// // Copyright 2016 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. // // Context11: // D3D11-specific functionality associated with a GL Context. // #include "libANGLE/renderer/d3d/d3d11/Context11.h" #include "common/entry_points_enum_autogen.h" #include "common/string_utils.h" #include "libANGLE/Context.h" #include "libANGLE/Context.inl.h" #include "libANGLE/MemoryProgramCache.h" #include "libANGLE/renderer/OverlayImpl.h" #include "libANGLE/renderer/d3d/CompilerD3D.h" #include "libANGLE/renderer/d3d/RenderbufferD3D.h" #include "libANGLE/renderer/d3d/SamplerD3D.h" #include "libANGLE/renderer/d3d/ShaderD3D.h" #include "libANGLE/renderer/d3d/TextureD3D.h" #include "libANGLE/renderer/d3d/d3d11/Buffer11.h" #include "libANGLE/renderer/d3d/d3d11/Fence11.h" #include "libANGLE/renderer/d3d/d3d11/Framebuffer11.h" #include "libANGLE/renderer/d3d/d3d11/IndexBuffer11.h" #include "libANGLE/renderer/d3d/d3d11/Program11.h" #include "libANGLE/renderer/d3d/d3d11/ProgramPipeline11.h" #include "libANGLE/renderer/d3d/d3d11/Renderer11.h" #include "libANGLE/renderer/d3d/d3d11/StateManager11.h" #include "libANGLE/renderer/d3d/d3d11/TransformFeedback11.h" #include "libANGLE/renderer/d3d/d3d11/VertexArray11.h" #include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h" namespace rx { namespace { ANGLE_INLINE bool DrawCallHasDynamicAttribs(const gl::Context *context) { VertexArray11 *vertexArray11 = GetImplAs(context->getState().getVertexArray()); return vertexArray11->hasActiveDynamicAttrib(context); } bool DrawCallHasStreamingVertexArrays(const gl::Context *context, gl::PrimitiveMode mode) { // Direct drawing doesn't support dynamic attribute storage since it needs the first and count // to translate when applyVertexBuffer. GL_LINE_LOOP and GL_TRIANGLE_FAN are not supported // either since we need to simulate them in D3D. if (DrawCallHasDynamicAttribs(context) || mode == gl::PrimitiveMode::LineLoop || mode == gl::PrimitiveMode::TriangleFan) { return true; } ProgramD3D *programD3D = GetImplAs(context->getState().getProgram()); if (InstancedPointSpritesActive(programD3D, mode)) { return true; } return false; } bool DrawCallHasStreamingElementArray(const gl::Context *context, gl::DrawElementsType srcType) { const gl::State &glState = context->getState(); gl::Buffer *elementArrayBuffer = glState.getVertexArray()->getElementArrayBuffer(); bool primitiveRestartWorkaround = UsePrimitiveRestartWorkaround(glState.isPrimitiveRestartEnabled(), srcType); const gl::DrawElementsType dstType = (srcType == gl::DrawElementsType::UnsignedInt || primitiveRestartWorkaround) ? gl::DrawElementsType::UnsignedInt : gl::DrawElementsType::UnsignedShort; // Not clear where the offset comes from here. switch (ClassifyIndexStorage(glState, elementArrayBuffer, srcType, dstType, 0)) { case IndexStorageType::Dynamic: return true; case IndexStorageType::Direct: return false; case IndexStorageType::Static: { BufferD3D *bufferD3D = GetImplAs(elementArrayBuffer); StaticIndexBufferInterface *staticBuffer = bufferD3D->getStaticIndexBuffer(); return (staticBuffer->getBufferSize() == 0 || staticBuffer->getIndexType() != dstType); } default: UNREACHABLE(); return true; } } template angle::Result ReadbackIndirectBuffer(const gl::Context *context, const void *indirect, const IndirectBufferT **bufferPtrOut) { const gl::State &glState = context->getState(); gl::Buffer *drawIndirectBuffer = glState.getTargetBuffer(gl::BufferBinding::DrawIndirect); ASSERT(drawIndirectBuffer); Buffer11 *storage = GetImplAs(drawIndirectBuffer); uintptr_t offset = reinterpret_cast(indirect); const uint8_t *bufferData = nullptr; ANGLE_TRY(storage->getData(context, &bufferData)); ASSERT(bufferData); *bufferPtrOut = reinterpret_cast(bufferData + offset); return angle::Result::Continue; } } // anonymous