (numTris > (std::numeric_limits<unsigned int>::max() / (sizeof(unsigned int) * 3))) { - return gl::Error(GL_OUT_OF_MEMORY, - "Failed to create a scratch index buffer for GL_TRIANGLE_FAN, too many " - "indices required."); + return gl::Error(GL_OUT_OF_MEMORY, "Failed to create a scratch index buffer for GL_TRIANGLE_FAN, too many indices required."); } GetTriFanIndices(indexPointer, type, count, data.getState().isPrimitiveRestartEnabled(), @@ -2138,25 +2048,37 @@ gl::Error Renderer11::drawTriangleFan(const gl::ContextState &data, const unsigned int spaceNeeded = static_cast<unsigned int>(mScratchIndexDataBuffer.size() * sizeof(unsigned int)); - ANGLE_TRY(mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT)); + gl::Error error = mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT); + if (error.isError()) + { + return error; + } void *mappedMemory = nullptr; unsigned int offset; - ANGLE_TRY(mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory, &offset)); + error = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory, &offset); + if (error.isError()) + { + return error; + } memcpy(mappedMemory, &mScratchIndexDataBuffer[0], spaceNeeded); - ANGLE_TRY(mTriangleFanIB->unmapBuffer()); + error = mTriangleFanIB->unmapBuffer(); + if (error.isError()) + { + return error; + } - IndexBuffer11 *indexBuffer = GetAs<IndexBuffer11>(mTriangleFanIB->getIndexBuffer()); + IndexBuffer11 *indexBuffer = GetAs<IndexBuffer11>(mTriangleFanIB->getIndexBuffer()); ID3D11Buffer *d3dIndexBuffer = indexBuffer->getBuffer(); - DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat(); + DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat(); if (mAppliedIB != d3dIndexBuffer || mAppliedIBFormat != indexFormat || mAppliedIBOffset != offset) { mDeviceContext->IASetIndexBuffer(d3dIndexBuffer, indexFormat, offset); - mAppliedIB = d3dIndexBuffer; + mAppliedIB = d3dIndexBuffer; mAppliedIBFormat = indexFormat; mAppliedIBOffset = offset; } @@ -2172,7 +2094,7 @@ gl::Error Renderer11::drawTriangleFan(const gl::ContextState &data, mDeviceContext->DrawIndexed(indexCount, 0, -minIndex); } - return gl::NoError(); + return gl::Error(GL_NO_ERROR); } gl::Error Renderer11::applyShaders(const gl::ContextState &data, GLenum drawMode) @@ -2224,21 +2146,21 @@ gl::Error Renderer11::applyShaders(const gl::ContextState &data, GLenum drawMode { mDeviceContext->VSSetShader(vertexShader, nullptr, 0); mAppliedVertexShader = reinterpret_cast<uintptr_t>(vertexShader); - dirtyUniforms = true; + dirtyUniforms = true; } if (reinterpret_cast<uintptr_t>(geometryShader) != mAppliedGeometryShader) { mDeviceContext->GSSetShader(geometryShader, nullptr, 0); mAppliedGeometryShader = reinterpret_cast<uintptr_t>(geometryShader); - dirtyUniforms = true; + dirtyUniforms = true; } if (reinterpret_cast<uintptr_t>(pixelShader) != mAppliedPixelShader) { mDeviceContext->PSSetShader(pixelShader, nullptr, 0); mAppliedPixelShader = reinterpret_cast<uintptr_t>(pixelShader); - dirtyUniforms = true; + dirtyUniforms = true; } if (dirtyUniforms) @@ -2257,7 +2179,7 @@ gl::Error Renderer11::applyUniforms(const ProgramD3D &programD3D, unsigned int totalRegisterCountPS = 0; bool vertexUniformsDirty = false; - bool pixelUniformsDirty = false; + bool pixelUniformsDirty = false; for (const D3DUniform *uniform : uniformArray) { @@ -2282,16 +2204,16 @@ gl::Error Renderer11::applyUniforms(const ProgramD3D &programD3D, ASSERT(fragmentUniformStorage); ID3D11Buffer *vertexConstantBuffer = vertexUniformStorage->getConstantBuffer(); - ID3D11Buffer *pixelConstantBuffer = fragmentUniformStorage->getConstantBuffer(); + ID3D11Buffer *pixelConstantBuffer = fragmentUniformStorage->getConstantBuffer(); - float(*mapVS)[4] = NULL; - float(*mapPS)[4] = NULL; + float (*mapVS)[4] = NULL; + float (*mapPS)[4] = NULL; if (totalRegisterCountVS > 0 && vertexUniformsDirty) { D3D11_MAPPED_SUBRESOURCE map = {0}; - HRESULT result = - mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); + HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); + UNUSED_ASSERTION_VARIABLE(result); ASSERT(SUCCEEDED(result)); mapVS = (float(*)[4])map.pData; } @@ -2299,8 +2221,8 @@ gl::Error Renderer11::applyUniforms(const ProgramD3D &programD3D, if (totalRegisterCountPS > 0 && pixelUniformsDirty) { D3D11_MAPPED_SUBRESOURCE map = {0}; - HRESULT result = - mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); + HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); + UNUSED_ASSERTION_VARIABLE(result); ASSERT(SUCCEEDED(result)); mapPS = (float(*)[4])map.pData; } @@ -2363,9 +2285,7 @@ gl::Error Renderer11::applyUniforms(const ProgramD3D &programD3D, ASSERT(SUCCEEDED(result)); if (FAILED(result)) { - return gl::Error(GL_OUT_OF_MEMORY, - "Failed to create vertex shader constant buffer, result: 0x%X.", - result); + return gl::Error(GL_OUT_OF_MEMORY, "Failed to create vertex shader constant buffer, result: 0x%X.", result); } mDeviceContext->VSSetConstantBuffers(d3d11::RESERVED_CONSTANT_BUFFER_SLOT_DRIVER, 1, &mDriverConstantBufferVS); @@ -2380,9 +2300,7 @@ gl::Error Renderer11::applyUniforms(const ProgramD3D &programD3D, ASSERT(SUCCEEDED(result)); if (FAILED(result)) { - return gl::Error(GL_OUT_OF_MEMORY, - "Failed to create pixel shader constant buffer, result: 0x%X.", - result); + return gl::Error(GL_OUT_OF_MEMORY, "Failed to create pixel shader constant buffer, result: 0x%X.", result); } mDeviceContext->PSSetConstantBuffers(d3d11::RESERVED_CONSTANT_BUFFER_SLOT_DRIVER, 1, &mDriverConstantBufferPS); @@ -2391,13 +2309,13 @@ gl::Error Renderer11::applyUniforms(const ProgramD3D &programD3D, // Sampler metadata and driver constants need to coexist in the same constant buffer to conserve // constant buffer slots. We update both in the constant buffer if needed. const dx_VertexConstants11 &vertexConstants = mStateManager.getVertexConstants(); - size_t samplerMetadataReferencedBytesVS = sizeof(SamplerMetadataD3D11::dx_SamplerMetadata) * + size_t samplerMetadataReferencedBytesVS = sizeof(SamplerMetadataD3D11::dx_SamplerMetadata) * programD3D.getUsedSamplerRange(gl::SAMPLER_VERTEX); applyDriverConstantsIfNeeded(&mAppliedVertexConstants, vertexConstants, &mSamplerMetadataVS, samplerMetadataReferencedBytesVS, mDriverConstantBufferVS); const dx_PixelConstants11 &pixelConstants = mStateManager.getPixelConstants(); - size_t samplerMetadataReferencedBytesPS = sizeof(SamplerMetadataD3D11::dx_SamplerMetadata) * + size_t samplerMetadataReferencedBytesPS = sizeof(SamplerMetadataD3D11::dx_SamplerMetadata) * programD3D.getUsedSamplerRange(gl::SAMPLER_PIXEL); applyDriverConstantsIfNeeded(&mAppliedPixelConstants, pixelConstants, &mSamplerMetadataPS, samplerMetadataReferencedBytesPS, mDriverConstantBufferPS); @@ -2469,7 +2387,7 @@ void Renderer11::SamplerMetadataD3D11::update(unsigned int samplerIndex, const g case GL_R16I: case GL_R16UI: needIntegerTextureMetadata = true; - internalFormatBits = 16; + internalFormatBits = 16; break; case GL_RGBA8I: case GL_RGBA8UI: @@ -2480,11 +2398,11 @@ void Renderer11::SamplerMetadataD3D11::update(unsigned int samplerIndex, const g case GL_R8I: case GL_R8UI: needIntegerTextureMetadata = true; - internalFormatBits = 8; + internalFormatBits = 8; break; case GL_RGB10_A2UI: needIntegerTextureMetadata = true; - internalFormatBits = 10; + internalFormatBits = 10; break; default: break; @@ -2538,6 +2456,7 @@ void Renderer11::applyDriverConstantsIfNeeded(TShaderConstants *appliedConstants HRESULT result = mDeviceContext->Map(driverConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapping); ASSERT(SUCCEEDED(result)); + UNUSED_ASSERTION_VARIABLE(result); memcpy(mapping.pData, appliedConstants, sizeof(TShaderConstants)); // Previous buffer contents were discarded, so we need to refresh also the area of the // buffer that isn't used by this program. @@ -2578,7 +2497,7 @@ void Renderer11::markAllStateDirty() mStateManager.invalidateEverything(); - mAppliedIB = NULL; + mAppliedIB = NULL; mAppliedIBFormat = DXGI_FORMAT_UNKNOWN; mAppliedIBOffset = 0; @@ -2595,16 +2514,16 @@ void Renderer11::markAllStateDirty() for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; i++) { - mCurrentConstantBufferVS[i] = static_cast<unsigned int>(-1); + mCurrentConstantBufferVS[i] = static_cast<unsigned int>(-1); mCurrentConstantBufferVSOffset[i] = 0; - mCurrentConstantBufferVSSize[i] = 0; - mCurrentConstantBufferPS[i] = static_cast<unsigned int>(-1); + mCurrentConstantBufferVSSize[i] = 0; + mCurrentConstantBufferPS[i] = static_cast<unsigned int>(-1); mCurrentConstantBufferPSOffset[i] = 0; - mCurrentConstantBufferPSSize[i] = 0; + mCurrentConstantBufferPSSize[i] = 0; } - mCurrentVertexConstantBuffer = NULL; - mCurrentPixelConstantBuffer = NULL; + mCurrentVertexConstantBuffer = NULL; + mCurrentPixelConstantBuffer = NULL; mCurrentGeometryConstantBuffer = NULL; mCurrentPrimitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED; @@ -2635,14 +2554,13 @@ bool Renderer11::testDeviceLost() { bool isLost = false; - if (!mDevice) - { + if (!mDevice) { return true; } // GetRemovedReason is used to test if the device is removed HRESULT result = mDevice->GetDeviceRemovedReason(); - isLost = d3d11::isDeviceLostError(result); + isLost = d3d11::isDeviceLostError(result); if (isLost) { @@ -2655,26 +2573,25 @@ bool Renderer11::testDeviceLost() bool Renderer11::testDeviceResettable() { // determine if the device is resettable by creating a dummy device - PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = - (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice"); + PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice"); if (D3D11CreateDevice == NULL) { return false; } - ID3D11Device *dummyDevice; + ID3D11Device* dummyDevice; D3D_FEATURE_LEVEL dummyFeatureLevel; - ID3D11DeviceContext *dummyContext; + ID3D11DeviceContext* dummyContext; ASSERT(mRequestedDriverType != D3D_DRIVER_TYPE_UNKNOWN); HRESULT result = D3D11CreateDevice( NULL, mRequestedDriverType, NULL, -#if defined(_DEBUG) + #if defined(_DEBUG) D3D11_CREATE_DEVICE_DEBUG, -#else + #else 0, -#endif + #endif mAvailableFeatureLevels.data(), static_cast<unsigned int>(mAvailableFeatureLevels.size()), D3D11_SDK_VERSION, &dummyDevice, &dummyFeatureLevel, &dummyContext); @@ -2763,6 +2680,11 @@ bool Renderer11::resetDevice() return true; } +VendorID Renderer11::getVendorId() const +{ + return static_cast<VendorID>(mAdapterDescription.VendorId); +} + SIZE_T Renderer11::getMaxResourceSize() const { // This formula comes from http://msdn.microsoft.com/en-us/library/windows/desktop/ff819065%28v=vs.85%29.aspx @@ -2776,10 +2698,8 @@ std::string Renderer11::getRendererDescription() const rendererString << mDescription; rendererString << " Direct3D11"; - rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel() - << getShaderModelSuffix(); - rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel() - << getShaderModelSuffix(); + rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel() << getShaderModelSuffix(); + rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel() << getShaderModelSuffix(); return rendererString.str(); } @@ -2787,12 +2707,12 @@ std::string Renderer11::getRendererDescription() const DeviceIdentifier Renderer11::getAdapterIdentifier() const { // Don't use the AdapterLuid here, since that doesn't persist across reboot. - DeviceIdentifier deviceIdentifier = {0}; - deviceIdentifier.VendorId = mAdapterDescription.VendorId; - deviceIdentifier.DeviceId = mAdapterDescription.DeviceId; - deviceIdentifier.SubSysId = mAdapterDescription.SubSysId; - deviceIdentifier.Revision = mAdapterDescription.Revision; - deviceIdentifier.FeatureLevel = static_cast<UINT>(mRenderer11DeviceCaps.featureLevel); + DeviceIdentifier deviceIdentifier = { 0 }; + deviceIdentifier.VendorId = mAdapterDescription.VendorId; + deviceIdentifier.DeviceId = mAdapterDescription.DeviceId; + deviceIdentifier.SubSysId = mAdapterDescription.SubSysId; + deviceIdentifier.Revision = mAdapterDescription.Revision; + deviceIdentifier.FeatureLevel = static_cast<UINT>(mRenderer11DeviceCaps.featureLevel); return