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-rw-r--r--gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp1119
1 files changed, 1119 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp
new file mode 100644
index 0000000000..8470510ea8
--- /dev/null
+++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/SwapChain11.cpp
@@ -0,0 +1,1119 @@
+//
+// 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.
+//
+
+// SwapChain11.cpp: Implements a back-end specific class for the D3D11 swap chain.
+
+#include "libANGLE/renderer/d3d/d3d11/SwapChain11.h"
+
+#include <EGL/eglext.h>
+
+#include "libANGLE/features.h"
+#include "libANGLE/renderer/d3d/DisplayD3D.h"
+#include "libANGLE/renderer/d3d/d3d11/NativeWindow11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.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/trace.h"
+
+// Precompiled shaders
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough2d11vs.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2d11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2dms11ps.h"
+#include "libANGLE/renderer/d3d/d3d11/shaders/compiled/resolvecolor2dps.h"
+
+#ifdef ANGLE_ENABLE_KEYEDMUTEX
+# define ANGLE_RESOURCE_SHARE_TYPE D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX
+#else
+# define ANGLE_RESOURCE_SHARE_TYPE D3D11_RESOURCE_MISC_SHARED
+#endif
+
+namespace rx
+{
+
+namespace
+{
+// To avoid overflow in QPC to Microseconds calculations, since we multiply
+// by kMicrosecondsPerSecond, then the QPC value should not exceed
+// (2^63 - 1) / 1E6. If it exceeds that threshold, we divide then multiply.
+static constexpr int64_t kQPCOverflowThreshold = 0x8637BD05AF7;
+static constexpr int64_t kMicrosecondsPerSecond = 1000000;
+
+bool NeedsOffscreenTexture(Renderer11 *renderer, NativeWindow11 *nativeWindow, EGLint orientation)
+{
+ // We don't need an offscreen texture if either orientation = INVERT_Y,
+ // or present path fast is enabled and we're not rendering onto an offscreen surface.
+ return orientation != EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE &&
+ !(renderer->presentPathFastEnabled() && nativeWindow->getNativeWindow());
+}
+} // anonymous namespace
+
+SwapChain11::SwapChain11(Renderer11 *renderer,
+ NativeWindow11 *nativeWindow,
+ HANDLE shareHandle,
+ IUnknown *d3dTexture,
+ GLenum backBufferFormat,
+ GLenum depthBufferFormat,
+ EGLint orientation,
+ EGLint samples)
+ : SwapChainD3D(shareHandle, d3dTexture, backBufferFormat, depthBufferFormat),
+ mRenderer(renderer),
+ mWidth(-1),
+ mHeight(-1),
+ mOrientation(orientation),
+ mAppCreatedShareHandle(mShareHandle != nullptr),
+ mSwapInterval(0),
+ mPassThroughResourcesInit(false),
+ mNativeWindow(nativeWindow),
+ mFirstSwap(true),
+ mSwapChain(nullptr),
+ mSwapChain1(nullptr),
+ mKeyedMutex(nullptr),
+ mBackBufferTexture(),
+ mBackBufferRTView(),
+ mBackBufferSRView(),
+ mNeedsOffscreenTexture(NeedsOffscreenTexture(renderer, nativeWindow, orientation)),
+ mOffscreenTexture(),
+ mOffscreenRTView(),
+ mOffscreenSRView(),
+ mNeedsOffscreenTextureCopy(false),
+ mOffscreenTextureCopyForSRV(),
+ mDepthStencilTexture(),
+ mDepthStencilDSView(),
+ mDepthStencilSRView(),
+ mQuadVB(),
+ mPassThroughSampler(),
+ mPassThroughIL(),
+ mPassThroughVS(),
+ mPassThroughOrResolvePS(),
+ mPassThroughRS(),
+ mColorRenderTarget(this, renderer, false),
+ mDepthStencilRenderTarget(this, renderer, true),
+ mEGLSamples(samples)
+{
+ // Check that if present path fast is active then we're using the default orientation
+ ASSERT(!mRenderer->presentPathFastEnabled() || orientation == 0);
+
+ // Get the performance counter
+ LARGE_INTEGER counterFreqency = {};
+ BOOL success = QueryPerformanceFrequency(&counterFreqency);
+ ASSERT(success);
+
+ mQPCFrequency = counterFreqency.QuadPart;
+}
+
+SwapChain11::~SwapChain11()
+{
+ release();
+}
+
+void SwapChain11::release()
+{
+ // TODO(jmadill): Should probably signal that the RenderTarget is dirty.