namespace Context11::Context11(const gl::State &state, gl::ErrorSet *errorSet, Renderer11 *renderer) : ContextD3D(state, errorSet), mRenderer(renderer) {} Context11::~Context11() {} angle::Result Context11::initialize() { return angle::Result::Continue; } void Context11::onDestroy(const gl::Context *context) { mIncompleteTextures.onDestroy(context); } CompilerImpl *Context11::createCompiler() { if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3) { return new CompilerD3D(SH_HLSL_4_0_FL9_3_OUTPUT); } else { return new CompilerD3D(SH_HLSL_4_1_OUTPUT); } } ShaderImpl *Context11::createShader(const gl::ShaderState &data) { return new ShaderD3D(data, mRenderer); } ProgramImpl *Context11::createProgram(const gl::ProgramState &data) { return new Program11(data, mRenderer); } FramebufferImpl *Context11::createFramebuffer(const gl::FramebufferState &data) { return new Framebuffer11(data, mRenderer); } TextureImpl *Context11::createTexture(const gl::TextureState &state) { switch (state.getType()) { case gl::TextureType::_2D: // GL_TEXTURE_VIDEO_IMAGE_WEBGL maps to native 2D texture on Windows platform case gl::TextureType::VideoImage: return new TextureD3D_2D(state, mRenderer); case gl::TextureType::CubeMap: return new TextureD3D_Cube(state, mRenderer); case gl::TextureType::_3D: return new TextureD3D_3D(state, mRenderer); case gl::TextureType::_2DArray: return new TextureD3D_2DArray(state, mRenderer); case gl::TextureType::External: return new TextureD3D_External(state, mRenderer); case gl::TextureType::_2DMultisample: return new TextureD3D_2DMultisample(state, mRenderer); case gl::TextureType::_2DMultisampleArray: return new TextureD3D_2DMultisampleArray(state, mRenderer); case gl::TextureType::Buffer: return new TextureD3D_Buffer(state, mRenderer); default: UNREACHABLE(); } return nullptr; } RenderbufferImpl *Context11::createRenderbuffer(const gl::RenderbufferState &state) { return new RenderbufferD3D(state, mRenderer); } BufferImpl *Context11::createBuffer(const gl::BufferState &state) { Buffer11 *buffer = new Buffer11(state, mRenderer); mRenderer->onBufferCreate(buffer); return buffer; } VertexArrayImpl *Context11::createVertexArray(const gl::VertexArrayState &data) { return new VertexArray11(data); } QueryImpl *Context11::createQuery(gl::QueryType type) { return new Query11(mRenderer, type); } FenceNVImpl *Context11::createFenceNV() { return new FenceNV11(mRenderer); } SyncImpl *Context11::createSync() { return new Sync11(mRenderer); } TransformFeedbackImpl *Context11::createTransformFeedback(const gl::TransformFeedbackState &state) { return new TransformFeedback11(state, mRenderer); } SamplerImpl *Context11::createSampler(const gl::SamplerState &state) { return new SamplerD3D(state); } ProgramPipelineImpl *Context11::createProgramPipeline(const gl::ProgramPipelineState &data) { return new ProgramPipeline11(data); } MemoryObjectImpl *Context11::createMemoryObject() { UNREACHABLE(); return nullptr; } SemaphoreImpl *Context11::createSemaphore() { UNREACHABLE(); return nullptr; } OverlayImpl *Context11::createOverlay(const gl::OverlayState &state) { // Not implemented. return new OverlayImpl(state); } angle::Result Context11::flush(const gl::Context *context) { return mRenderer->flush(this); } angle::Result Context11::finish(const gl::Context *context) { return mRenderer->finish(this); } angle::Result Context11::drawArrays(const gl::Context *context, gl::PrimitiveMode mode, GLint first, GLsizei count) { ASSERT(count > 0); ANGLE_TRY(mRenderer->getStateManager()->updateState( context, mode, first, count, gl::DrawElementsType::InvalidEnum, nullptr, 0, 0, 0, true)); return mRenderer->drawArrays(context, mode, first, count, 0, 0, false); } angle::Result Context11::drawArraysInstanced(const gl::Context *context, gl::PrimitiveMode