deviceIdentifier; } @@ -2865,8 +2785,7 @@ bool Renderer11::getShareHandleSupport() const return false; } - // Also disable share handles on Feature Level 9_3, since it doesn't support share handles on - // RGBA8 textures/swapchains. + // Also disable share handles on Feature Level 9_3, since it doesn't support share handles on RGBA8 textures/swapchains. if (mRenderer11DeviceCaps.featureLevel <= D3D_FEATURE_LEVEL_9_3) { mSupportsShareHandles = false; @@ -2929,17 +2848,11 @@ int Renderer11::getMajorShaderModel() const { switch (mRenderer11DeviceCaps.featureLevel) { - case D3D_FEATURE_LEVEL_11_0: - return D3D11_SHADER_MAJOR_VERSION; // 5 - case D3D_FEATURE_LEVEL_10_1: - return D3D10_1_SHADER_MAJOR_VERSION; // 4 - case D3D_FEATURE_LEVEL_10_0: - return D3D10_SHADER_MAJOR_VERSION; // 4 - case D3D_FEATURE_LEVEL_9_3: - return D3D10_SHADER_MAJOR_VERSION; // 4 - default: - UNREACHABLE(); - return 0; + case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5 + case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4 + case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4 + case D3D_FEATURE_LEVEL_9_3: return D3D10_SHADER_MAJOR_VERSION; // 4 + default: UNREACHABLE(); return 0; } } @@ -2947,17 +2860,11 @@ int Renderer11::getMinorShaderModel() const { switch (mRenderer11DeviceCaps.featureLevel) { - case D3D_FEATURE_LEVEL_11_0: - return D3D11_SHADER_MINOR_VERSION; // 0 - case D3D_FEATURE_LEVEL_10_1: - return D3D10_1_SHADER_MINOR_VERSION; // 1 - case D3D_FEATURE_LEVEL_10_0: - return D3D10_SHADER_MINOR_VERSION; // 0 - case D3D_FEATURE_LEVEL_9_3: - return D3D10_SHADER_MINOR_VERSION; // 0 - default: - UNREACHABLE(); - return 0; + case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0 + case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1 + case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0 + case D3D_FEATURE_LEVEL_9_3: return D3D10_SHADER_MINOR_VERSION; // 0 + default: UNREACHABLE(); return 0; } } @@ -2965,17 +2872,11 @@ std::string Renderer11::getShaderModelSuffix() const { switch (mRenderer11DeviceCaps.featureLevel) { - case D3D_FEATURE_LEVEL_11_0: - return ""; - case D3D_FEATURE_LEVEL_10_1: - return ""; - case D3D_FEATURE_LEVEL_10_0: - return ""; - case D3D_FEATURE_LEVEL_9_3: - return "_level_9_3"; - default: - UNREACHABLE(); - return ""; + case D3D_FEATURE_LEVEL_11_0: return ""; + case D3D_FEATURE_LEVEL_10_1: return ""; + case D3D_FEATURE_LEVEL_10_0: return ""; + case D3D_FEATURE_LEVEL_9_3: return "_level_9_3"; + default: UNREACHABLE(); return ""; } } @@ -3048,73 +2949,60 @@ gl::Error Renderer11::copyImage2D(const gl::Framebuffer *framebuffer, ANGLE_TRY(copyImageInternal(framebuffer, sourceRect, destFormat, destOffset, destRenderTarget)); - storage11->markLevelDirty(level); + storage11->invalidateSwizzleCacheLevel(level); return gl::NoError(); } -gl::Error Renderer11::copyImageCube(const gl::Framebuffer *framebuffer, - const gl::Rectangle &sourceRect, - GLenum destFormat, - const gl::Offset &destOffset, - TextureStorage *storage, - GLenum target, - GLint level) +gl::Error Renderer11::copyImageCube(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, + const gl::Offset &destOffset, TextureStorage *storage, GLenum target, GLint level) { TextureStorage11_Cube *storage11 = GetAs<TextureStorage11_Cube>(storage); ASSERT(storage11); - gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level); + gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level); RenderTargetD3D *destRenderTarget = nullptr; ANGLE_TRY(storage11->getRenderTarget(index, &destRenderTarget)); ASSERT(destRenderTarget); ANGLE_TRY(copyImageInternal(framebuffer, sourceRect, destFormat, destOffset, destRenderTarget)); - storage11->markLevelDirty(level); + storage11->invalidateSwizzleCacheLevel(level); return gl::NoError(); } -gl::Error Renderer11::copyImage3D(const gl::Framebuffer *framebuffer, - const gl::Rectangle &sourceRect, - GLenum destFormat, - const gl::Offset &destOffset, - TextureStorage *storage, - GLint level) +gl::Error Renderer11::copyImage3D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, + const gl::Offset &destOffset, TextureStorage *storage, GLint level) { TextureStorage11_3D *storage11 = GetAs<TextureStorage11_3D>(storage); ASSERT(storage11); - gl::ImageIndex index = gl::ImageIndex::Make3D(level, destOffset.z); + gl::ImageIndex index = gl::ImageIndex::Make3D(level, destOffset.z); RenderTargetD3D *destRenderTarget = nullptr; ANGLE_TRY(storage11->getRenderTarget(index, &destRenderTarget)); ASSERT(destRenderTarget); ANGLE_TRY(copyImageInternal(framebuffer, sourceRect, destFormat, destOffset, destRenderTarget)); - storage11->markLevelDirty(level); + storage11->invalidateSwizzleCacheLevel(level); return gl::NoError(); } -gl::Error Renderer11::copyImage2DArray(const gl::Framebuffer *framebuffer, - const gl::Rectangle &sourceRect, - GLenum destFormat, - const gl::Offset &destOffset, - TextureStorage *storage, - GLint level) +gl::Error Renderer11::copyImage2DArray(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, + const gl::Offset &destOffset, TextureStorage *storage, GLint level) { TextureStorage11_2DArray *storage11 = GetAs<TextureStorage11_2DArray>(storage); ASSERT(storage11); - gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, destOffset.z); + gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, destOffset.z); RenderTargetD3D *destRenderTarget = nullptr; ANGLE_TRY(storage11->getRenderTarget(index, &destRenderTarget)); ASSERT(destRenderTarget); ANGLE_TRY(copyImageInternal(framebuffer, sourceRect, destFormat, destOffset, destRenderTarget)); - storage11->markLevelDirty(level); + storage11->invalidateSwizzleCacheLevel(level); return gl::NoError(); } @@ -3204,44 +3092,9 @@ gl::Error Renderer11::copyTexture(const gl::Texture *source, unpackUnmultiplyAlpha)); } - destStorage11->markLevelDirty(destLevel); - - return gl::NoError(); -} - -gl::Error Renderer11::copyCompressedTexture(const gl::Texture *source, - GLint sourceLevel, - TextureStorage *storage, - GLint destLevel) -{ - TextureStorage11_2D *destStorage11 = GetAs<TextureStorage11_2D>(storage); - ASSERT(destStorage11); - - ID3D11Resource *destResource = nullptr; - ANGLE_TRY(destStorage11->getResource(&destResource)); - - gl::ImageIndex destIndex = gl::ImageIndex::Make2D(destLevel); - UINT destSubresource = destStorage11->getSubresourceIndex(destIndex); + destStorage11->invalidateSwizzleCacheLevel(destLevel); - TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source); - ASSERT(sourceD3D); - - TextureStorage *sourceStorage = nullptr; - ANGLE_TRY(sourceD3D->getNativeTexture(&sourceStorage)); - - TextureStorage11_2D *sourceStorage11 = GetAs<TextureStorage11_2D>(sourceStorage); - ASSERT(sourceStorage11); - - ID3D11Resource *sourceResource = nullptr; - ANGLE_TRY(sourceStorage11->getResource(&sourceResource)); - - gl::ImageIndex sourceIndex = gl::ImageIndex::Make2D(sourceLevel); - UINT sourceSubresource = sourceStorage11->getSubresourceIndex(sourceIndex); - - mDeviceContext->CopySubresourceRegion(destResource, destSubresource, 0, 0, 0, sourceResource, - sourceSubresource, nullptr); - - return gl::NoError(); + return gl::Error(GL_NO_ERROR); } UINT64 EstimateSize(D3D11_TEXTURE2D_DESC &desc) @@ -3253,31 +3106,27 @@ UINT64 EstimateSize(D3D11_TEXTURE2D_DESC &desc) return total; } -gl::Error Renderer11::createRenderTarget(int width, - int height, - GLenum format, - GLsizei samples, - RenderTargetD3D **outRT) +gl::Error Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, RenderTargetD3D **outRT) { const d3d11::Format &formatInfo = d3d11::Format::Get(format, mRenderer11DeviceCaps); const gl::TextureCaps &textureCaps = getNativeTextureCaps().get(format); - GLuint supportedSamples = textureCaps.getNearestSamples(samples); + GLuint supportedSamples = textureCaps.getNearestSamples(samples); if (width > 0 && height > 0) { // Create texture resource D3D11_TEXTURE2D_DESC desc; - desc.Width = width; - desc.Height = height; - desc.MipLevels = 1; - desc.ArraySize = 1; + desc.Width = width; + desc.Height = height; + desc.MipLevels = 1; + desc.ArraySize = 1; desc.Format = formatInfo.texFormat; - desc.SampleDesc.Count = (supportedSamples == 0) ? 1 : supportedSamples; + desc.SampleDesc.Count = (supportedSamples == 0) ? 1 : supportedSamples; desc.SampleDesc.Quality = 0; - desc.Usage = D3D11_USAGE_DEFAULT; - desc.CPUAccessFlags = 0; - desc.MiscFlags = 0; + desc.Usage = D3D11_USAGE_DEFAULT; + desc.CPUAccessFlags = 0; + desc.MiscFlags = 0; // If a rendertarget or depthstencil format exists for this texture format, // we'll flag it to allow binding that way. Shader resource views are a little @@ -3287,18 +3136,8 @@ gl::Error Renderer11::createRenderTarget(int width, bindDSV = (formatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN); bindSRV = (formatInfo.srvFormat != DXGI_FORMAT_UNKNOWN); - // D3D feature level 10.0 no longer allows creation of textures with both the bind SRV and - // DSV flags when multisampled. crbug.com/656989 - bool supportsMultisampledDepthStencilSRVs = - mRenderer11DeviceCaps.featureLevel > D3D_FEATURE_LEVEL_10_0; - bool isMultisampledDepthStencil = bindDSV && desc.SampleDesc.Count > 1; - if (isMultisampledDepthStencil && !supportsMultisampledDepthStencilSRVs) - { - bindSRV = false; - } - - desc.BindFlags = (bindRTV ? D3D11_BIND_RENDER_TARGET : 0) | - (bindDSV ? D3D11_BIND_DEPTH_STENCIL : 0) | + desc.BindFlags = (bindRTV ? D3D11_BIND_RENDER_TARGET : 0) | + (bindDSV ? D3D11_BIND_DEPTH_STENCIL : 0) | (bindSRV ? D3D11_BIND_SHADER_RESOURCE : 0); // The format must be either an RTV or a DSV @@ -3320,8 +3159,7 @@ gl::Error Renderer11::createRenderTarget(int width, if (FAILED(result)) { ASSERT(result == E_OUTOFMEMORY); - return gl::Error(GL_OUT_OF_MEMORY, - "Failed to create render target texture, result: 0x%X.", result); + return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target texture, result: 0x%X.", result); } ID3D11ShaderResourceView *srv = nullptr; @@ -3329,20 +3167,17 @@ gl::Error Renderer11::createRenderTarget(int width, if (bindSRV) { D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; - srvDesc.Format = formatInfo.srvFormat; - srvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_SRV_DIMENSION_TEXTURE2D - : D3D11_SRV_DIMENSION_TEXTURE2DMS; + srvDesc.Format = formatInfo.srvFormat; + srvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_SRV_DIMENSION_TEXTURE2D : D3D11_SRV_DIMENSION_TEXTURE2DMS; srvDesc.Texture2D.MostDetailedMip = 0; - srvDesc.Texture2D.MipLevels = 1; + srvDesc.Texture2D.MipLevels = 1; result = mDevice->CreateShaderResourceView(texture, &srvDesc, &srv); if (FAILED(result)) { ASSERT(result == E_OUTOFMEMORY); SafeRelease(texture); - return gl::Error( - GL_OUT_OF_MEMORY, - "Failed to create render target shader resource view, result: 0x%X.", result); + return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target shader resource view, result: 0x%X.", result); } if (formatInfo.blitSRVFormat != formatInfo.srvFormat) @@ -3377,23 +3212,20 @@ gl::Error Renderer11::createRenderTarget(int width, if (bindDSV) { D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc; - dsvDesc.Format = formatInfo.dsvFormat; - dsvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_DSV_DIMENSION_TEXTURE2D - : D3D11_DSV_DIMENSION_TEXTURE2DMS; + dsvDesc.Format = formatInfo.dsvFormat; + dsvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_DSV_DIMENSION_TEXTURE2D : D3D11_DSV_DIMENSION_TEXTURE2DMS; dsvDesc.Texture2D.MipSlice = 0; - dsvDesc.Flags = 0; + dsvDesc.Flags = 0; ID3D11DepthStencilView *dsv = NULL; - result = mDevice->CreateDepthStencilView(texture, &dsvDesc, &dsv); + result = mDevice->CreateDepthStencilView(texture, &dsvDesc, &dsv); if (FAILED(result)) { ASSERT(result == E_OUTOFMEMORY); SafeRelease(texture); SafeRelease(srv); SafeRelease(blitSRV); - return gl::Error(GL_OUT_OF_MEMORY, - "Failed to create render target depth stencil view, result: 0x%X.", - result); + return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target depth stencil view, result: 0x%X.", result); } *outRT = new