// // 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.h: Defines a back-end specific class for the D3D11 renderer. #ifndef LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_H_ #define LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_H_ #include "common/angleutils.h" #include "common/mathutil.h" #include "libANGLE/AttributeMap.h" #include "libANGLE/angletypes.h" #include "libANGLE/renderer/d3d/HLSLCompiler.h" #include "libANGLE/renderer/d3d/ProgramD3D.h" #include "libANGLE/renderer/d3d/RenderTargetD3D.h" #include "libANGLE/renderer/d3d/RendererD3D.h" #include "libANGLE/renderer/d3d/d3d11/DebugAnnotator11.h" #include "libANGLE/renderer/d3d/d3d11/RenderStateCache.h" #include "libANGLE/renderer/d3d/d3d11/ResourceManager11.h" #include "libANGLE/renderer/d3d/d3d11/StateManager11.h" #include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h" namespace gl { class FramebufferAttachment; class ImageIndex; } // namespace gl namespace rx { class Blit11; class Buffer11; class Clear11; class Context11; class IndexDataManager; struct PackPixelsParams; class PixelTransfer11; class RenderTarget11; class StreamingIndexBufferInterface; class Trim11; class VertexDataManager; struct Renderer11DeviceCaps { Renderer11DeviceCaps(); D3D_FEATURE_LEVEL featureLevel; bool supportsDXGI1_2; // Support for DXGI 1.2 bool supportsClearView; // Support for ID3D11DeviceContext1::ClearView bool supportsConstantBufferOffsets; // Support for Constant buffer offset bool supportsVpRtIndexWriteFromVertexShader; // VP/RT can be selected in the Vertex Shader // stage. bool supportsMultisampledDepthStencilSRVs; // D3D feature level 10.0 no longer allows creation // of textures with both the bind SRV and DSV flags // when multisampled. Textures will need to be // resolved before reading. crbug.com/656989 bool supportsTypedUAVLoadAdditionalFormats; // bool supportsRasterizerOrderViews; bool allowES3OnFL10_0; UINT B5G6R5support; // Bitfield of D3D11_FORMAT_SUPPORT values for DXGI_FORMAT_B5G6R5_UNORM UINT B5G6R5maxSamples; // Maximum number of samples supported by DXGI_FORMAT_B5G6R5_UNORM UINT B4G4R4A4support; // Bitfield of D3D11_FORMAT_SUPPORT values for DXGI_FORMAT_B4G4R4A4_UNORM UINT B4G4R4A4maxSamples; // Maximum number of samples supported by DXGI_FORMAT_B4G4R4A4_UNORM UINT B5G5R5A1support; // Bitfield of D3D11_FORMAT_SUPPORT values for DXGI_FORMAT_B5G5R5A1_UNORM UINT B5G5R5A1maxSamples; // Maximum number of samples supported by DXGI_FORMAT_B5G5R5A1_UNORM Optional driverVersion; // Four-part driver version number. }; enum { MAX_VERTEX_UNIFORM_VECTORS_D3D11 = 1024, MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 = 1024 }; class Renderer11 : public RendererD3D { public: explicit Renderer11(egl::Display *display); ~Renderer11() override; egl::Error initialize() override; bool resetDevice() override; egl::ConfigSet generateConfigs() override; void generateDisplayExtensions(egl::DisplayExtensions *outExtensions) const override; ContextImpl *createContext(const gl::State &state, gl::ErrorSet *errorSet) override; angle::Result flush(Context11 *context11); angle::Result finish(Context11 *context11); bool isValidNativeWindow(EGLNativeWindowType window) const override; NativeWindowD3D *createNativeWindow(EGLNativeWindowType window, const egl::Config *config, const egl::AttributeMap &attribs) const override; SwapChainD3D *createSwapChain(NativeWindowD3D *nativeWindow, HANDLE shareHandle, IUnknown *d3dTexture, GLenum backBufferFormat, GLenum depthBufferFormat, EGLint orientation, EGLint samples) override; egl::Error getD3DTextureInfo(const egl::Config *configuration, IUnknown *d3dTexture, const egl::AttributeMap &attribs, EGLint *width, EGLint *height, GLsizei *samples, gl::Format *glFormat, const angle::Format **angleFormat, UINT *arraySlice) const override; egl::Error validateShareHandle(const egl::Config *config, HANDLE shareHandle, const egl::AttributeMap &attribs) const override; // lost device bool testDeviceLost() override; bool testDeviceResettable() override; DeviceIdentifier getAdapterIdentifier() const override; unsigned int getReservedVertexUniformVectors() const; unsigned int getReservedFragmentUniformVectors() const; gl::ShaderMap getReservedShaderUniformBuffers() const; bool getShareHandleSupport() const; int getMajorShaderModel() const override; int getMinorShaderModel() const override; std::string getShaderModelSuffix() const override; // Pixel operations angle::Result copyImage2D(const gl::Context *context, const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, const