mode, GLint first, GLsizei count, GLsizei instanceCount) { ASSERT(count > 0); ANGLE_TRY(mRenderer->getStateManager()->updateState(context, mode, first, count, gl::DrawElementsType::InvalidEnum, nullptr, instanceCount, 0, 0, true)); return mRenderer->drawArrays(context, mode, first, count, instanceCount, 0, true); } angle::Result Context11::drawArraysInstancedBaseInstance(const gl::Context *context, gl::PrimitiveMode mode, GLint first, GLsizei count, GLsizei instanceCount, GLuint baseInstance) { ASSERT(count > 0); ANGLE_TRY(mRenderer->getStateManager()->updateState(context, mode, first, count, gl::DrawElementsType::InvalidEnum, nullptr, instanceCount, 0, baseInstance, true)); return mRenderer->drawArrays(context, mode, first, count, instanceCount, baseInstance, true); } ANGLE_INLINE angle::Result Context11::drawElementsImpl(const gl::Context *context, gl::PrimitiveMode mode, GLsizei indexCount, gl::DrawElementsType indexType, const void *indices, GLsizei instanceCount, GLint baseVertex, GLuint baseInstance, bool promoteDynamic, bool isInstancedDraw) { ASSERT(indexCount > 0); if (DrawCallHasDynamicAttribs(context)) { gl::IndexRange indexRange; ANGLE_TRY(context->getState().getVertexArray()->getIndexRange( context, indexType, indexCount, indices, &indexRange)); GLint startVertex; ANGLE_TRY(ComputeStartVertex(GetImplAs(context), indexRange, baseVertex, &startVertex)); ANGLE_TRY(mRenderer->getStateManager()->updateState( context, mode, startVertex, indexCount, indexType, indices, instanceCount, baseVertex, baseInstance, promoteDynamic)); return mRenderer->drawElements(context, mode, startVertex, indexCount, indexType, indices, instanceCount, baseVertex, baseInstance, isInstancedDraw); } else { ANGLE_TRY(mRenderer->getStateManager()->updateState(context, mode, 0, indexCount, indexType, indices, instanceCount, baseVertex, baseInstance, promoteDynamic)); return mRenderer->drawElements(context, mode, 0, indexCount, indexType, indices, instanceCount, baseVertex, baseInstance, isInstancedDraw); } } angle::Result Context11::drawElements(const gl::Context *context, gl::PrimitiveMode mode, GLsizei count, gl::DrawElementsType type, const void *indices) { return drawElementsImpl(context, mode, count, type, indices, 0, 0, 0, true, false); } angle::Result Context11::drawElementsBaseVertex(const gl::Context *context, gl::PrimitiveMode mode, GLsizei count, gl::DrawElementsType type, const void *indices, GLint baseVertex) { return drawElementsImpl(context, mode, count, type, indices, 0, baseVertex, 0, true, false); } angle::Result Context11::drawElementsInstanced(const gl::Context *context, gl::PrimitiveMode mode, GLsizei count, gl::DrawElementsType type, const void *indices, GLsizei instances) { return drawElementsImpl(context, mode, count, type, indices, instances, 0, 0, true, true); } angle::Result Context11::drawElementsInstancedBaseVertex(const gl::Context *context, gl::PrimitiveMode mode, GLsizei count, gl::DrawElementsType type, const void *indices, GLsizei instances, GLint baseVertex) { return drawElementsImpl(context, mode, count, type, indices, instances, baseVertex, 0, true, true); } angle::Result Context11::drawElementsInstancedBaseVertexBaseInstance(const gl::Context *context, gl::PrimitiveMode mode, GLsizei count, gl::DrawElementsType type, const void *indices, GLsizei instances, GLint baseVertex, GLuint baseInstance) { return drawElementsImpl(context, mode, count, type, indices, instances, baseVertex, baseInstance, true, true); } angle::Result Context11::drawRangeElements(const gl::Context *context, gl::PrimitiveMode mode, GLuint start, GLuint end, GLsizei count, gl::DrawElementsType type, const void *indices) { return drawElementsImpl(context, mode, count, type, indices, 0, 0, 0, true, false); } angle::Result Context11::drawRangeElementsBaseVertex(const