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authorwolfbeast <mcwerewolf@gmail.com>2018-07-11 18:11:13 +0200
committerwolfbeast <mcwerewolf@gmail.com>2018-07-11 18:11:13 +0200
commit4f2ecd53a9daaf88bb7d075745eefb6e2e4741e0 (patch)
treef000dd831240707a03b8c806db292c2a15cde3ce /gfx/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp
parent3b7ffb477eec078c7036c92c6a51bb5de6de4f28 (diff)
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Roll back to ANGLE/2845
Diffstat (limited to 'gfx/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp')
-rwxr-xr-xgfx/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp1246
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();
}