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-rw-r--r--gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp4454
1 files changed, 4454 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp
new file mode 100644
index 0000000000..fdd264e92b
--- /dev/null
+++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp
@@ -0,0 +1,4454 @@
+//
+// 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.
+//
+
+// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
+
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+
+#include <EGL/eglext.h>
+#include <versionhelpers.h>
+#include <sstream>
+
+#include "anglebase/no_destructor.h"
+#include "common/tls.h"
+#include "common/utilities.h"
+#include "libANGLE/Buffer.h"
+#include "libANGLE/Context.h"
+#include "libANGLE/Display.h"
+#include "libANGLE/Framebuffer.h"
+#include "libANGLE/FramebufferAttachment.h"
+#include "libANGLE/Program.h"
+#include "libANGLE/State.h"
+#include "libANGLE/Surface.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/histogram_macros.h"
+#include "libANGLE/renderer/d3d/CompilerD3D.h"
+#include "libANGLE/renderer/d3d/DeviceD3D.h"
+#include "libANGLE/renderer/d3d/DisplayD3D.h"
+#include "libANGLE/renderer/d3d/FramebufferD3D.h"
+#include "libANGLE/renderer/d3d/IndexDataManager.h"
+#include "libANGLE/renderer/d3d/RenderbufferD3D.h"
+#include "libANGLE/renderer/d3d/ShaderD3D.h"
+#include "libANGLE/renderer/d3d/SurfaceD3D.h"
+#include "libANGLE/renderer/d3d/TextureD3D.h"
+#include "libANGLE/renderer/d3d/VertexDataManager.h"
+#include "libANGLE/renderer/d3d/d3d11/Blit11.h"
+#include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/Clear11.h"
+#include "libANGLE/renderer/d3d/d3d11/Context11.h"
+#include "libANGLE/renderer/d3d/d3d11/ExternalImageSiblingImpl11.h"
+#include "libANGLE/renderer/d3d/d3d11/Fence11.h"
+#include "libANGLE/renderer/d3d/d3d11/Framebuffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/Image11.h"
+#include "libANGLE/renderer/d3d/d3d11/IndexBuffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/PixelTransfer11.h"
+#include "libANGLE/renderer/d3d/d3d11/Program11.h"
+#include "libANGLE/renderer/d3d/d3d11/Query11.h"
+#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
+#include "libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h"
+#include "libANGLE/renderer/d3d/d3d11/StreamProducerD3DTexture.h"
+#include "libANGLE/renderer/d3d/d3d11/SwapChain11.h"
+#include "libANGLE/renderer/d3d/d3d11/TextureStorage11.h"
+#include "libANGLE/renderer/d3d/d3d11/TransformFeedback11.h"
+#include "libANGLE/renderer/d3d/d3d11/Trim11.h"
+#include "libANGLE/renderer/d3d/d3d11/VertexArray11.h"
+#include "libANGLE/renderer/d3d/d3d11/VertexBuffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h"
+#include "libANGLE/renderer/d3d/driver_utils_d3d.h"
+#include "libANGLE/renderer/driver_utils.h"
+#include "libANGLE/renderer/dxgi_support_table.h"
+#include "libANGLE/renderer/renderer_utils.h"
+#include "libANGLE/trace.h"
+
+#ifdef ANGLE_ENABLE_WINDOWS_UWP
+# include "libANGLE/renderer/d3d/d3d11/winrt/NativeWindow11WinRT.h"
+#else
+# include "libANGLE/renderer/d3d/d3d11/win32/NativeWindow11Win32.h"
+#endif
+
+#ifdef ANGLE_ENABLE_D3D11_COMPOSITOR_NATIVE_WINDOW
+# include "libANGLE/renderer/d3d/d3d11/converged/CompositorNativeWindow11.h"
+#endif
+
+// Enable ANGLE_SKIP_DXGI_1_2_CHECK if there is not a possibility of using cross-process
+// HWNDs or the Windows 7 Platform Update (KB2670838) is expected to be installed.
+#ifndef ANGLE_SKIP_DXGI_1_2_CHECK
+# define ANGLE_SKIP_DXGI_1_2_CHECK 0
+#endif
+
+namespace rx
+{
+
+namespace
+{
+
+enum
+{
+ MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
+};
+
+enum ANGLEFeatureLevel
+{
+ ANGLE_FEATURE_LEVEL_INVALID,
+ ANGLE_FEATURE_LEVEL_9_3,
+ ANGLE_FEATURE_LEVEL_10_0,
+ ANGLE_FEATURE_LEVEL_10_1,
+ ANGLE_FEATURE_LEVEL_11_0,
+ ANGLE_FEATURE_LEVEL_11_1,
+ NUM_ANGLE_FEATURE_LEVELS
+};
+
+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;
+ case D3D_FEATURE_LEVEL_11_1:
+ return ANGLE_FEATURE_LEVEL_11_1;
+ default:
+ return ANGLE_FEATURE_LEVEL_INVALID;
+ }
+}
+
+void SetLineLoopIndices(GLuint *dest, size_t count)
+{
+ for (size_t i = 0; i < count; i++)
+ {
+ dest[i] = static_cast<GLuint>(i);
+ }
+ dest[count] = 0;
+}
+
+template <typename T>
+void CopyLineLoopIndices(const void *indices, GLuint *dest, size_t count)
+{
+ const T *srcPtr = static_cast<const T *>(indices);
+ for (size_t i = 0; i < count; ++i)
+ {
+ dest[i] = static_cast<GLuint>(srcPtr[i]);
+ }
+ dest[count] = static_cast<GLuint>(srcPtr[0]);
+}
+
+void SetTriangleFanIndices(GLuint *destPtr, size_t numTris)
+{
+ for (size_t i = 0; i < numTris; i++)
+ {
+ destPtr[i * 3 + 0] = 0;
+ destPtr[i * 3 + 1] = static_cast<GLuint>(i) + 1;
+ destPtr[i * 3 + 2] = static_cast<GLuint>(i) + 2;
+ }
+}
+
+void GetLineLoopIndices(const void *indices,
+ gl::DrawElementsType indexType,
+ GLuint count,
+ bool usePrimitiveRestartFixedIndex,
+ std::vector<GLuint> *bufferOut)
+{
+ if (indexType != gl::DrawElementsType::InvalidEnum && usePrimitiveRestartFixedIndex)
+ {
+ size_t indexCount = GetLineLoopWithRestartIndexCount(indexType, count,
+ static_cast<const uint8_t *>(indices));
+ bufferOut->resize(indexCount);
+ switch (indexType)
+ {
+ case gl::DrawElementsType::UnsignedByte:
+ CopyLineLoopIndicesWithRestart<GLubyte, GLuint>(
+ count, static_cast<const uint8_t *>(indices),
+ reinterpret_cast<uint8_t *>(bufferOut->data()));
+ break;
+ case gl::DrawElementsType::UnsignedShort:
+ CopyLineLoopIndicesWithRestart<GLushort, GLuint>(
+ count, static_cast<const uint8_t *>(indices),
+ reinterpret_cast<uint8_t *>(bufferOut->data()));
+ break;
+ case gl::DrawElementsType::UnsignedInt:
+ CopyLineLoopIndicesWithRestart<GLuint, GLuint>(
+ count, static_cast<const uint8_t *>(indices),
+ reinterpret_cast<uint8_t *>(bufferOut->data()));
+ break;
+ default:
+ UNREACHABLE();
+ break;
+ }
+ return;
+ }
+
+ // For non-primitive-restart draws, the index count is static.
+ bufferOut->resize(static_cast<size_t>(count) + 1);
+
+ switch (indexType)
+ {
+ // Non-indexed draw
+ case gl::DrawElementsType::InvalidEnum:
+ SetLineLoopIndices(&(*bufferOut)[0], count);
+ break;
+ case gl::DrawElementsType::UnsignedByte:
+ CopyLineLoopIndices<GLubyte>(indices, &(*bufferOut)[0], count);
+ break;
+ case gl::DrawElementsType::UnsignedShort:
+ CopyLineLoopIndices<GLushort>(indices, &(*bufferOut)[0], count);
+ break;
+ case gl::DrawElementsType::UnsignedInt:
+ CopyLineLoopIndices<GLuint>(indices, &(*bufferOut)[0], count);
+ break;
+ default:
+ UNREACHABLE();
+ break;
+ }
+}
+
+template <typename T>
+void CopyTriangleFanIndices(const void *indices, GLuint *destPtr, size_t numTris)
+{
+ const T *srcPtr = static_cast<const T *>(indices);
+
+ for (size_t i = 0; i < numTris; i++)
+ {
+ destPtr[i * 3 + 0] = static_cast<GLuint>(srcPtr[0]);
+ destPtr[i * 3 + 1] = static_cast<GLuint>(srcPtr[i + 1]);
+ destPtr[i * 3 + 2] = static_cast<GLuint>(srcPtr[i + 2]);
+ }
+}
+
+template <typename T>
+void CopyTriangleFanIndicesWithRestart(const void *indices,
+ GLuint indexCount,
+ gl::DrawElementsType indexType,
+ std::vector<GLuint> *bufferOut)
+{
+ GLuint restartIndex = gl::GetPrimitiveRestartIndex(indexType);
+ GLuint d3dRestartIndex = gl::GetPrimitiveRestartIndex(gl::DrawElementsType::UnsignedInt);
+ const T *srcPtr = static_cast<const T *>(indices);
+ Optional<GLuint> vertexA;
+ Optional<GLuint> vertexB;
+
+ bufferOut->clear();
+
+ for (size_t indexIdx = 0; indexIdx < indexCount; ++indexIdx)
+ {
+ GLuint value = static_cast<GLuint>(srcPtr[indexIdx]);
+
+ if (value == restartIndex)
+ {
+ bufferOut->push_back(d3dRestartIndex);
+ vertexA.reset();
+ vertexB.reset();
+ }
+ else
+ {
+ if (!vertexA.valid())
+ {
+ vertexA = value;
+ }
+ else if (!vertexB.valid())
+ {
+ vertexB = value;
+ }
+ else
+ {
+ bufferOut->push_back(vertexA.value());
+ bufferOut->push_back(vertexB.value());
+ bufferOut->push_back(value);
+ vertexB = value;
+ }
+ }
+ }
+}
+
+void GetTriFanIndices(const void *indices,
+ gl::DrawElementsType indexType,
+ GLuint count,
+ bool usePrimitiveRestartFixedIndex,
+ std::vector<GLuint> *bufferOut)
+{
+ if (indexType != gl::DrawElementsType::InvalidEnum && usePrimitiveRestartFixedIndex)
+ {
+ switch (indexType)
+ {
+ case gl::DrawElementsType::UnsignedByte:
+ CopyTriangleFanIndicesWithRestart<GLubyte>(indices, count, indexType, bufferOut);
+ break;
+ case gl::DrawElementsType::UnsignedShort:
+ CopyTriangleFanIndicesWithRestart<GLushort>(indices, count, indexType, bufferOut);
+ break;
+ case gl::DrawElementsType::UnsignedInt:
+ CopyTriangleFanIndicesWithRestart<GLuint>(indices, count, indexType, bufferOut);
+ break;
+ default:
+ UNREACHABLE();
+ break;
+ }
+ return;
+ }
+
+ // For non-primitive-restart draws, the index count is static.
+ GLuint numTris = count - 2;
+ bufferOut->resize(numTris * 3);
+
+ switch (indexType)
+ {
+ // Non-indexed draw
+ case gl::DrawElementsType::InvalidEnum:
+ SetTriangleFanIndices(&(*bufferOut)[0], numTris);
+ break;
+ case gl::DrawElementsType::UnsignedByte:
+ CopyTriangleFanIndices<GLubyte>(indices, &(*bufferOut)[0], numTris);
+ break;
+ case gl::DrawElementsType::UnsignedShort:
+ CopyTriangleFanIndices<GLushort>(indices, &(*bufferOut)[0], numTris);
+ break;
+ case gl::DrawElementsType::UnsignedInt:
+ CopyTriangleFanIndices<GLuint>(indices, &(*bufferOut)[0], numTris);
+ break;
+ default:
+ UNREACHABLE();
+ break;
+ }
+}
+
+bool IsArrayRTV(ID3D11RenderTargetView *rtv)
+{
+ D3D11_RENDER_TARGET_VIEW_DESC desc;
+ rtv->GetDesc(&desc);
+ if (desc.ViewDimension == D3D11_RTV_DIMENSION_TEXTURE1DARRAY &&
+ desc.Texture1DArray.ArraySize > 1)
+ return true;
+ if (desc.ViewDimension == D3D11_RTV_DIMENSION_TEXTURE2DARRAY &&
+ desc.Texture2DArray.ArraySize > 1)
+ return true;
+ if (desc.ViewDimension == D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY &&
+ desc.Texture2DMSArray.ArraySize > 1)
+ return true;
+ return false;
+}
+
+GLsizei GetAdjustedInstanceCount(const ProgramD3D *program, GLsizei instanceCount)
+{
+ if (!program->getState().usesMultiview())
+ {
+ return instanceCount;
+ }
+ if (instanceCount == 0)
+ {
+ return program->getState().getNumViews();
+ }
+ return program->getState().getNumViews() * instanceCount;
+}
+
+const uint32_t ScratchMemoryBufferLifetime = 1000;
+
+void PopulateFormatDeviceCaps(ID3D11Device *device,
+ DXGI_FORMAT format,
+ UINT *outSupport,
+ UINT *outMaxSamples)
+{
+ if (FAILED(device->CheckFormatSupport(format, outSupport)))
+ {
+ *outSupport = 0;
+ }
+
+ *outMaxSamples = 0;
+ for (UINT sampleCount = 2; sampleCount <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; sampleCount *= 2)
+ {
+ UINT qualityCount = 0;
+ if (FAILED(device->CheckMultisampleQualityLevels(format, sampleCount, &qualityCount)) ||
+ qualityCount == 0)
+ {
+ break;
+ }
+
+ *outMaxSamples = sampleCount;
+ }
+}
+
+angle::Result GetTextureD3DResourceFromStorageOrImage(const gl::Context *context,
+ TextureD3D *texture,
+ const gl::ImageIndex &index,
+ const TextureHelper11 **outResource,
+ UINT *outSubresource)
+{
+ // If the storage exists, use it. Otherwise, copy directly from the images to avoid
+ // allocating a new storage.
+ if (texture->hasStorage())
+ {
+ TextureStorage *storage = nullptr;
+ ANGLE_TRY(texture->getNativeTexture(context, &storage));
+
+ TextureStorage11 *storage11 = GetAs<TextureStorage11>(storage);
+ ANGLE_TRY(storage11->getResource(context, outResource));
+ ANGLE_TRY(storage11->getSubresourceIndex(context, index, outSubresource));
+ }
+ else
+ {
+ ImageD3D *image = texture->getImage(index);
+ Image11 *image11 = GetAs<Image11>(image);
+ ANGLE_TRY(image11->getStagingTexture(context, outResource, outSubresource));
+ }
+
+ return angle::Result::Continue;
+}
+
+} // anonymous namespace
+
+Renderer11DeviceCaps::Renderer11DeviceCaps() = default;
+
+Renderer11::Renderer11(egl::Display *display)
+ : RendererD3D(display),
+ mCreateDebugDevice(false),
+ mStateCache(),
+ mStateManager(this),
+ mLastHistogramUpdateTime(
+ ANGLEPlatformCurrent()->monotonicallyIncreasingTime(ANGLEPlatformCurrent())),
+ mDebug(nullptr),
+ mScratchMemoryBuffer(ScratchMemoryBufferLifetime)
+{
+ mLineLoopIB = nullptr;
+ mTriangleFanIB = nullptr;
+
+ mBlit = nullptr;
+ mPixelTransfer = nullptr;
+
+ mClear = nullptr;
+
+ mTrim = nullptr;
+
+ mRenderer11DeviceCaps.supportsClearView = false;
+ mRenderer11DeviceCaps.supportsConstantBufferOffsets = false;
+ mRenderer11DeviceCaps.supportsVpRtIndexWriteFromVertexShader = false;
+ mRenderer11DeviceCaps.supportsDXGI1_2 = false;
+ mRenderer11DeviceCaps.allowES3OnFL10_0 = false;
+ mRenderer11DeviceCaps.supportsTypedUAVLoadAdditionalFormats = false;
+ mRenderer11DeviceCaps.supportsRasterizerOrderViews = false;
+ mRenderer11DeviceCaps.B5G6R5support = 0;
+ mRenderer11DeviceCaps.B4G4R4A4support = 0;
+ mRenderer11DeviceCaps.B5G5R5A1support = 0;
+
+ mD3d11Module = nullptr;
+ mD3d12Module = nullptr;
+ mDxgiModule = nullptr;
+ mDCompModule = nullptr;
+ mCreatedWithDeviceEXT = false;
+
+ mDevice = nullptr;
+ mDevice1 = nullptr;
+ mDeviceContext = nullptr;
+ mDeviceContext1 = nullptr;
+ mDeviceContext3 = nullptr;
+ mDxgiAdapter = nullptr;
+ mDxgiFactory = nullptr;
+
+ ZeroMemory(&mAdapterDescription, sizeof(mAdapterDescription));
+
+ const auto &attributes = mDisplay->getAttributeMap();
+
+ if (mDisplay->getPlatform() == EGL_PLATFORM_ANGLE_ANGLE)
+ {
+ EGLint requestedMajorVersion = static_cast<EGLint>(
+ attributes.get(EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, EGL_DONT_CARE));
+ EGLint requestedMinorVersion = static_cast<EGLint>(
+ attributes.get(EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, EGL_DONT_CARE));
+
+ if (requestedMajorVersion == EGL_DONT_CARE || requestedMajorVersion >= 11)
+ {
+ if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 1)
+ {
+ // This could potentially lead to failed context creation if done on a system
+ // without the platform update which installs DXGI 1.2. Currently, for Chrome users
+ // D3D11 contexts are only created if the platform update is available, so this
+ // should not cause any issues.
+ mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_11_1);
+ }
+ if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 0)
+ {
+ mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_11_0);
+ }
+ }
+
+ if (requestedMajorVersion == EGL_DONT_CARE || requestedMajorVersion >= 10)
+ {
+ if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 1)
+ {
+ mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_10_1);
+ }
+ if (requestedMinorVersion == EGL_DONT_CARE || requestedMinorVersion >= 0)
+ {
+ mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_10_0);
+ }
+ }
+
+ if (requestedMajorVersion == 9 && requestedMinorVersion == 3)
+ {
+ mAvailableFeatureLevels.push_back(D3D_FEATURE_LEVEL_9_3);
+ }
+
+ EGLint requestedDeviceType = static_cast<EGLint>(attributes.get(
+ EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE));
+ switch (requestedDeviceType)
+ {
+ case EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE:
+ mRequestedDriverType = D3D_DRIVER_TYPE_HARDWARE;
+ break;
+
+ case EGL_PLATFORM_ANGLE_DEVICE_TYPE_D3D_WARP_ANGLE:
+ mRequestedDriverType = D3D_DRIVER_TYPE_WARP;
+ break;
+
+ case EGL_PLATFORM_ANGLE_DEVICE_TYPE_D3D_REFERENCE_ANGLE:
+ mRequestedDriverType = D3D_DRIVER_TYPE_REFERENCE;
+ break;
+
+ case EGL_PLATFORM_ANGLE_DEVICE_TYPE_NULL_ANGLE:
+ mRequestedDriverType = D3D_DRIVER_TYPE_NULL;
+ break;
+
+ default:
+ UNREACHABLE();
+ }
+
+ mCreateDebugDevice = ShouldUseDebugLayers(attributes);
+ }
+ else if (mDisplay->getPlatform() == EGL_PLATFORM_DEVICE_EXT)
+ {
+ ASSERT(mDisplay->getDevice() != nullptr);
+ mCreatedWithDeviceEXT = true;
+
+ // Also set EGL_PLATFORM_ANGLE_ANGLE variables, in case they're used elsewhere in ANGLE
+ // mAvailableFeatureLevels defaults to empty
+ mRequestedDriverType = D3D_DRIVER_TYPE_UNKNOWN;
+ }
+
+ const EGLenum presentPath = static_cast<EGLenum>(attributes.get(
+ EGL_EXPERIMENTAL_PRESENT_PATH_ANGLE, EGL_EXPERIMENTAL_PRESENT_PATH_COPY_ANGLE));
+ mPresentPathFastEnabled = (presentPath == EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE);
+}
+
+Renderer11::~Renderer11()
+{
+ release();
+}
+
+#ifndef __d3d11_1_h__
+# define D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET ((D3D11_MESSAGE_ID)3146081)
+#endif
+
+egl::Error Renderer11::initialize()
+{
+ HRESULT result = S_OK;
+
+ ANGLE_TRY(initializeD3DDevice());
+
+#if !defined(ANGLE_ENABLE_WINDOWS_UWP)
+# if !ANGLE_SKIP_DXGI_1_2_CHECK
+ {
+ ANGLE_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.