TextureRenderTarget11(dsv, texture, srv, format, formatInfo, width, height, @@ -3404,27 +3236,24 @@ gl::Error Renderer11::createRenderTarget(int width, else if (bindRTV) { D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; - rtvDesc.Format = formatInfo.rtvFormat; - rtvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_RTV_DIMENSION_TEXTURE2D - : D3D11_RTV_DIMENSION_TEXTURE2DMS; + rtvDesc.Format = formatInfo.rtvFormat; + rtvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_RTV_DIMENSION_TEXTURE2D : D3D11_RTV_DIMENSION_TEXTURE2DMS; rtvDesc.Texture2D.MipSlice = 0; ID3D11RenderTargetView *rtv = NULL; - result = mDevice->CreateRenderTargetView(texture, &rtvDesc, &rtv); + result = mDevice->CreateRenderTargetView(texture, &rtvDesc, &rtv); if (FAILED(result)) { ASSERT(result == E_OUTOFMEMORY); SafeRelease(texture); SafeRelease(srv); SafeRelease(blitSRV); - return gl::Error(GL_OUT_OF_MEMORY, - "Failed to create render target render target view, result: 0x%X.", - result); + return gl::Error(GL_OUT_OF_MEMORY, "Failed to create render target render target view, result: 0x%X.", result); } if (formatInfo.dataInitializerFunction != NULL) { - const float clearValues[4] = {0.0f, 0.0f, 0.0f, 1.0f}; + const float clearValues[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; mDeviceContext->ClearRenderTargetView(rtv, clearValues); } @@ -3457,8 +3286,12 @@ gl::Error Renderer11::createRenderTargetCopy(RenderTargetD3D *source, RenderTarg ASSERT(source != nullptr); RenderTargetD3D *newRT = nullptr; - ANGLE_TRY(createRenderTarget(source->getWidth(), source->getHeight(), - source->getInternalFormat(), source->getSamples(), &newRT)); + gl::Error error = createRenderTarget(source->getWidth(), source->getHeight(), + source->getInternalFormat(), source->getSamples(), &newRT); + if (error.isError()) + { + return error; + } RenderTarget11 *source11 = GetAs<RenderTarget11>(source); RenderTarget11 *dest11 = GetAs<RenderTarget11>(newRT); @@ -3479,17 +3312,16 @@ gl::Error Renderer11::loadExecutable(const void *function, { switch (type) { - case SHADER_VERTEX: + case SHADER_VERTEX: { - ID3D11VertexShader *vertexShader = NULL; + ID3D11VertexShader *vertexShader = NULL; ID3D11GeometryShader *streamOutShader = NULL; HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vertexShader); ASSERT(SUCCEEDED(result)); if (FAILED(result)) { - return gl::Error(GL_OUT_OF_MEMORY, "Failed to create vertex shader, result: 0x%X.", - result); + return gl::Error(GL_OUT_OF_MEMORY, "Failed to create vertex shader, result: 0x%X.", result); } if (!streamOutVaryings.empty()) @@ -3504,8 +3336,8 @@ gl::Error Renderer11::loadExecutable(const void *function, entry.SemanticName = streamOutVarying.semanticName.c_str(); entry.SemanticIndex = streamOutVarying.semanticIndex; entry.StartComponent = 0; - entry.ComponentCount = static_cast<BYTE>(streamOutVarying.componentCount); - entry.OutputSlot = static_cast<BYTE>( + entry.ComponentCount = static_cast<BYTE>(streamOutVarying.componentCount); + entry.OutputSlot = static_cast<BYTE>( (separatedOutputBuffers ? streamOutVarying.outputSlot : 0)); soDeclaration.push_back(entry); } @@ -3517,16 +3349,14 @@ gl::Error Renderer11::loadExecutable(const void *function, ASSERT(SUCCEEDED(result)); if (FAILED(result)) { - return gl::Error(GL_OUT_OF_MEMORY, - "Failed to create steam output shader, result: 0x%X.", result); + return gl::Error(GL_OUT_OF_MEMORY, "Failed to create steam output shader, result: 0x%X.", result); } } - *outExecutable = - new ShaderExecutable11(function, length, vertexShader, streamOutShader); + *outExecutable = new ShaderExecutable11(function, length, vertexShader, streamOutShader); } break; - case SHADER_PIXEL: + case SHADER_PIXEL: { ID3D11PixelShader *pixelShader = NULL; @@ -3534,14 +3364,13 @@ gl::Error Renderer11::loadExecutable(const void *function, ASSERT(SUCCEEDED(result)); if (FAILED(result)) { - return gl::Error(GL_OUT_OF_MEMORY, "Failed to create pixel shader, result: 0x%X.", - result); + return gl::Error(GL_OUT_OF_MEMORY, "Failed to create pixel shader, result: 0x%X.", result); } *outExecutable = new ShaderExecutable11(function, length, pixelShader); } break; - case SHADER_GEOMETRY: + case SHADER_GEOMETRY: { ID3D11GeometryShader *geometryShader = NULL; @@ -3549,16 +3378,15 @@ gl::Error Renderer11::loadExecutable(const void *function, ASSERT(SUCCEEDED(result)); if (FAILED(result)) { - return gl::Error(GL_OUT_OF_MEMORY, - "Failed to create geometry shader, result: 0x%X.", result); + return gl::Error(GL_OUT_OF_MEMORY, "Failed to create geometry shader, result: 0x%X.", result); } *outExecutable = new ShaderExecutable11(function, length, geometryShader); } break; - default: - UNREACHABLE(); - return gl::Error(GL_INVALID_OPERATION); + default: + UNREACHABLE(); + return gl::Error(GL_INVALID_OPERATION); } return gl::Error(GL_NO_ERROR); @@ -3575,22 +3403,21 @@ gl::Error Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *profileType = NULL; switch (type) { - case SHADER_VERTEX: - profileType = "vs"; - break; - case SHADER_PIXEL: - profileType = "ps"; - break; - case SHADER_GEOMETRY: - profileType = "gs"; - break; - default: - UNREACHABLE(); - return gl::Error(GL_INVALID_OPERATION); + case SHADER_VERTEX: + profileType = "vs"; + break; + case SHADER_PIXEL: + profileType = "ps"; + break; + case SHADER_GEOMETRY: + profileType = "gs"; + break; + default: + UNREACHABLE(); + return gl::Error(GL_INVALID_OPERATION); } - std::string profile = FormatString("%s_%d_%d%s", profileType, getMajorShaderModel(), - getMinorShaderModel(), getShaderModelSuffix().c_str()); + std::string profile = FormatString("%s_%d_%d%s", profileType, getMajorShaderModel(), getMinorShaderModel(), getShaderModelSuffix().c_str()); UINT flags = D3DCOMPILE_OPTIMIZATION_LEVEL2; @@ -3606,12 +3433,11 @@ gl::Error Renderer11::compileToExecutable(gl::InfoLog &infoLog, if (workarounds.enableIEEEStrictness) flags |= D3DCOMPILE_IEEE_STRICTNESS; - // Sometimes D3DCompile will fail with the default compilation flags for complicated shaders - // when it would