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diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.h b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.h
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+++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.h
@@ -0,0 +1,478 @@
+//
+// 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_utils.h: Conversion functions and other utility routines
+// specific to the D3D11 renderer.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_UTILS_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_UTILS_H_
+
+#include <array>
+#include <functional>
+#include <vector>
+
+#include "common/Color.h"
+
+#include "libANGLE/Caps.h"
+#include "libANGLE/Error.h"
+#include "libANGLE/renderer/d3d/RendererD3D.h"
+#include "libANGLE/renderer/d3d/d3d11/ResourceManager11.h"
+#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h"
+
+namespace gl
+{
+class FramebufferAttachment;
+}
+
+namespace rx
+{
+class Context11;
+class Renderer11;
+class RenderTarget11;
+struct Renderer11DeviceCaps;
+
+using RTVArray = std::array<ID3D11RenderTargetView *, gl::IMPLEMENTATION_MAX_DRAW_BUFFERS>;
+
+namespace gl_d3d11
+{
+
+D3D11_BLEND ConvertBlendFunc(GLenum glBlend, bool isAlpha);
+D3D11_BLEND_OP ConvertBlendOp(GLenum glBlendOp);
+UINT8 ConvertColorMask(bool maskRed, bool maskGreen, bool maskBlue, bool maskAlpha);
+
+D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, gl::CullFaceMode cullMode);
+
+D3D11_COMPARISON_FUNC ConvertComparison(GLenum comparison);
+D3D11_DEPTH_WRITE_MASK ConvertDepthMask(bool depthWriteEnabled);
+UINT8 ConvertStencilMask(GLuint stencilmask);
+D3D11_STENCIL_OP ConvertStencilOp(GLenum stencilOp);
+
+D3D11_FILTER ConvertFilter(GLenum minFilter,
+ GLenum magFilter,
+ float maxAnisotropy,
+ GLenum comparisonMode);
+D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap);
+UINT ConvertMaxAnisotropy(float maxAnisotropy, D3D_FEATURE_LEVEL featureLevel);
+
+D3D11_QUERY ConvertQueryType(gl::QueryType type);
+
+UINT8 GetColorMask(const gl::InternalFormat &formatInfo);
+
+} // namespace gl_d3d11
+
+namespace d3d11_gl
+{
+
+unsigned int GetReservedVertexUniformVectors(D3D_FEATURE_LEVEL featureLevel);
+
+unsigned int GetReservedFragmentUniformVectors(D3D_FEATURE_LEVEL featureLevel);
+
+gl::Version GetMaximumClientVersion(const Renderer11DeviceCaps &caps);
+void GenerateCaps(ID3D11Device *device,
+ ID3D11DeviceContext *deviceContext,
+ const Renderer11DeviceCaps &renderer11DeviceCaps,
+ const angle::FeaturesD3D &features,
+ const char *description,
+ gl::Caps *caps,
+ gl::TextureCapsMap *textureCapsMap,
+ gl::Extensions *extensions,
+ gl::Limitations *limitations);
+
+D3D_FEATURE_LEVEL GetMinimumFeatureLevelForES31();
+
+} // namespace d3d11_gl
+
+namespace d3d11
+{
+
+enum ANGLED3D11DeviceType
+{
+ ANGLE_D3D11_DEVICE_TYPE_UNKNOWN,
+ ANGLE_D3D11_DEVICE_TYPE_HARDWARE,
+ ANGLE_D3D11_DEVICE_TYPE_SOFTWARE_REF_OR_NULL,
+ ANGLE_D3D11_DEVICE_TYPE_WARP,
+};
+
+ANGLED3D11DeviceType GetDeviceType(ID3D11Device *device);
+
+void MakeValidSize(bool isImage,
+ DXGI_FORMAT format,
+ GLsizei *requestWidth,
+ GLsizei *requestHeight,
+ int *levelOffset);
+
+angle::Result GenerateInitialTextureData(
+ const gl::Context *context,
+ GLint internalFormat,
+ const Renderer11DeviceCaps &renderer11DeviceCaps,
+ GLuint width,
+ GLuint height,
+ GLuint depth,
+ GLuint mipLevels,
+ gl::TexLevelArray<D3D11_SUBRESOURCE_DATA> *outSubresourceData);
+
+UINT GetPrimitiveRestartIndex();
+
+struct PositionTexCoordVertex
+{
+ float x, y;
+ float u, v;
+};
+void SetPositionTexCoordVertex(PositionTexCoordVertex *vertex, float x, float y, float u, float v);
+
+struct PositionLayerTexCoord3DVertex
+{
+ float x, y;
+ unsigned int l;
+ float u, v, s;
+};
+void SetPositionLayerTexCoord3DVertex(PositionLayerTexCoord3DVertex *vertex,
+ float x,
+ float y,
+ unsigned int layer,
+ float u,
+ float v,
+ float s);
+
+struct PositionVertex
+{
+ float x, y, z, w;
+};
+
+struct BlendStateKey final
+{
+ // This will zero-initialize the struct, including padding.
