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diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.cpp b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.cpp
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+++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/RenderStateCache.cpp
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+//
+// Copyright 2012 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// RenderStateCache.cpp: Defines rx::RenderStateCache, a cache of Direct3D render
+// state objects.
+
+#include "libANGLE/renderer/d3d/d3d11/RenderStateCache.h"
+
+#include <float.h>
+
+#include "common/Color.h"
+#include "common/debug.h"
+#include "libANGLE/Context.h"
+#include "libANGLE/Framebuffer.h"
+#include "libANGLE/FramebufferAttachment.h"
+#include "libANGLE/renderer/d3d/d3d11/Context11.h"
+#include "libANGLE/renderer/d3d/d3d11/Framebuffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+
+namespace rx
+{
+using namespace gl_d3d11;
+
+RenderStateCache::RenderStateCache()
+ : mBlendStateCache(kMaxStates),
+ mRasterizerStateCache(kMaxStates),
+ mDepthStencilStateCache(kMaxStates),
+ mSamplerStateCache(kMaxStates)
+{}
+
+RenderStateCache::~RenderStateCache() {}
+
+void RenderStateCache::clear()
+{
+ mBlendStateCache.Clear();
+ mRasterizerStateCache.Clear();
+ mDepthStencilStateCache.Clear();
+ mSamplerStateCache.Clear();
+}
+
+// static
+d3d11::BlendStateKey RenderStateCache::GetBlendStateKey(const gl::Context *context,
+ Framebuffer11 *framebuffer11,
+ const gl::BlendStateExt &blendStateExt,
+ bool sampleAlphaToCoverage)
+{
+ d3d11::BlendStateKey key;
+ // All fields of the BlendStateExt inside the key should be initialized for the caching to
+ // work correctly. Due to mrt_perf_workaround, the actual indices of active draw buffers may be
+ // different, so both arrays should be tracked.
+ key.blendStateExt = gl::BlendStateExt(blendStateExt.getDrawBufferCount());
+ const gl::AttachmentList &colorbuffers = framebuffer11->getColorAttachmentsForRender(context);
+ const gl::DrawBufferMask colorAttachmentsForRenderMask =
+ framebuffer11->getLastColorAttachmentsForRenderMask();
+
+ ASSERT(blendStateExt.getDrawBufferCount() <= colorAttachmentsForRenderMask.size());
+ ASSERT(colorbuffers.size() == colorAttachmentsForRenderMask.count());
+
+ size_t keyBlendIndex = 0;
+
+ // With blending disabled, factors and equations are ignored when building
+ // D3D11_RENDER_TARGET_BLEND_DESC, so we can reduce the amount of unique keys by
+ // enforcing default values.
+ for (size_t sourceIndex : colorAttachmentsForRenderMask)
+ {
+ ASSERT(keyBlendIndex < colorbuffers.size());
+ const gl::FramebufferAttachment *attachment = colorbuffers[keyBlendIndex];
+
+ // Do not set blend state for null attachments that may be present when
+ // mrt_perf_workaround is disabled.
+ if (attachment == nullptr)
+ {
+ keyBlendIndex++;
+ continue;
+ }
+
+ const uint8_t colorMask = blendStateExt.getColorMaskIndexed(sourceIndex);
+
+ const gl::InternalFormat &internalFormat = *attachment->getFormat().info;
+
+ key.blendStateExt.setColorMaskIndexed(keyBlendIndex,
+ gl_d3d11::GetColorMask(internalFormat) & colorMask);
+ key.rtvMax = static_cast<uint16_t>(keyBlendIndex) + 1;
+
+ // Some D3D11 drivers produce unexpected results when blending is enabled for integer
+ // attachments. Per OpenGL ES spec, it must be ignored anyway. When blending is disabled,
+ // the state remains default to reduce the number of unique keys.