otherwise pass with alternative options. + // Sometimes D3DCompile will fail with the default compilation flags for complicated shaders when it would otherwise pass with alternative options. // Try the default flags first and if compilation fails, try some alternatives. std::vector<CompileConfig> configs; - configs.push_back(CompileConfig(flags, "default")); - configs.push_back(CompileConfig(flags | D3DCOMPILE_SKIP_VALIDATION, "skip validation")); + configs.push_back(CompileConfig(flags, "default" )); + configs.push_back(CompileConfig(flags | D3DCOMPILE_SKIP_VALIDATION, "skip validation" )); configs.push_back(CompileConfig(flags | D3DCOMPILE_SKIP_OPTIMIZATION, "skip optimization")); if (getMajorShaderModel() == 4 && getShaderModelSuffix() != "") @@ -3623,24 +3449,26 @@ gl::Error Renderer11::compileToExecutable(gl::InfoLog &infoLog, CompileConfig(flags | D3DCOMPILE_AVOID_FLOW_CONTROL, "avoid flow control")); } - D3D_SHADER_MACRO loopMacros[] = {{"ANGLE_ENABLE_LOOP_FLATTEN", "1"}, {0, 0}}; + D3D_SHADER_MACRO loopMacros[] = { {"ANGLE_ENABLE_LOOP_FLATTEN", "1"}, {0, 0} }; ID3DBlob *binary = NULL; std::string debugInfo; - ANGLE_TRY(mCompiler.compileToBinary(infoLog, shaderHLSL, profile, configs, loopMacros, &binary, - &debugInfo)); + gl::Error error = mCompiler.compileToBinary(infoLog, shaderHLSL, profile, configs, loopMacros, &binary, &debugInfo); + if (error.isError()) + { + return error; + } - // It's possible that binary is NULL if the compiler failed in all configurations. Set the - // executable to NULL and return GL_NO_ERROR to signify that there was a link error but the - // internal state is still OK. + // It's possible that binary is NULL if the compiler failed in all configurations. Set the executable to NULL + // and return GL_NO_ERROR to signify that there was a link error but the internal state is still OK. if (!binary) { *outExectuable = NULL; return gl::Error(GL_NO_ERROR); } - gl::Error error = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type, - streamOutVaryings, separatedOutputBuffers, outExectuable); + error = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type, + streamOutVaryings, separatedOutputBuffers, outExectuable); SafeRelease(binary); if (error.isError()) @@ -3653,7 +3481,7 @@ gl::Error Renderer11::compileToExecutable(gl::InfoLog &infoLog, (*outExectuable)->appendDebugInfo(debugInfo); } - return gl::NoError(); + return gl::Error(GL_NO_ERROR); } UniformStorageD3D *Renderer11::createUniformStorage(size_t storageSize) @@ -3705,19 +3533,14 @@ bool Renderer11::supportsFastCopyBufferToTexture(GLenum internalFormat) const } // We don't support formats which we can't represent without conversion - if (d3d11FormatInfo.format().glInternalFormat != internalFormat) - { - return false; - } - - // Buffer SRV creation for this format was not working on Windows 10. - if (d3d11FormatInfo.texFormat == DXGI_FORMAT_B5G5R5A1_UNORM) + if (d3d11FormatInfo.format.glInternalFormat != internalFormat) { return false; } - // This format is not supported as a buffer SRV. - if (d3d11FormatInfo.texFormat == DXGI_FORMAT_A8_UNORM) + // Buffer SRV creation in this format was not working on Windows 10, repro at least on Intel + // and NVIDIA. + if (internalFormat == GL_RGB5_A1) { return false; } @@ -3725,16 +3548,11 @@ bool Renderer11::supportsFastCopyBufferToTexture(GLenum internalFormat) const return true; } -gl::Error Renderer11::fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, - unsigned int offset, - RenderTargetD3D *destRenderTarget, - GLenum destinationFormat, - GLenum sourcePixelsType, - const gl::Box &destArea) +gl::Error Renderer11::fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *destRenderTarget, + GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea) { ASSERT(supportsFastCopyBufferToTexture(destinationFormat)); - return mPixelTransfer->copyBufferToTexture(unpack, offset, destRenderTarget, destinationFormat, - sourcePixelsType, destArea); + return mPixelTransfer->copyBufferToTexture(unpack, offset, destRenderTarget, destinationFormat, sourcePixelsType, destArea); } ImageD3D *Renderer11::createImage() @@ -3745,7 +3563,7 @@ ImageD3D *Renderer11::createImage() gl::Error Renderer11::generateMipmap(ImageD3D *dest, ImageD3D *src) { Image11 *dest11 = GetAs<Image11>(dest); - Image11 *src11 = GetAs<Image11>(src); + Image11 *src11 = GetAs<Image11>(src); return Image11::generateMipmap(dest11, src11, mRenderer11DeviceCaps); } @@ -3758,12 +3576,16 @@ gl::Error Renderer11::generateMipmapUsingD3D(TextureStorage *storage, ASSERT(storage11->supportsNativeMipmapFunction()); ID3D11ShaderResourceView *srv; - ANGLE_TRY(storage11->getSRVLevels(textureState.getEffectiveBaseLevel(), - textureState.getEffectiveMaxLevel(), &srv)); + gl::Error error = storage11->getSRVLevels(textureState.getEffectiveBaseLevel(), + textureState.getEffectiveMaxLevel(), &srv); + if (error.isError()) + { + return error; + } mDeviceContext->GenerateMips(srv); - return gl::NoError(); + return gl::Error(GL_NO_ERROR); } TextureStorage *Renderer11::createTextureStorage2D(SwapChainD3D *swapChain) @@ -3785,47 +3607,24 @@ TextureStorage *Renderer11::createTextureStorageExternal( return new TextureStorage11_External(this, stream, desc); } -TextureStorage *Renderer11::createTextureStorage2D(GLenum internalformat, - bool renderTarget, - GLsizei width, - GLsizei height, - int levels, - bool hintLevelZeroOnly) +TextureStorage *Renderer11::createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels, bool hintLevelZeroOnly) { - return new TextureStorage11_2D(this, internalformat, renderTarget, width, height, levels, - hintLevelZeroOnly); + return new TextureStorage11_2D(this, internalformat, renderTarget, width, height, levels, hintLevelZeroOnly); } -TextureStorage *Renderer11::createTextureStorageCube(GLenum internalformat, - bool renderTarget, - int size, - int levels, - bool hintLevelZeroOnly) +TextureStorage *Renderer11::createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels, bool hintLevelZeroOnly) { - return new