+
+ SafeRelease(mSwapChain1);
+ SafeRelease(mSwapChain);
+ SafeRelease(mKeyedMutex);
+ mBackBufferTexture.reset();
+ mBackBufferRTView.reset();
+ mBackBufferSRView.reset();
+ mOffscreenTexture.reset();
+ mOffscreenRTView.reset();
+ mOffscreenSRView.reset();
+ mDepthStencilTexture.reset();
+ mDepthStencilDSView.reset();
+ mDepthStencilSRView.reset();
+ mQuadVB.reset();
+ mPassThroughSampler.reset();
+ mPassThroughIL.reset();
+ mPassThroughVS.reset();
+ mPassThroughOrResolvePS.reset();
+ mPassThroughRS.reset();
+
+ if (!mAppCreatedShareHandle)
+ {
+ mShareHandle = nullptr;
+ }
+}
+
+void SwapChain11::releaseOffscreenColorBuffer()
+{
+ mOffscreenTexture.reset();
+ mOffscreenRTView.reset();
+ mOffscreenSRView.reset();
+ mNeedsOffscreenTextureCopy = false;
+ mOffscreenTextureCopyForSRV.reset();
+}
+
+void SwapChain11::releaseOffscreenDepthBuffer()
+{
+ mDepthStencilTexture.reset();
+ mDepthStencilDSView.reset();
+ mDepthStencilSRView.reset();
+}
+
+EGLint SwapChain11::resetOffscreenBuffers(DisplayD3D *displayD3D,
+ int backbufferWidth,
+ int backbufferHeight)
+{
+ if (mNeedsOffscreenTexture)
+ {
+ EGLint result = resetOffscreenColorBuffer(displayD3D, backbufferWidth, backbufferHeight);
+ if (result != EGL_SUCCESS)
+ {
+ return result;
+ }
+ }
+
+ EGLint result = resetOffscreenDepthBuffer(displayD3D, backbufferWidth, backbufferHeight);
+ if (result != EGL_SUCCESS)
+ {
+ return result;
+ }
+
+ mWidth = backbufferWidth;
+ mHeight = backbufferHeight;
+
+ return EGL_SUCCESS;
+}
+
+EGLint SwapChain11::resetOffscreenColorBuffer(DisplayD3D *displayD3D,
+ int backbufferWidth,
+ int backbufferHeight)
+{
+ ASSERT(mNeedsOffscreenTexture);
+
+ ANGLE_TRACE_EVENT0("gpu.angle", "SwapChain11::resetOffscreenTexture");
+ ID3D11Device *device = mRenderer->getDevice();
+
+ ASSERT(device != nullptr);
+
+ // D3D11 does not allow zero size textures
+ ASSERT(backbufferWidth >= 1);
+ ASSERT(backbufferHeight >= 1);
+
+ // Preserve the render target content
+ TextureHelper11 previousOffscreenTexture(std::move(mOffscreenTexture));
+ const int previousWidth = mWidth;
+ const int previousHeight = mHeight;
+
+ releaseOffscreenColorBuffer();
+
+ const d3d11::Format &backbufferFormatInfo =
+ d3d11::Format::Get(mOffscreenRenderTargetFormat, mRenderer->getRenderer11DeviceCaps());
+ D3D11_TEXTURE2D_DESC offscreenTextureDesc = {};
+
+ // If the app passed in a share handle or D3D texture, open the resource
+ // See EGL_ANGLE_d3d_share_handle_client_buffer and EGL_ANGLE_d3d_texture_client_buffer
+ if (mAppCreatedShareHandle || mD3DTexture != nullptr)
+ {
+ if (mAppCreatedShareHandle)
+ {
+ ID3D11Resource *tempResource11;
+ HRESULT result = device->OpenSharedResource(mShareHandle, __uuidof(ID3D11Resource),
+ (void **)&tempResource11);
+ if (FAILED(result) && mRenderer->getDevice1())
+ {
+ result = mRenderer->getDevice1()->OpenSharedResource1(
+ mShareHandle, __uuidof(ID3D11Resource), (void **)&tempResource11);
+ }
+
+ if (FAILED(result))
+ {
+ ERR() << "Could not open shared handle. " << gl::FmtHR(result);
+ release();
+ return EGL_BAD_SURFACE;
+ }
+
+ mOffscreenTexture.set(d3d11::DynamicCastComObject<ID3D11Texture2D>(tempResource11),
+ backbufferFormatInfo);
+ SafeRelease(tempResource11);
+ }
+ else if (mD3DTexture != nullptr)
+ {
+ mOffscreenTexture.set(d3d11::DynamicCastComObject<ID3D11Texture2D>(mD3DTexture),
+ backbufferFormatInfo);
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+ ASSERT(mOffscreenTexture.valid());
+ mOffscreenTexture.getDesc(&offscreenTextureDesc);
+
+ // Fail if the offscreen texture is not renderable.
+ if ((offscreenTextureDesc.BindFlags & D3D11_BIND_RENDER_TARGET) == 0)
+ {
+ ERR() << "Could not use provided offscreen texture, texture not renderable.";
+ release();
+ return EGL_BAD_SURFACE;
+ }
+ }
+ else
+ {
+ const bool useSharedResource =
+ !mNativeWindow->getNativeWindow() && mRenderer->getShareHandleSupport();
+
+ offscreenTextureDesc.Width = backbufferWidth;
+ offscreenTextureDesc.Height = backbufferHeight;
+ offscreenTextureDesc.Format = backbufferFormatInfo.texFormat;
+ offscreenTextureDesc.MipLevels = 1;
+ offscreenTextureDesc.ArraySize = 1;
+ offscreenTextureDesc.SampleDesc.Count = getD3DSamples();
+ offscreenTextureDesc.SampleDesc.Quality = 0;
+ offscreenTextureDesc.Usage = D3D11_USAGE_DEFAULT;
+ offscreenTextureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
+ offscreenTextureDesc.CPUAccessFlags = 0;
+ offscreenTextureDesc.MiscFlags = useSharedResource ? ANGLE_RESOURCE_SHARE_TYPE : 0;
+
+ angle::Result result = mRenderer->allocateTexture(displayD3D, offscreenTextureDesc,
+ backbufferFormatInfo, &mOffscreenTexture);
+ if (result == angle::Result::Stop)
+ {
+ ERR() << "Could not create offscreen texture, " << displayD3D->getStoredErrorString();
+ release();
+ return EGL_BAD_ALLOC;
+ }
+
+ mOffscreenTexture.setInternalName("OffscreenBackBufferTexture");
+
+ // EGL_ANGLE_surface_d3d_texture_2d_share_handle requires that we store a share handle for
+ // the client
+ if (useSharedResource)
+ {
+ IDXGIResource *offscreenTextureResource = nullptr;
+ HRESULT hr = mOffscreenTexture.get()->QueryInterface(
+ __uuidof(IDXGIResource), (void **)&offscreenTextureResource);
+
+ // Fall back to no share handle on failure
+ if (FAILED(hr))
+ {
+ ERR() << "Could not query offscreen texture resource, " << gl::FmtHR(hr);
+ }
+ else
+ {
+ hr = offscreenTextureResource->GetSharedHandle(&mShareHandle);
+ SafeRelease(offscreenTextureResource);
+
+ if (FAILED(hr))
+ {
+ mShareHandle = nullptr;
+ ERR() << "Could not get offscreen texture shared handle, " << gl::FmtHR(hr);
+ }
+ }
+ }
+ }
+
+ // This may return null if the original texture was created without a keyed mutex.