+ // The easiest way to check is to query for a IDXGIDevice2.
+ bool requireDXGI1_2 = false;
+ HWND hwnd = WindowFromDC(mDisplay->getNativeDisplayId());
+ if (hwnd)
+ {
+ DWORD currentProcessId = GetCurrentProcessId();
+ DWORD wndProcessId;
+ GetWindowThreadProcessId(hwnd, &wndProcessId);
+ requireDXGI1_2 = (currentProcessId != wndProcessId);
+ }
+ else
+ {
+ requireDXGI1_2 = true;
+ }
+
+ if (requireDXGI1_2)
+ {
+ IDXGIDevice2 *dxgiDevice2 = nullptr;
+ result = mDevice->QueryInterface(__uuidof(IDXGIDevice2), (void **)&dxgiDevice2);
+ if (FAILED(result))
+ {
+ return egl::EglNotInitialized(D3D11_INIT_INCOMPATIBLE_DXGI)
+ << "DXGI 1.2 required to present to HWNDs owned by another process.";
+ }
+ SafeRelease(dxgiDevice2);
+ }
+ }
+# endif
+#endif
+
+ {
+ ANGLE_TRACE_EVENT0("gpu.angle", "Renderer11::initialize (ComQueries)");
+ // Cast the DeviceContext to a DeviceContext1 and DeviceContext3.
+ // This could fail on Windows 7 without the Platform Update.
+ // Don't error in this case- just don't use mDeviceContext1 or mDeviceContext3.
+ mDeviceContext1 = d3d11::DynamicCastComObject<ID3D11DeviceContext1>(mDeviceContext);
+ mDeviceContext3 = d3d11::DynamicCastComObject<ID3D11DeviceContext3>(mDeviceContext);
+
+ IDXGIDevice *dxgiDevice = nullptr;
+ result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void **)&dxgiDevice);
+
+ if (FAILED(result))
+ {
+ return egl::EglNotInitialized(D3D11_INIT_OTHER_ERROR) << "Could not query DXGI device.";
+ }
+
+ result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void **)&mDxgiAdapter);
+
+ if (FAILED(result))
+ {
+ return egl::EglNotInitialized(D3D11_INIT_OTHER_ERROR)
+ << "Could not retrieve DXGI adapter";
+ }
+
+ SafeRelease(dxgiDevice);
+
+ 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.
+ if (mRenderer11DeviceCaps.featureLevel <= D3D_FEATURE_LEVEL_9_3 && dxgiAdapter2 != nullptr)
+ {
+ DXGI_ADAPTER_DESC2 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;
+ mAdapterDescription.DedicatedSystemMemory = adapterDesc2.DedicatedSystemMemory;
+ mAdapterDescription.SharedSystemMemory = adapterDesc2.SharedSystemMemory;
+ mAdapterDescription.AdapterLuid = adapterDesc2.AdapterLuid;
+ }
+ }
+ else
+ {
+ result = mDxgiAdapter->GetDesc(&mAdapterDescription);
+ }
+
+ SafeRelease(dxgiAdapter2);
+
+ if (FAILED(result))
+ {
+ return egl::EglNotInitialized(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);
+
+ if (!mDxgiFactory || FAILED(result))
+ {
+ return egl::EglNotInitialized(D3D11_INIT_OTHER_ERROR)
+ << "Could not create DXGI factory.";
+ }
+ }
+
+ // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
+ if (mCreateDebugDevice)
+ {
+ ANGLE_TRACE_EVENT0("gpu.angle", "Renderer11::initialize (HideWarnings)");
+ ID3D11InfoQueue *infoQueue;
+ result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue);
+
+ if (SUCCEEDED(result))
+ {
+ D3D11_MESSAGE_ID hideMessages[] = {
+ D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET,
+
+ // Robust access behaviour makes out of bounds messages safe
+ D3D11_MESSAGE_ID_DEVICE_DRAW_VERTEX_BUFFER_TOO_SMALL,
+ };
+
+ D3D11_INFO_QUEUE_FILTER filter = {};
+ filter.DenyList.NumIDs = static_cast<unsigned int>(ArraySize(hideMessages));
+ filter.DenyList.pIDList = hideMessages;
+
+ infoQueue->AddStorageFilterEntries(&filter);
+ SafeRelease(infoQueue);
+ }
+ }
+
+#if !defined(NDEBUG)
+ mDebug = d3d11::DynamicCastComObject<ID3D11Debug>(mDevice);
+#endif
+
+ ANGLE_TRY(initializeDevice());
+
+ return egl::NoError();
+}
+
+HRESULT Renderer11::callD3D11CreateDevice(PFN_D3D11_CREATE_DEVICE createDevice, bool debug)
+{
+ angle::ComPtr<IDXGIAdapter> adapter;
+
+ const egl::AttributeMap &attributes = mDisplay->getAttributeMap();
+ // Check EGL_ANGLE_platform_angle_d3d_luid
+ long high = static_cast<long>(attributes.get(EGL_PLATFORM_ANGLE_D3D_LUID_HIGH_ANGLE, 0));
+ unsigned long low =
+ static_cast<unsigned long>(attributes.get(EGL_PLATFORM_ANGLE_D3D_LUID_LOW_ANGLE, 0));
+ // Check EGL_ANGLE_platform_angle_device_id
+ if (high == 0 && low == 0)
+ {
+ high = static_cast<long>(attributes.get(EGL_PLATFORM_ANGLE_DEVICE_ID_HIGH_ANGLE, 0));
+ low = static_cast<unsigned long>(attributes.get(EGL_PLATFORM_ANGLE_DEVICE_ID_LOW_ANGLE, 0));
+ }
+ if (high != 0 || low != 0)
+ {
+ angle::ComPtr<IDXGIFactory1> factory;
+ if (SUCCEEDED(CreateDXGIFactory1(IID_PPV_ARGS(&factory))))
+ {
+ angle::ComPtr<IDXGIAdapter> temp;
+ for (UINT i = 0; SUCCEEDED(factory->EnumAdapters(i, &temp)); i++)
+ {
+ DXGI_ADAPTER_DESC desc;
+ if (SUCCEEDED(temp->GetDesc(&desc)))
+ {
+ // EGL_ANGLE_platform_angle_d3d_luid
+ if (desc.AdapterLuid.HighPart == high && desc.AdapterLuid.LowPart == low)
+ {
+ adapter = temp;
+ break;
+ }
+
+ // EGL_ANGLE_platform_angle_device_id
+ // NOTE: If there are multiple GPUs with the same PCI
+ // vendor and device IDs, this will arbitrarily choose one
+ // of them. To select a specific GPU, use the LUID instead.
+ if ((high == 0 || desc.VendorId == static_cast<UINT>(high)) &&
+ (low == 0 || desc.DeviceId == static_cast<UINT>(low)))
+ {
+ adapter = temp;
+ break;
+ }
+ }
+ }
+ }
+ }
+
+ // If adapter is not nullptr, the driver type must be D3D_DRIVER_TYPE_UNKNOWN or
+ // D3D11CreateDevice will return E_INVALIDARG.
+ return createDevice(
+ adapter.Get(), adapter ? D3D_DRIVER_TYPE_UNKNOWN : mRequestedDriverType, nullptr,
+ debug ? D3D11_CREATE_DEVICE_DEBUG : 0, mAvailableFeatureLevels.data(),
+ static_cast<unsigned int>(mAvailableFeatureLevels.size()), D3D11_SDK_VERSION, &mDevice,
+ &(mRenderer11DeviceCaps.featureLevel), &mDeviceContext);
+}
+
+HRESULT Renderer11::callD3D11On12CreateDevice(PFN_D3D12_CREATE_DEVICE createDevice12,
+ PFN_D3D11ON12_CREATE_DEVICE createDevice11on12,
+ bool debug)
+{
+ angle::ComPtr<IDXGIFactory4> factory;
+ HRESULT result = CreateDXGIFactory1(IID_PPV_ARGS(&factory));
+ if (FAILED(result))
+ {
+ return result;
+ }
+
+ if (mRequestedDriverType == D3D_DRIVER_TYPE_WARP)
+ {
+ angle::ComPtr<IDXGIAdapter> warpAdapter;
+ result = factory->EnumWarpAdapter(IID_PPV_ARGS(&warpAdapter));
+ if (SUCCEEDED(result))
+ {
+ result = createDevice12(warpAdapter.Get(), mAvailableFeatureLevels[0],
+ IID_PPV_ARGS(&mDevice12));
+ }
+ }
+ else
+ {
+ // Passing nullptr into pAdapter chooses the default adapter which will be the hardware
+ // adapter if it exists.
+ result = createDevice12(nullptr, mAvailableFeatureLevels[0], IID_PPV_ARGS(&mDevice12));
+ }
+
+ if (SUCCEEDED(result))
+ {
+ D3D12_COMMAND_QUEUE_DESC queueDesc = {};
+ queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
+ queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
+ result = mDevice12->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&mCommandQueue));
+ }
+
+ if (SUCCEEDED(result))
+ {
+ result = createDevice11on12(
+ mDevice12.Get(), debug ? D3D11_CREATE_DEVICE_DEBUG : 0, mAvailableFeatureLevels.data(),
+ static_cast<unsigned int>(mAvailableFeatureLevels.size()),
+ reinterpret_cast<IUnknown **>(mCommandQueue.GetAddressOf()), 1 /* NumQueues */,
+ 0 /* NodeMask */, &mDevice, &mDeviceContext, &(mRenderer11DeviceCaps.featureLevel));
+ }
+
+ return result;
+}
+
+egl::Error Renderer11::initializeD3DDevice()
+{
+ HRESULT result = S_OK;
+ bool createD3D11on12Device = false;
+
+ if (!mCreatedWithDeviceEXT)
+ {
+#if !defined(ANGLE_ENABLE_WINDOWS_UWP)
+ PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = nullptr;
+ PFN_D3D12_CREATE_DEVICE D3D12CreateDevice = nullptr;
+ PFN_D3D11ON12_CREATE_DEVICE D3D11On12CreateDevice = nullptr;
+ {
+ ANGLE_TRACE_EVENT0("gpu.angle", "Renderer11::initialize (Load DLLs)");
+ mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
+ mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
+ mDCompModule = LoadLibrary(TEXT("dcomp.dll"));
+
+ // create the D3D11 device
+ ASSERT(mDevice == nullptr);
+
+ const egl::AttributeMap &attributes = mDisplay->getAttributeMap();
+ createD3D11on12Device =
+ attributes.get(EGL_PLATFORM_ANGLE_D3D11ON12_ANGLE, EGL_FALSE) == EGL_TRUE;
+
+ if (createD3D11on12Device)
+ {
+ mD3d12Module = LoadLibrary(TEXT("d3d12.dll"));
+ if (mD3d12Module == nullptr)
+ {
+ return egl::EglNotInitialized(D3D11_INIT_MISSING_DEP)
+ << "Could not load D3D12 library.";
+ }
+
+ D3D12CreateDevice = reinterpret_cast<PFN_D3D12_CREATE_DEVICE>(
+ GetProcAddress(mD3d12Module, "D3D12CreateDevice"));
+ if (D3D12CreateDevice == nullptr)
+ {
+ return egl::EglNotInitialized(D3D11_INIT_MISSING_DEP)
+ << "Could not retrieve D3D12CreateDevice address.";
+ }
+
+ D3D11On12CreateDevice = reinterpret_cast<PFN_D3D11ON12_CREATE_DEVICE>(
+ GetProcAddress(mD3d11Module, "D3D11On12CreateDevice"));
+ if (D3D11On12CreateDevice == nullptr)
+ {
+ return egl::EglNotInitialized(D3D11_INIT_MISSING_DEP)
+ << "Could not retrieve D3D11On12CreateDevice address.";
+ }
+ }
+ else
+ {
+ if (mD3d11Module == nullptr || mDxgiModule == nullptr)
+ {
+ return egl::EglNotInitialized(D3D11_INIT_MISSING_DEP)
+ << "Could not load D3D11 or DXGI library.";
+ }
+
+ D3D11CreateDevice = reinterpret_cast<PFN_D3D11_CREATE_DEVICE>(
+ GetProcAddress(mD3d11Module, "D3D11CreateDevice"));
+
+ if (D3D11CreateDevice == nullptr)
+ {
+ return egl::EglNotInitialized(D3D11_INIT_MISSING_DEP)
+ << "Could not retrieve D3D11CreateDevice address.";
+ }
+ }
+ }
+#endif
+
+ if (mCreateDebugDevice)
+ {
+ ANGLE_TRACE_EVENT0("gpu.angle", "D3D11CreateDevice (Debug)");
+ if (createD3D11on12Device)
+ {
+ result = callD3D11On12CreateDevice(D3D12CreateDevice, D3D11On12CreateDevice, true);
+ }
+ else
+ {
+ result = callD3D11CreateDevice(D3D11CreateDevice, true);
+ }
+
+ if (result == E_INVALIDARG && mAvailableFeatureLevels.size() > 1u &&
+ mAvailableFeatureLevels[0] == D3D_FEATURE_LEVEL_11_1)
+ {
+ // On older Windows platforms, D3D11.1 is not supported which returns E_INVALIDARG.
+ // Try again without passing D3D_FEATURE_LEVEL_11_1 in case we have other feature
+ // levels to fall back on.
+ mAvailableFeatureLevels.erase(mAvailableFeatureLevels.begin());
+ if (createD3D11on12Device)
+ {
+ result =
+ callD3D11On12CreateDevice(D3D12CreateDevice, D3D11On12CreateDevice, true);
+ }
+ else
+ {
+ result = callD3D11CreateDevice(D3D11CreateDevice, true);
+ }
+ }
+
+ if (!mDevice || FAILED(result))
+ {
+ WARN() << "Failed creating Debug D3D11 device - falling back to release runtime.";
+ }
+ }
+
+ if (!mDevice || FAILED(result))
+ {
+ ANGLE_TRACE_EVENT0("gpu.angle", "D3D11CreateDevice");
+ if (createD3D11on12Device)
+ {
+ result = callD3D11On12CreateDevice(D3D12CreateDevice, D3D11On12CreateDevice, false);
+ }
+ else
+ {
+ result = callD3D11CreateDevice(D3D11CreateDevice, false);
+ }
+
+ if (result == E_INVALIDARG && mAvailableFeatureLevels.size() > 1u &&
+ mAvailableFeatureLevels[0] == D3D_FEATURE_LEVEL_11_1)
+ {
+ // On older Windows platforms, D3D11.1 is not supported which returns E_INVALIDARG.
+ // Try again without passing D3D_FEATURE_LEVEL_11_1 in case we have other feature
+ // levels to fall back on.
+ mAvailableFeatureLevels.erase(mAvailableFeatureLevels.begin());
+ if (createD3D11on12Device)
+ {
+ result =
+ callD3D11On12CreateDevice(D3D12CreateDevice, D3D11On12CreateDevice, false);
+ }
+ else
+ {
+ result = callD3D11CreateDevice(D3D11CreateDevice, false);
+ }
+ }
+
+ // Cleanup done by destructor
+ if (!mDevice || FAILED(result))
+ {
+ ANGLE_HISTOGRAM_SPARSE_SLOWLY("GPU.ANGLE.D3D11CreateDeviceError",
+ static_cast<int>(result));
+ return egl::EglNotInitialized(D3D11_INIT_CREATEDEVICE_ERROR)
+ << "Could not create D3D11 device.";
+ }
+ }
+ }
+ else
+ {
+ DeviceD3D *deviceD3D = GetImplAs<DeviceD3D>(mDisplay->getDevice());
+ ASSERT(deviceD3D != nullptr);
+
+ // We should use the inputted D3D11 device instead
+ void *device = nullptr;
+ ANGLE_TRY(deviceD3D->getAttribute(mDisplay, EGL_D3D11_DEVICE_ANGLE, &device));
+
+ ID3D11Device *d3dDevice = static_cast<ID3D11Device *>(device);
+ if (FAILED(d3dDevice->GetDeviceRemovedReason()))
+ {
+ return egl::EglNotInitialized() << "Inputted D3D11 device has been lost.";
+ }
+
+ if (d3dDevice->GetFeatureLevel() < D3D_FEATURE_LEVEL_9_3)
+ {
+ return egl::EglNotInitialized()
+ << "Inputted D3D11 device must be Feature Level 9_3 or greater.";
+ }
+
+ // The Renderer11 adds a ref to the inputted D3D11 device, like D3D11CreateDevice does.
+ mDevice = d3dDevice;
+ mDevice->AddRef();
+ mDevice->GetImmediateContext(&mDeviceContext);
+ mRenderer11DeviceCaps.featureLevel = mDevice->GetFeatureLevel();
+ }
+
+ mResourceManager11.setAllocationsInitialized(mCreateDebugDevice);
+
+ d3d11::SetDebugName(mDeviceContext, "DeviceContext", nullptr);
+
+ mAnnotatorContext.initialize(mDeviceContext);
+
+ mDevice->QueryInterface(__uuidof(ID3D11Device1), reinterpret_cast<void **>(&mDevice1));
+
+ return egl::NoError();
+}
+
+void Renderer11::setGlobalDebugAnnotator()
+{
+ static angle::base::NoDestructor<std::mutex> gMutex;
+ static angle::base::NoDestructor<DebugAnnotator11> gGlobalAnnotator;
+
+ std::lock_guard<std::mutex> lg(*gMutex);
+ gl::InitializeDebugAnnotations(gGlobalAnnotator.get());
+}
+
+// do any one-time device initialization
+// NOTE: this is also needed after a device lost/reset
+// to reset the scene status and ensure the default states are reset.
+egl::Error Renderer11::initializeDevice()
+{
+ ANGLE_TRACE_EVENT0("gpu.angle", "Renderer11::initializeDevice");
+
+ populateRenderer11DeviceCaps();
+
+ mStateCache.clear();
+
+ ASSERT(!mBlit);
+ mBlit = new Blit11(this);
+
+ ASSERT(!mClear);
+ mClear = new Clear11(this);
+
+ const auto &attributes = mDisplay->getAttributeMap();
+ // If automatic trim is enabled, DXGIDevice3::Trim( ) is called for the application
+ // automatically when an application is suspended by the OS. This feature is currently
+ // only supported for Windows Store applications.
+ EGLint enableAutoTrim = static_cast<EGLint>(
+ attributes.get(EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_FALSE));
+
+ if (enableAutoTrim == EGL_TRUE)
+ {
+ ASSERT(!mTrim);
+ mTrim = new Trim11(this);
+ }
+
+ ASSERT(!mPixelTransfer);
+ mPixelTransfer = new PixelTransfer11(this);
+
+ // Gather stats on DXGI and D3D feature level
+ ANGLE_HISTOGRAM_BOOLEAN("GPU.ANGLE.SupportsDXGI1_2", mRenderer11DeviceCaps.supportsDXGI1_2);
+
+ ANGLEFeatureLevel angleFeatureLevel = GetANGLEFeatureLevel(mRenderer11DeviceCaps.featureLevel);
+
+ // We don't actually request a 11_1 device, because of complications with the platform
+ // update. Instead we check if the mDeviceContext1 pointer cast succeeded.
+ // Note: we should support D3D11_0 always, but we aren't guaranteed to be at FL11_0
+ // because the app can specify a lower version (such as 9_3) on Display creation.