TextureStorage11_Cube(this, internalformat, renderTarget, size, levels, - hintLevelZeroOnly); + return new TextureStorage11_Cube(this, internalformat, renderTarget, size, levels, hintLevelZeroOnly); } -TextureStorage *Renderer11::createTextureStorage3D(GLenum internalformat, - bool renderTarget, - GLsizei width, - GLsizei height, - GLsizei depth, - int levels) +TextureStorage *Renderer11::createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels) { - return new TextureStorage11_3D(this, internalformat, renderTarget, width, height, depth, - levels); + return new TextureStorage11_3D(this, internalformat, renderTarget, width, height, depth, levels); } -TextureStorage *Renderer11::createTextureStorage2DArray(GLenum internalformat, - bool renderTarget, - GLsizei width, - GLsizei height, - GLsizei depth, - int levels) +TextureStorage *Renderer11::createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels) { - return new TextureStorage11_2DArray(this, internalformat, renderTarget, width, height, depth, - levels); + return new TextureStorage11_2DArray(this, internalformat, renderTarget, width, height, depth, levels); } gl::Error Renderer11::readFromAttachment(const gl::FramebufferAttachment &srcAttachment, @@ -3897,15 +3696,15 @@ gl::Error Renderer11::readFromAttachment(const gl::FramebufferAttachment &srcAtt D3D11_TEXTURE2D_DESC resolveDesc; resolveDesc.Width = static_cast<UINT>(texSize.width); resolveDesc.Height = static_cast<UINT>(texSize.height); - resolveDesc.MipLevels = 1; - resolveDesc.ArraySize = 1; + resolveDesc.MipLevels = 1; + resolveDesc.ArraySize = 1; resolveDesc.Format = textureHelper.getFormat(); - resolveDesc.SampleDesc.Count = 1; + resolveDesc.SampleDesc.Count = 1; resolveDesc.SampleDesc.Quality = 0; - resolveDesc.Usage = D3D11_USAGE_DEFAULT; - resolveDesc.BindFlags = 0; - resolveDesc.CPUAccessFlags = 0; - resolveDesc.MiscFlags = 0; + resolveDesc.Usage = D3D11_USAGE_DEFAULT; + resolveDesc.BindFlags = 0; + resolveDesc.CPUAccessFlags = 0; + resolveDesc.MiscFlags = 0; ID3D11Texture2D *resolveTex2D = nullptr; HRESULT result = mDevice->CreateTexture2D(&resolveDesc, nullptr, &resolveTex2D); @@ -3977,17 +3776,16 @@ gl::Error Renderer11::packPixels(const TextureHelper11 &textureHelper, if (FAILED(hr)) { ASSERT(hr == E_OUTOFMEMORY); - return gl::Error(GL_OUT_OF_MEMORY, - "Failed to map internal texture for reading, result: 0x%X.", hr); + return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal texture for reading, result: 0x%X.", hr); } uint8_t *source = static_cast<uint8_t *>(mapping.pData); int inputPitch = static_cast<int>(mapping.RowPitch); const auto &formatInfo = textureHelper.getFormatSet(); - ASSERT(formatInfo.format().glInternalFormat != GL_NONE); + ASSERT(formatInfo.format.glInternalFormat != GL_NONE); - PackPixels(params, formatInfo.format(), inputPitch, source, pixelsOut); + PackPixels(params, formatInfo.format, inputPitch, source, pixelsOut); mDeviceContext->Unmap(readResource, 0); @@ -4012,27 +3810,23 @@ gl::Error Renderer11::blitRenderbufferRect(const gl::Rectangle &readRectIn, RenderTarget11 *drawRenderTarget11 = GetAs<RenderTarget11>(drawRenderTarget); if (!drawRenderTarget11) { - return gl::Error( - GL_OUT_OF_MEMORY, - "Failed to retrieve the internal draw render target from the draw framebuffer."); + return gl::Error(GL_OUT_OF_MEMORY, "Failed to retrieve the internal draw render target from the draw framebuffer."); } TextureHelper11 drawTexture = TextureHelper11::MakeAndReference( drawRenderTarget11->getTexture(), drawRenderTarget11->getFormatSet()); - unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex(); + unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex(); ID3D11RenderTargetView *drawRTV = drawRenderTarget11->getRenderTargetView(); ID3D11DepthStencilView *drawDSV = drawRenderTarget11->getDepthStencilView(); RenderTarget11 *readRenderTarget11 = GetAs<RenderTarget11>(readRenderTarget); if (!readRenderTarget11) { - return gl::Error( - GL_OUT_OF_MEMORY, - "Failed to retrieve the internal read render target from the read framebuffer."); + return gl::Error(GL_OUT_OF_MEMORY, "Failed to retrieve the internal read render target from the read framebuffer."); } TextureHelper11 readTexture; - unsigned int readSubresource = 0; + unsigned int readSubresource = 0; ID3D11ShaderResourceView *readSRV = nullptr; if (readRenderTarget->getSamples() > 1) @@ -4066,7 +3860,7 @@ gl::Error Renderer11::blitRenderbufferRect(const gl::Rectangle &readRectIn, readTexture = TextureHelper11::MakeAndReference(readRenderTarget11->getTexture(), readRenderTarget11->getFormatSet()); readSubresource = readRenderTarget11->getSubresourceIndex(); - readSRV = readRenderTarget11->getBlitShaderResourceView(); + readSRV = readRenderTarget11->getBlitShaderResourceView(); if (readSRV == nullptr) { ASSERT(depthBlit || stencilBlit); @@ -4090,7 +3884,8 @@ gl::Error Renderer11::blitRenderbufferRect(const gl::Rectangle &readRectIn, // by internally scaling the read and draw rectangles. gl::Rectangle readRect = readRectIn; gl::Rectangle drawRect = drawRectIn; - auto readToDrawX = [&drawRectIn, &readRectIn](int readOffset) { + auto readToDrawX = [&drawRectIn, &readRectIn](int readOffset) + { double readToDrawScale = static_cast<double>(drawRectIn.width) / static_cast<double>(readRectIn.width); return static_cast<int>(round(static_cast<double>(readOffset) * readToDrawScale)); @@ -4106,7 +3901,8 @@ gl::Error Renderer11::blitRenderbufferRect(const gl::Rectangle &readRectIn, drawRect.width -= drawOffset; } - auto readToDrawY = [&drawRectIn, &readRectIn](int readOffset) { + auto readToDrawY = [&drawRectIn, &readRectIn](int readOffset) + { double readToDrawScale = static_cast<double>(drawRectIn.height) / static_cast<double>(readRectIn.height); return static_cast<int>(round(static_cast<double>(readOffset) * readToDrawScale)); @@ -4145,20 +3941,21 @@ gl::Error Renderer11::blitRenderbufferRect(const gl::Rectangle &readRectIn, const auto &destFormatInfo = gl::GetInternalFormatInfo(drawRenderTarget->getInternalFormat()); const