gl::Context *context, gl::PrimitiveMode mode, GLuint start, GLuint end, GLsizei count, gl::DrawElementsType type, const void *indices, GLint baseVertex) { return drawElementsImpl(context, mode, count, type, indices, 0, baseVertex, 0, true, false); } angle::Result Context11::drawArraysIndirect(const gl::Context *context, gl::PrimitiveMode mode, const void *indirect) { if (DrawCallHasStreamingVertexArrays(context, mode)) { const gl::DrawArraysIndirectCommand *cmd = nullptr; ANGLE_TRY(ReadbackIndirectBuffer(context, indirect, &cmd)); ANGLE_TRY(mRenderer->getStateManager()->updateState( context, mode, cmd->first, cmd->count, gl::DrawElementsType::InvalidEnum, nullptr, cmd->instanceCount, 0, 0, true)); return mRenderer->drawArrays(context, mode, cmd->first, cmd->count, cmd->instanceCount, cmd->baseInstance, true); } else { ANGLE_TRY(mRenderer->getStateManager()->updateState( context, mode, 0, 0, gl::DrawElementsType::InvalidEnum, nullptr, 0, 0, 0, true)); return mRenderer->drawArraysIndirect(context, indirect); } } angle::Result Context11::drawElementsIndirect(const gl::Context *context, gl::PrimitiveMode mode, gl::DrawElementsType type, const void *indirect) { if (DrawCallHasStreamingVertexArrays(context, mode) || DrawCallHasStreamingElementArray(context, type)) { const gl::DrawElementsIndirectCommand *cmd = nullptr; ANGLE_TRY(ReadbackIndirectBuffer(context, indirect, &cmd)); const GLuint typeBytes = gl::GetDrawElementsTypeSize(type); const void *indices = reinterpret_cast(static_cast(cmd->firstIndex * typeBytes)); // We must explicitly resolve the index range for the slow-path indirect drawElements to // make sure we are using the correct 'baseVertex'. This parameter does not exist for the // direct drawElements. gl::IndexRange indexRange; ANGLE_TRY(context->getState().getVertexArray()->getIndexRange(context, type, cmd->count, indices, &indexRange)); GLint startVertex; ANGLE_TRY(ComputeStartVertex(GetImplAs(context), indexRange, cmd->baseVertex, &startVertex)); ANGLE_TRY(mRenderer->getStateManager()->updateState( context, mode, startVertex, cmd->count, type, indices, cmd->primCount, cmd->baseVertex, cmd->baseInstance, true)); return mRenderer->drawElements(context, mode, static_cast(indexRange.start), cmd->count, type, indices, cmd->primCount, 0, 0, true); } else { ANGLE_TRY(mRenderer->getStateManager()->updateState(context, mode, 0, 0, type, nullptr, 0, 0, 0, true)); return mRenderer->drawElementsIndirect(context, indirect); } } #define DRAW_ARRAYS__ \ { \ ANGLE_TRY(mRenderer->getStateManager()->updateState( \ context, mode, firsts[drawID], counts[drawID], gl::DrawElementsType::InvalidEnum, \ nullptr, 0, 0, 0, false)); \ ANGLE_TRY( \ mRenderer->drawArrays(context, mode, firsts[drawID], counts[drawID], 0, 0, false)); \ } #define DRAW_ARRAYS_INSTANCED_ \ { \ ANGLE_TRY(mRenderer->getStateManager()->updateState( \ context, mode, firsts[drawID], counts[drawID], gl::DrawElementsType::InvalidEnum, \ nullptr, instanceCounts[drawID], 0, 0, false)); \ ANGLE_TRY(mRenderer->drawArrays(context, mode, firsts[drawID], counts[drawID], \ instanceCounts[drawID], 0, true)); \ } #define DRAW_ARRAYS_INSTANCED_BASE_INSTANCE \ { \ ANGLE_TRY(mRenderer->getStateManager()->updateState( \ context, mode, firsts[drawID], counts[drawID], gl::DrawElementsType::InvalidEnum, \ nullptr, instanceCounts[drawID], 0, baseInstances[drawID], false)); \ ANGLE_TRY(mRenderer->drawArrays(context, mode, firsts[drawID], counts[drawID], \ instanceCounts[drawID], baseInstances[drawID], true)); \ } #define DRAW_ELEMENTS__ \ { \ ANGLE_TRY(drawElementsImpl(context, mode, counts[drawID], type, indices[drawID], 0, 0, 0, \ false, false)); \ } #define DRAW_ELEMENTS_INSTANCED_ \ { \ ANGLE_TRY(drawElementsImpl(context, mode, counts[drawID], type, indices[drawID], \ instanceCounts[drawID], 0, 0, false, true)); \ } #define DRAW_ELEMENTS_INSTANCED_BASE_VERTEX_BASE_INSTANCE \ { \ ANGLE_TRY(drawElementsImpl(context, mode, counts[drawID], type, indices[drawID], \ instanceCounts[drawID], baseVertices[drawID], \ baseInstances[drawID], false, true)); \ } #define DRAW_CALL(drawType, instanced, bvbi) DRAW_##drawType##instanced##bvbi #define MULTI_DRAW_BLOCK(drawType, instanced, bvbi, hasDrawID, hasBaseVertex, hasBaseInstance) \ for (GLsizei drawID = 0; drawID < drawcount; ++drawID) \ { \ if (ANGLE_NOOP_DRAW(instanced)) \ { \ continue; \ } \ ANGLE_SET_DRAW_ID_UNIFORM(hasDrawID)(drawID); \ ANGLE_SET_BASE_VERTEX_UNIFORM(hasBaseVertex)(baseVertices[drawID]); \ ANGLE_SET_BASE_INSTANCE_UNIFORM(hasBaseInstance)(baseInstances[drawID]); \ ASSERT(counts[drawID] > 0); \ DRAW_CALL(drawType, instanced, bvbi); \ ANGLE_MARK_TRANSFORM_FEEDBACK_USAGE(instanced); \ gl::MarkShaderStorageUsage(context); \ } angle::Result Context11::multiDrawArrays(const gl::Context *context, gl::PrimitiveMode mode, const GLint *firsts, const GLsizei *counts, GLsizei drawcount) { gl::Program *programObject = context->getState().getLinkedProgram(context); const bool hasDrawID = programObject && programObject->hasDrawIDUniform(); if (hasDrawID) { MULTI_DRAW_BLOCK(ARRAYS, _, _, 1, 0, 0) } else { MULTI_DRAW_BLOCK(ARRAYS, _, _, 0, 0, 0) } return angle::Result::Continue; } angle::Result Context11::multiDrawArraysInstanced(const gl::Context *context, gl::PrimitiveMode mode, const GLint *firsts, const GLsizei *counts, const GLsizei *instanceCounts, GLsizei drawcount) { gl::Program *programObject = context->getState().getLinkedProgram(context); const bool hasDrawID = programObject && programObject->hasDrawIDUniform(); if (hasDrawID) { MULTI_DRAW_BLOCK(ARRAYS, _INSTANCED, _, 1, 0, 0) } else { MULTI_DRAW_BLOCK(ARRAYS, _INSTANCED, _, 0, 0, 0) } return angle::Result::Continue; } angle::Result Context11::multiDrawArraysIndirect(const gl::Context *context, gl::PrimitiveMode mode, const void *indirect, GLsizei drawcount, GLsizei stride) { return rx::MultiDrawArraysIndirectGeneral(this, context, mode, indirect, drawcount, stride); } angle::Result Context11::multiDrawElements(const gl::Context *context, gl::PrimitiveMode mode, const GLsizei *counts, gl::DrawElementsType type, const GLvoid *const *indices, GLsizei drawcount) { gl::Program *programObject = context->getState().getLinkedProgram(context); const bool hasDrawID = programObject && programObject->hasDrawIDUniform(); if (hasDrawID) { MULTI_DRAW_BLOCK(ELEMENTS, _, _, 1, 0, 0) } else { MULTI_DRAW_BLOCK(ELEMENTS, _, _, 0, 0, 0) } return angle::Result::Continue; } angle::Result Context11::multiDrawElementsInstanced(const gl::Context *context, gl::PrimitiveMode mode, const GLsizei *counts, gl::DrawElementsType type, const GLvoid *const *indices, const GLsizei *instanceCounts, GLsizei drawcount) { gl::Program *programObject = context->getState().getLinkedProgram(context); const bool hasDrawID = programObject && programObject->hasDrawIDUniform(); if (hasDrawID) { MULTI_DRAW_BLOCK(ELEMENTS, _INSTANCED, _, 1, 0, 0) } else { MULTI_DRAW_BLOCK(ELEMENTS, _INSTANCED, _, 0, 0, 0) } return angle::Result::Continue; } angle::Result Context11::multiDrawElementsIndirect(const gl::Context *context, gl::PrimitiveMode mode, gl::DrawElementsType type, const void *indirect, GLsizei drawcount, GLsizei stride) { return rx::MultiDrawElementsIndirectGeneral(this, context, mode, type, indirect, drawcount, stride); } angle::Result Context11::multiDrawArraysInstancedBaseInstance(const gl::Context *context, gl::PrimitiveMode mode, const GLint *firsts, const GLsizei *counts, const GLsizei *instanceCounts, const GLuint *baseInstances, GLsizei drawcount) { gl::Program *programObject = context->getState().getLinkedProgram(context); const