+ if (mDeviceContext1 != nullptr)
+ {
+ angleFeatureLevel = ANGLE_FEATURE_LEVEL_11_1;
+ }
+
+ ANGLE_HISTOGRAM_ENUMERATION("GPU.ANGLE.D3D11FeatureLevel", angleFeatureLevel,
+ NUM_ANGLE_FEATURE_LEVELS);
+
+ return egl::NoError();
+}
+
+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));
+ if (SUCCEEDED(result))
+ {
+ mRenderer11DeviceCaps.supportsClearView = (d3d11Options.ClearView != FALSE);
+ mRenderer11DeviceCaps.supportsConstantBufferOffsets =
+ (d3d11Options.ConstantBufferOffsetting != FALSE);
+ }
+ }
+
+ if (mDeviceContext3)
+ {
+ D3D11_FEATURE_DATA_D3D11_OPTIONS3 d3d11Options3;
+ HRESULT result = mDevice->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS3, &d3d11Options3,
+ sizeof(D3D11_FEATURE_DATA_D3D11_OPTIONS3));
+ if (SUCCEEDED(result))
+ {
+ mRenderer11DeviceCaps.supportsVpRtIndexWriteFromVertexShader =
+ (d3d11Options3.VPAndRTArrayIndexFromAnyShaderFeedingRasterizer == TRUE);
+ }
+ D3D11_FEATURE_DATA_D3D11_OPTIONS2 d3d11Options2;
+ result = mDevice->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS2, &d3d11Options2,
+ sizeof(D3D11_FEATURE_DATA_D3D11_OPTIONS2));
+ if (SUCCEEDED(result))
+ {
+ mRenderer11DeviceCaps.supportsTypedUAVLoadAdditionalFormats =
+ d3d11Options2.TypedUAVLoadAdditionalFormats;
+ if (!getFeatures().disableRasterizerOrderViews.enabled)
+ {
+ mRenderer11DeviceCaps.supportsRasterizerOrderViews = d3d11Options2.ROVsSupported;
+ }
+ }
+ }
+
+ mRenderer11DeviceCaps.supportsMultisampledDepthStencilSRVs =
+ mRenderer11DeviceCaps.featureLevel > D3D_FEATURE_LEVEL_10_0;
+
+ if (getFeatures().disableB5G6R5Support.enabled)
+ {
+ mRenderer11DeviceCaps.B5G6R5support = 0;
+ mRenderer11DeviceCaps.B5G6R5maxSamples = 0;
+ }
+ else
+ {
+ PopulateFormatDeviceCaps(mDevice, DXGI_FORMAT_B5G6R5_UNORM,
+ &mRenderer11DeviceCaps.B5G6R5support,
+ &mRenderer11DeviceCaps.B5G6R5maxSamples);
+ }
+
+ if (getFeatures().allowES3OnFL100.enabled)
+ {
+ mRenderer11DeviceCaps.allowES3OnFL10_0 = true;
+ }
+
+ PopulateFormatDeviceCaps(mDevice, DXGI_FORMAT_B4G4R4A4_UNORM,
+ &mRenderer11DeviceCaps.B4G4R4A4support,
+ &mRenderer11DeviceCaps.B4G4R4A4maxSamples);
+ PopulateFormatDeviceCaps(mDevice, DXGI_FORMAT_B5G5R5A1_UNORM,
+ &mRenderer11DeviceCaps.B5G5R5A1support,
+ &mRenderer11DeviceCaps.B5G5R5A1maxSamples);
+
+ IDXGIAdapter2 *dxgiAdapter2 = d3d11::DynamicCastComObject<IDXGIAdapter2>(mDxgiAdapter);
+ mRenderer11DeviceCaps.supportsDXGI1_2 = (dxgiAdapter2 != nullptr);
+ SafeRelease(dxgiAdapter2);
+}
+
+gl::SupportedSampleSet Renderer11::generateSampleSetForEGLConfig(
+ const gl::TextureCaps &colorBufferFormatCaps,
+ const gl::TextureCaps &depthStencilBufferFormatCaps) const
+{
+ gl::SupportedSampleSet sampleCounts;
+
+ // Generate a new set from the set intersection of sample counts between the color and depth
+ // format caps.
+ std::set_intersection(colorBufferFormatCaps.sampleCounts.begin(),
+ colorBufferFormatCaps.sampleCounts.end(),
+ depthStencilBufferFormatCaps.sampleCounts.begin(),
+ depthStencilBufferFormatCaps.sampleCounts.end(),
+ std::inserter(sampleCounts, sampleCounts.begin()));
+
+ // Format of GL_NONE results in no supported sample counts.
+ // Add back the color sample counts to the supported sample set.
+ if (depthStencilBufferFormatCaps.sampleCounts.empty())
+ {
+ sampleCounts = colorBufferFormatCaps.sampleCounts;
+ }
+ else if (colorBufferFormatCaps.sampleCounts.empty())
+ {
+ // Likewise, add back the depth sample counts to the supported sample set.
+ sampleCounts = depthStencilBufferFormatCaps.sampleCounts;
+ }
+
+ // Always support 0 samples
+ sampleCounts.insert(0);
+
+ return sampleCounts;
+}
+
+egl::ConfigSet Renderer11::generateConfigs()
+{
+ std::vector<GLenum> colorBufferFormats;
+
+ // 32-bit supported formats
+ colorBufferFormats.push_back(GL_BGRA8_EXT);
+ colorBufferFormats.push_back(GL_RGBA8_OES);
+
+ // 24-bit supported formats
+ colorBufferFormats.push_back(GL_RGB8_OES);
+
+ if (mRenderer11DeviceCaps.featureLevel >= D3D_FEATURE_LEVEL_10_0)
+ {
+ // Additional high bit depth formats added in D3D 10.0
+ // https://msdn.microsoft.com/en-us/library/windows/desktop/bb173064.aspx
+ colorBufferFormats.push_back(GL_RGBA16F);
+ colorBufferFormats.push_back(GL_RGB10_A2);
+ }
+
+ if (!mPresentPathFastEnabled)
+ {
+ // 16-bit supported formats
+ // These aren't valid D3D11 swapchain formats, so don't expose them as configs
+ // if present path fast is active
+ colorBufferFormats.push_back(GL_RGBA4);
+ colorBufferFormats.push_back(GL_RGB5_A1);
+ colorBufferFormats.push_back(GL_RGB565);
+ }
+
+ static const GLenum depthStencilBufferFormats[] = {
+ GL_NONE, GL_DEPTH24_STENCIL8_OES, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT16,
+ GL_STENCIL_INDEX8,
+ };
+
+ const gl::Caps &rendererCaps = getNativeCaps();
+ const gl::TextureCapsMap &rendererTextureCaps = getNativeTextureCaps();
+
+ const EGLint optimalSurfaceOrientation =
+ mPresentPathFastEnabled ? 0 : EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE;
+
+ egl::ConfigSet configs;
+ for (GLenum colorBufferInternalFormat : colorBufferFormats)
+ {
+ const gl::TextureCaps &colorBufferFormatCaps =
+ rendererTextureCaps.get(colorBufferInternalFormat);
+ if (!colorBufferFormatCaps.renderbuffer)
+ {
+ ASSERT(!colorBufferFormatCaps.textureAttachment);
+ continue;
+ }
+
+ for (GLenum depthStencilBufferInternalFormat : depthStencilBufferFormats)
+ {
+ const gl::TextureCaps &depthStencilBufferFormatCaps =
+ rendererTextureCaps.get(depthStencilBufferInternalFormat);
+ if (!depthStencilBufferFormatCaps.renderbuffer &&
+ depthStencilBufferInternalFormat != GL_NONE)
+ {
+ ASSERT(!depthStencilBufferFormatCaps.textureAttachment);
+ continue;
+ }
+
+ const gl::InternalFormat &colorBufferFormatInfo =
+ gl::GetSizedInternalFormatInfo(colorBufferInternalFormat);
+ const gl::InternalFormat &depthStencilBufferFormatInfo =
+ gl::GetSizedInternalFormatInfo(depthStencilBufferInternalFormat);
+ const gl::Version &maxVersion = getMaxSupportedESVersion();
+
+ const gl::SupportedSampleSet sampleCounts =
+ generateSampleSetForEGLConfig(colorBufferFormatCaps, depthStencilBufferFormatCaps);
+
+ for (GLuint sampleCount : sampleCounts)
+ {
+ egl::Config config;
+ config.renderTargetFormat = colorBufferInternalFormat;
+ config.depthStencilFormat = depthStencilBufferInternalFormat;
+ config.bufferSize = colorBufferFormatInfo.pixelBytes * 8;
+ config.redSize = colorBufferFormatInfo.redBits;
+ config.greenSize = colorBufferFormatInfo.greenBits;
+ config.blueSize = colorBufferFormatInfo.blueBits;
+ config.luminanceSize = colorBufferFormatInfo.luminanceBits;
+ config.alphaSize = colorBufferFormatInfo.alphaBits;
+ config.alphaMaskSize = 0;
+ config.bindToTextureRGB =
+ ((colorBufferFormatInfo.format == GL_RGB) && (sampleCount <= 1));
+ config.bindToTextureRGBA = (((colorBufferFormatInfo.format == GL_RGBA) ||
+ (colorBufferFormatInfo.format == GL_BGRA_EXT)) &&
+ (sampleCount <= 1));
+ config.colorBufferType = EGL_RGB_BUFFER;
+ config.configCaveat = EGL_NONE;
+ config.configID = static_cast<EGLint>(configs.size() + 1);
+
+ // PresentPathFast may not be conformant
+ config.conformant = 0;
+ 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.depthSize = depthStencilBufferFormatInfo.depthBits;
+ config.level = 0;
+ 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 = (sampleCount == 0) ? 0 : 1;
+ config.samples = sampleCount;
+ 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;
+ config.transparentBlueValue = 0;
+ config.optimalOrientation = optimalSurfaceOrientation;
+ config.colorComponentType = gl_egl::GLComponentTypeToEGLColorComponentType(
+ colorBufferFormatInfo.componentType);
+
+ configs.add(config);
+ }
+ }
+ }
+
+ ASSERT(configs.size() > 0);
+ return configs;
+}
+
+void Renderer11::generateDisplayExtensions(egl::DisplayExtensions *outExtensions) const
+{
+ outExtensions->createContextRobustness = true;
+
+ if (getShareHandleSupport())
+ {
+ outExtensions->d3dShareHandleClientBuffer = true;
+ outExtensions->surfaceD3DTexture2DShareHandle = true;
+ }
+ outExtensions->d3dTextureClientBuffer = true;
+ outExtensions->imageD3D11Texture = true;
+
+ outExtensions->keyedMutex = true;
+ outExtensions->querySurfacePointer = true;
+ outExtensions->windowFixedSize = true;
+
+ // If present path fast is active then the surface orientation extension isn't supported
+ outExtensions->surfaceOrientation = !mPresentPathFastEnabled;
+
+ // D3D11 does not support present with dirty rectangles until DXGI 1.2.
+ outExtensions->postSubBuffer = mRenderer11DeviceCaps.supportsDXGI1_2;
+
+ outExtensions->image = true;
+ outExtensions->imageBase = true;
+ outExtensions->glTexture2DImage = true;
+ outExtensions->glTextureCubemapImage = true;
+ outExtensions->glRenderbufferImage = true;
+
+ outExtensions->stream = true;
+ outExtensions->streamConsumerGLTexture = true;
+ outExtensions->streamConsumerGLTextureYUV = true;
+ outExtensions->streamProducerD3DTexture = true;
+
+ outExtensions->noConfigContext = true;
+ outExtensions->directComposition = !!mDCompModule;
+
+ // Contexts are virtualized so textures and semaphores can be shared globally
+ outExtensions->displayTextureShareGroup = true;
+ outExtensions->displaySemaphoreShareGroup = true;
+
+ // syncControlCHROMIUM requires direct composition.
+ outExtensions->syncControlCHROMIUM = outExtensions->directComposition;
+
+ // D3D11 can be used without a swap chain
+ outExtensions->surfacelessContext = true;
+
+ // All D3D feature levels support robust resource init
+ outExtensions->robustResourceInitializationANGLE = true;
+
+#ifdef ANGLE_ENABLE_D3D11_COMPOSITOR_NATIVE_WINDOW
+ // Compositor Native Window capabilies require WinVer >= 1803
+ if (CompositorNativeWindow11::IsSupportedWinRelease())
+ {
+ outExtensions->windowsUIComposition = true;
+ }
+#endif
+}
+
+angle::Result Renderer11::flush(Context11 *context11)
+{
+ mDeviceContext->Flush();
+ return angle::Result::Continue;
+}
+
+angle::Result Renderer11::finish(Context11 *context11)
+{
+ if (!mSyncQuery.valid())
+ {
+ D3D11_QUERY_DESC queryDesc;
+ queryDesc.Query = D3D11_QUERY_EVENT;
+ queryDesc.MiscFlags = 0;
+
+ ANGLE_TRY(allocateResource(context11, queryDesc, &mSyncQuery));
+ }
+
+ mDeviceContext->End(mSyncQuery.get());
+
+ HRESULT result = S_OK;
+ unsigned int attempt = 0;
+ do
+ {
+ unsigned int flushFrequency = 100;
+ UINT flags = (attempt % flushFrequency == 0) ? 0 : D3D11_ASYNC_GETDATA_DONOTFLUSH;
+ attempt++;
+
+ result = mDeviceContext->GetData(mSyncQuery.get(), nullptr, 0, flags);
+ ANGLE_TRY_HR(context11, result, "Failed to get event query data");
+
+ if (result == S_FALSE)
+ {
+ // Keep polling, but allow other threads to do something useful first
+ ScheduleYield();
+ }
+
+ // Attempt is incremented before checking if we should test for device loss so that device
+ // loss is not checked on the first iteration
+ bool checkDeviceLost = (attempt % kPollingD3DDeviceLostCheckFrequency) == 0;
+ if (checkDeviceLost && testDeviceLost())
+ {
+ mDisplay->notifyDeviceLost();
+ ANGLE_CHECK(context11, false, "Device was lost while waiting for sync.",
+ GL_OUT_OF_MEMORY);
+ }
+ } while (result == S_FALSE);
+
+ return angle::Result::Continue;
+}
+
+bool Renderer11::isValidNativeWindow(EGLNativeWindowType window) const
+{
+#if defined(ANGLE_ENABLE_WINDOWS_UWP)
+ if (NativeWindow11WinRT::IsValidNativeWindow(window))
+ {
+ return true;
+ }
+#else
+ if (NativeWindow11Win32::IsValidNativeWindow(window))
+ {
+ return true;
+ }
+#endif
+
+#ifdef ANGLE_ENABLE_D3D11_COMPOSITOR_NATIVE_WINDOW
+ static_assert(sizeof(ABI::Windows::UI::Composition::SpriteVisual *) == sizeof(HWND),
+ "Pointer size must match Window Handle size");
+ if (CompositorNativeWindow11::IsValidNativeWindow(window))
+ {
+ return true;
+ }
+#endif
+
+ return false;
+}
+
+NativeWindowD3D *Renderer11::createNativeWindow(EGLNativeWindowType window,
+ const egl::Config *config,
+ const egl::AttributeMap &attribs) const
+{
+#if defined(ANGLE_ENABLE_WINDOWS_UWP)
+ if (window == nullptr || NativeWindow11WinRT::IsValidNativeWindow(window))
+ {
+ return new NativeWindow11WinRT(window, config->alphaSize > 0);
+ }
+#else
+ if (window == nullptr || NativeWindow11Win32::IsValidNativeWindow(window))
+ {
+ return new NativeWindow11Win32(
+ window, config->alphaSize > 0,
+ attribs.get(EGL_DIRECT_COMPOSITION_ANGLE, EGL_FALSE) == EGL_TRUE);
+ }
+#endif
+
+#ifdef ANGLE_ENABLE_D3D11_COMPOSITOR_NATIVE_WINDOW
+ if (CompositorNativeWindow11::IsValidNativeWindow(window))
+ {
+ return new CompositorNativeWindow11(window, config->alphaSize > 0);
+ }
+#endif
+
+ UNREACHABLE();
+ return nullptr;
+}
+
+egl::Error Renderer11::getD3DTextureInfo(const egl::Config *configuration,
+ IUnknown *texture,
+ const egl::AttributeMap &attribs,
+ EGLint *width,
+ EGLint *height,
+ GLsizei *samples,
+ gl::Format *glFormat,
+ const angle::Format **angleFormat,
+ UINT *arraySlice) const
+{
+ angle::ComPtr<ID3D11Texture2D> d3dTexture =
+ d3d11::DynamicCastComObjectToComPtr<ID3D11Texture2D>(texture);
+ if (d3dTexture == nullptr)
+ {
+ return egl::EglBadParameter() << "client buffer is not a ID3D11Texture2D";
+ }
+
+ angle::ComPtr<ID3D11Device> textureDevice;
+ d3dTexture->GetDevice(&textureDevice);
+ if (textureDevice.Get() != mDevice)
+ {
+ return egl::EglBadParameter() << "Texture's device does not match.";
+ }
+
+ D3D11_TEXTURE2D_DESC desc = {};
+ d3dTexture->GetDesc(&desc);
+
+ EGLint imageWidth = static_cast<EGLint>(desc.Width);
+ EGLint imageHeight = static_cast<EGLint>(desc.Height);
+
+ GLsizei sampleCount = static_cast<GLsizei>(desc.SampleDesc.Count);
+ if (configuration && (configuration->samples != sampleCount))
+ {
+ // Both the texture and EGL config sample count may not be the same when multi-sampling
+ // is disabled. The EGL sample count can be 0 but a D3D texture is always 1. Therefore,
+ // we must only check for a invalid match when the EGL config is non-zero or the texture is
+ // not one.
+ if (configuration->samples != 0 || sampleCount != 1)
+ {
+ return egl::EglBadParameter() << "Texture's sample count does not match.";
+ }
+ }
+
+ const angle::Format *textureAngleFormat = nullptr;
+ GLenum sizedInternalFormat = GL_NONE;
+
+ // From table egl.restrictions in EGL_ANGLE_d3d_texture_client_buffer.
+ if (desc.Format == DXGI_FORMAT_NV12 || desc.Format == DXGI_FORMAT_P010 ||
+ desc.Format == DXGI_FORMAT_P016)
+ {
+ if (!attribs.contains(EGL_D3D11_TEXTURE_PLANE_ANGLE))
+ {
+ return egl::EglBadParameter()
+ << "EGL_D3D11_TEXTURE_PLANE_ANGLE must be specified for YUV textures.";
+ }
+
+ EGLint plane = attribs.getAsInt(EGL_D3D11_TEXTURE_PLANE_ANGLE);
+
+ // P010 and P016 have the same memory layout, SRV/RTV format, etc.
+ const bool isNV12 = (desc.Format == DXGI_FORMAT_NV12);
+ if (plane == 0)
+ {
+ textureAngleFormat = isNV12 ? &angle::Format::Get(angle::FormatID::R8_UNORM)
+ : &angle::Format::Get(angle::FormatID::R16_UNORM);
+ }
+ else if (plane == 1)
+ {
+ textureAngleFormat = isNV12 ? &angle::Format::Get(angle::FormatID::R8G8_UNORM)
+ : &angle::Format::Get(angle::FormatID::R16G16_UNORM);
+ imageWidth /= 2;
+ imageHeight /= 2;
+ }
+ else
+ {
+ return egl::EglBadParameter() << "Invalid client buffer texture plane: " << plane;
+ }
+
+ ASSERT(textureAngleFormat);
+ sizedInternalFormat = textureAngleFormat->glInternalFormat;
+ }
+ else
+ {
+ switch (desc.Format)
+ {
+ case DXGI_FORMAT_R8G8B8A8_UNORM:
+ case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB:
+ case DXGI_FORMAT_R8G8B8A8_TYPELESS:
+ case DXGI_FORMAT_B8G8R8A8_UNORM:
+ case DXGI_FORMAT_B8G8R8A8_UNORM_SRGB:
+ case DXGI_FORMAT_B8G8R8A8_TYPELESS:
+ case DXGI_FORMAT_R16G16B16A16_FLOAT:
+ case DXGI_FORMAT_R32G32B32A32_FLOAT:
+ case DXGI_FORMAT_R10G10B10A2_UNORM:
+ case DXGI_FORMAT_R8_UNORM:
+ case DXGI_FORMAT_R8G8_UNORM:
+ case DXGI_FORMAT_R16_UNORM:
+ case DXGI_FORMAT_R16G16_UNORM:
+ break;
+
+ default:
+ return egl::EglBadParameter()
+ << "Invalid client buffer texture format: " << desc.Format;
+ }
+
+ textureAngleFormat = &d3d11_angle::GetFormat(desc.Format);
+ ASSERT(textureAngleFormat);
+
+ sizedInternalFormat = textureAngleFormat->glInternalFormat;
+
+ if (attribs.contains(EGL_TEXTURE_INTERNAL_FORMAT_ANGLE))
+ {
+ const GLenum internalFormat =
+ static_cast<GLenum>(attribs.get(EGL_TEXTURE_INTERNAL_FORMAT_ANGLE));
+ switch (internalFormat)
+ {
+ case GL_RGBA:
+ case GL_BGRA_EXT:
+ case GL_RGB:
+ case GL_RED_EXT:
+ case GL_RG_EXT:
+ case GL_RGB10_A2_EXT:
+ case GL_R16_EXT:
+ case GL_RG16_EXT:
+ break;
+ default:
+ return egl::EglBadParameter()
+ << "Invalid client buffer texture internal format: " << std::hex
+ << internalFormat;
+ }
+
+ const GLenum type = gl::GetSizedInternalFormatInfo(sizedInternalFormat).type;
+
+ const auto format = gl::Format(internalFormat, type);
+ if (!format.valid())
+ {
+ return egl::EglBadParameter()
+ << "Invalid client buffer texture internal format: " << std::hex
+ << internalFormat;
+ }
+
+ sizedInternalFormat = format.info->sizedInternalFormat;
+ }
+ }
+
+ UINT textureArraySlice =
+ static_cast<UINT>(attribs.getAsInt(EGL_D3D11_TEXTURE_ARRAY_SLICE_ANGLE, 0));
+ if (textureArraySlice >= desc.ArraySize)
+ {
+ return egl::EglBadParameter()
+ << "Invalid client buffer texture array slice: " << textureArraySlice;
+ }
+
+ if (width)
+ {
+ *width = imageWidth;
+ }
+ if (height)
+ {
+ *height = imageHeight;
+ }
+
+ if (samples)
+ {
+ // EGL samples 0 corresponds to D3D11 sample count 1.