auto &srcFormatInfo = gl::GetInternalFormatInfo(readRenderTarget->getInternalFormat()); const auto &formatSet = drawRenderTarget11->getFormatSet(); - const auto &nativeFormat = formatSet.format(); + const DXGI_FORMAT drawDXGIFormat = colorBlit ? formatSet.rtvFormat : formatSet.dsvFormat; + const auto &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(drawDXGIFormat); // Some blits require masking off emulated texture channels. eg: from RGBA8 to RGB8, we // emulate RGB8 with RGBA8, so we need to mask off the alpha channel when we copy. gl::Color<bool> colorMask; - colorMask.red = - (srcFormatInfo.redBits > 0) && (destFormatInfo.redBits == 0) && (nativeFormat.redBits > 0); + colorMask.red = (srcFormatInfo.redBits > 0) && (destFormatInfo.redBits == 0) && + (dxgiFormatInfo.redBits > 0); colorMask.green = (srcFormatInfo.greenBits > 0) && (destFormatInfo.greenBits == 0) && - (nativeFormat.greenBits > 0); + (dxgiFormatInfo.greenBits > 0); colorMask.blue = (srcFormatInfo.blueBits > 0) && (destFormatInfo.blueBits == 0) && - (nativeFormat.blueBits > 0); + (dxgiFormatInfo.blueBits > 0); colorMask.alpha = (srcFormatInfo.alphaBits > 0) && (destFormatInfo.alphaBits == 0) && - (nativeFormat.alphaBits > 0); + (dxgiFormatInfo.alphaBits > 0); // We only currently support masking off the alpha channel. bool colorMaskingNeeded = colorMask.alpha; @@ -4172,19 +3969,17 @@ gl::Error Renderer11::blitRenderbufferRect(const gl::Rectangle &readRectIn, bool stretchRequired = readRect.width != drawRect.width || readRect.height != drawRect.height; - bool flipRequired = - readRect.width < 0 || readRect.height < 0 || drawRect.width < 0 || drawRect.height < 0; + bool flipRequired = readRect.width < 0 || readRect.height < 0 || drawRect.width < 0 || drawRect.height < 0; bool outOfBounds = readRect.x < 0 || readRect.x + readRect.width > readSize.width || readRect.y < 0 || readRect.y + readRect.height > readSize.height || drawRect.x < 0 || drawRect.x + drawRect.width > drawSize.width || drawRect.y < 0 || drawRect.y + drawRect.height > drawSize.height; - bool partialDSBlit = - (nativeFormat.depthBits > 0 && depthBlit) != (nativeFormat.stencilBits > 0 && stencilBlit); + bool partialDSBlit = (dxgiFormatInfo.depthBits > 0 && depthBlit) != (dxgiFormatInfo.stencilBits > 0 && stencilBlit); - if (readRenderTarget11->getFormatSet().formatID == - drawRenderTarget11->getFormatSet().formatID && + if (readRenderTarget11->getFormatSet().format.id == + drawRenderTarget11->getFormatSet().format.id && !stretchRequired && !outOfBounds && !flipRequired && !partialDSBlit && !colorMaskingNeeded && (!(depthBlit || stencilBlit) || wholeBufferCopy)) { @@ -4192,17 +3987,16 @@ gl::Error Renderer11::blitRenderbufferRect(const gl::Rectangle &readRectIn, UINT dstY = drawRect.y; D3D11_BOX readBox; - readBox.left = readRect.x; - readBox.right = readRect.x + readRect.width; - readBox.top = readRect.y; + readBox.left = readRect.x; + readBox.right = readRect.x + readRect.width; + readBox.top = readRect.y; readBox.bottom = readRect.y + readRect.height; - readBox.front = 0; - readBox.back = 1; + readBox.front = 0; + readBox.back = 1; if (scissorNeeded) { - // drawRect is guaranteed to have positive width and height because stretchRequired is - // false. + // drawRect is guaranteed to have positive width and height because stretchRequired is false. ASSERT(drawRect.width >= 0 || drawRect.height >= 0); if (drawRect.x < scissor->x) @@ -4282,7 +4076,7 @@ void Renderer11::onSwap() // Send histogram updates every half hour const double kHistogramUpdateInterval = 30 * 60; - const double currentTime = ANGLEPlatformCurrent()->monotonicallyIncreasingTime(); + const double currentTime = ANGLEPlatformCurrent()->monotonicallyIncreasingTime(); const double timeSinceLastUpdate = currentTime - mLastHistogramUpdateTime; if (timeSinceLastUpdate > kHistogramUpdateInterval) @@ -4363,7 +4157,7 @@ Renderer11::resolveMultisampledTexture(RenderTarget11 *renderTarget, bool depth, bool Renderer11::getLUID(LUID *adapterLuid) const { adapterLuid->HighPart = 0; - adapterLuid->LowPart = 0; + adapterLuid->LowPart = 0; if (!mDxgiAdapter) { @@ -4380,18 +4174,14 @@ bool Renderer11::getLUID(LUID *adapterLuid) const return true; } -VertexConversionType Renderer11::getVertexConversionType( - gl::VertexFormatType vertexFormatType) const +VertexConversionType Renderer11::getVertexConversionType(gl::VertexFormatType vertexFormatType) const { - return d3d11::GetVertexFormatInfo(vertexFormatType, mRenderer11DeviceCaps.featureLevel) - .conversionType; + return d3d11::GetVertexFormatInfo(vertexFormatType, mRenderer11DeviceCaps.featureLevel).conversionType; } GLenum Renderer11::getVertexComponentType(gl::VertexFormatType vertexFormatType) const { - const auto &format = - d3d11::GetVertexFormatInfo(vertexFormatType, mRenderer11DeviceCaps.featureLevel); - return d3d11::GetComponentType(format.nativeFormat); + return d3d11::GetDXGIFormatInfo(d3d11::GetVertexFormatInfo(vertexFormatType, mRenderer11DeviceCaps.featureLevel).nativeFormat).componentType; } gl::ErrorOrResult<unsigned int> Renderer11::getVertexSpaceRequired( @@ -4430,10 +4220,8 @@ gl::ErrorOrResult<unsigned int> Renderer11::getVertexSpaceRequired( return elementSize * elementCount; } -void Renderer11::generateCaps(gl::Caps *outCaps, - gl::TextureCapsMap *outTextureCaps, - gl::Extensions *outExtensions, - gl::Limitations *outLimitations) const +void Renderer11::generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, + gl::Extensions *outExtensions, gl::Limitations *outLimitations) const { d3d11_gl::GenerateCaps(mDevice, mDeviceContext, mRenderer11DeviceCaps, outCaps, outTextureCaps, outExtensions, outLimitations); @@ -4576,7 +4364,7 @@ gl::Error Renderer11::getScratchMemoryBuffer(size_t requestedSize, MemoryBuffer if (mScratchMemoryBuffer.size() == requestedSize) { mScratchMemoryBufferResetCounter = ScratchMemoryBufferLifetime; - *bufferOut = &mScratchMemoryBuffer; + *bufferOut = &mScratchMemoryBuffer; return gl::NoError(); } |