+ BlendStateKey();
+ BlendStateKey(const BlendStateKey &other);
+
+ gl::BlendStateExt blendStateExt;
+
+ // Use two 16-bit ints to round the struct nicely.
+ uint16_t rtvMax;
+ uint16_t sampleAlphaToCoverage;
+};
+
+bool operator==(const BlendStateKey &a, const BlendStateKey &b);
+bool operator!=(const BlendStateKey &a, const BlendStateKey &b);
+
+struct RasterizerStateKey final
+{
+ // This will zero-initialize the struct, including padding.
+ RasterizerStateKey();
+
+ gl::RasterizerState rasterizerState;
+
+ // Use a 32-bit int to round the struct nicely.
+ uint32_t scissorEnabled;
+};
+
+bool operator==(const RasterizerStateKey &a, const RasterizerStateKey &b);
+bool operator!=(const RasterizerStateKey &a, const RasterizerStateKey &b);
+
+template <typename outType>
+outType *DynamicCastComObject(IUnknown *object)
+{
+ outType *outObject = nullptr;
+ HRESULT result =
+ object->QueryInterface(__uuidof(outType), reinterpret_cast<void **>(&outObject));
+ if (SUCCEEDED(result))
+ {
+ return outObject;
+ }
+ else
+ {
+ SafeRelease(outObject);
+ return nullptr;
+ }
+}
+
+template <typename outType>
+angle::ComPtr<outType> DynamicCastComObjectToComPtr(IUnknown *object)
+{
+ angle::ComPtr<outType> outObject;
+ const HRESULT hr = object->QueryInterface(IID_PPV_ARGS(&outObject));
+ if (SUCCEEDED(hr))
+ {
+ return outObject;
+ }
+ else
+ {
+ return nullptr;
+ }
+}
+
+inline bool isDeviceLostError(HRESULT errorCode)
+{
+ switch (errorCode)
+ {
+ case DXGI_ERROR_DEVICE_HUNG:
+ case DXGI_ERROR_DEVICE_REMOVED:
+ case DXGI_ERROR_DEVICE_RESET:
+ case DXGI_ERROR_DRIVER_INTERNAL_ERROR:
+ case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE:
+ return true;
+ default:
+ return false;
+ }
+}
+
+template <ResourceType ResourceT>
+class LazyResource : angle::NonCopyable
+{
+ public:
+ constexpr LazyResource() : mResource() {}
+ virtual ~LazyResource() {}
+
+ virtual angle::Result resolve(d3d::Context *context, Renderer11 *renderer) = 0;
+ void reset() { mResource.reset(); }
+ GetD3D11Type<ResourceT> *get() const
+ {
+ ASSERT(mResource.valid());
+ return mResource.get();
+ }
+
+ const Resource11<GetD3D11Type<ResourceT>> &getObj() const { return mResource; }
+
+ protected:
+ LazyResource(LazyResource &&other) : mResource(std::move(other.mResource)) {}
+
+ // Specialized in the cpp file to avoid MSVS/Clang specific code.
+ angle::Result resolveImpl(d3d::Context *context,
+ Renderer11 *renderer,
+ const GetDescType<ResourceT> &desc,
+ GetInitDataType<ResourceT> *initData,
+ const char *name);
+
+ Resource11<GetD3D11Type<ResourceT>> mResource;
+};
+
+template <typename D3D11ShaderType>
+class LazyShader final : public LazyResource<GetResourceTypeFromD3D11<D3D11ShaderType>()>
+{
+ public:
+ // All parameters must be constexpr. Not supported in VS2013.