+ mKeyedMutex = d3d11::DynamicCastComObject<IDXGIKeyedMutex>(mOffscreenTexture.get());
+
+ D3D11_RENDER_TARGET_VIEW_DESC offscreenRTVDesc;
+ offscreenRTVDesc.Format = backbufferFormatInfo.rtvFormat;
+ offscreenRTVDesc.ViewDimension =
+ (mEGLSamples <= 1) ? D3D11_RTV_DIMENSION_TEXTURE2D : D3D11_RTV_DIMENSION_TEXTURE2DMS;
+ offscreenRTVDesc.Texture2D.MipSlice = 0;
+
+ angle::Result result = mRenderer->allocateResource(displayD3D, offscreenRTVDesc,
+ mOffscreenTexture.get(), &mOffscreenRTView);
+ if (result == angle::Result::Stop)
+ {
+ ERR() << "Could not create offscreen back buffer render target, "
+ << displayD3D->getStoredErrorString();
+ release();
+ return EGL_BAD_ALLOC;
+ }
+ mOffscreenRTView.setInternalName("OffscreenBackBufferRenderTarget");
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC offscreenSRVDesc;
+ offscreenSRVDesc.Format = backbufferFormatInfo.srvFormat;
+ offscreenSRVDesc.ViewDimension =
+ (mEGLSamples <= 1) ? D3D11_SRV_DIMENSION_TEXTURE2D : D3D11_SRV_DIMENSION_TEXTURE2DMS;
+ offscreenSRVDesc.Texture2D.MostDetailedMip = 0;
+ offscreenSRVDesc.Texture2D.MipLevels = static_cast<UINT>(-1);
+
+ if (offscreenTextureDesc.BindFlags & D3D11_BIND_SHADER_RESOURCE)
+ {
+ result = mRenderer->allocateResource(displayD3D, offscreenSRVDesc, mOffscreenTexture.get(),
+ &mOffscreenSRView);
+ if (result == angle::Result::Stop)
+ {
+ ERR() << "Could not create offscreen back buffer shader resource, "
+ << displayD3D->getStoredErrorString();
+ release();
+ return EGL_BAD_ALLOC;
+ }
+ mOffscreenSRView.setInternalName("OffscreenBackBufferShaderResource");
+ }
+ else
+ {
+ // Special case for external textures that cannot support sampling. Since internally we
+ // assume our SwapChain is always readable, we make a copy texture that is compatible.
+ mNeedsOffscreenTextureCopy = true;
+ }
+
+ if (previousOffscreenTexture.valid())
+ {
+ D3D11_BOX sourceBox = {};
+ sourceBox.left = 0;
+ sourceBox.right = std::min(previousWidth, backbufferWidth);
+ sourceBox.top = std::max(previousHeight - backbufferHeight, 0);
+ sourceBox.bottom = previousHeight;
+ sourceBox.front = 0;
+ sourceBox.back = 1;
+
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+ const int yoffset = std::max(backbufferHeight - previousHeight, 0);
+ deviceContext->CopySubresourceRegion(mOffscreenTexture.get(), 0, 0, yoffset, 0,
+ previousOffscreenTexture.get(), 0, &sourceBox);
+
+ if (mSwapChain)
+ {
+ swapRect(displayD3D, 0, 0, backbufferWidth, backbufferHeight);
+ }
+ }
+
+ return EGL_SUCCESS;
+}
+
+EGLint SwapChain11::resetOffscreenDepthBuffer(DisplayD3D *displayD3D,
+ int backbufferWidth,
+ int backbufferHeight)
+{
+ releaseOffscreenDepthBuffer();
+
+ if (mDepthBufferFormat != GL_NONE)
+ {
+ const d3d11::Format &depthBufferFormatInfo =
+ d3d11::Format::Get(mDepthBufferFormat, mRenderer->getRenderer11DeviceCaps());
+
+ D3D11_TEXTURE2D_DESC depthStencilTextureDesc;
+ depthStencilTextureDesc.Width = backbufferWidth;
+ depthStencilTextureDesc.Height = backbufferHeight;
+ depthStencilTextureDesc.Format = depthBufferFormatInfo.texFormat;
+ depthStencilTextureDesc.MipLevels = 1;
+ depthStencilTextureDesc.ArraySize = 1;
+ depthStencilTextureDesc.SampleDesc.Count = getD3DSamples();
+ depthStencilTextureDesc.Usage = D3D11_USAGE_DEFAULT;
+ depthStencilTextureDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
+
+ // If there is a multisampled offscreen color texture, the offscreen depth-stencil texture
+ // must also have the same quality value.