+ if (blendStateExt.getEnabledMask().test(sourceIndex) && !internalFormat.isInt())
+ {
+ key.blendStateExt.setEnabledIndexed(keyBlendIndex, true);
+ key.blendStateExt.setEquationsIndexed(keyBlendIndex, sourceIndex, blendStateExt);
+ key.blendStateExt.setFactorsIndexed(keyBlendIndex, sourceIndex, blendStateExt);
+ }
+ keyBlendIndex++;
+ }
+
+ key.sampleAlphaToCoverage = sampleAlphaToCoverage ? 1 : 0;
+ return key;
+}
+
+angle::Result RenderStateCache::getBlendState(const gl::Context *context,
+ Renderer11 *renderer,
+ const d3d11::BlendStateKey &key,
+ const d3d11::BlendState **outBlendState)
+{
+ auto keyIter = mBlendStateCache.Get(key);
+ if (keyIter != mBlendStateCache.end())
+ {
+ *outBlendState = &keyIter->second;
+ return angle::Result::Continue;
+ }
+
+ TrimCache(kMaxStates, kGCLimit, "blend state", &mBlendStateCache);
+
+ // Create a new blend state and insert it into the cache
+ D3D11_BLEND_DESC blendDesc = {}; // avoid undefined fields
+ const gl::BlendStateExt &blendStateExt = key.blendStateExt;
+
+ blendDesc.AlphaToCoverageEnable = key.sampleAlphaToCoverage != 0 ? TRUE : FALSE;
+ blendDesc.IndependentBlendEnable = key.rtvMax > 1 ? TRUE : FALSE;
+
+ // D3D11 API always accepts an array of blend states. Its validity depends on the hardware
+ // feature level. Given that we do not expose GL entrypoints that set per-buffer blend states on
+ // systems lower than FL10_1, this array will be always valid.
+
+ for (size_t i = 0; i < blendStateExt.getDrawBufferCount(); i++)
+ {
+ D3D11_RENDER_TARGET_BLEND_DESC &rtDesc = blendDesc.RenderTarget[i];
+
+ if (blendStateExt.getEnabledMask().test(i))
+ {
+ rtDesc.BlendEnable = true;
+ rtDesc.SrcBlend =
+ gl_d3d11::ConvertBlendFunc(blendStateExt.getSrcColorIndexed(i), false);
+ rtDesc.DestBlend =
+ gl_d3d11::ConvertBlendFunc(blendStateExt.getDstColorIndexed(i), false);
+ rtDesc.BlendOp = gl_d3d11::ConvertBlendOp(blendStateExt.getEquationColorIndexed(i));
+ rtDesc.SrcBlendAlpha =
+ gl_d3d11::ConvertBlendFunc(blendStateExt.getSrcAlphaIndexed(i), true);
+ rtDesc.DestBlendAlpha =
+ gl_d3d11::ConvertBlendFunc(blendStateExt.getDstAlphaIndexed(i), true);
+ rtDesc.BlendOpAlpha =
+ gl_d3d11::ConvertBlendOp(blendStateExt.getEquationAlphaIndexed(i));
+ }
+
+ // blendStateExt.colorMask follows the same packing scheme as
+ // D3D11_RENDER_TARGET_BLEND_DESC.RenderTargetWriteMask
+ rtDesc.RenderTargetWriteMask = blendStateExt.getColorMaskIndexed(i);
+ }
+
+ d3d11::BlendState d3dBlendState;
+ ANGLE_TRY(renderer->allocateResource(GetImplAs<Context11>(context), blendDesc, &d3dBlendState));
+ const auto &iter = mBlendStateCache.Put(key, std::move(d3dBlendState));
+
+ *outBlendState = &iter->second;
+
+ return angle::Result::Continue;
+}
+
+angle::Result RenderStateCache::getRasterizerState(const gl::Context *context,
+ Renderer11 *renderer,
+ const gl::RasterizerState &rasterState,
+ bool scissorEnabled,
+ ID3D11RasterizerState **outRasterizerState)
+{
+ d3d11::RasterizerStateKey key;
+ key.rasterizerState = rasterState;
+ key.scissorEnabled = scissorEnabled ? 1 : 0;
+
+ auto keyIter = mRasterizerStateCache.Get(key);
+ if (keyIter != mRasterizerStateCache.end())
+ {
+ *outRasterizerState = keyIter->second.get();
+ return angle::Result::Continue;
+ }
+
+ TrimCache(kMaxStates, kGCLimit, "rasterizer state", &mRasterizerStateCache);
+
+ D3D11_CULL_MODE cullMode =
+ gl_d3d11::ConvertCullMode(rasterState.cullFace, rasterState.cullMode);
+
+ // Disable culling if drawing points
+ if (rasterState.pointDrawMode)
+ {
+ cullMode = D3D11_CULL_NONE;
+ }
+
+ D3D11_RASTERIZER_DESC rasterDesc;
+ rasterDesc.FillMode = D3D11_FILL_SOLID;
+ rasterDesc.CullMode = cullMode;
+ rasterDesc.FrontCounterClockwise = (rasterState.frontFace == GL_CCW) ? FALSE : TRUE;
+ rasterDesc.DepthBiasClamp = 0.0f; // MSDN documentation of DepthBiasClamp implies a value of
+ // zero will preform no clamping, must be tested though.