+ *samples = sampleCount != 1 ? sampleCount : 0;
+ }
+
+ if (glFormat)
+ {
+ *glFormat = gl::Format(sizedInternalFormat);
+ }
+
+ if (angleFormat)
+ {
+ *angleFormat = textureAngleFormat;
+ }
+
+ if (arraySlice)
+ {
+ *arraySlice = textureArraySlice;
+ }
+
+ return egl::NoError();
+}
+
+egl::Error Renderer11::validateShareHandle(const egl::Config *config,
+ HANDLE shareHandle,
+ const egl::AttributeMap &attribs) const
+{
+ if (shareHandle == nullptr)
+ {
+ return egl::EglBadParameter() << "NULL share handle.";
+ }
+
+ ID3D11Resource *tempResource11 = nullptr;
+ HRESULT result = mDevice->OpenSharedResource(shareHandle, __uuidof(ID3D11Resource),
+ (void **)&tempResource11);
+ if (FAILED(result) && mDevice1)
+ {
+ result = mDevice1->OpenSharedResource1(shareHandle, __uuidof(ID3D11Resource),
+ (void **)&tempResource11);
+ }
+
+ if (FAILED(result))
+ {
+ return egl::EglBadParameter() << "Failed to open share handle, " << gl::FmtHR(result);
+ }
+
+ ID3D11Texture2D *texture2D = d3d11::DynamicCastComObject<ID3D11Texture2D>(tempResource11);
+ SafeRelease(tempResource11);
+
+ if (texture2D == nullptr)
+ {
+ return egl::EglBadParameter()
+ << "Failed to query ID3D11Texture2D object from share handle.";
+ }
+
+ D3D11_TEXTURE2D_DESC desc = {};
+ 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::EglBadParameter() << "Invalid texture parameters in share handle texture.";
+ }
+
+ return egl::NoError();
+}
+
+SwapChainD3D *Renderer11::createSwapChain(NativeWindowD3D *nativeWindow,
+ HANDLE shareHandle,
+ IUnknown *d3dTexture,
+ GLenum backBufferFormat,
+ GLenum depthBufferFormat,
+ EGLint orientation,
+ EGLint samples)
+{
+ return new SwapChain11(this, GetAs<NativeWindow11>(nativeWindow), shareHandle, d3dTexture,
+ backBufferFormat, depthBufferFormat, orientation, samples);
+}
+
+void *Renderer11::getD3DDevice()
+{
+ return mDevice;
+}
+
+angle::Result Renderer11::drawWithGeometryShaderAndTransformFeedback(Context11 *context11,
+ gl::PrimitiveMode mode,
+ UINT instanceCount,
+ UINT vertexCount)
+{
+ const gl::State &glState = context11->getState();
+ ProgramD3D *programD3D = mStateManager.getProgramD3D();
+
+ // Since we use a geometry if-and-only-if we rewrite vertex streams, transform feedback
+ // won't get the correct output. To work around this, draw with *only* the stream out
+ // first (no pixel shader) to feed the stream out buffers and then draw again with the
+ // geometry shader + pixel shader to rasterize the primitives.
+ mStateManager.setPixelShader(nullptr);
+
+ if (instanceCount > 0)
+ {
+ mDeviceContext->DrawInstanced(vertexCount, instanceCount, 0, 0);
+ }
+ else
+ {
+ mDeviceContext->Draw(vertexCount, 0);
+ }
+
+ rx::ShaderExecutableD3D *pixelExe = nullptr;
+ ANGLE_TRY(programD3D->getPixelExecutableForCachedOutputLayout(context11, &pixelExe, nullptr));
+
+ // Skip the draw call if rasterizer discard is enabled (or no fragment shader).
+ if (!pixelExe || glState.getRasterizerState().rasterizerDiscard)
+ {
+ return angle::Result::Continue;
+ }
+
+ mStateManager.setPixelShader(&GetAs<ShaderExecutable11>(pixelExe)->getPixelShader());
+
+ // Retrieve the geometry shader.
+ rx::ShaderExecutableD3D *geometryExe = nullptr;
+ ANGLE_TRY(programD3D->getGeometryExecutableForPrimitiveType(context11, glState, mode,
+ &geometryExe, nullptr));
+
+ mStateManager.setGeometryShader(&GetAs<ShaderExecutable11>(geometryExe)->getGeometryShader());
+
+ if (instanceCount > 0)
+ {
+ mDeviceContext->DrawInstanced(vertexCount, instanceCount, 0, 0);
+ }
+ else
+ {
+ mDeviceContext->Draw(vertexCount, 0);
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result Renderer11::drawArrays(const gl::Context *context,
+ gl::PrimitiveMode mode,
+ GLint firstVertex,
+ GLsizei vertexCount,
+ GLsizei instanceCount,
+ GLuint baseInstance,
+ bool isInstancedDraw)
+{
+ if (mStateManager.getCullEverything())
+ {
+ return angle::Result::Continue;
+ }
+
+ ANGLE_TRY(markRawBufferUsage(context));
+
+ ProgramD3D *programD3D = mStateManager.getProgramD3D();
+ GLsizei adjustedInstanceCount = GetAdjustedInstanceCount(programD3D, instanceCount);
+
+ // Note: vertex indexes can be arbitrarily large.
+ UINT clampedVertexCount = gl::GetClampedVertexCount<UINT>(vertexCount);
+
+ const auto &glState = context->getState();
+ if (glState.getCurrentTransformFeedback() && glState.isTransformFeedbackActiveUnpaused())
+ {
+ ANGLE_TRY(markTransformFeedbackUsage(context));
+
+ if (programD3D->usesGeometryShader(glState, mode))
+ {
+ return drawWithGeometryShaderAndTransformFeedback(
+ GetImplAs<Context11>(context), mode, adjustedInstanceCount, clampedVertexCount);
+ }
+ }
+
+ switch (mode)
+ {
+ case gl::PrimitiveMode::LineLoop:
+ return drawLineLoop(context, clampedVertexCount, gl::DrawElementsType::InvalidEnum,
+ nullptr, 0, adjustedInstanceCount);
+ case gl::PrimitiveMode::TriangleFan:
+ return drawTriangleFan(context, clampedVertexCount, gl::DrawElementsType::InvalidEnum,
+ nullptr, 0, adjustedInstanceCount);
+ case gl::PrimitiveMode::Points:
+ if (getFeatures().useInstancedPointSpriteEmulation.enabled)
+ {
+ // This code should not be reachable by multi-view programs.
+ ASSERT(programD3D->getState().usesMultiview() == false);
+
+ // If the shader is writing to gl_PointSize, then pointsprites are being rendered.
+ // Emulating instanced point sprites for FL9_3 requires the topology to be
+ // D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST and DrawIndexedInstanced is called instead.
+ if (adjustedInstanceCount == 0)
+ {
+ mDeviceContext->DrawIndexedInstanced(6, clampedVertexCount, 0, 0, baseInstance);
+ return angle::Result::Continue;
+ }
+
+ // If pointsprite emulation is used with glDrawArraysInstanced then we need to take
+ // a less efficent code path. Instanced rendering of emulated pointsprites requires
+ // a loop to draw each batch of points. An offset into the instanced data buffer is
+ // calculated and applied on each iteration to ensure all instances are rendered
+ // correctly. Each instance being rendered requires the inputlayout cache to reapply
+ // buffers and offsets.
+ for (GLsizei i = 0; i < instanceCount; i++)
+ {
+ ANGLE_TRY(mStateManager.updateVertexOffsetsForPointSpritesEmulation(
+ context, firstVertex, i));
+ mDeviceContext->DrawIndexedInstanced(6, clampedVertexCount, 0, 0, baseInstance);
+ }
+
+ // This required by updateVertexOffsets... above but is outside of the loop for
+ // speed.
+ mStateManager.invalidateVertexBuffer();
+ return angle::Result::Continue;
+ }
+ break;
+ default:
+ break;
+ }
+
+ // "Normal" draw case.
+ if (!isInstancedDraw && adjustedInstanceCount == 0)
+ {
+ mDeviceContext->Draw(clampedVertexCount, 0);
+ }
+ else
+ {
+ mDeviceContext->DrawInstanced(clampedVertexCount, adjustedInstanceCount, 0, baseInstance);
+ }
+ return angle::Result::Continue;
+}
+
+angle::Result Renderer11::drawElements(const gl::Context *context,
+ gl::PrimitiveMode mode,
+ GLint startVertex,
+ GLsizei indexCount,
+ gl::DrawElementsType indexType,
+ const void *indices,
+ GLsizei instanceCount,
+ GLint baseVertex,
+ GLuint baseInstance,
+ bool isInstancedDraw)
+{
+ if (mStateManager.getCullEverything())
+ {
+ return angle::Result::Continue;
+ }
+
+ ANGLE_TRY(markRawBufferUsage(context));
+
+ // Transform feedback is not allowed for DrawElements, this error should have been caught at the
+ // API validation layer.
+ const gl::State &glState = context->getState();
+ ASSERT(!glState.isTransformFeedbackActiveUnpaused());
+
+ // If this draw call is coming from an indirect call, offset by the indirect call's base vertex.
+ GLint baseVertexAdjusted = baseVertex - startVertex;
+
+ const ProgramD3D *programD3D = mStateManager.getProgramD3D();
+ GLsizei adjustedInstanceCount = GetAdjustedInstanceCount(programD3D, instanceCount);
+
+ if (mode == gl::PrimitiveMode::LineLoop)
+ {
+ return drawLineLoop(context, indexCount, indexType, indices, baseVertexAdjusted,
+ adjustedInstanceCount);
+ }
+
+ if (mode == gl::PrimitiveMode::TriangleFan)
+ {
+ return drawTriangleFan(context, indexCount, indexType, indices, baseVertexAdjusted,
+ adjustedInstanceCount);
+ }
+
+ if (mode != gl::PrimitiveMode::Points || !programD3D->usesInstancedPointSpriteEmulation())
+ {
+ if (!isInstancedDraw && adjustedInstanceCount == 0)
+ {
+ mDeviceContext->DrawIndexed(indexCount, 0, baseVertexAdjusted);
+ }
+ else
+ {
+ mDeviceContext->DrawIndexedInstanced(indexCount, adjustedInstanceCount, 0,
+ baseVertexAdjusted, baseInstance);
+ }
+ return angle::Result::Continue;
+ }
+
+ // This code should not be reachable by multi-view programs.
+ ASSERT(programD3D->getState().usesMultiview() == false);
+
+ // If the shader is writing to gl_PointSize, then pointsprites are being rendered.
+ // Emulating instanced point sprites for FL9_3 requires the topology to be
+ // D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST and DrawIndexedInstanced is called instead.
+ //
+ // The count parameter passed to drawElements represents the total number of instances to be
+ // rendered. Each instance is referenced by the bound index buffer from the the caller.
+ //
+ // Indexed pointsprite emulation replicates data for duplicate entries found in the index
+ // buffer. This is not an efficent rendering mechanism and is only used on downlevel renderers
+ // that do not support geometry shaders.
+ if (instanceCount == 0)
+ {
+ mDeviceContext->DrawIndexedInstanced(6, indexCount, 0, baseVertexAdjusted, baseInstance);
+ return angle::Result::Continue;
+ }
+
+ // If pointsprite emulation is used with glDrawElementsInstanced then we need to take a less
+ // efficent code path. Instanced rendering of emulated pointsprites requires a loop to draw each
+ // batch of points. An offset into the instanced data buffer is calculated and applied on each
+ // iteration to ensure all instances are rendered correctly.
+ gl::IndexRange indexRange;
+ ANGLE_TRY(glState.getVertexArray()->getIndexRange(context, indexType, indexCount, indices,
+ &indexRange));
+
+ UINT clampedVertexCount = gl::clampCast<UINT>(indexRange.vertexCount());
+
+ // Each instance being rendered requires the inputlayout cache to reapply buffers and offsets.
+ for (GLsizei i = 0; i < instanceCount; i++)
+ {
+ ANGLE_TRY(
+ mStateManager.updateVertexOffsetsForPointSpritesEmulation(context, startVertex, i));
+ mDeviceContext->DrawIndexedInstanced(6, clampedVertexCount, 0, baseVertexAdjusted,
+ baseInstance);
+ }
+ mStateManager.invalidateVertexBuffer();
+ return angle::Result::Continue;
+}
+
+angle::Result Renderer11::drawArraysIndirect(const gl::Context *context, const void *indirect)
+{
+ if (mStateManager.getCullEverything())
+ {
+ return angle::Result::Continue;
+ }
+
+ ANGLE_TRY(markRawBufferUsage(context));
+
+ const gl::State &glState = context->getState();
+ ASSERT(!glState.isTransformFeedbackActiveUnpaused());
+
+ gl::Buffer *drawIndirectBuffer = glState.getTargetBuffer(gl::BufferBinding::DrawIndirect);
+ ASSERT(drawIndirectBuffer);
+ Buffer11 *storage = GetImplAs<Buffer11>(drawIndirectBuffer);
+
+ uintptr_t offset = reinterpret_cast<uintptr_t>(indirect);
+
+ ID3D11Buffer *buffer = nullptr;
+ ANGLE_TRY(storage->getBuffer(context, BUFFER_USAGE_INDIRECT, &buffer));
+ mDeviceContext->DrawInstancedIndirect(buffer, static_cast<unsigned int>(offset));
+ return angle::Result::Continue;
+}
+
+angle::Result Renderer11::drawElementsIndirect(const gl::Context *context, const void *indirect)
+{
+ if (mStateManager.getCullEverything())
+ {
+ return angle::Result::Continue;
+ }
+
+ ANGLE_TRY(markRawBufferUsage(context));
+
+ const gl::State &glState = context->getState();
+ ASSERT(!glState.isTransformFeedbackActiveUnpaused());
+
+ gl::Buffer *drawIndirectBuffer = glState.getTargetBuffer(gl::BufferBinding::DrawIndirect);
+ ASSERT(drawIndirectBuffer);
+ Buffer11 *storage = GetImplAs<Buffer11>(drawIndirectBuffer);
+ uintptr_t offset = reinterpret_cast<uintptr_t>(indirect);
+
+ ID3D11Buffer *buffer = nullptr;
+ ANGLE_TRY(storage->getBuffer(context, BUFFER_USAGE_INDIRECT, &buffer));
+ mDeviceContext->DrawIndexedInstancedIndirect(buffer, static_cast<unsigned int>(offset));
+ return angle::Result::Continue;
+}
+
+angle::Result Renderer11::drawLineLoop(const gl::Context *context,
+ GLuint count,
+ gl::DrawElementsType type,
+ const void *indexPointer,
+ int baseVertex,
+ int instances)
+{
+ const gl::State &glState = context->getState();
+ gl::VertexArray *vao = glState.getVertexArray();
+ gl::Buffer *elementArrayBuffer = vao->getElementArrayBuffer();
+
+ const void *indices = indexPointer;
+
+ // Get the raw indices for an indexed draw
+ if (type != gl::DrawElementsType::InvalidEnum && elementArrayBuffer)
+ {
+ BufferD3D *storage = GetImplAs<BufferD3D>(elementArrayBuffer);
+ intptr_t offset = reinterpret_cast<intptr_t>(indices);
+
+ const uint8_t *bufferData = nullptr;
+ ANGLE_TRY(storage->getData(context, &bufferData));
+
+ indices = bufferData + offset;
+ }
+
+ if (!mLineLoopIB)
+ {
+ mLineLoopIB = new StreamingIndexBufferInterface(this);
+ ANGLE_TRY(mLineLoopIB->reserveBufferSpace(context, INITIAL_INDEX_BUFFER_SIZE,
+ gl::DrawElementsType::UnsignedInt));
+ }
+
+ // Checked by Renderer11::applyPrimitiveType
+ bool indexCheck = static_cast<unsigned int>(count) + 1 >
+ (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int));
+ ANGLE_CHECK(GetImplAs<Context11>(context), !indexCheck,
+ "Failed to create a 32-bit looping index buffer for "
+ "GL_LINE_LOOP, too many indices required.",
+ GL_OUT_OF_MEMORY);
+
+ GetLineLoopIndices(indices, type, static_cast<GLuint>(count),
+ glState.isPrimitiveRestartEnabled(), &mScratchIndexDataBuffer);
+
+ unsigned int spaceNeeded =
+ static_cast<unsigned int>(sizeof(GLuint) * mScratchIndexDataBuffer.size());
+ ANGLE_TRY(
+ mLineLoopIB->reserveBufferSpace(context, spaceNeeded, gl::DrawElementsType::UnsignedInt));
+
+ void *mappedMemory = nullptr;
+ unsigned int offset;
+ ANGLE_TRY(mLineLoopIB->mapBuffer(context, spaceNeeded, &mappedMemory, &offset));
+
+ // Copy over the converted index data.