+ constexpr LazyShader(const BYTE *byteCode, size_t byteCodeSize, const char *name)
+ : mByteCode(byteCode, byteCodeSize), mName(name)
+ {}
+
+ constexpr LazyShader(LazyShader &&shader)
+ : LazyResource<GetResourceTypeFromD3D11<D3D11ShaderType>()>(std::move(shader)),
+ mByteCode(std::move(shader.mByteCode)),
+ mName(shader.mName)
+ {}
+
+ angle::Result resolve(d3d::Context *context, Renderer11 *renderer) override
+ {
+ return this->resolveImpl(context, renderer, mByteCode, nullptr, mName);
+ }
+
+ private:
+ ShaderData mByteCode;
+ const char *mName;
+};
+
+class LazyInputLayout final : public LazyResource<ResourceType::InputLayout>
+{
+ public:
+ LazyInputLayout(const D3D11_INPUT_ELEMENT_DESC *inputDesc,
+ size_t inputDescLen,
+ const BYTE *byteCode,
+ size_t byteCodeLen,
+ const char *debugName);
+ ~LazyInputLayout() override;
+
+ angle::Result resolve(d3d::Context *context, Renderer11 *renderer) override;
+
+ private:
+ InputElementArray mInputDesc;
+ ShaderData mByteCode;
+ const char *mDebugName;
+};
+
+class LazyBlendState final : public LazyResource<ResourceType::BlendState>
+{
+ public:
+ LazyBlendState(const D3D11_BLEND_DESC &desc, const char *debugName);
+
+ angle::Result resolve(d3d::Context *context, Renderer11 *renderer) override;
+
+ private:
+ D3D11_BLEND_DESC mDesc;
+ const char *mDebugName;
+};
+
+// Copy data to small D3D11 buffers, such as for small constant buffers, which use one struct to
+// represent an entire buffer.
+template <class T>
+void SetBufferData(ID3D11DeviceContext *context, ID3D11Buffer *constantBuffer, const T &value)
+{
+ D3D11_MAPPED_SUBRESOURCE mappedResource = {};
+ HRESULT result = context->Map(constantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ ASSERT(SUCCEEDED(result));
+ if (SUCCEEDED(result))
+ {
+ memcpy(mappedResource.pData, &value, sizeof(T));
+ context->Unmap(constantBuffer, 0);
+ }
+}
+
+void InitializeFeatures(const Renderer11DeviceCaps &deviceCaps,
+ const DXGI_ADAPTER_DESC &adapterDesc,
+ angle::FeaturesD3D *features);
+
+void InitializeFrontendFeatures(const DXGI_ADAPTER_DESC &adapterDesc,
+ angle::FrontendFeatures *features);
+
+enum ReservedConstantBufferSlot
+{
+ RESERVED_CONSTANT_BUFFER_SLOT_DEFAULT_UNIFORM_BLOCK = 0,
+ RESERVED_CONSTANT_BUFFER_SLOT_DRIVER = 1,
+
+ RESERVED_CONSTANT_BUFFER_SLOT_COUNT = 2
+};
+
+void InitConstantBufferDesc(D3D11_BUFFER_DESC *constantBufferDescription, size_t byteWidth);
+
+// Helper class for RAII patterning.
+template <typename T>
+class [[nodiscard]] ScopedUnmapper final : angle::NonCopyable
+{
+ public:
+ ScopedUnmapper(T *object) : mObject(object) {}
+ ~ScopedUnmapper() { mObject->unmap(); }
+
+ private:
+ T *mObject;
+};
+} // namespace d3d11
+
+struct GenericData
+{
+ GenericData() {}
+ ~GenericData()
+ {
+ if (object)
+ {
+ // We can have a nullptr factory when holding passed-in resources.
+ if (manager)
+ {
+ manager->onReleaseGeneric(resourceType, object);
+ manager = nullptr;
+ }
+ object->Release();
+ object = nullptr;
+ }
+ }
+
+ ResourceType resourceType = ResourceType::Last;
+ ID3D11Resource *object = nullptr;
+ ResourceManager11 *manager = nullptr;
+};
+
+// A helper class which wraps a 2D or 3D texture.