bool hasDrawID = programObject && programObject->hasDrawIDUniform(); const bool hasBaseInstance = programObject && programObject->hasBaseInstanceUniform(); ResetBaseVertexBaseInstance resetUniforms(programObject, false, hasBaseInstance); if (hasDrawID && hasBaseInstance) { MULTI_DRAW_BLOCK(ARRAYS, _INSTANCED, _BASE_INSTANCE, 1, 0, 1) } else if (hasDrawID) { MULTI_DRAW_BLOCK(ARRAYS, _INSTANCED, _BASE_INSTANCE, 1, 0, 0) } else if (hasBaseInstance) { MULTI_DRAW_BLOCK(ARRAYS, _INSTANCED, _BASE_INSTANCE, 0, 0, 1) } else { MULTI_DRAW_BLOCK(ARRAYS, _INSTANCED, _BASE_INSTANCE, 0, 0, 0) } return angle::Result::Continue; } angle::Result Context11::multiDrawElementsInstancedBaseVertexBaseInstance( const gl::Context *context, gl::PrimitiveMode mode, const GLsizei *counts, gl::DrawElementsType type, const GLvoid *const *indices, const GLsizei *instanceCounts, const GLint *baseVertices, const GLuint *baseInstances, GLsizei drawcount) { gl::Program *programObject = context->getState().getLinkedProgram(context); const bool hasDrawID = programObject && programObject->hasDrawIDUniform(); const bool hasBaseVertex = programObject && programObject->hasBaseVertexUniform(); const bool hasBaseInstance = programObject && programObject->hasBaseInstanceUniform(); ResetBaseVertexBaseInstance resetUniforms(programObject, hasBaseVertex, hasBaseInstance); if (hasDrawID) { if (hasBaseVertex) { if (hasBaseInstance) { MULTI_DRAW_BLOCK(ELEMENTS, _INSTANCED, _BASE_VERTEX_BASE_INSTANCE, 1, 1, 1) } else { MULTI_DRAW_BLOCK(ELEMENTS, _INSTANCED, _BASE_VERTEX_BASE_INSTANCE, 1, 1, 0) } } else { if (hasBaseInstance) { MULTI_DRAW_BLOCK(ELEMENTS, _INSTANCED, _BASE_VERTEX_BASE_INSTANCE, 1, 0, 1) } else { MULTI_DRAW_BLOCK(ELEMENTS, _INSTANCED, _BASE_VERTEX_BASE_INSTANCE, 1, 0, 0) } } } else { if (hasBaseVertex) { if (hasBaseInstance) { MULTI_DRAW_BLOCK(ELEMENTS, _INSTANCED, _BASE_VERTEX_BASE_INSTANCE, 0, 1, 1) } else { MULTI_DRAW_BLOCK(ELEMENTS, _INSTANCED, _BASE_VERTEX_BASE_INSTANCE, 0, 1, 0) } } else { if (hasBaseInstance) { MULTI_DRAW_BLOCK(ELEMENTS, _INSTANCED, _BASE_VERTEX_BASE_INSTANCE, 0, 0, 1) } else { MULTI_DRAW_BLOCK(ELEMENTS, _INSTANCED, _BASE_VERTEX_BASE_INSTANCE, 0, 0, 0) } } } return angle::Result::Continue; } gl::GraphicsResetStatus Context11::getResetStatus() { return mRenderer->getResetStatus(); } angle::Result Context11::insertEventMarker(GLsizei length, const char *marker) { mRenderer->getDebugAnnotatorContext()->setMarker(marker); return angle::Result::Continue; } angle::Result Context11::pushGroupMarker(GLsizei length, const char *marker) { mRenderer->getDebugAnnotatorContext()->beginEvent(angle::EntryPoint::GLPushGroupMarkerEXT, marker, marker); mMarkerStack.push(std::string(marker)); return angle::Result::Continue; } angle::Result Context11::popGroupMarker() { const char *marker = nullptr; if (!mMarkerStack.empty()) { marker = mMarkerStack.top().c_str(); mMarkerStack.pop(); mRenderer->getDebugAnnotatorContext()->endEvent(marker, angle::EntryPoint::GLPopGroupMarkerEXT); } return angle::Result::Continue; } angle::Result Context11::pushDebugGroup(const gl::Context *context, GLenum source, GLuint id, const std::string &message) { // Fall through to the EXT_debug_marker functions return pushGroupMarker(static_cast(message.size()), message.c_str()); } angle::Result Context11::popDebugGroup(const gl::Context *context) { // Fall through to the EXT_debug_marker functions return popGroupMarker(); } angle::Result Context11::syncState(const gl::Context *context, const gl::State::DirtyBits &dirtyBits, const gl::State::DirtyBits &bitMask, gl::Command command) { mRenderer->getStateManager()->syncState(context, dirtyBits, command); return angle::Result::Continue; } GLint Context11::getGPUDisjoint() { return mRenderer->getGPUDisjoint(); } GLint64 