+ memcpy(mappedMemory, &mScratchIndexDataBuffer[0],
+ sizeof(GLuint) * mScratchIndexDataBuffer.size());
+
+ ANGLE_TRY(mLineLoopIB->unmapBuffer(context));
+
+ IndexBuffer11 *indexBuffer = GetAs<IndexBuffer11>(mLineLoopIB->getIndexBuffer());
+ const d3d11::Buffer &d3dIndexBuffer = indexBuffer->getBuffer();
+ DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat();
+
+ mStateManager.setIndexBuffer(d3dIndexBuffer.get(), indexFormat, offset);
+
+ UINT indexCount = static_cast<UINT>(mScratchIndexDataBuffer.size());
+
+ if (instances > 0)
+ {
+ mDeviceContext->DrawIndexedInstanced(indexCount, instances, 0, baseVertex, 0);
+ }
+ else
+ {
+ mDeviceContext->DrawIndexed(indexCount, 0, baseVertex);
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result Renderer11::drawTriangleFan(const gl::Context *context,
+ GLuint count,
+ gl::DrawElementsType type,
+ const void *indices,
+ int baseVertex,
+ int instances)
+{
+ const gl::State &glState = context->getState();
+ gl::VertexArray *vao = glState.getVertexArray();
+ gl::Buffer *elementArrayBuffer = vao->getElementArrayBuffer();
+
+ const void *indexPointer = indices;
+
+ // Get the raw indices for an indexed draw
+ if (type != gl::DrawElementsType::InvalidEnum && elementArrayBuffer)
+ {
+ BufferD3D *storage = GetImplAs<BufferD3D>(elementArrayBuffer);
+ intptr_t offset = reinterpret_cast<intptr_t>(indices);
+
+ const uint8_t *bufferData = nullptr;
+ ANGLE_TRY(storage->getData(context, &bufferData));
+
+ indexPointer = bufferData + offset;
+ }
+
+ if (!mTriangleFanIB)
+ {
+ mTriangleFanIB = new StreamingIndexBufferInterface(this);
+ ANGLE_TRY(mTriangleFanIB->reserveBufferSpace(context, INITIAL_INDEX_BUFFER_SIZE,
+ gl::DrawElementsType::UnsignedInt));
+ }
+
+ // Checked by Renderer11::applyPrimitiveType
+ ASSERT(count >= 3);
+
+ const GLuint numTris = count - 2;
+
+ bool indexCheck =
+ (numTris > std::numeric_limits<unsigned int>::max() / (sizeof(unsigned int) * 3));
+ ANGLE_CHECK(GetImplAs<Context11>(context), !indexCheck,
+ "Failed to create a scratch index buffer for GL_TRIANGLE_FAN, "
+ "too many indices required.",
+ GL_OUT_OF_MEMORY);
+
+ GetTriFanIndices(indexPointer, type, count, glState.isPrimitiveRestartEnabled(),
+ &mScratchIndexDataBuffer);
+
+ const unsigned int spaceNeeded =
+ static_cast<unsigned int>(mScratchIndexDataBuffer.size() * sizeof(unsigned int));
+ ANGLE_TRY(mTriangleFanIB->reserveBufferSpace(context, spaceNeeded,
+ gl::DrawElementsType::UnsignedInt));
+
+ void *mappedMemory = nullptr;
+ unsigned int offset;
+ ANGLE_TRY(mTriangleFanIB->mapBuffer(context, spaceNeeded, &mappedMemory, &offset));
+
+ memcpy(mappedMemory, &mScratchIndexDataBuffer[0], spaceNeeded);
+
+ ANGLE_TRY(mTriangleFanIB->unmapBuffer(context));
+
+ IndexBuffer11 *indexBuffer = GetAs<IndexBuffer11>(mTriangleFanIB->getIndexBuffer());
+ const d3d11::Buffer &d3dIndexBuffer = indexBuffer->getBuffer();
+ DXGI_FORMAT indexFormat = indexBuffer->getIndexFormat();
+
+ mStateManager.setIndexBuffer(d3dIndexBuffer.get(), indexFormat, offset);
+
+ UINT indexCount = static_cast<UINT>(mScratchIndexDataBuffer.size());
+
+ if (instances > 0)
+ {
+ mDeviceContext->DrawIndexedInstanced(indexCount, instances, 0, baseVertex, 0);
+ }
+ else
+ {
+ mDeviceContext->DrawIndexed(indexCount, 0, baseVertex);
+ }
+
+ return angle::Result::Continue;
+}
+
+void Renderer11::releaseDeviceResources()
+{
+ mStateManager.deinitialize();
+ mStateCache.clear();
+
+ SafeDelete(mLineLoopIB);
+ SafeDelete(mTriangleFanIB);
+ SafeDelete(mBlit);
+ SafeDelete(mClear);
+ SafeDelete(mTrim);
+ SafeDelete(mPixelTransfer);
+
+ mSyncQuery.reset();
+
+ mCachedResolveTexture.reset();
+}
+
+// set notify to true to broadcast a message to all contexts of the device loss
+bool Renderer11::testDeviceLost()
+{
+ if (!mDevice)
+ {
+ return true;
+ }
+
+ // GetRemovedReason is used to test if the device is removed
+ HRESULT result = mDevice->GetDeviceRemovedReason();
+ bool isLost = FAILED(result);
+
+ if (isLost)
+ {
+ ERR() << "The D3D11 device was removed, " << gl::FmtHR(result);
+ }
+
+ return isLost;
+}
+
+bool Renderer11::testDeviceResettable()
+{
+ // determine if the device is resettable by creating a mock device
+ PFN_D3D11_CREATE_DEVICE D3D11CreateDevice =
+ (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
+
+ if (D3D11CreateDevice == nullptr)
+ {
+ return false;
+ }
+
+ ID3D11Device *mockDevice;
+ D3D_FEATURE_LEVEL mockFeatureLevel;
+ ID3D11DeviceContext *mockContext;
+ UINT flags = (mCreateDebugDevice ? D3D11_CREATE_DEVICE_DEBUG : 0);
+
+ ASSERT(mRequestedDriverType != D3D_DRIVER_TYPE_UNKNOWN);
+ HRESULT result = D3D11CreateDevice(
+ nullptr, mRequestedDriverType, nullptr, flags, mAvailableFeatureLevels.data(),
+ static_cast<unsigned int>(mAvailableFeatureLevels.size()), D3D11_SDK_VERSION, &mockDevice,
+ &mockFeatureLevel, &mockContext);
+
+ if (!mDevice || FAILED(result))
+ {
+ return false;
+ }
+
+ SafeRelease(mockContext);
+ SafeRelease(mockDevice);
+
+ return true;
+}
+
+void Renderer11::release()
+{
+ mScratchMemoryBuffer.clear();
+
+ mAnnotatorContext.release();
+ gl::UninitializeDebugAnnotations();
+
+ releaseDeviceResources();
+
+ SafeRelease(mDxgiFactory);
+ SafeRelease(mDxgiAdapter);
+
+ SafeRelease(mDeviceContext3);
+ SafeRelease(mDeviceContext1);
+
+ if (mDeviceContext)
+ {
+ mDeviceContext->ClearState();
+ mDeviceContext->Flush();
+ SafeRelease(mDeviceContext);
+ }
+
+ SafeRelease(mDevice);
+ SafeRelease(mDevice1);
+ SafeRelease(mDebug);
+
+ if (mD3d11Module)
+ {
+ FreeLibrary(mD3d11Module);
+ mD3d11Module = nullptr;
+ }
+
+ if (mDxgiModule)
+ {
+ FreeLibrary(mDxgiModule);
+ mDxgiModule = nullptr;
+ }
+
+ if (mDCompModule)
+ {
+ FreeLibrary(mDCompModule);
+ mDCompModule = nullptr;
+ }
+
+ mDevice12.Reset();
+ mCommandQueue.Reset();
+
+ if (mD3d12Module)
+ {
+ FreeLibrary(mD3d12Module);
+ mD3d12Module = nullptr;
+ }
+
+ mCompiler.release();
+
+ mSupportsShareHandles.reset();
+}
+
+bool Renderer11::resetDevice()
+{
+ // recreate everything
+ release();
+ egl::Error result = initialize();
+
+ if (result.isError())
+ {
+ ERR() << "Could not reinitialize D3D11 device: " << result;
+ return false;
+ }
+
+ return true;
+}
+
+std::string Renderer11::getRendererDescription() const
+{
+ std::ostringstream rendererString;
+
+ rendererString << mDescription;
+ rendererString << " Direct3D11";
+
+ rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel()
+ << getShaderModelSuffix();
+ rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel()
+ << getShaderModelSuffix();
+
+ return rendererString.str();
+}
+
+DeviceIdentifier Renderer11::getAdapterIdentifier() const
+{
+ // Don't use the AdapterLuid here, since that doesn't persist across reboot.
+ DeviceIdentifier deviceIdentifier = {};
+ 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;
+}
+
+unsigned int Renderer11::getReservedVertexUniformVectors() const
+{
+ // Driver uniforms are stored in a separate constant buffer
+ return d3d11_gl::GetReservedVertexUniformVectors(mRenderer11DeviceCaps.featureLevel);
+}
+
+unsigned int Renderer11::getReservedFragmentUniformVectors() const
+{
+ // Driver uniforms are stored in a separate constant buffer
+ return d3d11_gl::GetReservedFragmentUniformVectors(mRenderer11DeviceCaps.featureLevel);
+}
+
+gl::ShaderMap<unsigned int> Renderer11::getReservedShaderUniformBuffers() const
+{
+ gl::ShaderMap<unsigned int> shaderReservedUniformBuffers = {};
+
+ // we reserve one buffer for the application uniforms, and one for driver uniforms
+ shaderReservedUniformBuffers[gl::ShaderType::Vertex] = 2;
+ shaderReservedUniformBuffers[gl::ShaderType::Fragment] = 2;
+
+ return shaderReservedUniformBuffers;
+}
+
+d3d11::ANGLED3D11DeviceType Renderer11::getDeviceType() const
+{
+ if (mCreatedWithDeviceEXT)
+ {
+ return d3d11::GetDeviceType(mDevice);
+ }
+
+ if ((mRequestedDriverType == D3D_DRIVER_TYPE_SOFTWARE) ||
+ (mRequestedDriverType == D3D_DRIVER_TYPE_REFERENCE) ||
+ (mRequestedDriverType == D3D_DRIVER_TYPE_NULL))
+ {
+ return d3d11::ANGLE_D3D11_DEVICE_TYPE_SOFTWARE_REF_OR_NULL;
+ }
+
+ if (mRequestedDriverType == D3D_DRIVER_TYPE_WARP)
+ {
+ return d3d11::ANGLE_D3D11_DEVICE_TYPE_WARP;
+ }
+
+ return d3d11::ANGLE_D3D11_DEVICE_TYPE_HARDWARE;
+}
+
+bool Renderer11::getShareHandleSupport() const
+{
+ if (mSupportsShareHandles.valid())
+ {
+ return mSupportsShareHandles.value();
+ }
+
+ // We only currently support share handles with BGRA surfaces, because
+ // chrome needs BGRA. Once chrome fixes this, we should always support them.
+ if (!getNativeExtensions().textureFormatBGRA8888EXT)
+ {
+ mSupportsShareHandles = false;
+ return false;
+ }
+
+ // PIX doesn't seem to support using share handles, so disable them.
+ if (mAnnotatorContext.getStatus())
+ {
+ mSupportsShareHandles = false;
+ return false;
+ }
+
+ // 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;
+ return false;
+ }
+
+ // Find out which type of D3D11 device the Renderer11 is using
+ d3d11::ANGLED3D11DeviceType deviceType = getDeviceType();
+ if (deviceType == d3d11::ANGLE_D3D11_DEVICE_TYPE_UNKNOWN)
+ {
+ mSupportsShareHandles = false;
+ return false;
+ }
+
+ if (deviceType == d3d11::ANGLE_D3D11_DEVICE_TYPE_SOFTWARE_REF_OR_NULL)
+ {
+ // Software/Reference/NULL devices don't support share handles
+ mSupportsShareHandles = false;
+ return false;
+ }
+
+ if (deviceType == d3d11::ANGLE_D3D11_DEVICE_TYPE_WARP)
+ {
+#if !defined(ANGLE_ENABLE_WINDOWS_UWP)
+ if (!IsWindows8OrGreater())
+ {
+ // WARP on Windows 7 doesn't support shared handles
+ mSupportsShareHandles = false;
+ return false;
+ }
+#endif // !defined(ANGLE_ENABLE_WINDOWS_UWP)
+
+ // WARP on Windows 8.0+ supports shared handles when shared with another WARP device
+ // TODO: allow applications to query for HARDWARE or WARP-specific share handles,
+ // to prevent them trying to use a WARP share handle with an a HW device (or
+ // vice-versa)
+ // e.g. by creating EGL_D3D11_[HARDWARE/WARP]_DEVICE_SHARE_HANDLE_ANGLE
+ mSupportsShareHandles = true;
+ return true;
+ }
+
+ ASSERT(mCreatedWithDeviceEXT || mRequestedDriverType == D3D_DRIVER_TYPE_HARDWARE);
+ mSupportsShareHandles = true;
+ return true;
+}
+
+int Renderer11::getMajorShaderModel() const
+{
+ switch (mRenderer11DeviceCaps.featureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_1:
+ 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;
+ }
+}
+
+int Renderer11::getMinorShaderModel() const
+{
+ switch (mRenderer11DeviceCaps.featureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_1:
+ 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;
+ }
+}
+
+std::string Renderer11::getShaderModelSuffix() const
+{
+ switch (mRenderer11DeviceCaps.featureLevel)
+ {
+ case D3D_FEATURE_LEVEL_11_1:
+ 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 "";
+ }
+}
+
+angle::Result Renderer11::copyImageInternal(const gl::Context *context,
+ const gl::Framebuffer *framebuffer,
+ const gl::Rectangle &sourceRect,
+ GLenum destFormat,
+ const gl::Offset &destOffset,
+ RenderTargetD3D *destRenderTarget)
+{
+ const gl::FramebufferAttachment *colorAttachment = framebuffer->getReadColorAttachment();
+ ASSERT(colorAttachment);
+
+ RenderTarget11 *sourceRenderTarget = nullptr;
+ ANGLE_TRY(colorAttachment->getRenderTarget(context, 0, &sourceRenderTarget));
+ ASSERT(sourceRenderTarget);
+
+ const d3d11::RenderTargetView &dest =
+ GetAs<RenderTarget11>(destRenderTarget)->getRenderTargetView();
+ ASSERT(dest.valid());
+
+ gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
+
+ const bool invertSource = UsePresentPathFast(this, colorAttachment);
+ if (invertSource)
+ {
+ sourceArea.y = sourceSize.height - sourceRect.y;
+ sourceArea.height = -sourceArea.height;
+ }
+
+ gl::Box destArea(destOffset.x, destOffset.y, 0, sourceRect.width, sourceRect.height, 1);
+ gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
+
+ // Use nearest filtering because source and destination are the same size for the direct copy.
+ // Convert to the unsized format before calling copyTexture.
+ GLenum sourceFormat = colorAttachment->getFormat().info->format;
+ if (sourceRenderTarget->getTexture().is2D() && sourceRenderTarget->isMultisampled())
+ {
+ TextureHelper11 tex;
+ ANGLE_TRY(resolveMultisampledTexture(context, sourceRenderTarget,
+ colorAttachment->getDepthSize() > 0,
+ colorAttachment->getStencilSize() > 0, &tex));
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc;
+ viewDesc.Format = sourceRenderTarget->getFormatSet().srvFormat;
+ viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ viewDesc.Texture2D.MipLevels = 1;
+ viewDesc.Texture2D.MostDetailedMip = 0;
+
+ d3d11::SharedSRV readSRV;
+ ANGLE_TRY(allocateResource(GetImplAs<Context11>(context), viewDesc, tex.get(), &readSRV));
+ ASSERT(readSRV.valid());
+
+ ANGLE_TRY(mBlit->copyTexture(context, readSRV, sourceArea, sourceSize, sourceFormat, dest,
+ destArea, destSize, nullptr, gl::GetUnsizedFormat(destFormat),
+ GL_NONE, GL_NEAREST, false, false, false));
+
+ return angle::Result::Continue;
+ }
+
+ ASSERT(!sourceRenderTarget->isMultisampled());
+
+ const d3d11::SharedSRV *source;
+ ANGLE_TRY(sourceRenderTarget->getBlitShaderResourceView(context, &source));
+ ASSERT(source->valid());
+
+ ANGLE_TRY(mBlit->copyTexture(context, *source, sourceArea, sourceSize, sourceFormat, dest,
+ destArea, destSize, nullptr, gl::GetUnsizedFormat(destFormat),
+ GL_NONE, GL_NEAREST, false, false, false));
+
+ return angle::Result::Continue;
+}
+
+angle::Result Renderer11::copyImage2D(const gl::Context *context,
+ const gl::Framebuffer *framebuffer,
+ const gl::Rectangle &sourceRect,
+ GLenum destFormat,
+ const gl::Offset &destOffset,
+ TextureStorage *storage,
+ GLint level)
+{
+ TextureStorage11_2D *storage11 = GetAs<TextureStorage11_2D>(storage);
+ ASSERT(storage11);
+
+ gl::ImageIndex index = gl::ImageIndex::Make2D(level);
+ RenderTargetD3D *destRenderTarget = nullptr;
+ ANGLE_TRY(storage11->getRenderTarget(context, index, storage11->getRenderToTextureSamples(),
+ &destRenderTarget));
+ ASSERT(destRenderTarget);
+
+ ANGLE_TRY(copyImageInternal(context, framebuffer, sourceRect, destFormat, destOffset,
+ destRenderTarget));
+
+ storage11->markLevelDirty(level);
+
+ return angle::Result::Continue;
+}
+
+angle::Result Renderer11::copyImageCube(const gl::Context *context,
+ const gl::Framebuffer *framebuffer,
+ const gl::Rectangle &sourceRect,
+ GLenum destFormat,
+ const gl::Offset &destOffset,
+ TextureStorage *storage,
+ gl::TextureTarget target,
+ GLint level)
+{
+ TextureStorage11_Cube *storage11 = GetAs<TextureStorage11_Cube>(storage);
+ ASSERT(storage11);
+
+ gl::ImageIndex index = gl::ImageIndex::MakeCubeMapFace(target, level);
+ RenderTargetD3D *destRenderTarget = nullptr;
+ ANGLE_TRY(storage11->getRenderTarget(context, index, storage11->getRenderToTextureSamples(),
+ &destRenderTarget));
+ ASSERT(destRenderTarget);
+
+ ANGLE_TRY(copyImageInternal(context, framebuffer, sourceRect, destFormat, destOffset,
+ destRenderTarget));
+
+ storage11->markLevelDirty(level);
+
+ return angle::Result::Continue;
+}
+
+angle::Result Renderer11::copyImage3D(const gl::Context *context,
+ 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);
+ RenderTargetD3D *destRenderTarget = nullptr;
+ ANGLE_TRY(storage11->getRenderTarget(context, index, storage11->getRenderToTextureSamples(),
+ &destRenderTarget));
+ ASSERT(destRenderTarget);
+
+ ANGLE_TRY(copyImageInternal(context, framebuffer, sourceRect, destFormat, destOffset,
+ destRenderTarget));
+
+ storage11->markLevelDirty(level);
+
+ return angle::Result::Continue;
+}
+
+angle::Result Renderer11::copyImage2DArray(const gl::Context *context,
+ 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);
+ RenderTargetD3D *destRenderTarget = nullptr;
+ ANGLE_TRY(storage11->getRenderTarget(context, index, storage11->getRenderToTextureSamples(),
+ &destRenderTarget));
+ ASSERT(destRenderTarget);
+
+ ANGLE_TRY(copyImageInternal(context, framebuffer, sourceRect, destFormat, destOffset,
+ destRenderTarget));
+ storage11->markLevelDirty(level);
+
+ return angle::Result::Continue;
+}
+
+angle::Result Renderer11::copyTexture(const gl::Context *context,
+ const gl::Texture *source,
+ GLint sourceLevel,
+ gl::TextureTarget srcTarget,
+ const gl::Box &sourceBox,
+ GLenum destFormat,
+ GLenum destType,
+ const gl::Offset &destOffset,
+ TextureStorage *storage,
+ gl::TextureTarget destTarget,
+ GLint destLevel,
+ bool unpackFlipY,
+ bool unpackPremultiplyAlpha,
+ bool unpackUnmultiplyAlpha)
+{
+
+ TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source);
+ const gl::ImageDesc &sourceImageDesc = source->getTextureState().getImageDesc(
+ NonCubeTextureTypeToTarget(source->getType()), sourceLevel);
+
+ TextureStorage11 *destStorage11 = GetAs<TextureStorage11>(storage);
+ ASSERT(destStorage11);
+
+ // Check for fast path where a CopySubresourceRegion can be used.
+ if (unpackPremultiplyAlpha == unpackUnmultiplyAlpha && !unpackFlipY &&
+ sourceImageDesc.format.info->sizedInternalFormat ==
+ destStorage11->getFormatSet().internalFormat)
+ {
+ const TextureHelper11 *destResource = nullptr;
+ ANGLE_TRY(destStorage11->getResource(context, &destResource));
+
+ if (srcTarget == gl::TextureTarget::_2D || srcTarget == gl::TextureTarget::_3D)
+ {
+ gl::ImageIndex sourceIndex = gl::ImageIndex::MakeFromTarget(srcTarget, sourceLevel, 1);
+ const TextureHelper11 *sourceResource = nullptr;
+ UINT sourceSubresource = 0;
+ ANGLE_TRY(GetTextureD3DResourceFromStorageOrImage(context, sourceD3D, sourceIndex,
+ &sourceResource, &sourceSubresource));
+
+ gl::ImageIndex destIndex = gl::ImageIndex::MakeFromTarget(destTarget, destLevel, 1);
+
+ UINT destSubresource = 0;
+ ANGLE_TRY(destStorage11->getSubresourceIndex(context, destIndex, &destSubresource));
+
+ D3D11_BOX d3dBox{static_cast<UINT>(sourceBox.x),
+ static_cast<UINT>(sourceBox.y),
+ static_cast<UINT>(sourceBox.z),
+ static_cast<UINT>(sourceBox.x + sourceBox.width),
+ static_cast<UINT>(sourceBox.y + sourceBox.height),
+ static_cast<UINT>(sourceBox.z + sourceBox.depth)};
+
+ mDeviceContext->CopySubresourceRegion(
+ destResource->get(), destSubresource, destOffset.x, destOffset.y, destOffset.z,
+ sourceResource->get(), sourceSubresource, &d3dBox);
+ }
+ else if (srcTarget == gl::TextureTarget::_2DArray)
+ {
+ D3D11_BOX d3dBox{static_cast<UINT>(sourceBox.x),
+ static_cast<UINT>(sourceBox.y),
+ 0,
+ static_cast<UINT>(sourceBox.x + sourceBox.width),
+ static_cast<UINT>(sourceBox.y + sourceBox.height),
+ 1u};
+
+ for (int i = 0; i < sourceBox.depth; i++)
+ {
+ gl::ImageIndex sourceIndex =
+ gl::ImageIndex::Make2DArray(sourceLevel, i + sourceBox.z);
+ const TextureHelper11 *sourceResource = nullptr;
+ UINT sourceSubresource = 0;
+ ANGLE_TRY(GetTextureD3DResourceFromStorageOrImage(
+ context, sourceD3D, sourceIndex, &sourceResource, &sourceSubresource));
+
+ gl::ImageIndex dIndex = gl::ImageIndex::Make2DArray(destLevel, i + destOffset.z);
+ UINT destSubresource = 0;
+ ANGLE_TRY(destStorage11->getSubresourceIndex(context, dIndex, &destSubresource));
+
+ mDeviceContext->CopySubresourceRegion(
+ destResource->get(), destSubresource, destOffset.x, destOffset.y, 0,
+ sourceResource->get(), sourceSubresource, &d3dBox);
+ }
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+ }
+ else
+ {
+ TextureStorage *sourceStorage = nullptr;
+ ANGLE_TRY(sourceD3D->getNativeTexture(context, &sourceStorage));
+
+ TextureStorage11 *sourceStorage11 = GetAs<TextureStorage11>(sourceStorage);
+ ASSERT(sourceStorage11);
+
+ const d3d11::SharedSRV *sourceSRV = nullptr;
+ ANGLE_TRY(sourceStorage11->getSRVLevels(context, sourceLevel, sourceLevel, &sourceSRV));
+
+ gl::ImageIndex destIndex;
+ if (destTarget == gl::TextureTarget::_2D || destTarget == gl::TextureTarget::_3D ||
+ gl::IsCubeMapFaceTarget(destTarget))
+ {
+ destIndex = gl::ImageIndex::MakeFromTarget(destTarget, destLevel, 1);
+ }
+ else if (destTarget == gl::TextureTarget::_2DArray)
+ {
+ destIndex = gl::ImageIndex::Make2DArrayRange(destLevel, 0, sourceImageDesc.size.depth);
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+
+ RenderTargetD3D *destRenderTargetD3D = nullptr;
+ ANGLE_TRY(destStorage11->getRenderTarget(
+ context, destIndex, destStorage11->getRenderToTextureSamples(), &destRenderTargetD3D));
+
+ RenderTarget11 *destRenderTarget11 = GetAs<RenderTarget11>(destRenderTargetD3D);
+
+ const d3d11::RenderTargetView &destRTV = destRenderTarget11->getRenderTargetView();
+ ASSERT(destRTV.valid());
+
+ gl::Box sourceArea(sourceBox.x, sourceBox.y, sourceBox.z, sourceBox.width, sourceBox.height,
+ sourceBox.depth);
+
+ if (unpackFlipY)
+ {
+ sourceArea.y += sourceArea.height;
+ sourceArea.height = -sourceArea.height;
+ }
+
+ gl::Box destArea(destOffset.x, destOffset.y, destOffset.z, sourceBox.width,
+ sourceBox.height, sourceBox.depth);
+
+ gl::Extents destSize(destRenderTarget11->getWidth(), destRenderTarget11->getHeight(),
+ sourceBox.depth);
+
+ // Use nearest filtering because source and destination are the same size for the direct
+ // copy
+ GLenum sourceFormat = source->getFormat(srcTarget, sourceLevel).info->format;
+ ANGLE_TRY(mBlit->copyTexture(context, *sourceSRV, sourceArea, sourceImageDesc.size,
+ sourceFormat, destRTV, destArea, destSize, nullptr, destFormat,
+ destType, GL_NEAREST, false, unpackPremultiplyAlpha,
+ unpackUnmultiplyAlpha));
+ }
+
+ destStorage11->markLevelDirty(destLevel);
+
+ return angle::Result::Continue;
+}
+
+angle::Result Renderer11::copyCompressedTexture(const gl::Context *context,
+ const gl::Texture *source,
+ GLint sourceLevel,
+ TextureStorage *storage,
+ GLint destLevel)
+{
+ TextureStorage11_2D *destStorage11 = GetAs<TextureStorage11_2D>(storage);
+ ASSERT(destStorage11);
+
+ const TextureHelper11 *destResource = nullptr;
+ ANGLE_TRY(destStorage11->getResource(context, &destResource));
+
+ gl::ImageIndex destIndex = gl::ImageIndex::Make2D(destLevel);
+ UINT destSubresource = 0;
+ ANGLE_TRY(destStorage11->getSubresourceIndex(context, destIndex, &destSubresource));
+
+ TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source);
+ ASSERT(sourceD3D);
+
+ TextureStorage *sourceStorage = nullptr;
+ ANGLE_TRY(sourceD3D->getNativeTexture(context, &sourceStorage));
+
+ TextureStorage11_2D *sourceStorage11 = GetAs<TextureStorage11_2D>(sourceStorage);
+ ASSERT(sourceStorage11);
+
+ const TextureHelper11 *sourceResource = nullptr;
+ ANGLE_TRY(sourceStorage11->getResource(context, &sourceResource));
+
+ gl::ImageIndex sourceIndex = gl::ImageIndex::Make2D(sourceLevel);
+ UINT sourceSubresource = 0;
+ ANGLE_TRY(sourceStorage11->getSubresourceIndex(context, sourceIndex, &sourceSubresource));
+
+ mDeviceContext->CopySubresourceRegion(destResource->get(), destSubresource, 0, 0, 0,
+ sourceResource->get(), sourceSubresource, nullptr);
+
+ return angle::Result::Continue;
+}
+
+angle::Result Renderer11::createRenderTarget(const gl::Context *context,
+ 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);
+
+ Context11 *context11 = GetImplAs<Context11>(context);
+
+ 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.Format = formatInfo.texFormat;
+ desc.SampleDesc.Count = (supportedSamples == 0) ? 1 : supportedSamples;
+ desc.SampleDesc.Quality = getSampleDescQuality(supportedSamples);
+ 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
+ // more complicated.