+ rasterDesc.DepthClipEnable = TRUE;
+ rasterDesc.ScissorEnable = scissorEnabled ? TRUE : FALSE;
+ rasterDesc.MultisampleEnable = rasterState.multiSample;
+ rasterDesc.AntialiasedLineEnable = FALSE;
+
+ if (rasterState.polygonOffsetFill)
+ {
+ rasterDesc.SlopeScaledDepthBias = rasterState.polygonOffsetFactor;
+ rasterDesc.DepthBias = (INT)rasterState.polygonOffsetUnits;
+ }
+ else
+ {
+ rasterDesc.SlopeScaledDepthBias = 0.0f;
+ rasterDesc.DepthBias = 0;
+ }
+
+ d3d11::RasterizerState dx11RasterizerState;
+ ANGLE_TRY(renderer->allocateResource(GetImplAs<Context11>(context), rasterDesc,
+ &dx11RasterizerState));
+ *outRasterizerState = dx11RasterizerState.get();
+ mRasterizerStateCache.Put(key, std::move(dx11RasterizerState));
+
+ return angle::Result::Continue;
+}
+
+angle::Result RenderStateCache::getDepthStencilState(const gl::Context *context,
+ Renderer11 *renderer,
+ const gl::DepthStencilState &glState,
+ const d3d11::DepthStencilState **outDSState)
+{
+ auto keyIter = mDepthStencilStateCache.Get(glState);
+ if (keyIter != mDepthStencilStateCache.end())
+ {
+ *outDSState = &keyIter->second;
+ return angle::Result::Continue;
+ }
+
+ TrimCache(kMaxStates, kGCLimit, "depth stencil state", &mDepthStencilStateCache);
+
+ D3D11_DEPTH_STENCIL_DESC dsDesc = {};
+ dsDesc.DepthEnable = glState.depthTest ? TRUE : FALSE;
+ dsDesc.DepthWriteMask = ConvertDepthMask(glState.depthMask);
+ dsDesc.DepthFunc = ConvertComparison(glState.depthFunc);
+ dsDesc.StencilEnable = glState.stencilTest ? TRUE : FALSE;
+ dsDesc.StencilReadMask = ConvertStencilMask(glState.stencilMask);
+ dsDesc.StencilWriteMask = ConvertStencilMask(glState.stencilWritemask);
+ dsDesc.FrontFace.StencilFailOp = ConvertStencilOp(glState.stencilFail);
+ dsDesc.FrontFace.StencilDepthFailOp = ConvertStencilOp(glState.stencilPassDepthFail);
+ dsDesc.FrontFace.StencilPassOp = ConvertStencilOp(glState.stencilPassDepthPass);
+ dsDesc.FrontFace.StencilFunc = ConvertComparison(glState.stencilFunc);
+ dsDesc.BackFace.StencilFailOp = ConvertStencilOp(glState.stencilBackFail);
+ dsDesc.BackFace.StencilDepthFailOp = ConvertStencilOp(glState.stencilBackPassDepthFail);
+ dsDesc.BackFace.StencilPassOp = ConvertStencilOp(glState.stencilBackPassDepthPass);
+ dsDesc.BackFace.StencilFunc = ConvertComparison(glState.stencilBackFunc);
+
+ d3d11::DepthStencilState dx11DepthStencilState;
+ ANGLE_TRY(
+ renderer->allocateResource(GetImplAs<Context11>(context), dsDesc, &dx11DepthStencilState));
+ const auto &iter = mDepthStencilStateCache.Put(glState, std::move(dx11DepthStencilState));
+
