// // Copyright 2014 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. // // Framebuffer11.cpp: Implements the Framebuffer11 class. #include "libANGLE/renderer/d3d/d3d11/Framebuffer11.h" #include "common/bitset_utils.h" #include "common/debug.h" #include "libANGLE/Context.h" #include "libANGLE/Framebuffer.h" #include "libANGLE/FramebufferAttachment.h" #include "libANGLE/Texture.h" #include "libANGLE/renderer/d3d/TextureD3D.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/RenderTarget11.h" #include "libANGLE/renderer/d3d/d3d11/Renderer11.h" #include "libANGLE/renderer/d3d/d3d11/TextureStorage11.h" #include "libANGLE/renderer/d3d/d3d11/formatutils11.h" #include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h" using namespace angle; namespace rx { namespace { angle::Result MarkAttachmentsDirty(const gl::Context *context, const gl::FramebufferAttachment *attachment) { if (attachment->type() == GL_TEXTURE) { gl::Texture *texture = attachment->getTexture(); TextureD3D *textureD3D = GetImplAs(texture); TextureStorage *texStorage = nullptr; ANGLE_TRY(textureD3D->getNativeTexture(context, &texStorage)); if (texStorage) { TextureStorage11 *texStorage11 = GetAs(texStorage); ASSERT(texStorage11); texStorage11->markLevelDirty(attachment->mipLevel()); } } return angle::Result::Continue; } UINT GetAttachmentLayer(const gl::FramebufferAttachment *attachment) { if (attachment->type() == GL_TEXTURE && attachment->getTexture()->getType() == gl::TextureType::_3D) { return attachment->layer(); } return 0; } } // anonymous namespace Framebuffer11::Framebuffer11(const gl::FramebufferState &data, Renderer11 *renderer) : FramebufferD3D(data, renderer), mRenderer(renderer) { ASSERT(mRenderer != nullptr); } Framebuffer11::~Framebuffer11() {} angle::Result Framebuffer11::markAttachmentsDirty(const gl::Context *context) const { const auto &colorAttachments = mState.getColorAttachments(); for (size_t drawBuffer : mState.getEnabledDrawBuffers()) { const gl::FramebufferAttachment &colorAttachment = colorAttachments[drawBuffer]; ASSERT(colorAttachment.isAttached()); ANGLE_TRY(MarkAttachmentsDirty(context, &colorAttachment)); } const gl::FramebufferAttachment *dsAttachment = mState.getDepthOrStencilAttachment(); if (dsAttachment) { ANGLE_TRY(MarkAttachmentsDirty(context, dsAttachment)); } return angle::Result::Continue; } angle::Result Framebuffer11::clearImpl(const gl::Context *context, const ClearParameters &clearParams) { Clear11 *clearer = mRenderer->getClearer(); const gl::FramebufferAttachment *colorAttachment = mState.getFirstColorAttachment(); if (clearParams.scissorEnabled == true && colorAttachment != nullptr && UsePresentPathFast(mRenderer, colorAttachment)) { // If the current framebuffer is using the default colorbuffer, and present path fast is // active, and the scissor rect is enabled, then we should invert the scissor rect // vertically ClearParameters presentPathFastClearParams = clearParams; gl::Extents framebufferSize = colorAttachment->getSize(); presentPathFastClearParams.scissor.y = framebufferSize.height - presentPathFastClearParams.scissor.y - presentPathFastClearParams.scissor.height; ANGLE_TRY(clearer->clearFramebuffer(context, presentPathFastClearParams, mState)); } else { ANGLE_TRY(clearer->clearFramebuffer(context, clearParams, mState)); } ANGLE_TRY(markAttachmentsDirty(context)); return angle::Result::Continue; } angle::Result Framebuffer11::invalidate(const gl::Context *context, size_t count, const GLenum *attachments) { return invalidateBase(context, count, attachments, false); } angle::Result Framebuffer11::discard(const gl::Context *context, size_t count, const GLenum *attachments) { return invalidateBase(context, count, attachments, true); } angle::Result Framebuffer11::invalidateBase(const gl::Context *context, size_t count, const GLenum *attachments, bool useEXTBehavior) const { ID3D11DeviceContext1 *deviceContext1 = mRenderer->getDeviceContext1IfSupported(); if (!deviceContext1) { // DiscardView() is only supported on ID3D11DeviceContext1 return angle::Result::Continue; } bool foundDepth = false; bool foundStencil = false; for (size_t i = 0; i < count; ++i) { switch (attachments[i]) { // Handle depth and stencil attachments. Defer discarding until later. case GL_DEPTH_STENCIL_ATTACHMENT: foundDepth = true; foundStencil = true; break; case GL_DEPTH_EXT: case GL_DEPTH_ATTACHMENT: foundDepth = true; break; case GL_STENCIL_EXT: case GL_STENCIL_ATTACHMENT: foundStencil = true; break; default: { // Handle color attachments ASSERT((attachments[i] >= GL_COLOR_ATTACHMENT0 && attachments[i] <= GL_COLOR_ATTACHMENT15) || (attachments[i] == GL_COLOR)); size_t colorIndex = (attachments[i] == GL_COLOR ? 