+ bool bindRTV = false, bindDSV = false, bindSRV = false;
+ bindRTV = (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN);
+ bindDSV = (formatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN);
+ bindSRV = (formatInfo.srvFormat != DXGI_FORMAT_UNKNOWN);
+
+ bool isMultisampledDepthStencil = bindDSV && desc.SampleDesc.Count > 1;
+ if (isMultisampledDepthStencil &&
+ !mRenderer11DeviceCaps.supportsMultisampledDepthStencilSRVs)
+ {
+ bindSRV = false;
+ }
+
+ 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
+ ASSERT(bindRTV != bindDSV);
+
+ TextureHelper11 texture;
+ ANGLE_TRY(allocateTexture(context11, desc, formatInfo, &texture));
+ texture.setInternalName("createRenderTarget.Texture");
+
+ d3d11::SharedSRV srv;
+ d3d11::SharedSRV blitSRV;
+ 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.Texture2D.MostDetailedMip = 0;
+ srvDesc.Texture2D.MipLevels = 1;
+
+ ANGLE_TRY(allocateResource(context11, srvDesc, texture.get(), &srv));
+ srv.setInternalName("createRenderTarget.SRV");
+
+ if (formatInfo.blitSRVFormat != formatInfo.srvFormat)
+ {
+ D3D11_SHADER_RESOURCE_VIEW_DESC blitSRVDesc;
+ blitSRVDesc.Format = formatInfo.blitSRVFormat;
+ blitSRVDesc.ViewDimension = (supportedSamples == 0)
+ ? D3D11_SRV_DIMENSION_TEXTURE2D
+ : D3D11_SRV_DIMENSION_TEXTURE2DMS;
+ blitSRVDesc.Texture2D.MostDetailedMip = 0;
+ blitSRVDesc.Texture2D.MipLevels = 1;
+
+ ANGLE_TRY(allocateResource(context11, blitSRVDesc, texture.get(), &blitSRV));
+ blitSRV.setInternalName("createRenderTarget.BlitSRV");
+ }
+ else
+ {
+ blitSRV = srv.makeCopy();
+ }
+ }
+
+ 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.Texture2D.MipSlice = 0;
+ dsvDesc.Flags = 0;
+
+ d3d11::DepthStencilView dsv;
+ ANGLE_TRY(allocateResource(context11, dsvDesc, texture.get(), &dsv));
+ dsv.setInternalName("createRenderTarget.DSV");
+
+ *outRT = new TextureRenderTarget11(std::move(dsv), texture, srv, format, formatInfo,
+ width, height, 1, supportedSamples);
+ }
+ 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.Texture2D.MipSlice = 0;
+
+ d3d11::RenderTargetView rtv;
+ ANGLE_TRY(allocateResource(context11, rtvDesc, texture.get(), &rtv));
+ rtv.setInternalName("createRenderTarget.RTV");
+
+ if (formatInfo.dataInitializerFunction != nullptr)
+ {
+ const float clearValues[4] = {0.0f, 0.0f, 0.0f, 1.0f};
+ mDeviceContext->ClearRenderTargetView(rtv.get(), clearValues);
+ }
+
+ *outRT = new TextureRenderTarget11(std::move(rtv), texture, srv, blitSRV, format,
+ formatInfo, width, height, 1, supportedSamples);
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+ }
+ else
+ {
+ *outRT = new TextureRenderTarget11(d3d11::RenderTargetView(), TextureHelper11(),
+ d3d11::SharedSRV(), d3d11::SharedSRV(), format,
+ d3d11::Format::Get(GL_NONE, mRenderer11DeviceCaps),
+ width, height, 1, supportedSamples);
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result Renderer11::createRenderTargetCopy(const gl::Context *context,
+ RenderTargetD3D *source,
+ RenderTargetD3D **outRT)
+{
+ ASSERT(source != nullptr);
+
+ RenderTargetD3D *newRT = nullptr;
+ ANGLE_TRY(createRenderTarget(context, source->getWidth(), source->getHeight(),
+ source->getInternalFormat(), source->getSamples(), &newRT));
+
+ RenderTarget11 *source11 = GetAs<RenderTarget11>(source);
+ RenderTarget11 *dest11 = GetAs<RenderTarget11>(newRT);
+
+ mDeviceContext->CopySubresourceRegion(dest11->getTexture().get(), dest11->getSubresourceIndex(),
+ 0, 0, 0, source11->getTexture().get(),
+ source11->getSubresourceIndex(), nullptr);
+ *outRT = newRT;
+ return angle::Result::Continue;
+}
+
+angle::Result Renderer11::loadExecutable(d3d::Context *context,
+ const uint8_t *function,
+ size_t length,
+ gl::ShaderType type,
+ const std::vector<D3DVarying> &streamOutVaryings,
+ bool separatedOutputBuffers,
+ ShaderExecutableD3D **outExecutable)
+{
+ ShaderData shaderData(function, length);
+
+ switch (type)
+ {
+ case gl::ShaderType::Vertex:
+ {
+ d3d11::VertexShader vertexShader;
+ d3d11::GeometryShader streamOutShader;
+ ANGLE_TRY(allocateResource(context, shaderData, &vertexShader));
+
+ if (!streamOutVaryings.empty())
+ {
+ std::vector<D3D11_SO_DECLARATION_ENTRY> soDeclaration;
+ soDeclaration.reserve(streamOutVaryings.size());
+
+ for (const auto &streamOutVarying : streamOutVaryings)
+ {
+ D3D11_SO_DECLARATION_ENTRY entry = {};
+ entry.Stream = 0;
+ 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>(
+ (separatedOutputBuffers ? streamOutVarying.outputSlot : 0));
+ soDeclaration.push_back(entry);
+ }
+
+ ANGLE_TRY(allocateResource(context, shaderData, &soDeclaration, &streamOutShader));
+ }
+
+ *outExecutable = new ShaderExecutable11(function, length, std::move(vertexShader),
+ std::move(streamOutShader));
+ }
+ break;
+ case gl::ShaderType::Fragment:
+ {
+ d3d11::PixelShader pixelShader;
+ ANGLE_TRY(allocateResource(context, shaderData, &pixelShader));
+ *outExecutable = new ShaderExecutable11(function, length, std::move(pixelShader));
+ }
+ break;
+ case gl::ShaderType::Geometry:
+ {
+ d3d11::GeometryShader geometryShader;
+ ANGLE_TRY(allocateResource(context, shaderData, &geometryShader));
+ *outExecutable = new ShaderExecutable11(function, length, std::move(geometryShader));
+ }
+ break;
+ case gl::ShaderType::Compute:
+ {
+ d3d11::ComputeShader computeShader;
+ ANGLE_TRY(allocateResource(context, shaderData, &computeShader));
+ *outExecutable = new ShaderExecutable11(function, length, std::move(computeShader));
+ }
+ break;
+ default:
+ ANGLE_HR_UNREACHABLE(context);
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result Renderer11::compileToExecutable(d3d::Context *context,
+ gl::InfoLog &infoLog,
+ const std::string &shaderHLSL,
+ gl::ShaderType type,
+ const std::vector<D3DVarying> &streamOutVaryings,
+ bool separatedOutputBuffers,
+ const CompilerWorkaroundsD3D &workarounds,
+ ShaderExecutableD3D **outExectuable)
+{
+ std::stringstream profileStream;
+
+ switch (type)
+ {
+ case gl::ShaderType::Vertex:
+ profileStream << "vs";
+ break;
+ case gl::ShaderType::Fragment:
+ profileStream << "ps";
+ break;
+ case gl::ShaderType::Geometry:
+ profileStream << "gs";
+ break;
+ case gl::ShaderType::Compute:
+ profileStream << "cs";
+ break;
+ default:
+ ANGLE_HR_UNREACHABLE(context);
+ }
+
+ profileStream << "_" << getMajorShaderModel() << "_" << getMinorShaderModel()
+ << getShaderModelSuffix();
+ std::string profile = profileStream.str();
+
+ UINT flags = D3DCOMPILE_OPTIMIZATION_LEVEL2;
+
+#if defined(ANGLE_ENABLE_DEBUG_TRACE)
+# ifndef NDEBUG
+ flags = D3DCOMPILE_SKIP_OPTIMIZATION;
+# endif // NDEBUG
+ flags |= D3DCOMPILE_DEBUG;
+#endif // defined(ANGLE_ENABLE_DEBUG_TRACE)
+
+ 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.
+ // 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 | D3DCOMPILE_SKIP_OPTIMIZATION, "skip optimization"));
+
+ if (getMajorShaderModel() == 4 && getShaderModelSuffix() != "")
+ {
+ // Some shaders might cause a "blob content mismatch between level9 and d3d10 shader".
+ // e.g. dEQP-GLES2.functional.shaders.struct.local.loop_nested_struct_array_*.
+ // Using the [unroll] directive works around this, as does this D3DCompile flag.
+ configs.push_back(
+ CompileConfig(flags | D3DCOMPILE_AVOID_FLOW_CONTROL, "avoid flow control"));
+ }
+
+ D3D_SHADER_MACRO loopMacros[] = {{"ANGLE_ENABLE_LOOP_FLATTEN", "1"}, {0, 0}};
+
+ // TODO(jmadill): Use ComPtr?
+ ID3DBlob *binary = nullptr;
+ std::string debugInfo;
+ ANGLE_TRY(mCompiler.compileToBinary(context, infoLog, shaderHLSL, profile, configs, loopMacros,
+ &binary, &debugInfo));
+
+ // 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 = nullptr;
+ return angle::Result::Continue;
+ }
+
+ angle::Result error = loadExecutable(
+ context, static_cast<const uint8_t *>(binary->GetBufferPointer()), binary->GetBufferSize(),
+ type, streamOutVaryings, separatedOutputBuffers, outExectuable);
+
+ SafeRelease(binary);
+ if (error == angle::Result::Stop)
+ {
+ return error;
+ }
+
+ if (!debugInfo.empty())
+ {
+ (*outExectuable)->appendDebugInfo(debugInfo);
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result Renderer11::ensureHLSLCompilerInitialized(d3d::Context *context)
+{
+ return mCompiler.ensureInitialized(context);
+}
+
+UniformStorageD3D *Renderer11::createUniformStorage(size_t storageSize)
+{
+ return new UniformStorage11(storageSize);
+}
+
+VertexBuffer *Renderer11::createVertexBuffer()
+{
+ return new VertexBuffer11(this);
+}
+
+IndexBuffer *Renderer11::createIndexBuffer()
+{
+ return new IndexBuffer11(this);
+}
+
+StreamProducerImpl *Renderer11::createStreamProducerD3DTexture(
+ egl::Stream::ConsumerType consumerType,
+ const egl::AttributeMap &attribs)
+{
+ return new StreamProducerD3DTexture(this);
+}
+
+bool Renderer11::supportsFastCopyBufferToTexture(GLenum internalFormat) const
+{
+ ASSERT(getNativeExtensions().pixelBufferObjectNV);
+
+ const gl::InternalFormat &internalFormatInfo = gl::GetSizedInternalFormatInfo(internalFormat);
+ const d3d11::Format &d3d11FormatInfo =
+ d3d11::Format::Get(internalFormat, mRenderer11DeviceCaps);
+
+ // sRGB formats do not work with D3D11 buffer SRVs
+ if (internalFormatInfo.colorEncoding == GL_SRGB)
+ {
+ return false;
+ }
+
+ // We cannot support direct copies to non-color-renderable formats
+ if (d3d11FormatInfo.rtvFormat == DXGI_FORMAT_UNKNOWN)
+ {
+ return false;
+ }
+
+ // We skip all 3-channel formats since sometimes format support is missing
+ if (internalFormatInfo.componentCount == 3)
+ {
+ return false;
+ }
+
+ // 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)
+ {
+ return false;
+ }
+
+ // This format is not supported as a buffer SRV.
+ if (d3d11FormatInfo.texFormat == DXGI_FORMAT_A8_UNORM)
+ {
+ return false;
+ }
+
+ return true;
+}
+
+angle::Result Renderer11::fastCopyBufferToTexture(const gl::Context *context,
+ const gl::PixelUnpackState &unpack,
+ gl::Buffer *unpackBuffer,
+ unsigned int offset,
+ RenderTargetD3D *destRenderTarget,
+ GLenum destinationFormat,
+ GLenum sourcePixelsType,
+ const gl::Box &destArea)
+{
+ ASSERT(supportsFastCopyBufferToTexture(destinationFormat));
+ return mPixelTransfer->copyBufferToTexture(context, unpack, unpackBuffer, offset,
+ destRenderTarget, destinationFormat,
+ sourcePixelsType, destArea);
+}
+
+ImageD3D *Renderer11::createImage()
+{
+ return new Image11(this);
+}
+
+ExternalImageSiblingImpl *Renderer11::createExternalImageSibling(const gl::Context *context,
+ EGLenum target,
+ EGLClientBuffer buffer,
+ const egl::AttributeMap &attribs)
+{
+ switch (target)
+ {
+ case EGL_D3D11_TEXTURE_ANGLE:
+ return new ExternalImageSiblingImpl11(this, buffer, attribs);
+
+ default:
+ UNREACHABLE();
+ return nullptr;
+ }
+}
+
+angle::Result Renderer11::generateMipmap(const gl::Context *context, ImageD3D *dest, ImageD3D *src)
+{
+ Image11 *dest11 = GetAs<Image11>(dest);
+ Image11 *src11 = GetAs<Image11>(src);
+ return Image11::GenerateMipmap(context, dest11, src11, mRenderer11DeviceCaps);
+}
+
+angle::Result Renderer11::generateMipmapUsingD3D(const gl::Context *context,
+ TextureStorage *storage,
+ const gl::TextureState &textureState)
+{
+ TextureStorage11 *storage11 = GetAs<TextureStorage11>(storage);
+
+ ASSERT(storage11->isRenderTarget());
+ ASSERT(storage11->supportsNativeMipmapFunction());
+
+ const d3d11::SharedSRV *srv = nullptr;
+ ANGLE_TRY(storage11->getSRVLevels(context, textureState.getEffectiveBaseLevel(),
+ textureState.getEffectiveMaxLevel(), &srv));
+
+ mDeviceContext->GenerateMips(srv->get());
+
+ return angle::Result::Continue;
+}
+
+angle::Result Renderer11::copyImage(const gl::Context *context,
+ ImageD3D *dest,
+ ImageD3D *source,
+ const gl::Box &sourceBox,
+ const gl::Offset &destOffset,
+ bool unpackFlipY,
+ bool unpackPremultiplyAlpha,
+ bool unpackUnmultiplyAlpha)
+{
+ Image11 *dest11 = GetAs<Image11>(dest);
+ Image11 *src11 = GetAs<Image11>(source);
+ return Image11::CopyImage(context, dest11, src11, sourceBox, destOffset, unpackFlipY,
+ unpackPremultiplyAlpha, unpackUnmultiplyAlpha, mRenderer11DeviceCaps);
+}
+
+TextureStorage *Renderer11::createTextureStorage2D(SwapChainD3D *swapChain,
+ const std::string &label)
+{
+ SwapChain11 *swapChain11 = GetAs<SwapChain11>(swapChain);
+ return new TextureStorage11_2D(this, swapChain11, label);
+}
+
+TextureStorage *Renderer11::createTextureStorageEGLImage(EGLImageD3D *eglImage,
+ RenderTargetD3D *renderTargetD3D,
+ const std::string &label)
+{
+ return new TextureStorage11_EGLImage(this, eglImage, GetAs<RenderTarget11>(renderTargetD3D),
+ label);
+}
+
+TextureStorage *Renderer11::createTextureStorageExternal(
+ egl::Stream *stream,
+ const egl::Stream::GLTextureDescription &desc,
+ const std::string &label)
+{
+ return new TextureStorage11_External(this, stream, desc, label);
+}
+
+TextureStorage *Renderer11::createTextureStorage2D(GLenum internalformat,
+ BindFlags bindFlags,
+ GLsizei width,
+ GLsizei height,
+ int levels,
+ const std::string &label,
+ bool hintLevelZeroOnly)
+{
+ return new TextureStorage11_2D(this, internalformat, bindFlags, width, height, levels, label,
+ hintLevelZeroOnly);
+}
+
+TextureStorage *Renderer11::createTextureStorageCube(GLenum internalformat,
+ BindFlags bindFlags,
+ int size,
+ int levels,
+ bool hintLevelZeroOnly,
+ const std::string &label)
+{
+ return new TextureStorage11_Cube(this, internalformat, bindFlags, size, levels,
+ hintLevelZeroOnly, label);
+}
+
+TextureStorage *Renderer11::createTextureStorage3D(GLenum internalformat,
+ BindFlags bindFlags,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ int levels,
+ const std::string &label)
+{
+ return new TextureStorage11_3D(this, internalformat, bindFlags, width, height, depth, levels,
+ label);
+}
+
+TextureStorage *Renderer11::createTextureStorage2DArray(GLenum internalformat,
+ BindFlags bindFlags,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ int levels,
+ const std::string &label)
+{
+ return new TextureStorage11_2DArray(this, internalformat, bindFlags, width, height, depth,
+ levels, label);
+}
+
+TextureStorage *Renderer11::createTextureStorage2DMultisample(GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ int levels,
+ int samples,
+ bool fixedSampleLocations,
+ const std::string &label)
+{
+ return new TextureStorage11_2DMultisample(this, internalformat, width, height, levels, samples,
+ fixedSampleLocations, label);
+}
+
+TextureStorage *Renderer11::createTextureStorageBuffer(
+ const gl::OffsetBindingPointer<gl::Buffer> &buffer,
+ GLenum internalFormat,
+ const std::string &label)
+{
+ return new TextureStorage11_Buffer(this, buffer, internalFormat, label);
+}
+
+TextureStorage *Renderer11::createTextureStorage2DMultisampleArray(GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ int levels,
+ int samples,
+ bool fixedSampleLocations,
+ const std::string &label)
+{
+ return new TextureStorage11_2DMultisampleArray(this, internalformat, width, height, depth,
+ levels, samples, fixedSampleLocations, label);
+}
+
+angle::Result Renderer11::readFromAttachment(const gl::Context *context,
+ const gl::FramebufferAttachment &srcAttachment,
+ const gl::Rectangle &sourceArea,
+ GLenum format,
+ GLenum type,
+ GLuint outputPitch,
+ const gl::PixelPackState &pack,
+ uint8_t *pixelsOut)
+{
+ ASSERT(sourceArea.width >= 0);
+ ASSERT(sourceArea.height >= 0);
+
+ const bool invertTexture = UsePresentPathFast(this, &srcAttachment);
+
+ RenderTarget11 *rt11 = nullptr;
+ ANGLE_TRY(srcAttachment.getRenderTarget(context, 0, &rt11));
+ ASSERT(rt11->getTexture().valid());
+
+ const TextureHelper11 &textureHelper = rt11->getTexture();
+ unsigned int sourceSubResource = rt11->getSubresourceIndex();
+
+ const gl::Extents &texSize = textureHelper.getExtents();
+
+ gl::Rectangle actualArea = sourceArea;
+ bool reverseRowOrder = pack.reverseRowOrder;
+ if (invertTexture)
+ {
+ actualArea.y = texSize.height - actualArea.y - actualArea.height;
+ reverseRowOrder = !reverseRowOrder;
+ }
+
+ // Clamp read region to the defined texture boundaries, preventing out of bounds reads
+ // and reads of uninitialized data.