+ if (mOffscreenTexture.valid() && getD3DSamples() > 1)
+ {
+ D3D11_TEXTURE2D_DESC offscreenTextureDesc = {};
+ mOffscreenTexture.getDesc(&offscreenTextureDesc);
+ depthStencilTextureDesc.SampleDesc.Quality = offscreenTextureDesc.SampleDesc.Quality;
+ }
+ else
+ {
+ depthStencilTextureDesc.SampleDesc.Quality = 0;
+ }
+
+ // Only create an SRV if it is supported
+ bool depthStencilSRV =
+ depthBufferFormatInfo.srvFormat != DXGI_FORMAT_UNKNOWN &&
+ (mRenderer->getRenderer11DeviceCaps().supportsMultisampledDepthStencilSRVs ||
+ depthStencilTextureDesc.SampleDesc.Count <= 1);
+ if (depthStencilSRV)
+ {
+ depthStencilTextureDesc.BindFlags |= D3D11_BIND_SHADER_RESOURCE;
+ }
+
+ depthStencilTextureDesc.CPUAccessFlags = 0;
+ depthStencilTextureDesc.MiscFlags = 0;
+
+ angle::Result result = mRenderer->allocateTexture(
+ displayD3D, depthStencilTextureDesc, depthBufferFormatInfo, &mDepthStencilTexture);
+ if (result == angle::Result::Stop)
+ {
+ ERR() << "Could not create depthstencil surface for new swap chain, "
+ << displayD3D->getStoredErrorString();
+ release();
+ return EGL_BAD_ALLOC;
+ }
+ mDepthStencilTexture.setInternalName("OffscreenDepthStencilTexture");
+
+ D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilDesc;
+ depthStencilDesc.Format = depthBufferFormatInfo.dsvFormat;
+ depthStencilDesc.ViewDimension =
+ (mEGLSamples <= 1) ? D3D11_DSV_DIMENSION_TEXTURE2D : D3D11_DSV_DIMENSION_TEXTURE2DMS;
+ depthStencilDesc.Flags = 0;
+ depthStencilDesc.Texture2D.MipSlice = 0;
+
+ result = mRenderer->allocateResource(displayD3D, depthStencilDesc,
+ mDepthStencilTexture.get(), &mDepthStencilDSView);
+ ASSERT(result != angle::Result::Stop);
+ mDepthStencilDSView.setInternalName("OffscreenDSV");
+
+ if (depthStencilSRV)
+ {
+ D3D11_SHADER_RESOURCE_VIEW_DESC depthStencilSRVDesc;
+ depthStencilSRVDesc.Format = depthBufferFormatInfo.srvFormat;
+ depthStencilSRVDesc.ViewDimension = (mEGLSamples <= 1)
+ ? D3D11_SRV_DIMENSION_TEXTURE2D
+ : D3D11_SRV_DIMENSION_TEXTURE2DMS;
+ depthStencilSRVDesc.Texture2D.MostDetailedMip = 0;
+ depthStencilSRVDesc.Texture2D.MipLevels = static_cast<UINT>(-1);
+
+ result = mRenderer->allocateResource(displayD3D, depthStencilSRVDesc,
+ mDepthStencilTexture.get(), &mDepthStencilSRView);
+ ASSERT(result != angle::Result::Stop);
+ mDepthStencilSRView.setInternalName("OffscreenDepthStencilSRV");
+ }
+ }
+
+ return EGL_SUCCESS;
+}
+
+EGLint SwapChain11::resize(DisplayD3D *displayD3D, EGLint backbufferWidth, EGLint backbufferHeight)
+{
+ ANGLE_TRACE_EVENT0("gpu.angle", "SwapChain11::resize");
+ ID3D11Device *device = mRenderer->getDevice();
+
+ if (device == nullptr)
+ {
+ return EGL_BAD_ACCESS;
+ }
+
+ // EGL allows creating a surface with 0x0 dimension, however, DXGI does not like 0x0 swapchains
+ if (backbufferWidth < 1 || backbufferHeight < 1)
+ {
+ return EGL_SUCCESS;
+ }
+
+ // Don't resize unnecessarily
+ if (mWidth == backbufferWidth && mHeight == backbufferHeight)
+ {
+ return EGL_SUCCESS;
+ }
+
+ // Can only call resize if we have already created our swap buffer and resources
+ ASSERT(mSwapChain && mBackBufferTexture.valid() && mBackBufferRTView.valid() &&
+ mBackBufferSRView.valid());
+
+ mBackBufferTexture.reset();
+ mBackBufferRTView.reset();
+ mBackBufferSRView.reset();
+
+ // Resize swap chain
+ DXGI_SWAP_CHAIN_DESC desc;
+ HRESULT hr = mSwapChain->GetDesc(&desc);
+ if (FAILED(hr))
+ {
+ ERR() << "Error reading swap chain description, " << gl::FmtHR(hr);
+ release();
+ return EGL_BAD_ALLOC;
+ }
+
+ hr = mSwapChain->ResizeBuffers(desc.BufferCount, backbufferWidth, backbufferHeight,
+ getSwapChainNativeFormat(), 0);
+
+ if (FAILED(hr))
+ {
+ ERR() << "Error resizing swap chain buffers, " << gl::FmtHR(hr);
+ release();
+
+ if (d3d11::isDeviceLostError(hr))
+ {
+ HRESULT reason = device->GetDeviceRemovedReason();
+ ERR() << "Device lost in SwapChain11::resize " << gl::FmtHR(hr)
+ << ", reason: " << gl::FmtHR(reason);
+ return EGL_CONTEXT_LOST;
+ }
+ else
+ {
+ return EGL_BAD_ALLOC;
+ }
+ }
+
+ ID3D11Texture2D *backbufferTexture = nullptr;
+ hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D),
+ reinterpret_cast<void **>(&backbufferTexture));
+ ASSERT(SUCCEEDED(hr));
+ if (SUCCEEDED(hr))
+ {
+ const auto &format =
+ d3d11::Format::Get(mOffscreenRenderTargetFormat, mRenderer->getRenderer11DeviceCaps());
+ mBackBufferTexture.set(backbufferTexture, format);
+ mBackBufferTexture.setInternalName("BackBufferTexture");
+
+ angle::Result result = mRenderer->allocateResourceNoDesc(
+ displayD3D, mBackBufferTexture.get(), &mBackBufferRTView);
+ ASSERT(result != angle::Result::Stop);
+ mBackBufferRTView.setInternalName("BackBufferRTV");
+
+ result = mRenderer->allocateResourceNoDesc(displayD3D, mBackBufferTexture.get(),
+ &mBackBufferSRView);
+ ASSERT(result != angle::Result::Stop);
+ mBackBufferSRView.setInternalName("BackBufferSRV");
+ }
+
+ mFirstSwap = true;
+
+ return resetOffscreenBuffers(displayD3D, backbufferWidth, backbufferHeight);
+}
+
+DXGI_FORMAT SwapChain11::getSwapChainNativeFormat() const
+{
+ // Return a render target format for offscreen rendering is supported by IDXGISwapChain.