+ *outDSState = &iter->second;
+
+ return angle::Result::Continue;
+}
+
+angle::Result RenderStateCache::getSamplerState(const gl::Context *context,
+ Renderer11 *renderer,
+ const gl::SamplerState &samplerState,
+ ID3D11SamplerState **outSamplerState)
+{
+ auto keyIter = mSamplerStateCache.Get(samplerState);
+ if (keyIter != mSamplerStateCache.end())
+ {
+ *outSamplerState = keyIter->second.get();
+ return angle::Result::Continue;
+ }
+
+ TrimCache(kMaxStates, kGCLimit, "sampler state", &mSamplerStateCache);
+
+ const auto &featureLevel = renderer->getRenderer11DeviceCaps().featureLevel;
+
+ D3D11_SAMPLER_DESC samplerDesc;
+ samplerDesc.Filter =
+ gl_d3d11::ConvertFilter(samplerState.getMinFilter(), samplerState.getMagFilter(),
+ samplerState.getMaxAnisotropy(), samplerState.getCompareMode());
+ samplerDesc.AddressU = gl_d3d11::ConvertTextureWrap(samplerState.getWrapS());
+ samplerDesc.AddressV = gl_d3d11::ConvertTextureWrap(samplerState.getWrapT());
+ samplerDesc.AddressW = gl_d3d11::ConvertTextureWrap(samplerState.getWrapR());
+ samplerDesc.MipLODBias = 0;
+ samplerDesc.MaxAnisotropy =
+ gl_d3d11::ConvertMaxAnisotropy(samplerState.getMaxAnisotropy(), featureLevel);
+ samplerDesc.ComparisonFunc = gl_d3d11::ConvertComparison(samplerState.getCompareFunc());
+ angle::ColorF borderColor;
+ if (samplerState.getBorderColor().type == angle::ColorGeneric::Type::Float)
+ {
+ borderColor = samplerState.getBorderColor().colorF;
+ }
+ samplerDesc.BorderColor[0] = borderColor.red;
+ samplerDesc.BorderColor[1] = borderColor.green;
+ samplerDesc.BorderColor[2] = borderColor.blue;
+ samplerDesc.BorderColor[3] = borderColor.alpha;
+ samplerDesc.MinLOD = samplerState.getMinLod();
+ samplerDesc.MaxLOD = samplerState.getMaxLod();
+
+ if (featureLevel <= D3D_FEATURE_LEVEL_9_3)
+ {
+ // Check that maxLOD is nearly FLT_MAX (1000.0f is the default), since 9_3 doesn't support
+ // anything other than FLT_MAX. Note that Feature Level 9_* only supports GL ES 2.0, so the
+ // consumer of ANGLE can't modify the Max LOD themselves.
+ ASSERT(samplerState.getMaxLod() >= 999.9f);
+
+ // Now just set MaxLOD to FLT_MAX. Other parts of the renderer (e.g. the non-zero max LOD
+ // workaround) should take account of this.
+ samplerDesc.MaxLOD = FLT_MAX;
+ }
+
+ d3d11::SamplerState dx11SamplerState;
+ ANGLE_TRY(
+ renderer->allocateResource(GetImplAs<Context11>(context), samplerDesc, &dx11SamplerState));
+ *outSamplerState = dx11SamplerState.get();
+ mSamplerStateCache.Put(samplerState, std::move(dx11SamplerState));
+
+ return angle::Result::Continue;
+}
+
+} // namespace rx