+ gl::Rectangle safeArea;
+ safeArea.x = gl::clamp(actualArea.x, 0, texSize.width);
+ safeArea.y = gl::clamp(actualArea.y, 0, texSize.height);
+ safeArea.width =
+ gl::clamp(actualArea.width + std::min(actualArea.x, 0), 0, texSize.width - safeArea.x);
+ safeArea.height =
+ gl::clamp(actualArea.height + std::min(actualArea.y, 0), 0, texSize.height - safeArea.y);
+
+ ASSERT(safeArea.x >= 0 && safeArea.y >= 0);
+ ASSERT(safeArea.x + safeArea.width <= texSize.width);
+ ASSERT(safeArea.y + safeArea.height <= texSize.height);
+
+ if (safeArea.width == 0 || safeArea.height == 0)
+ {
+ // no work to do
+ return angle::Result::Continue;
+ }
+
+ gl::Extents safeSize(safeArea.width, safeArea.height, 1);
+ TextureHelper11 stagingHelper;
+ ANGLE_TRY(createStagingTexture(context, textureHelper.getTextureType(),
+ textureHelper.getFormatSet(), safeSize, StagingAccess::READ,
+ &stagingHelper));
+ stagingHelper.setInternalName("readFromAttachment::stagingHelper");
+
+ TextureHelper11 resolvedTextureHelper;
+
+ // "srcTexture" usually points to the source texture.
+ // For 2D multisampled textures, it points to the multisampled resolve texture.
+ const TextureHelper11 *srcTexture = &textureHelper;
+
+ if (textureHelper.is2D() && textureHelper.getSampleCount() > 1)
+ {
+ 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.Format = textureHelper.getFormat();
+ resolveDesc.SampleDesc.Count = 1;
+ resolveDesc.SampleDesc.Quality = 0;
+ resolveDesc.Usage = D3D11_USAGE_DEFAULT;
+ resolveDesc.BindFlags = 0;
+ resolveDesc.CPUAccessFlags = 0;
+ resolveDesc.MiscFlags = 0;
+
+ ANGLE_TRY(allocateTexture(GetImplAs<Context11>(context), resolveDesc,
+ textureHelper.getFormatSet(), &resolvedTextureHelper));
+ resolvedTextureHelper.setInternalName("readFromAttachment::resolvedTextureHelper");
+
+ mDeviceContext->ResolveSubresource(resolvedTextureHelper.get(), 0, textureHelper.get(),
+ sourceSubResource, textureHelper.getFormat());
+
+ sourceSubResource = 0;
+ srcTexture = &resolvedTextureHelper;
+ }
+
+ D3D11_BOX srcBox;
+ srcBox.left = static_cast<UINT>(safeArea.x);
+ srcBox.right = static_cast<UINT>(safeArea.x + safeArea.width);
+ srcBox.top = static_cast<UINT>(safeArea.y);
+ srcBox.bottom = static_cast<UINT>(safeArea.y + safeArea.height);
+
+ // Select the correct layer from a 3D attachment
+ srcBox.front = 0;
+ if (textureHelper.is3D())
+ {
+ srcBox.front = static_cast<UINT>(srcAttachment.layer());
+ }
+ srcBox.back = srcBox.front + 1;
+
+ mDeviceContext->CopySubresourceRegion(stagingHelper.get(), 0, 0, 0, 0, srcTexture->get(),
+ sourceSubResource, &srcBox);
+
+ const angle::Format &angleFormat = GetFormatFromFormatType(format, type);
+ gl::Buffer *packBuffer = context->getState().getTargetBuffer(gl::BufferBinding::PixelPack);
+
+ PackPixelsParams packParams(safeArea, angleFormat, outputPitch, reverseRowOrder, packBuffer, 0);
+ return packPixels(context, stagingHelper, packParams, pixelsOut);
+}
+
+angle::Result Renderer11::packPixels(const gl::Context *context,
+ const TextureHelper11 &textureHelper,
+ const PackPixelsParams &params,
+ uint8_t *pixelsOut)
+{
+ ID3D11Resource *readResource = textureHelper.get();
+
+ D3D11_MAPPED_SUBRESOURCE mapping;
+ ANGLE_TRY(mapResource(context, readResource, 0, D3D11_MAP_READ, 0, &mapping));
+
+ 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);
+
+ PackPixels(params, formatInfo.format(), inputPitch, source, pixelsOut);
+
+ mDeviceContext->Unmap(readResource, 0);
+
+ return angle::Result::Continue;
+}
+
+angle::Result Renderer11::blitRenderbufferRect(const gl::Context *context,
+ const gl::Rectangle &readRectIn,
+ const gl::Rectangle &drawRectIn,
+ UINT readLayer,
+ UINT drawLayer,
+ RenderTargetD3D *readRenderTarget,
+ RenderTargetD3D *drawRenderTarget,
+ GLenum filter,
+ const gl::Rectangle *scissor,
+ bool colorBlit,
+ bool depthBlit,
+ bool stencilBlit)
+{
+ // Since blitRenderbufferRect is called for each render buffer that needs to be blitted,
+ // it should never be the case that both color and depth/stencil need to be blitted at
+ // at the same time.
+ ASSERT(colorBlit != (depthBlit || stencilBlit));
+
+ RenderTarget11 *drawRenderTarget11 = GetAs<RenderTarget11>(drawRenderTarget);
+ ASSERT(drawRenderTarget11);
+
+ const TextureHelper11 &drawTexture = drawRenderTarget11->getTexture();
+ unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex();
+
+ RenderTarget11 *readRenderTarget11 = GetAs<RenderTarget11>(readRenderTarget);
+ ASSERT(readRenderTarget11);
+
+ const gl::Extents readSize(readRenderTarget->getWidth(), readRenderTarget->getHeight(), 1);
+ const gl::Extents drawSize(drawRenderTarget->getWidth(), drawRenderTarget->getHeight(), 1);
+
+ // From the spec:
+ // "The actual region taken from the read framebuffer is limited to the intersection of the
+ // source buffers being transferred, which may include the color buffer selected by the read
+ // buffer, the depth buffer, and / or the stencil buffer depending on mask."
+ // This means negative x and y are out of bounds, and not to be read from. We handle this here
+ // by internally scaling the read and draw rectangles.
+
+ // Remove reversal from readRect to simplify further operations.
+ gl::Rectangle readRect = readRectIn;
+ gl::Rectangle drawRect = drawRectIn;
+ if (readRect.isReversedX())
+ {
+ readRect.x = readRect.x + readRect.width;
+ readRect.width = -readRect.width;
+ drawRect.x = drawRect.x + drawRect.width;
+ drawRect.width = -drawRect.width;
+ }
+ if (readRect.isReversedY())
+ {
+ readRect.y = readRect.y + readRect.height;
+ readRect.height = -readRect.height;
+ drawRect.y = drawRect.y + drawRect.height;
+ drawRect.height = -drawRect.height;
+ }
+
+ gl::Rectangle readBounds(0, 0, readSize.width, readSize.height);
+ gl::Rectangle inBoundsReadRect;
+ if (!gl::ClipRectangle(readRect, readBounds, &inBoundsReadRect))
+ {
+ return angle::Result::Continue;
+ }
+
+ {
+ // Calculate the drawRect that corresponds to inBoundsReadRect.
+ auto readToDrawX = [&drawRect, &readRect](int readOffset) {
+ double readToDrawScale =
+ static_cast<double>(drawRect.width) / static_cast<double>(readRect.width);
+ return static_cast<int>(
+ round(static_cast<double>(readOffset - readRect.x) * readToDrawScale) + drawRect.x);
+ };
+ auto readToDrawY = [&drawRect, &readRect](int readOffset) {
+ double readToDrawScale =
+ static_cast<double>(drawRect.height) / static_cast<double>(readRect.height);
+ return static_cast<int>(
+ round(static_cast<double>(readOffset - readRect.y) * readToDrawScale) + drawRect.y);
+ };
+
+ gl::Rectangle drawRectMatchingInBoundsReadRect;
+ drawRectMatchingInBoundsReadRect.x = readToDrawX(inBoundsReadRect.x);
+ drawRectMatchingInBoundsReadRect.y = readToDrawY(inBoundsReadRect.y);
+ drawRectMatchingInBoundsReadRect.width =
+ readToDrawX(inBoundsReadRect.x1()) - drawRectMatchingInBoundsReadRect.x;
+ drawRectMatchingInBoundsReadRect.height =
+ readToDrawY(inBoundsReadRect.y1()) - drawRectMatchingInBoundsReadRect.y;
+ drawRect = drawRectMatchingInBoundsReadRect;
+ readRect = inBoundsReadRect;
+ }
+
+ bool scissorNeeded = false;
+ if (scissor)
+ {
+ gl::Rectangle scissoredDrawRect;
+ if (!gl::ClipRectangle(drawRect, *scissor, &scissoredDrawRect))
+ {
+ return angle::Result::Continue;
+ }
+ scissorNeeded = scissoredDrawRect != drawRect;
+ }
+
+ const auto &destFormatInfo =
+ gl::GetSizedInternalFormatInfo(drawRenderTarget->getInternalFormat());
+ const auto &srcFormatInfo =
+ gl::GetSizedInternalFormatInfo(readRenderTarget->getInternalFormat());
+ const auto &formatSet = drawRenderTarget11->getFormatSet();
+ const auto &nativeFormat = formatSet.format();
+
+ // 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.green = (srcFormatInfo.greenBits > 0) && (destFormatInfo.greenBits == 0) &&
+ (nativeFormat.greenBits > 0);
+ colorMask.blue = (srcFormatInfo.blueBits > 0) && (destFormatInfo.blueBits == 0) &&
+ (nativeFormat.blueBits > 0);
+ colorMask.alpha = (srcFormatInfo.alphaBits > 0) && (destFormatInfo.alphaBits == 0) &&
+ (nativeFormat.alphaBits > 0);
+
+ // We only currently support masking off the alpha channel.
+ bool colorMaskingNeeded = colorMask.alpha;
+ ASSERT(!colorMask.red && !colorMask.green && !colorMask.blue);
+
+ bool wholeBufferCopy = !scissorNeeded && !colorMaskingNeeded && readRect.x == 0 &&
+ readRect.width == readSize.width && readRect.y == 0 &&
+ readRect.height == readSize.height && drawRect.x == 0 &&
+ drawRect.width == drawSize.width && drawRect.y == 0 &&
+ drawRect.height == drawSize.height;
+
+ bool stretchRequired = readRect.width != drawRect.width || readRect.height != drawRect.height;
+
+ ASSERT(!readRect.isReversedX() && !readRect.isReversedY());
+ bool reversalRequired = drawRect.isReversedX() || drawRect.isReversedY();
+
+ 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);
+
+ const bool canCopySubresource =
+ drawRenderTarget->getSamples() == readRenderTarget->getSamples() &&
+ readRenderTarget11->getFormatSet().formatID ==
+ drawRenderTarget11->getFormatSet().formatID &&
+ !stretchRequired && !outOfBounds && !reversalRequired && !partialDSBlit &&
+ !colorMaskingNeeded && (!(depthBlit || stencilBlit) || wholeBufferCopy);
+
+ TextureHelper11 readTexture;
+ unsigned int readSubresource = 0;
+ d3d11::SharedSRV readSRV;
+
+ if (readRenderTarget->isMultisampled())
+ {
+ ANGLE_TRY(resolveMultisampledTexture(context, readRenderTarget11, depthBlit, stencilBlit,
+ &readTexture));
+
+ if (!stencilBlit && !canCopySubresource)
+ {
+ const auto &readFormatSet = readTexture.getFormatSet();
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc;
+ viewDesc.Format = readFormatSet.srvFormat;
+ viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ viewDesc.Texture2D.MipLevels = 1;
+ viewDesc.Texture2D.MostDetailedMip = 0;
+
+ ANGLE_TRY(allocateResource(GetImplAs<Context11>(context), viewDesc, readTexture.get(),
+ &readSRV));
+ }
+ }
+ else
+ {
+ ASSERT(readRenderTarget11);
+ readTexture = readRenderTarget11->getTexture();
+ readSubresource = readRenderTarget11->getSubresourceIndex();
+ if (!canCopySubresource)
+ {
+ const d3d11::SharedSRV *blitSRV;
+ ANGLE_TRY(readRenderTarget11->getBlitShaderResourceView(context, &blitSRV));
+ readSRV = blitSRV->makeCopy();
+ if (!readSRV.valid())
+ {
+ ASSERT(depthBlit || stencilBlit);
+ const d3d11::SharedSRV *srv;
+ ANGLE_TRY(readRenderTarget11->getShaderResourceView(context, &srv));
+ readSRV = srv->makeCopy();
+ }
+ ASSERT(readSRV.valid());
+ }
+ }
+
+ if (canCopySubresource)
+ {
+ UINT dstX = drawRect.x;
+ UINT dstY = drawRect.y;
+ UINT dstZ = drawLayer;
+
+ D3D11_BOX readBox;
+ readBox.left = readRect.x;
+ readBox.right = readRect.x + readRect.width;
+ readBox.top = readRect.y;
+ readBox.bottom = readRect.y + readRect.height;
+ readBox.front = readLayer;
+ readBox.back = readLayer + 1;
+
+ if (scissorNeeded)
+ {
+ // 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)
+ {
+ dstX = scissor->x;
+ readBox.left += (scissor->x - drawRect.x);
+ }
+ if (drawRect.y < scissor->y)
+ {
+ dstY = scissor->y;
+ readBox.top += (scissor->y - drawRect.y);
+ }
+ if (drawRect.x + drawRect.width > scissor->x + scissor->width)
+ {
+ readBox.right -= ((drawRect.x + drawRect.width) - (scissor->x + scissor->width));
+ }
+ if (drawRect.y + drawRect.height > scissor->y + scissor->height)
+ {
+ readBox.bottom -= ((drawRect.y + drawRect.height) - (scissor->y + scissor->height));
+ }
+ }
+
+ // D3D11 needs depth-stencil CopySubresourceRegions to have a NULL pSrcBox
+ // We also require complete framebuffer copies for depth-stencil blit.
+ D3D11_BOX *pSrcBox = wholeBufferCopy && readLayer == 0 ? nullptr : &readBox;
+
+ mDeviceContext->CopySubresourceRegion(drawTexture.get(), drawSubresource, dstX, dstY, dstZ,
+ readTexture.get(), readSubresource, pSrcBox);
+ }
+ else
+ {
+ gl::Box readArea(readRect.x, readRect.y, 0, readRect.width, readRect.height, 1);
+ gl::Box drawArea(drawRect.x, drawRect.y, 0, drawRect.width, drawRect.height, 1);
+
+ if (depthBlit && stencilBlit)
+ {
+ ANGLE_TRY(mBlit->copyDepthStencil(context, readTexture, readSubresource, readArea,
+ readSize, drawTexture, drawSubresource, drawArea,
+ drawSize, scissor));
+ }
+ else if (depthBlit)
+ {
+ const d3d11::DepthStencilView &drawDSV = drawRenderTarget11->getDepthStencilView();
+ ASSERT(readSRV.valid());
+ ANGLE_TRY(mBlit->copyDepth(context, readSRV, readArea, readSize, drawDSV, drawArea,
+ drawSize, scissor));
+ }
+ else if (stencilBlit)
+ {
+ ANGLE_TRY(mBlit->copyStencil(context, readTexture, readSubresource, readArea, readSize,
+ drawTexture, drawSubresource, drawArea, drawSize,
+ scissor));
+ }
+ else
+ {
+ const d3d11::RenderTargetView &drawRTV = drawRenderTarget11->getRenderTargetView();
+
+ // We don't currently support masking off any other channel than alpha
+ bool maskOffAlpha = colorMaskingNeeded && colorMask.alpha;
+ ASSERT(readSRV.valid());
+ ANGLE_TRY(mBlit->copyTexture(context, readSRV, readArea, readSize, srcFormatInfo.format,
+ drawRTV, drawArea, drawSize, scissor,
+ destFormatInfo.format, GL_NONE, filter, maskOffAlpha,
+ false, false));
+ }
+ }
+
+ return angle::Result::Continue;
+}
+
+bool Renderer11::isES3Capable() const
+{
+ return (d3d11_gl::GetMaximumClientVersion(mRenderer11DeviceCaps).major > 2);
+}
+
+RendererClass Renderer11::getRendererClass() const
+{
+ return RENDERER_D3D11;
+}
+
+void Renderer11::onSwap()
+{
+ // Send histogram updates every half hour
+ const double kHistogramUpdateInterval = 30 * 60;
+
+ auto *platform = ANGLEPlatformCurrent();
+ const double currentTime = platform->monotonicallyIncreasingTime(platform);
+ const double timeSinceLastUpdate = currentTime - mLastHistogramUpdateTime;
+
+ if (timeSinceLastUpdate > kHistogramUpdateInterval)
+ {
+ updateHistograms();
+ mLastHistogramUpdateTime = currentTime;
+ }
+}
+
+void Renderer11::updateHistograms()
+{
+ // Update the buffer CPU memory histogram
+ {
+ size_t sizeSum = 0;
+ for (const Buffer11 *buffer : mAliveBuffers)
+ {
+ sizeSum += buffer->getTotalCPUBufferMemoryBytes();
+ }
+ const int kOneMegaByte = 1024 * 1024;
+ ANGLE_HISTOGRAM_MEMORY_MB("GPU.ANGLE.Buffer11CPUMemoryMB",
+ static_cast<int>(sizeSum) / kOneMegaByte);
+ }
+}
+
+void Renderer11::onBufferCreate(const Buffer11 *created)
+{
+ mAliveBuffers.insert(created);
+}
+
+void Renderer11::onBufferDelete(const Buffer11 *deleted)
+{
+ mAliveBuffers.erase(deleted);
+}
+
+angle::Result Renderer11::resolveMultisampledTexture(const gl::Context *context,
+ RenderTarget11 *renderTarget,
+ bool depth,
+ bool stencil,
+ TextureHelper11 *textureOut)
+{
+ if (depth && !stencil)
+ {
+ return mBlit->resolveDepth(context, renderTarget, textureOut);
+ }
+
+ if (stencil)
+ {
+ return mBlit->resolveStencil(context, renderTarget, depth, textureOut);
+ }
+
+ const auto &formatSet = renderTarget->getFormatSet();
+
+ ASSERT(renderTarget->isMultisampled());
+ const d3d11::SharedSRV *sourceSRV;
+ ANGLE_TRY(renderTarget->getShaderResourceView(context, &sourceSRV));
+ D3D11_SHADER_RESOURCE_VIEW_DESC sourceSRVDesc;
+ sourceSRV->get()->GetDesc(&sourceSRVDesc);
+ ASSERT(sourceSRVDesc.ViewDimension == D3D_SRV_DIMENSION_TEXTURE2DMS ||
+ sourceSRVDesc.ViewDimension == D3D_SRV_DIMENSION_TEXTURE2DMSARRAY);
+
+ if (!mCachedResolveTexture.valid() ||
+ mCachedResolveTexture.getExtents().width != renderTarget->getWidth() ||
+ mCachedResolveTexture.getExtents().height != renderTarget->getHeight() ||
+ mCachedResolveTexture.getFormat() != formatSet.texFormat)
+ {
+ D3D11_TEXTURE2D_DESC resolveDesc;
+ resolveDesc.Width = renderTarget->getWidth();
+ resolveDesc.Height = renderTarget->getHeight();
+ resolveDesc.MipLevels = 1;
+ resolveDesc.ArraySize = 1;
+ resolveDesc.Format = formatSet.texFormat;
+ resolveDesc.SampleDesc.Count = 1;
+ resolveDesc.SampleDesc.Quality = 0;
+ resolveDesc.Usage = D3D11_USAGE_DEFAULT;
+ resolveDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ resolveDesc.CPUAccessFlags = 0;
+ resolveDesc.MiscFlags = 0;
+
+ ANGLE_TRY(allocateTexture(GetImplAs<Context11>(context), resolveDesc, formatSet,
+ &mCachedResolveTexture));
+ }
+
+ mDeviceContext->ResolveSubresource(mCachedResolveTexture.get(), 0,
+ renderTarget->getTexture().get(),
+ renderTarget->getSubresourceIndex(), formatSet.texFormat);
+ *textureOut = mCachedResolveTexture;
+ return angle::Result::Continue;
+}
+
+bool Renderer11::getLUID(LUID *adapterLuid) const
+{
+ adapterLuid->HighPart = 0;
+ adapterLuid->LowPart = 0;
+
+ if (!mDxgiAdapter)
+ {
+ return false;
+ }
+
+ DXGI_ADAPTER_DESC adapterDesc;
+ if (FAILED(mDxgiAdapter->GetDesc(&adapterDesc)))
+ {
+ return false;
+ }
+
+ *adapterLuid = adapterDesc.AdapterLuid;
+ return true;
+}
+
+VertexConversionType Renderer11::getVertexConversionType(angle::FormatID vertexFormatID) const
+{
+ return d3d11::GetVertexFormatInfo(vertexFormatID, mRenderer11DeviceCaps.featureLevel)
+ .conversionType;
+}
+
+GLenum Renderer11::getVertexComponentType(angle::FormatID vertexFormatID) const
+{
+ const auto &format =
+ d3d11::GetVertexFormatInfo(vertexFormatID, mRenderer11DeviceCaps.featureLevel);
+ return d3d11::GetComponentType(format.nativeFormat);
+}
+
+angle::Result Renderer11::getVertexSpaceRequired(const gl::Context *context,
+ const gl::VertexAttribute &attrib,
+ const gl::VertexBinding &binding,
+ size_t count,
+ GLsizei instances,
+ GLuint baseInstance,
+ unsigned int *bytesRequiredOut) const
+{
+ if (!attrib.enabled)
+ {
+ *bytesRequiredOut = 16u;
+ return angle::Result::Continue;
+ }
+
+ unsigned int elementCount = 0;
+ const unsigned int divisor = binding.getDivisor();
+ if (instances == 0 || divisor == 0)
+ {
+ // This could be a clipped cast.