Context11::getTimestamp() { return mRenderer->getTimestamp(); } angle::Result Context11::onMakeCurrent(const gl::Context *context) { // Immediately return if the device has been lost. if (!mRenderer->getDevice()) { return angle::Result::Continue; } return mRenderer->getStateManager()->onMakeCurrent(context); } gl::Caps Context11::getNativeCaps() const { gl::Caps caps = mRenderer->getNativeCaps(); // For pixel shaders, the render targets and unordered access views share the same resource // slots, so the maximum number of fragment shader outputs depends on the current context // version: // - If current context is ES 3.0 and below, we use D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT(8) // as the value of max draw buffers because UAVs are not used. // - If current context is ES 3.1 and the feature level is 11_0, the RTVs and UAVs share 8 // slots. As ES 3.1 requires at least 1 atomic counter buffer in compute shaders, the value // of max combined shader output resources is limited to 7, thus only 7 RTV slots can be // used simultaneously. // - If current context is ES 3.1 and the feature level is 11_1, the RTVs and UAVs share 64 // slots. Currently we allocate 60 slots for combined shader output resources, so we can use // at most D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT(8) RTVs simultaneously. if (mState.getClientVersion() >= gl::ES_3_1 && mRenderer->getRenderer11DeviceCaps().featureLevel == D3D_FEATURE_LEVEL_11_0) { caps.maxDrawBuffers = caps.maxCombinedShaderOutputResources; caps.maxColorAttachments = caps.maxCombinedShaderOutputResources; } return caps; } const gl::TextureCapsMap &Context11::getNativeTextureCaps() const { return mRenderer->getNativeTextureCaps(); } const gl::Extensions &Context11::getNativeExtensions() const { return mRenderer->getNativeExtensions(); } const gl::Limitations &Context11::getNativeLimitations() const { return mRenderer->getNativeLimitations(); } ShPixelLocalStorageType Context11::getNativePixelLocalStorageType() const { return mRenderer->getNativePixelLocalStorageType(); } angle::Result Context11::dispatchCompute(const gl::Context *context, GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ) { return mRenderer->dispatchCompute(context, numGroupsX, numGroupsY, numGroupsZ); } angle::Result Context11::dispatchComputeIndirect(const gl::Context *context, GLintptr indirect) { return mRenderer->dispatchComputeIndirect(context, indirect); } angle::Result Context11::triggerDrawCallProgramRecompilation(const gl::Context *context, gl::PrimitiveMode drawMode) { const auto &glState = context->getState(); const auto *va11 = GetImplAs(glState.getVertexArray()); const auto *drawFBO = glState.getDrawFramebuffer(); gl::Program *program = glState.getProgram(); ProgramD3D *programD3D = GetImplAs(program); programD3D->updateCachedInputLayout(va11->getCurrentStateSerial(), glState); programD3D->updateCachedOutputLayout(context, drawFBO); bool recompileVS = !programD3D->hasVertexExecutableForCachedInputLayout(); bool recompileGS = !programD3D->hasGeometryExecutableForPrimitiveType(glState, drawMode); bool recompilePS = !programD3D->hasPixelExecutableForCachedOutputLayout(); if (!recompileVS && !recompileGS && !recompilePS) { return angle::Result::Continue; } // Load the compiler if necessary and recompile the programs. ANGLE_TRY(mRenderer->ensureHLSLCompilerInitialized(this)); gl::InfoLog infoLog; if (recompileVS) { ShaderExecutableD3D *vertexExe = nullptr; ANGLE_TRY(programD3D->getVertexExecutableForCachedInputLayout(this, &vertexExe, &infoLog)); if (!programD3D->hasVertexExecutableForCachedInputLayout()) { ASSERT(infoLog.getLength() > 0); ERR() << "Error compiling dynamic vertex executable: " << infoLog.str(); ANGLE_TRY_HR(this, E_FAIL, "Error compiling dynamic vertex executable"); } } if (recompileGS) { ShaderExecutableD3D *geometryExe = nullptr; ANGLE_TRY(programD3D->getGeometryExecutableForPrimitiveType(this, glState, drawMode, &geometryExe, &infoLog)); if (!programD3D->hasGeometryExecutableForPrimitiveType(glState, drawMode)) { ASSERT(infoLog.getLength() > 0); ERR() << "Error compiling dynamic geometry executable: " << infoLog.str(); ANGLE_TRY_HR(this, E_FAIL, "Error compiling dynamic geometry executable"); } } if (recompilePS) { ShaderExecutableD3D *pixelExe = nullptr; ANGLE_TRY(programD3D->getPixelExecutableForCachedOutputLayout(this, &pixelExe, &infoLog)); if (!programD3D->hasPixelExecutableForCachedOutputLayout()) { ASSERT(infoLog.getLength() > 0); ERR() << "Error compiling dynamic pixel executable: " << infoLog.str(); ANGLE_TRY_HR(this, E_FAIL, "Error compiling dynamic pixel executable"); } } // Refresh the program cache entry. if (mMemoryProgramCache) { ANGLE_TRY(mMemoryProgramCache->updateProgram(context, program)); } return angle::Result::Continue; } angle::Result Context11::triggerDispatchCallProgramRecompilation(const gl::Context *context) { const auto &glState = context->getState(); gl::Program *program = glState.getProgram(); ProgramD3D *programD3D = GetImplAs(program); programD3D->updateCachedComputeImage2DBindLayout(context); bool recompileCS = !programD3D->hasComputeExecutableForCachedImage2DBindLayout(); if (!recompileCS) { return angle::Result::Continue; } // Load the compiler if necessary and recompile the programs. ANGLE_TRY(mRenderer->ensureHLSLCompilerInitialized(this)); gl::InfoLog infoLog; ShaderExecutableD3D *computeExe = nullptr; ANGLE_TRY( programD3D->getComputeExecutableForImage2DBindLayout(context, this, &computeExe, &infoLog)); if (!programD3D->hasComputeExecutableForCachedImage2DBindLayout()) { ASSERT(infoLog.getLength() > 0); ERR() << "Dynamic recompilation error log: " << infoLog.str(); ANGLE_TRY_HR(this, E_FAIL, "Error compiling dynamic compute executable"); } // Refresh the program cache entry. if (mMemoryProgramCache) { ANGLE_TRY(mMemoryProgramCache->updateProgram(context, program)); } return angle::Result::Continue; } angle::Result Context11::memoryBarrier(const gl::Context *context, GLbitfield barriers) { return angle::Result::Continue; } angle::Result Context11::memoryBarrierByRegion(const gl::Context *context, GLbitfield barriers) { return angle::Result::Continue; } angle::Result Context11::getIncompleteTexture(const gl::Context *context, gl::TextureType type, gl::Texture **textureOut) { return mIncompleteTextures.getIncompleteTexture(context, type, gl::SamplerFormat::Float, this, textureOut); } angle::Result Context11::initializeMultisampleTextureToBlack(const gl::Context *context, gl::Texture *glTexture) { ASSERT(glTexture->getType() == gl::TextureType::_2DMultisample); TextureD3D *textureD3D = GetImplAs(glTexture); gl::ImageIndex index = gl::ImageIndex::Make2DMultisample(); RenderTargetD3D *renderTarget = nullptr; GLsizei texSamples = textureD3D->getRenderToTextureSamples(); ANGLE_TRY(textureD3D->getRenderTarget(context, index, texSamples, &renderTarget)); return mRenderer->clearRenderTarget(context, renderTarget, gl::ColorF(0.0f, 0.0f, 0.0f, 1.0f), 1.0f, 0); } void Context11::handleResult(HRESULT hr, const char *message, const char *file, const char *function, unsigned int line) { ASSERT(FAILED(hr)); GLenum glErrorCode = DefaultGLErrorCode(hr); std::stringstream errorStream; errorStream << "Internal D3D11 error: " << gl::FmtHR(hr); if (d3d11::isDeviceLostError(hr)) { HRESULT removalReason = mRenderer->getDevice()->GetDeviceRemovedReason(); errorStream << " (removal reason: " << gl::FmtHR(removalReason) << ")"; mRenderer->notifyDeviceLost(); } errorStream << ": " << message; mErrors->handleError(glErrorCode, errorStream.str().c_str(), file, function, line); } } // namespace rx