+class TextureHelper11 : public Resource11Base<ID3D11Resource, std::shared_ptr, GenericData>
+{
+ public:
+ TextureHelper11();
+ TextureHelper11(TextureHelper11 &&other);
+ TextureHelper11(const TextureHelper11 &other);
+ ~TextureHelper11() override;
+ TextureHelper11 &operator=(TextureHelper11 &&other);
+ TextureHelper11 &operator=(const TextureHelper11 &other);
+
+ bool isBuffer() const { return mData->resourceType == ResourceType::Buffer; }
+ bool is2D() const { return mData->resourceType == ResourceType::Texture2D; }
+ bool is3D() const { return mData->resourceType == ResourceType::Texture3D; }
+ ResourceType getTextureType() const { return mData->resourceType; }
+ gl::Extents getExtents() const { return mExtents; }
+ DXGI_FORMAT getFormat() const { return mFormatSet->texFormat; }
+ const d3d11::Format &getFormatSet() const { return *mFormatSet; }
+ int getSampleCount() const { return mSampleCount; }
+
+ template <typename DescT, typename ResourceT>
+ void init(Resource11<ResourceT> &&texture, const DescT &desc, const d3d11::Format &format)
+ {
+ std::swap(mData->manager, texture.mData->manager);
+
+ // Can't use std::swap because texture is typed, and here we use ID3D11Resource.
+ ID3D11Resource *temp = mData->object;
+ mData->object = texture.mData->object;
+ texture.mData->object = static_cast<ResourceT *>(temp);
+
+ mFormatSet = &format;
+ initDesc(desc);
+ }
+
+ template <typename ResourceT>
+ void set(ResourceT *object, const d3d11::Format &format)
+ {
+ ASSERT(!valid());
+
+ mFormatSet = &format;
+ mData->object = object;
+ mData->manager = nullptr;
+
+ GetDescFromD3D11<ResourceT> desc;
+ getDesc(&desc);
+ initDesc(desc);
+ }
+
+ bool operator==(const TextureHelper11 &other) const;
+ bool operator!=(const TextureHelper11 &other) const;
+
+ void getDesc(D3D11_TEXTURE2D_DESC *desc) const;
+ void getDesc(D3D11_TEXTURE3D_DESC *desc) const;
+ void getDesc(D3D11_BUFFER_DESC *desc) const;
+
+ private:
+ void initDesc(const D3D11_TEXTURE2D_DESC &desc2D);
+ void initDesc(const D3D11_TEXTURE3D_DESC &desc3D);
+ void initDesc(const D3D11_BUFFER_DESC &descBuffer);
+
+ const d3d11::Format *mFormatSet;
+ gl::Extents mExtents;
+ int mSampleCount;
+};
+
+enum class StagingAccess
+{
+ READ,
+ READ_WRITE,
+};
+
+bool UsePresentPathFast(const Renderer11 *renderer, const gl::FramebufferAttachment *colorbuffer);
+bool UsePrimitiveRestartWorkaround(bool primitiveRestartFixedIndexEnabled,
+ gl::DrawElementsType type);
+
+enum class IndexStorageType
+{
+ // Dynamic indexes are re-streamed every frame. They come from a client data pointer or
+ // from buffers that are updated frequently.
+ Dynamic,
+
+ // Static indexes are translated from the original storage once, and re-used multiple times.
+ Static,
+
+ // Direct indexes are never transated and are used directly from the source buffer. They are
+ // the fastest available path.
+ Direct,
+
+ // Not a real storage type.
+ Invalid,
+};
+
+IndexStorageType ClassifyIndexStorage(const gl::State &glState,
+ const gl::Buffer *elementArrayBuffer,
+ gl::DrawElementsType elementType,
+ gl::DrawElementsType destElementType,
+ unsigned int offset);
+
+bool SwizzleRequired(const gl::TextureState &textureState);
+gl::SwizzleState GetEffectiveSwizzle(const gl::TextureState &textureState);
+
+} // namespace rx
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_UTILS_H_