+ // MSDN https://msdn.microsoft.com/en-us/library/windows/desktop/bb173064(v=vs.85).aspx
+ switch (mOffscreenRenderTargetFormat)
+ {
+ case GL_RGBA8:
+ case GL_RGBA4:
+ case GL_RGB5_A1:
+ case GL_RGB8:
+ case GL_RGB565:
+ return DXGI_FORMAT_R8G8B8A8_UNORM;
+
+ case GL_BGRA8_EXT:
+ return DXGI_FORMAT_B8G8R8A8_UNORM;
+
+ case GL_RGB10_A2:
+ return DXGI_FORMAT_R10G10B10A2_UNORM;
+
+ case GL_RGBA16F:
+ return DXGI_FORMAT_R16G16B16A16_FLOAT;
+
+ default:
+ UNREACHABLE();
+ return DXGI_FORMAT_UNKNOWN;
+ }
+}
+
+EGLint SwapChain11::reset(DisplayD3D *displayD3D,
+ EGLint backbufferWidth,
+ EGLint backbufferHeight,
+ EGLint swapInterval)
+{
+ mSwapInterval = static_cast<unsigned int>(swapInterval);
+ if (mSwapInterval > 4)
+ {
+ // IDXGISwapChain::Present documentation states that valid sync intervals are in the [0,4]
+ // range
+ return EGL_BAD_PARAMETER;
+ }
+
+ // If the swap chain already exists, just resize
+ if (mSwapChain != nullptr)
+ {
+ return resize(displayD3D, backbufferWidth, backbufferHeight);
+ }
+
+ ANGLE_TRACE_EVENT0("gpu.angle", "SwapChain11::reset");
+ ID3D11Device *device = mRenderer->getDevice();
+
+ if (device == nullptr)
+ {
+ return EGL_BAD_ACCESS;
+ }
+
+ // Release specific resources to free up memory for the new render target, while the
+ // old render target still exists for the purpose of preserving its contents.
+ SafeRelease(mSwapChain1);
+ SafeRelease(mSwapChain);
+ mBackBufferTexture.reset();
+ mBackBufferRTView.reset();
+
+ // EGL allows creating a surface with 0x0 dimension, however, DXGI does not like 0x0 swapchains
+ if (backbufferWidth < 1 || backbufferHeight < 1)
+ {
+ releaseOffscreenColorBuffer();
+ return EGL_SUCCESS;
+ }
+
+ if (mNativeWindow->getNativeWindow())
+ {
+ HRESULT hr = mNativeWindow->createSwapChain(
+ device, mRenderer->getDxgiFactory(), getSwapChainNativeFormat(), backbufferWidth,
+ backbufferHeight, mNeedsOffscreenTexture ? 1 : getD3DSamples(), &mSwapChain);
+
+ if (FAILED(hr))
+ {
+ ERR() << "Could not create additional swap chains or offscreen surfaces, "
+ << gl::FmtHR(hr);
+ release();
+
+ if (d3d11::isDeviceLostError(hr))
+ {
+ HRESULT reason = device->GetDeviceRemovedReason();
+ ERR() << "Device lost in SwapChain11::reset " << gl::FmtHR(hr)
+ << ", reason: " << gl::FmtHR(reason);
+ return EGL_CONTEXT_LOST;
+ }
+ else
+ {
+ return EGL_BAD_ALLOC;
+ }
+ }
+
+ if (mRenderer->getRenderer11DeviceCaps().supportsDXGI1_2)
+ {
+ mSwapChain1 = d3d11::DynamicCastComObject<IDXGISwapChain1>(mSwapChain);
+ }
+
+ ID3D11Texture2D *backbufferTex = nullptr;
+ hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D),
+ reinterpret_cast<LPVOID *>(&backbufferTex));
+ ASSERT(SUCCEEDED(hr));
+ const auto &format =
+ d3d11::Format::Get(mOffscreenRenderTargetFormat, mRenderer->getRenderer11DeviceCaps());
+ mBackBufferTexture.set(backbufferTex, format);
+ mBackBufferTexture.setInternalName("BackBufferTexture");
+
+ angle::Result result = mRenderer->allocateResourceNoDesc(
+ displayD3D, mBackBufferTexture.get(), &mBackBufferRTView);
+ ASSERT(result != angle::Result::Stop);
+ mBackBufferRTView.setInternalName("BackBufferRTV");
+
+ result = mRenderer->allocateResourceNoDesc(displayD3D, mBackBufferTexture.get(),
+ &mBackBufferSRView);
+ ASSERT(result != angle::Result::Stop);
+ mBackBufferSRView.setInternalName("BackBufferSRV");
+ }
+
+ mFirstSwap = true;
+
+ return resetOffscreenBuffers(displayD3D, backbufferWidth, backbufferHeight);
+}
+
+angle::Result SwapChain11::initPassThroughResources(DisplayD3D *displayD3D)
+{
+ if (mPassThroughResourcesInit)
+ {
+ return angle::Result::Continue;
+ }
+
+ ANGLE_TRACE_EVENT0("gpu.angle", "SwapChain11::initPassThroughResources");
+ ID3D11Device *device = mRenderer->getDevice();
+
+ ASSERT(device != nullptr);
+
+ // Make sure our resources are all not allocated, when we create
+ ASSERT(!mQuadVB.valid() && !mPassThroughSampler.valid());
+ ASSERT(!mPassThroughIL.valid() && !mPassThroughVS.valid() && !mPassThroughOrResolvePS.valid());
+
+ D3D11_BUFFER_DESC vbDesc;
+ vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
+ vbDesc.Usage = D3D11_USAGE_DYNAMIC;
+ vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ vbDesc.MiscFlags = 0;
+ vbDesc.StructureByteStride = 0;
+
+ ANGLE_TRY(mRenderer->allocateResource(displayD3D, vbDesc, &mQuadVB));
+ mQuadVB.setInternalName("SwapChainQuadVB");
+
+ D3D11_SAMPLER_DESC samplerDesc;
+ samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
+ samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
+ samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
+ samplerDesc.MipLODBias = 0.0f;
+ samplerDesc.MaxAnisotropy = 0;
+ samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
+ samplerDesc.BorderColor[0] = 0.0f;
+ samplerDesc.BorderColor[1] = 0.0f;
+ samplerDesc.BorderColor[2] = 0.0f;
+ samplerDesc.BorderColor[3] = 0.0f;
+ samplerDesc.MinLOD = 0;
+ samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
+
+ ANGLE_TRY(mRenderer->allocateResource(displayD3D, samplerDesc, &mPassThroughSampler));
+ mPassThroughSampler.setInternalName("SwapChainPassThroughSampler");
+
+ D3D11_INPUT_ELEMENT_DESC quadLayout[] = {
+ {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ {"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ };
+
+ InputElementArray quadElements(quadLayout);
+ ShaderData vertexShaderData(g_VS_Passthrough2D);
+
+ ANGLE_TRY(
+ mRenderer->allocateResource(displayD3D, quadElements, &vertexShaderData, &mPassThroughIL));
+ mPassThroughIL.setInternalName("SwapChainPassThroughIL");
+
+ ANGLE_TRY(mRenderer->allocateResource(displayD3D, vertexShaderData, &mPassThroughVS));
+ mPassThroughVS.setInternalName("SwapChainPassThroughVS");
+
+ if (mEGLSamples <= 1)
+ {
+ ShaderData pixelShaderData(g_PS_PassthroughRGBA2D);
+ ANGLE_TRY(
+ mRenderer->allocateResource(displayD3D, pixelShaderData, &mPassThroughOrResolvePS));
+ }
+ else
+ {
+ if (mNativeWindow->getNativeWindow() && mNeedsOffscreenTexture)
+ {
+ ShaderData pixelShaderData(g_PS_ResolveColor2D);
+ ANGLE_TRY(
+ mRenderer->allocateResource(displayD3D, pixelShaderData, &mPassThroughOrResolvePS));
+ }
+ else
+ {
+ ShaderData pixelShaderData(g_PS_PassthroughRGBA2DMS);
+ ANGLE_TRY(
+ mRenderer->allocateResource(displayD3D, pixelShaderData, &mPassThroughOrResolvePS));
+ }
+ }
+
+ mPassThroughOrResolvePS.setInternalName("SwapChainPassThroughPS");
+
+ // Use the default rasterizer state but without culling
+ D3D11_RASTERIZER_DESC rasterizerDesc;
+ rasterizerDesc.FillMode = D3D11_FILL_SOLID;
+ rasterizerDesc.CullMode = D3D11_CULL_NONE;
+ rasterizerDesc.FrontCounterClockwise = FALSE;
+ rasterizerDesc.DepthBias = 0;
+ rasterizerDesc.SlopeScaledDepthBias = 0.0f;
+ rasterizerDesc.DepthBiasClamp = 0.0f;
+ rasterizerDesc.DepthClipEnable = TRUE;
+ rasterizerDesc.ScissorEnable = FALSE;
+ rasterizerDesc.MultisampleEnable = FALSE;
+ rasterizerDesc.AntialiasedLineEnable = FALSE;
+
+ ANGLE_TRY(mRenderer->allocateResource(displayD3D, rasterizerDesc, &mPassThroughRS));
+ mPassThroughRS.setInternalName("SwapChainPassThroughRasterizerState");
+
+ mPassThroughResourcesInit = true;
+ return angle::Result::Continue;
+}
+
+// parameters should be validated/clamped by caller
+EGLint SwapChain11::swapRect(DisplayD3D *displayD3D,
+ EGLint x,
+ EGLint y,
+ EGLint width,
+ EGLint height)
+{
+ if (mNeedsOffscreenTexture)
+ {
+ EGLint result = copyOffscreenToBackbuffer(displayD3D, x, y, width, height);
+ if (result != EGL_SUCCESS)
+ {
+ return result;
+ }
+ }
+
+ EGLint result = present(displayD3D, x, y, width, height);
+ if (result != EGL_SUCCESS)
+ {
+ return result;
+ }
+
+ mRenderer->onSwap();
+
+ return EGL_SUCCESS;
+}
+
+EGLint SwapChain11::copyOffscreenToBackbuffer(DisplayD3D *displayD3D,
+ EGLint x,
+ EGLint y,
+ EGLint width,
+ EGLint height)
+{
+ if (!mSwapChain)
+ {
+ return EGL_SUCCESS;
+ }
+
+ if (initPassThroughResources(displayD3D) == angle::Result::Stop)
+ {
+ return EGL_BAD_ALLOC;
+ }
+
+ ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
+
+ // Set vertices
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ HRESULT result =
+ deviceContext->Map(mQuadVB.get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ if (FAILED(result))
+ {
+ return EGL_BAD_ACCESS;
+ }
+
+ d3d11::PositionTexCoordVertex *vertices =
+ static_cast<d3d11::PositionTexCoordVertex *>(mappedResource.pData);
+
+ // Create a quad in homogeneous coordinates
+ float x1 = (x / float(mWidth)) * 2.0f - 1.0f;
+ float y1 = (y / float(mHeight)) * 2.0f - 1.0f;
+ float x2 = ((x + width) / float(mWidth)) * 2.0f - 1.0f;
+ float y2 = ((y + height) / float(mHeight)) * 2.0f - 1.0f;
+
+ float u1 = x / float(mWidth);
+ float v1 = y / float(mHeight);
+ float u2 = (x + width) / float(mWidth);
+ float v2 = (y + height) / float(mHeight);
+
+ // Invert the quad vertices depending on the surface orientation.