+ elementCount = gl::clampCast<unsigned int>(count);
+ }
+ else
+ {
+ // Round up to divisor, if possible
+ elementCount =
+ UnsignedCeilDivide(static_cast<unsigned int>(instances + baseInstance), divisor);
+ }
+
+ ASSERT(elementCount > 0);
+
+ const D3D_FEATURE_LEVEL featureLevel = mRenderer11DeviceCaps.featureLevel;
+ const d3d11::VertexFormat &vertexFormatInfo =
+ d3d11::GetVertexFormatInfo(attrib.format->id, featureLevel);
+ const d3d11::DXGIFormatSize &dxgiFormatInfo =
+ d3d11::GetDXGIFormatSizeInfo(vertexFormatInfo.nativeFormat);
+ unsigned int elementSize = dxgiFormatInfo.pixelBytes;
+ bool check = (elementSize > std::numeric_limits<unsigned int>::max() / elementCount);
+ ANGLE_CHECK(GetImplAs<Context11>(context), !check,
+ "New vertex buffer size would result in an overflow.", GL_OUT_OF_MEMORY);
+
+ *bytesRequiredOut = elementSize * elementCount;
+ return angle::Result::Continue;
+}
+
+void Renderer11::generateCaps(gl::Caps *outCaps,
+ gl::TextureCapsMap *outTextureCaps,
+ gl::Extensions *outExtensions,
+ gl::Limitations *outLimitations) const
+{
+ d3d11_gl::GenerateCaps(mDevice, mDeviceContext, mRenderer11DeviceCaps, getFeatures(),
+ mDescription, outCaps, outTextureCaps, outExtensions, outLimitations);
+}
+
+void Renderer11::initializeFeatures(angle::FeaturesD3D *features) const
+{
+ if (!mDisplay->getState().featuresAllDisabled)
+ {
+ d3d11::InitializeFeatures(mRenderer11DeviceCaps, mAdapterDescription, features);
+ }
+ ApplyFeatureOverrides(features, mDisplay->getState());
+}
+
+void Renderer11::initializeFrontendFeatures(angle::FrontendFeatures *features) const
+{
+ if (!mDisplay->getState().featuresAllDisabled)
+ {
+ d3d11::InitializeFrontendFeatures(mAdapterDescription, features);
+ }
+ ApplyFeatureOverrides(features, mDisplay->getState());
+}
+
+DeviceImpl *Renderer11::createEGLDevice()
+{
+ return new DeviceD3D(EGL_D3D11_DEVICE_ANGLE, mDevice);
+}
+
+ContextImpl *Renderer11::createContext(const gl::State &state, gl::ErrorSet *errorSet)
+{
+ return new Context11(state, errorSet, this);
+}
+
+FramebufferImpl *Renderer11::createDefaultFramebuffer(const gl::FramebufferState &state)
+{
+ return new Framebuffer11(state, this);
+}
+
+angle::Result Renderer11::getScratchMemoryBuffer(Context11 *context11,
+ size_t requestedSize,
+ angle::MemoryBuffer **bufferOut)
+{
+ ANGLE_CHECK_GL_ALLOC(context11, mScratchMemoryBuffer.get(requestedSize, bufferOut));
+ return angle::Result::Continue;
+}
+
+gl::Version Renderer11::getMaxSupportedESVersion() const
+{
+ return d3d11_gl::GetMaximumClientVersion(mRenderer11DeviceCaps);
+}
+
+gl::Version Renderer11::getMaxConformantESVersion() const
+{
+ // 3.1 support is in progress.
+ return std::min(getMaxSupportedESVersion(), gl::Version(3, 0));
+}
+
+DebugAnnotatorContext11 *Renderer11::getDebugAnnotatorContext()
+{
+ return &mAnnotatorContext;
+}
+
+angle::Result Renderer11::dispatchCompute(const gl::Context *context,
+ GLuint numGroupsX,
+ GLuint numGroupsY,
+ GLuint numGroupsZ)
+{
+ const gl::State &glState = context->getState();
+ const gl::Program *program = glState.getProgram();
+ if (program->getActiveShaderStorageBlockCount() > 0 ||
+ program->getActiveAtomicCounterBufferCount() > 0)
+ {
+ ANGLE_TRY(markRawBufferUsage(context));
+ }
+ ANGLE_TRY(markTypedBufferUsage(context));
+ ANGLE_TRY(mStateManager.updateStateForCompute(context, numGroupsX, numGroupsY, numGroupsZ));
+ mDeviceContext->Dispatch(numGroupsX, numGroupsY, numGroupsZ);
+
+ return angle::Result::Continue;
+}
+angle::Result Renderer11::dispatchComputeIndirect(const gl::Context *context, GLintptr indirect)
+{
+ const auto &glState = context->getState();
+ const gl::Program *program = glState.getProgram();
+ if (program->getActiveShaderStorageBlockCount() > 0 ||
+ program->getActiveAtomicCounterBufferCount() > 0)
+ {
+ ANGLE_TRY(markRawBufferUsage(context));
+ }
+
+ auto *dispatchIndirectBuffer = glState.getTargetBuffer(gl::BufferBinding::DispatchIndirect);
+ ASSERT(dispatchIndirectBuffer);
+
+ Buffer11 *storage = GetImplAs<Buffer11>(dispatchIndirectBuffer);
+ const uint8_t *bufferData = nullptr;
+ // TODO(jie.a.chen@intel.com): num_groups_x,y,z have to be written into the driver constant
+ // buffer for the built-in variable gl_NumWorkGroups. There is an opportunity for optimization
+ // to use GPU->GPU copy instead.
+ // http://anglebug.com/2807
+ ANGLE_TRY(storage->getData(context, &bufferData));
+ const GLuint *groups = reinterpret_cast<const GLuint *>(bufferData + indirect);
+ ANGLE_TRY(mStateManager.updateStateForCompute(context, groups[0], groups[1], groups[2]));
+
+ ID3D11Buffer *buffer = nullptr;
+ ANGLE_TRY(storage->getBuffer(context, BUFFER_USAGE_INDIRECT, &buffer));
+
+ mDeviceContext->DispatchIndirect(buffer, static_cast<UINT>(indirect));
+ return angle::Result::Continue;
+}
+
+angle::Result Renderer11::createStagingTexture(const gl::Context *context,
+ ResourceType textureType,
+ const d3d11::Format &formatSet,
+ const gl::Extents &size,
+ StagingAccess readAndWriteAccess,
+ TextureHelper11 *textureOut)
+{
+ Context11 *context11 = GetImplAs<Context11>(context);
+
+ if (textureType == ResourceType::Texture2D)
+ {
+ D3D11_TEXTURE2D_DESC stagingDesc;
+ stagingDesc.Width = size.width;
+ stagingDesc.Height = size.height;
+ stagingDesc.MipLevels = 1;
+ stagingDesc.ArraySize = 1;
+ stagingDesc.Format = formatSet.texFormat;
+ stagingDesc.SampleDesc.Count = 1;
+ stagingDesc.SampleDesc.Quality = 0;
+ stagingDesc.Usage = D3D11_USAGE_STAGING;
+ stagingDesc.BindFlags = 0;
+ stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
+ stagingDesc.MiscFlags = 0;
+
+ if (readAndWriteAccess == StagingAccess::READ_WRITE)
+ {
+ stagingDesc.CPUAccessFlags |= D3D11_CPU_ACCESS_WRITE;
+ }
+
+ ANGLE_TRY(allocateTexture(context11, stagingDesc, formatSet, textureOut));
+ return angle::Result::Continue;
+ }
+ ASSERT(textureType == ResourceType::Texture3D);
+
+ D3D11_TEXTURE3D_DESC stagingDesc;
+ stagingDesc.Width = size.width;
+ stagingDesc.Height = size.height;
+ stagingDesc.Depth = 1;
+ stagingDesc.MipLevels = 1;
+ stagingDesc.Format = formatSet.texFormat;
+ stagingDesc.Usage = D3D11_USAGE_STAGING;
+ stagingDesc.BindFlags = 0;
+ stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
+ stagingDesc.MiscFlags = 0;
+
+ ANGLE_TRY(allocateTexture(context11, stagingDesc, formatSet, textureOut));
+ return angle::Result::Continue;
+}
+
+angle::Result Renderer11::allocateTexture(d3d::Context *context,
+ const D3D11_TEXTURE2D_DESC &desc,
+ const d3d11::Format &format,
+ const D3D11_SUBRESOURCE_DATA *initData,
+ TextureHelper11 *textureOut)
+{
+ d3d11::Texture2D texture;
+ ANGLE_TRY(mResourceManager11.allocate(context, this, &desc, initData, &texture));
+ textureOut->init(std::move(texture), desc, format);
+ return angle::Result::Continue;
+}
+
+angle::Result Renderer11::allocateTexture(d3d::Context *context,
+ const D3D11_TEXTURE3D_DESC &desc,
+ const d3d11::Format &format,
+ const D3D11_SUBRESOURCE_DATA *initData,
+ TextureHelper11 *textureOut)
+{
+ d3d11::Texture3D texture;
+ ANGLE_TRY(mResourceManager11.allocate(context, this, &desc, initData, &texture));
+ textureOut->init(std::move(texture), desc, format);
+ return angle::Result::Continue;
+}
+
+angle::Result Renderer11::getBlendState(const gl::Context *context,
+ const d3d11::BlendStateKey &key,
+ const d3d11::BlendState **outBlendState)
+{
+ return mStateCache.getBlendState(context, this, key, outBlendState);
+}
+
+angle::Result Renderer11::getRasterizerState(const gl::Context *context,
+ const gl::RasterizerState &rasterState,
+ bool scissorEnabled,
+ ID3D11RasterizerState **outRasterizerState)
+{
+ return mStateCache.getRasterizerState(context, this, rasterState, scissorEnabled,
+ outRasterizerState);
+}
+
+angle::Result Renderer11::getDepthStencilState(const gl::Context *context,
+ const gl::DepthStencilState &dsState,
+ const d3d11::DepthStencilState **outDSState)
+{
+ return mStateCache.getDepthStencilState(context, this, dsState, outDSState);
+}
+
+angle::Result Renderer11::getSamplerState(const gl::Context *context,
+ const gl::SamplerState &samplerState,
+ ID3D11SamplerState **outSamplerState)
+{
+ return mStateCache.getSamplerState(context, this, samplerState, outSamplerState);
+}
+
+UINT Renderer11::getSampleDescQuality(GLuint supportedSamples) const
+{
+ // Per the documentation on
+ // https://docs.microsoft.com/en-us/windows/win32/api/d3d11/ne-d3d11-d3d11_standard_multisample_quality_levels
+ // applications can only request the standard multisample pattern on
+ // feature levels 10_1 and above.
+ if (supportedSamples > 0 && mDevice->GetFeatureLevel() >= D3D_FEATURE_LEVEL_10_1)
+ {
+ return D3D11_STANDARD_MULTISAMPLE_PATTERN;
+ }
+ return 0;
+}
+
+angle::Result Renderer11::clearRenderTarget(const gl::Context *context,
+ RenderTargetD3D *renderTarget,
+ const gl::ColorF &clearColorValue,
+ const float clearDepthValue,
+ const unsigned int clearStencilValue)
+{
+ RenderTarget11 *rt11 = GetAs<RenderTarget11>(renderTarget);
+
+ if (rt11->getFormatSet().dsvFormat != DXGI_FORMAT_UNKNOWN)
+ {
+ ASSERT(rt11->getDepthStencilView().valid());
+
+ const auto &format = rt11->getFormatSet();
+ const UINT clearFlags = (format.format().depthBits > 0 ? D3D11_CLEAR_DEPTH : 0) |
+ (format.format().stencilBits ? D3D11_CLEAR_STENCIL : 0);
+ mDeviceContext->ClearDepthStencilView(rt11->getDepthStencilView().get(), clearFlags,
+ clearDepthValue,
+ static_cast<UINT8>(clearStencilValue));
+ return angle::Result::Continue;
+ }
+
+ ASSERT(rt11->getRenderTargetView().valid());
+ ID3D11RenderTargetView *rtv = rt11->getRenderTargetView().get();
+
+ // There are complications with some types of RTV and FL 9_3 with ClearRenderTargetView.
+ // See https://msdn.microsoft.com/en-us/library/windows/desktop/ff476388(v=vs.85).aspx
+ ASSERT(mRenderer11DeviceCaps.featureLevel > D3D_FEATURE_LEVEL_9_3 || !IsArrayRTV(rtv));
+
+ const auto &d3d11Format = rt11->getFormatSet();
+ const auto &glFormat = gl::GetSizedInternalFormatInfo(renderTarget->getInternalFormat());
+
+ gl::ColorF safeClearColor = clearColorValue;
+
+ if (d3d11Format.format().alphaBits > 0 && glFormat.alphaBits == 0)
+ {
+ safeClearColor.alpha = 1.0f;
+ }
+
+ mDeviceContext->ClearRenderTargetView(rtv, &safeClearColor.red);
+ return angle::Result::Continue;
+}
+
+bool Renderer11::canSelectViewInVertexShader() const
+{
+ return !getFeatures().selectViewInGeometryShader.enabled &&
+ getRenderer11DeviceCaps().supportsVpRtIndexWriteFromVertexShader;
+}
+
+angle::Result Renderer11::mapResource(const gl::Context *context,
+ ID3D11Resource *resource,
+ UINT subResource,
+ D3D11_MAP mapType,
+ UINT mapFlags,
+ D3D11_MAPPED_SUBRESOURCE *mappedResource)
+{
+ HRESULT hr = mDeviceContext->Map(resource, subResource, mapType, mapFlags, mappedResource);
+ ANGLE_TRY_HR(GetImplAs<Context11>(context), hr, "Failed to map D3D11 resource.");
+ return angle::Result::Continue;
+}
+
+angle::Result Renderer11::markTypedBufferUsage(const gl::Context *context)
+{
+ const gl::State &glState = context->getState();
+ ProgramD3D *programD3D = GetImplAs<ProgramD3D>(glState.getProgram());
+ gl::RangeUI imageRange = programD3D->getUsedImageRange(gl::ShaderType::Compute, false);
+ for (unsigned int imageIndex = imageRange.low(); imageIndex < imageRange.high(); imageIndex++)
+ {
+ GLint imageUnitIndex = programD3D->getImageMapping(gl::ShaderType::Compute, imageIndex,
+ false, context->getCaps());
+ ASSERT(imageUnitIndex != -1);
+ const gl::ImageUnit &imageUnit = glState.getImageUnit(imageUnitIndex);
+ if (imageUnit.texture.get()->getType() == gl::TextureType::Buffer)
+ {
+ Buffer11 *buffer11 = GetImplAs<Buffer11>(imageUnit.texture.get()->getBuffer().get());
+ ANGLE_TRY(buffer11->markTypedBufferUsage(context));
+ }
+ }
+ return angle::Result::Continue;
+}
+
+angle::Result Renderer11::markRawBufferUsage(const gl::Context *context)
+{
+ const gl::State &glState = context->getState();
+ const gl::Program *program = glState.getProgram();
+ for (size_t blockIndex = 0; blockIndex < program->getActiveShaderStorageBlockCount();
+ blockIndex++)
+ {
+ GLuint binding = program->getShaderStorageBlockBinding(static_cast<GLuint>(blockIndex));
+ const auto &shaderStorageBuffer = glState.getIndexedShaderStorageBuffer(binding);
+ if (shaderStorageBuffer.get() != nullptr)
+ {
+ Buffer11 *bufferStorage = GetImplAs<Buffer11>(shaderStorageBuffer.get());
+ ANGLE_TRY(bufferStorage->markRawBufferUsage(context));
+ }
+ }
+
+ for (const auto &atomicCounterBuffer : program->getState().getAtomicCounterBuffers())
+ {
+ GLuint binding = atomicCounterBuffer.binding;
+ const auto &buffer = glState.getIndexedAtomicCounterBuffer(binding);
+
+ if (buffer.get() != nullptr)
+ {
+ Buffer11 *bufferStorage = GetImplAs<Buffer11>(buffer.get());
+ ANGLE_TRY(bufferStorage->markRawBufferUsage(context));
+ }
+ }
+ return angle::Result::Continue;
+}
+
+angle::Result Renderer11::markTransformFeedbackUsage(const gl::Context *context)
+{
+ const gl::State &glState = context->getState();
+ const gl::TransformFeedback *transformFeedback = glState.getCurrentTransformFeedback();
+ for (size_t i = 0; i < transformFeedback->getIndexedBufferCount(); i++)
+ {
+ const gl::OffsetBindingPointer<gl::Buffer> &binding =
+ transformFeedback->getIndexedBuffer(i);
+ if (binding.get() != nullptr)
+ {
+ BufferD3D *bufferD3D = GetImplAs<BufferD3D>(binding.get());
+ ANGLE_TRY(bufferD3D->markTransformFeedbackUsage(context));
+ }
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result Renderer11::getIncompleteTexture(const gl::Context *context,
+ gl::TextureType type,
+ gl::Texture **textureOut)
+{
+ return GetImplAs<Context11>(context)->getIncompleteTexture(context, type, textureOut);
+}
+
+std::string Renderer11::getVendorString() const
+{
+ return GetVendorString(mAdapterDescription.VendorId);
+}
+
+std::string Renderer11::getVersionString(bool includeFullVersion) const
+{
+ std::ostringstream versionString;
+ versionString << "D3D11";
+ if (includeFullVersion && mRenderer11DeviceCaps.driverVersion.valid())
+ {
+ versionString << "-" << GetDriverVersionString(mRenderer11DeviceCaps.driverVersion.value());
+ }
+ return versionString.str();
+}
+
+RendererD3D *CreateRenderer11(egl::Display *display)
+{
+ return new Renderer11(display);
+}
+
+} // namespace rx