0u : (attachments[i] - GL_COLOR_ATTACHMENT0)); const gl::FramebufferAttachment *colorAttachment = mState.getColorAttachment(colorIndex); if (colorAttachment) { ANGLE_TRY(invalidateAttachment(context, colorAttachment)); } break; } } } bool discardDepth = false; bool discardStencil = false; // The D3D11 renderer uses the same view for depth and stencil buffers, so we must be careful. if (useEXTBehavior) { // In the extension, if the app discards only one of the depth and stencil attachments, but // those are backed by the same packed_depth_stencil buffer, then both images become // undefined. discardDepth = foundDepth; // Don't bother discarding the stencil buffer if the depth buffer will already do it discardStencil = foundStencil && (!discardDepth || mState.getDepthAttachment() == nullptr); } else { // In ES 3.0.4, if a specified attachment has base internal format DEPTH_STENCIL but the // attachments list does not include DEPTH_STENCIL_ATTACHMENT or both DEPTH_ATTACHMENT and // STENCIL_ATTACHMENT, then only the specified portion of every pixel in the subregion of // pixels of the DEPTH_STENCIL buffer may be invalidated, and the other portion must be // preserved. discardDepth = (foundDepth && foundStencil) || (foundDepth && (mState.getStencilAttachment() == nullptr)); discardStencil = (foundStencil && (mState.getDepthAttachment() == nullptr)); } if (discardDepth && mState.getDepthAttachment()) { ANGLE_TRY(invalidateAttachment(context, mState.getDepthAttachment())); } if (discardStencil && mState.getStencilAttachment()) { ANGLE_TRY(invalidateAttachment(context, mState.getStencilAttachment())); } return angle::Result::Continue; } angle::Result Framebuffer11::invalidateSub(const gl::Context *context, size_t count, const GLenum *attachments, const gl::Rectangle &area) { // A no-op implementation conforms to the spec, so don't call UNIMPLEMENTED() return angle::Result::Continue; } angle::Result Framebuffer11::invalidateAttachment(const gl::Context *context, const gl::FramebufferAttachment *attachment) const { ID3D11DeviceContext1 *deviceContext1 = mRenderer->getDeviceContext1IfSupported(); ASSERT(deviceContext1); ASSERT(attachment && attachment->isAttached()); RenderTarget11 *renderTarget = nullptr; ANGLE_TRY(attachment->getRenderTarget(context, 0, &renderTarget)); const auto &rtv = renderTarget->getRenderTargetView(); if (rtv.valid()) { deviceContext1->DiscardView(rtv.get()); } return angle::Result::Continue; } angle::Result Framebuffer11::readPixelsImpl(const gl::Context *context, const gl::Rectangle &area, GLenum format, GLenum type, size_t outputPitch, const gl::PixelPackState &pack, gl::Buffer *packBuffer, uint8_t *pixels) { const gl::FramebufferAttachment *readAttachment = mState.getReadPixelsAttachment(format); ASSERT(readAttachment); if (packBuffer != nullptr) { Buffer11 *packBufferStorage = GetImplAs(packBuffer); const angle::Format &angleFormat = GetFormatFromFormatType(format, type); PackPixelsParams packParams(area, angleFormat, static_cast(outputPitch), pack.reverseRowOrder, packBuffer, reinterpret_cast(pixels)); return packBufferStorage->packPixels(context, *readAttachment, packParams); } return mRenderer->readFromAttachment(context, *readAttachment, area, format, type, static_cast(outputPitch), pack, pixels); } angle::Result Framebuffer11::blitImpl(const gl::Context *context, const gl::Rectangle &sourceArea, const gl::Rectangle &destArea, const gl::Rectangle *scissor, bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter, const gl::Framebuffer *sourceFramebuffer) { if (blitRenderTarget) { const gl::FramebufferAttachment *readBuffer = sourceFramebuffer->getReadColorAttachment(); ASSERT(readBuffer); RenderTargetD3D *readRenderTarget = nullptr; ANGLE_TRY(readBuffer->getRenderTarget(context, 0, &readRenderTarget)); ASSERT(readRenderTarget); const auto &colorAttachments = mState.getColorAttachments(); const auto &drawBufferStates = mState.getDrawBufferStates(); UINT readLayer = GetAttachmentLayer(readBuffer); for (size_t colorAttachment = 0; colorAttachment < colorAttachments.size(); colorAttachment++) { const gl::FramebufferAttachment &drawBuffer = colorAttachments[colorAttachment]; if (drawBuffer.isAttached() && drawBufferStates[colorAttachment] != GL_NONE) { RenderTargetD3D *drawRenderTarget = nullptr; ANGLE_TRY(drawBuffer.getRenderTarget( context, drawBuffer.getRenderToTextureSamples(), &drawRenderTarget)); ASSERT(drawRenderTarget); const bool invertColorSource = UsePresentPathFast(mRenderer, readBuffer); gl::Rectangle actualSourceArea = sourceArea; if (invertColorSource) { RenderTarget11 *readRenderTarget11 = GetAs(readRenderTarget); actualSourceArea.y = readRenderTarget11->getHeight() - sourceArea.y; actualSourceArea.height = -sourceArea.height; } const bool invertColorDest = UsePresentPathFast(mRenderer, &drawBuffer); gl::Rectangle actualDestArea = destArea; UINT drawLayer = GetAttachmentLayer(&drawBuffer); const auto &surfaceTextureOffset = mState.getSurfaceTextureOffset(); actualDestArea.x = actualDestArea.x + surfaceTextureOffset.x; actualDestArea.y = actualDestArea.y + surfaceTextureOffset.y; if (invertColorDest) { RenderTarget11 *drawRenderTarget11 = GetAs(drawRenderTarget); actualDestArea.y = drawRenderTarget11->getHeight() - destArea.y; actualDestArea.height = -destArea.height; } ANGLE_TRY(mRenderer->blitRenderbufferRect(context, actualSourceArea, actualDestArea, readLayer, drawLayer, readRenderTarget, drawRenderTarget, filter, scissor, blitRenderTarget, false, false)); } } } if (blitDepth || blitStencil) { const gl::FramebufferAttachment *readBuffer = sourceFramebuffer->getDepthOrStencilAttachment(); ASSERT(readBuffer); RenderTargetD3D *readRenderTarget = nullptr; ANGLE_TRY(readBuffer->getRenderTarget(context, 0, &readRenderTarget)); ASSERT(readRenderTarget); const bool invertSource = UsePresentPathFast(mRenderer, readBuffer); gl::Rectangle actualSourceArea = sourceArea; if (invertSource) { RenderTarget11 *readRenderTarget11 = GetAs(readRenderTarget); actualSourceArea.y = readRenderTarget11->getHeight() - sourceArea.y; actualSourceArea.height = -sourceArea.height; } const gl::FramebufferAttachment *drawBuffer = mState.getDepthOrStencilAttachment(); ASSERT(drawBuffer); RenderTargetD3D *drawRenderTarget = nullptr; ANGLE_TRY(drawBuffer->getRenderTarget(context, drawBuffer->getRenderToTextureSamples(), &drawRenderTarget)); ASSERT(drawRenderTarget); bool invertDest = UsePresentPathFast(mRenderer, drawBuffer); gl::Rectangle actualDestArea = destArea; if (invertDest) { RenderTarget11 *drawRenderTarget11 = GetAs(drawRenderTarget); actualDestArea.y = drawRenderTarget11->getHeight() - destArea.y; actualDestArea.height = -destArea.height; } ANGLE_TRY(mRenderer->blitRenderbufferRect(context, actualSourceArea, actualDestArea, 0, 0, readRenderTarget, drawRenderTarget, filter, scissor, false, blitDepth, blitStencil)); } ANGLE_TRY(markAttachmentsDirty(context)); return angle::Result::Continue; } const gl::InternalFormat &Framebuffer11::getImplementationColorReadFormat( const gl::Context *context) const { Context11 *context11 = GetImplAs(context); const Renderer11DeviceCaps &caps = context11->getRenderer()->getRenderer11DeviceCaps(); GLenum sizedFormat = mState.getReadAttachment()->getFormat().info->sizedInternalFormat; const angle::Format &angleFormat = d3d11::Format::Get(sizedFormat, caps).format(); return gl::GetSizedInternalFormatInfo(angleFormat.fboImplementationInternalFormat); } angle::Result Framebuffer11::syncState(const gl::Context *context, GLenum binding, const gl::Framebuffer::DirtyBits &dirtyBits, gl::Command command) { ANGLE_TRY(mRenderTargetCache.update(context, mState, dirtyBits)); ANGLE_TRY(FramebufferD3D::syncState(context, binding, dirtyBits, command)); // Call this last to allow the state manager to take advantage of the cached render targets. mRenderer->getStateManager()->invalidateRenderTarget(); // Call this to syncViewport for framebuffer default parameters. if (mState.getDefaultWidth() != 0 || mState.getDefaultHeight() != 0) { mRenderer->getStateManager()->invalidateViewport(context); } return angle::Result::Continue; } angle::Result Framebuffer11::getSamplePosition(const gl::Context *context, size_t index, GLfloat *xy) const { const gl::FramebufferAttachment *attachment = mState.getFirstNonNullAttachment(); ASSERT(attachment); GLsizei sampleCount = attachment->getSamples(); rx::GetSamplePosition(sampleCount, index, xy); return angle::Result::Continue; } RenderTarget11 *Framebuffer11::getFirstRenderTarget() const { for (auto *renderTarget : mRenderTargetCache.getColors()) { if (renderTarget) { return renderTarget; } } return mRenderTargetCache.getDepthStencil(); } } // namespace rx