+ if ((mOrientation & EGL_SURFACE_ORIENTATION_INVERT_X_ANGLE) != 0)
+ {
+ std::swap(x1, x2);
+ }
+ if ((mOrientation & EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE) != 0)
+ {
+ std::swap(y1, y2);
+ }
+
+ d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v1);
+ d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v2);
+ d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v1);
+ d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v2);
+
+ deviceContext->Unmap(mQuadVB.get(), 0);
+
+ StateManager11 *stateManager = mRenderer->getStateManager();
+
+ constexpr UINT stride = sizeof(d3d11::PositionTexCoordVertex);
+ stateManager->setSingleVertexBuffer(&mQuadVB, stride, 0);
+
+ // Apply state
+ stateManager->setDepthStencilState(nullptr, 0xFFFFFFFF);
+ stateManager->setSimpleBlendState(nullptr);
+ stateManager->setRasterizerState(&mPassThroughRS);
+
+ // Apply shaders
+ stateManager->setInputLayout(&mPassThroughIL);
+ stateManager->setPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ stateManager->setDrawShaders(&mPassThroughVS, nullptr, &mPassThroughOrResolvePS);
+
+ // Apply render targets. Use the proxy context in display.
+ stateManager->setRenderTarget(mBackBufferRTView.get(), nullptr);
+
+ // Set the viewport
+ stateManager->setSimpleViewport(mWidth, mHeight);
+
+ // Apply textures
+ stateManager->setSimplePixelTextureAndSampler(mOffscreenSRView, mPassThroughSampler);
+
+ // Draw
+ deviceContext->Draw(4, 0);
+
+ return EGL_SUCCESS;
+}
+
+EGLint SwapChain11::present(DisplayD3D *displayD3D, EGLint x, EGLint y, EGLint width, EGLint height)
+{
+ if (!mSwapChain)
+ {
+ return EGL_SUCCESS;
+ }
+
+ UINT swapInterval = mSwapInterval;
+#if ANGLE_VSYNC == ANGLE_DISABLED
+ swapInterval = 0;
+#endif
+
+ HRESULT result = S_OK;
+
+ // Use IDXGISwapChain1::Present1 with a dirty rect if DXGI 1.2 is available.
+ // Dirty rect present is not supported with a multisampled swapchain.
+ if (mSwapChain1 != nullptr && mEGLSamples <= 1)
+ {
+ if (mFirstSwap)
+ {
+ // Can't swap with a dirty rect if this swap chain has never swapped before
+ DXGI_PRESENT_PARAMETERS params = {0, nullptr, nullptr, nullptr};
+ result = mSwapChain1->Present1(swapInterval, 0, &params);
+ }
+ else
+ {
+ RECT rect = {static_cast<LONG>(x), static_cast<LONG>(mHeight - y - height),
+ static_cast<LONG>(x + width), static_cast<LONG>(mHeight - y)};
+ DXGI_PRESENT_PARAMETERS params = {1, &rect, nullptr, nullptr};
+ result = mSwapChain1->Present1(swapInterval, 0, &params);
+ }
+ }
+ else
+ {
+ result = mSwapChain->Present(swapInterval, 0);
+ }
+
+ mFirstSwap = false;
+
+ // Some swapping mechanisms such as DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL unbind the current render
+ // target. Mark it dirty. Use the proxy context in display since there is none available.
+ mRenderer->getStateManager()->invalidateRenderTarget();
+
+ if (result == DXGI_ERROR_DEVICE_REMOVED)
+ {
+ ERR() << "Present failed: the D3D11 device was removed, "
+ << gl::FmtHR(mRenderer->getDevice()->GetDeviceRemovedReason());
+ return EGL_CONTEXT_LOST;
+ }
+ else if (result == DXGI_ERROR_DEVICE_RESET)
+ {
+ ERR() << "Present failed: the D3D11 device was reset from a bad command.";
+ return EGL_CONTEXT_LOST;
+ }
+ else if (FAILED(result))
+ {
+ ERR() << "Present failed with " << gl::FmtHR(result);
+ }
+
+ mNativeWindow->commitChange();
+
+ return EGL_SUCCESS;
+}
+
+const TextureHelper11 &SwapChain11::getOffscreenTexture()
+{
+ return mNeedsOffscreenTexture ? mOffscreenTexture : mBackBufferTexture;
+}
+
+const d3d11::RenderTargetView &SwapChain11::getRenderTarget()
+{
+ return mNeedsOffscreenTexture ? mOffscreenRTView : mBackBufferRTView;
+}
+
+angle::Result SwapChain11::getRenderTargetShaderResource(d3d::Context *context,
+ const d3d11::SharedSRV **outSRV)
+{
+ *outSRV = nullptr;
+
+ if (!mNeedsOffscreenTexture)
+ {
+ ASSERT(mBackBufferSRView.valid());
+ *outSRV = &mBackBufferSRView;
+ return angle::Result::Continue;
+ }
+
+ if (!mNeedsOffscreenTextureCopy)
+ {
+ ASSERT(mOffscreenSRView.valid());
+ *outSRV = &mOffscreenSRView;
+ return angle::Result::Continue;
+ }
+
+ if (!mOffscreenTextureCopyForSRV.valid())
+ {
+ const d3d11::Format &backbufferFormatInfo =
+ d3d11::Format::Get(mOffscreenRenderTargetFormat, mRenderer->getRenderer11DeviceCaps());
+
+ D3D11_TEXTURE2D_DESC offscreenCopyDesc;
+ mOffscreenTexture.getDesc(&offscreenCopyDesc);
+
+ offscreenCopyDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ offscreenCopyDesc.MiscFlags = 0;
+ offscreenCopyDesc.CPUAccessFlags = 0;
+ TextureHelper11 offscreenTextureCopyForSRV;
+ ANGLE_TRY(mRenderer->allocateTexture(context, offscreenCopyDesc, backbufferFormatInfo,
+ &offscreenTextureCopyForSRV));
+ offscreenTextureCopyForSRV.setInternalName("OffscreenBackBufferCopyForSRV");
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC offscreenSRVDesc;
+ offscreenSRVDesc.Format = backbufferFormatInfo.srvFormat;
+ offscreenSRVDesc.ViewDimension =
+ (mEGLSamples <= 1) ? D3D11_SRV_DIMENSION_TEXTURE2D : D3D11_SRV_DIMENSION_TEXTURE2DMS;
+ offscreenSRVDesc.Texture2D.MostDetailedMip = 0;
+ offscreenSRVDesc.Texture2D.MipLevels = static_cast<UINT>(-1);
+
+ d3d11::SharedSRV offscreenSRView;
+ ANGLE_TRY(mRenderer->allocateResource(context, offscreenSRVDesc,
+ offscreenTextureCopyForSRV.get(), &offscreenSRView));
+ offscreenSRView.setInternalName("OffscreenBackBufferSRV");
+
+ // Commit created objects in one step so we don't end up with half baked member variables.
+ mOffscreenTextureCopyForSRV = std::move(offscreenTextureCopyForSRV);
+ mOffscreenSRView = std::move(offscreenSRView);
+ }
+
+ // Need to copy the offscreen texture into the shader-readable copy, since it's external and
+ // we don't know if the copy is up-to-date. This works around the problem we have when the app
+ // passes in a texture that isn't shader-readable.
+ mRenderer->getDeviceContext()->CopyResource(mOffscreenTextureCopyForSRV.get(),
+ mOffscreenTexture.get());
+ *outSRV = &mOffscreenSRView;
+ return angle::Result::Continue;
+}
+
+const d3d11::DepthStencilView &SwapChain11::getDepthStencil()
+{
+ return mDepthStencilDSView;
+}
+
+const d3d11::SharedSRV &SwapChain11::getDepthStencilShaderResource()
+{
+ return mDepthStencilSRView;
+}
+
+const TextureHelper11 &SwapChain11::getDepthStencilTexture()
+{
+ return mDepthStencilTexture;
+}
+
+void *SwapChain11::getKeyedMutex()
+{
+ return mKeyedMutex;
+}
+
+void SwapChain11::recreate()
+{
+ // possibly should use this method instead of reset
+}
+
+RenderTargetD3D *SwapChain11::getColorRenderTarget()
+{
+ return &mColorRenderTarget;
+}
+
+RenderTargetD3D *SwapChain11::getDepthStencilRenderTarget()
+{
+ return &mDepthStencilRenderTarget;
+}
+
+egl::Error SwapChain11::getSyncValues(EGLuint64KHR *ust, EGLuint64KHR *msc, EGLuint64KHR *sbc)
+{
+ if (!mSwapChain)
+ {
+ return egl::EglNotInitialized() << "Swap chain uninitialized";
+ }
+
+ DXGI_FRAME_STATISTICS stats = {};
+ HRESULT result = mSwapChain->GetFrameStatistics(&stats);
+
+ if (FAILED(result))
+ {
+ return egl::EglBadAlloc() << "Failed to get frame statistics, " << gl::FmtHR(result);
+ }
+
+ // Conversion from DXGI_FRAME_STATISTICS to the output values:
+ // stats.SyncRefreshCount -> msc
+ // stats.PresentCount -> sbc
+ // stats.SyncQPCTime -> ust with conversion to microseconds via QueryPerformanceFrequency
+ *msc = stats.SyncRefreshCount;
+ *sbc = stats.PresentCount;
+
+ LONGLONG syncQPCValue = stats.SyncQPCTime.QuadPart;
+ // If the QPC Value is below the overflow threshold, we proceed with
+ // simple multiply and divide.
+ if (syncQPCValue < kQPCOverflowThreshold)
+ {
+ *ust = syncQPCValue * kMicrosecondsPerSecond / mQPCFrequency;
+ }
+ else
+ {
+ // Otherwise, calculate microseconds in a round about manner to avoid
+ // overflow and precision issues.
+ int64_t wholeSeconds = syncQPCValue / mQPCFrequency;
+ int64_t leftoverTicks = syncQPCValue - (wholeSeconds * mQPCFrequency);
+ *ust = wholeSeconds * kMicrosecondsPerSecond +
+ leftoverTicks * kMicrosecondsPerSecond / mQPCFrequency;
+ }
+
+ return egl::NoError();
+}
+
+UINT SwapChain11::getD3DSamples() const
+{
+ return (mEGLSamples == 0) ? 1 : mEGLSamples;
+}
+
+} // namespace rx