gl::Offset &destOffset, TextureStorage *storage, GLint level) override; angle::Result copyImageCube(const gl::Context *context, const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, const gl::Offset &destOffset, TextureStorage *storage, gl::TextureTarget target, GLint level) override; angle::Result copyImage3D(const gl::Context *context, const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, const gl::Offset &destOffset, TextureStorage *storage, GLint level) override; angle::Result copyImage2DArray(const gl::Context *context, const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, const gl::Offset &destOffset, TextureStorage *storage, GLint level) override; angle::Result copyTexture(const gl::Context *context, const gl::Texture *source, GLint sourceLevel, gl::TextureTarget srcTarget, const gl::Box &sourceBox, GLenum destFormat, GLenum destType, const gl::Offset &destOffset, TextureStorage *storage, gl::TextureTarget destTarget, GLint destLevel, bool unpackFlipY, bool unpackPremultiplyAlpha, bool unpackUnmultiplyAlpha) override; angle::Result copyCompressedTexture(const gl::Context *context, const gl::Texture *source, GLint sourceLevel, TextureStorage *storage, GLint destLevel) override; // RenderTarget creation angle::Result createRenderTarget(const gl::Context *context, int width, int height, GLenum format, GLsizei samples, RenderTargetD3D **outRT) override; angle::Result createRenderTargetCopy(const gl::Context *context, RenderTargetD3D *source, RenderTargetD3D **outRT) override; // Shader operations angle::Result loadExecutable(d3d::Context *context, const uint8_t *function, size_t length, gl::ShaderType type, const std::vector &streamOutVaryings, bool separatedOutputBuffers, ShaderExecutableD3D **outExecutable) override; angle::Result compileToExecutable(d3d::Context *context, gl::InfoLog &infoLog, const std::string &shaderHLSL, gl::ShaderType type, const std::vector &streamOutVaryings, bool separatedOutputBuffers, const CompilerWorkaroundsD3D &workarounds, ShaderExecutableD3D **outExectuable) override; angle::Result ensureHLSLCompilerInitialized(d3d::Context *context) override; UniformStorageD3D *createUniformStorage(size_t storageSize) override; // Image operations ImageD3D *createImage() override; ExternalImageSiblingImpl *createExternalImageSibling(const gl::Context *context, EGLenum target, EGLClientBuffer buffer, const egl::AttributeMap &attribs) override; angle::Result generateMipmap(const gl::Context *context, ImageD3D *dest, ImageD3D *source) override; angle::Result generateMipmapUsingD3D(const gl::Context *context, TextureStorage *storage, const gl::TextureState &textureState) override; angle::Result copyImage(const gl::Context *context, ImageD3D *dest, ImageD3D *source, const gl::Box &sourceBox, const gl::Offset &destOffset, bool unpackFlipY, bool unpackPremultiplyAlpha, bool unpackUnmultiplyAlpha) override; TextureStorage *createTextureStorage2D(SwapChainD3D *swapChain, const std::string &label) override; TextureStorage *createTextureStorageEGLImage(EGLImageD3D *eglImage, RenderTargetD3D *renderTargetD3D, const std::string &label) override; TextureStorage *createTextureStorageExternal(egl::Stream *stream, const egl::Stream::GLTextureDescription &desc, const std::string &label) override; TextureStorage *createTextureStorage2D(GLenum internalformat, BindFlags bindFlags, GLsizei width, GLsizei height, int levels, const std::string &label, bool hintLevelZeroOnly) override; TextureStorage *createTextureStorageCube(GLenum internalformat, BindFlags bindFlags, int size, int levels, bool hintLevelZeroOnly, const std::string &label) override; TextureStorage *createTextureStorage3D(GLenum internalformat, BindFlags bindFlags, GLsizei width, GLsizei height, GLsizei depth, int levels, const std::string &label) override; TextureStorage *createTextureStorage2DArray(GLenum internalformat, BindFlags bindFlags, GLsizei width, GLsizei height, GLsizei depth, int levels, const std::string &label) override; TextureStorage *createTextureStorage2DMultisample(GLenum internalformat, GLsizei width, GLsizei height, int levels, int samples, bool fixedSampleLocations, const std::string &label) override; TextureStorage *createTextureStorageBuffer(const gl::OffsetBindingPointer &buffer, GLenum internalFormat, const std::string &label) override; TextureStorage *createTextureStorage2DMultisampleArray(GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, int levels, int samples, bool fixedSampleLocations, const std::string &label) override; VertexBuffer *createVertexBuffer() override; IndexBuffer *createIndexBuffer() override; // Stream Creation StreamProducerImpl *createStreamProducerD3DTexture(egl::Stream::ConsumerType consumerType, const egl::AttributeMap &attribs) override; // D3D11-renderer specific methods ID3D11Device *getDevice() { return mDevice; } ID3D11Device1 *getDevice1() { return mDevice1; } void *getD3DDevice() override; ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; } ID3D11DeviceContext1 *getDeviceContext1IfSupported() { return mDeviceContext1; } IDXGIFactory *getDxgiFactory() { return mDxgiFactory; } angle::Result getBlendState(const gl::Context *context, const d3d11::BlendStateKey &key, const d3d11::BlendState **outBlendState); angle::Result getRasterizerState(const gl::Context *context, const gl::RasterizerState &rasterState, bool scissorEnabled, ID3D11RasterizerState **outRasterizerState); angle::Result getDepthStencilState(const gl::Context *context, const gl::DepthStencilState &dsState, const d3d11::DepthStencilState **outDSState); angle::Result getSamplerState(const gl::Context *context, const gl::SamplerState &samplerState, ID3D11SamplerState **outSamplerState); UINT getSampleDescQuality(GLuint supportedSamples) const; Blit11 *getBlitter() { return mBlit; } Clear11 *getClearer() { return mClear; } DebugAnnotatorContext11 *getDebugAnnotatorContext(); // Buffer-to-texture and Texture-to-buffer copies bool supportsFastCopyBufferToTexture(GLenum internalFormat) const override; angle::Result fastCopyBufferToTexture(const gl::Context *context, const gl::PixelUnpackState &unpack, gl::Buffer *unpackBuffer, unsigned int offset, RenderTargetD3D *destRenderTarget, GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea) override; angle::Result packPixels(const gl::Context *context, const TextureHelper11 &textureHelper, const PackPixelsParams ¶ms, uint8_t *pixelsOut); bool getLUID(LUID *adapterLuid) const override; VertexConversionType getVertexConversionType(angle::FormatID vertexFormatID) const override; GLenum getVertexComponentType(angle::FormatID vertexFormatID) const override; // Warning: you should ensure binding really matches attrib.bindingIndex before using this // function. angle::Result getVertexSpaceRequired(const gl::Context *context, const gl::VertexAttribute &attrib, const gl::VertexBinding &binding, size_t count, GLsizei instances, GLuint baseInstance, unsigned int *bytesRequiredOut) const override; angle::Result readFromAttachment(const gl::Context *context, const gl::FramebufferAttachment &srcAttachment, const gl::Rectangle &sourceArea, GLenum format, GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, uint8_t *pixels); angle::Result blitRenderbufferRect(const gl::Context *context, const gl::Rectangle &readRect, const gl::Rectangle &drawRect, UINT readLayer, UINT drawLayer, RenderTargetD3D *readRenderTarget, RenderTargetD3D *drawRenderTarget, GLenum filter, const gl::Rectangle *scissor, bool colorBlit, bool depthBlit, bool stencilBlit); bool isES3Capable() const; const Renderer11DeviceCaps &getRenderer11DeviceCaps() const { return mRenderer11DeviceCaps; } RendererClass getRendererClass() const override; StateManager11 *getStateManager() { return &mStateManager; } void onSwap(); void onBufferCreate(const Buffer11 *created); void onBufferDelete(const Buffer11 *deleted); DeviceImpl *createEGLDevice() override; angle::Result drawArrays(const gl::Context *context, gl::PrimitiveMode mode, GLint firstVertex, GLsizei vertexCount, GLsizei instanceCount, GLuint baseInstance, bool isInstancedDraw); angle::Result drawElements(const gl::Context *context, gl::PrimitiveMode mode, GLint startVertex, GLsizei indexCount, gl::DrawElementsType indexType, const void *indices, GLsizei instanceCount, GLint baseVertex, GLuint baseInstance, bool isInstancedDraw); angle::Result drawArraysIndirect(const gl::Context *context, const void *indirect); angle::Result drawElementsIndirect(const gl::Context *context, const void *indirect); // Necessary hack for default framebuffers in D3D. FramebufferImpl *createDefaultFramebuffer(const gl::FramebufferState &state) override; angle::Result getScratchMemoryBuffer(Context11 *context11, size_t requestedSize, angle::MemoryBuffer **bufferOut); gl::Version getMaxSupportedESVersion() const override; gl::Version getMaxConformantESVersion() const override; angle::Result dispatchCompute(const gl::Context *context, GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ); angle::Result dispatchComputeIndirect(const gl::Context *context, GLintptr indirect); angle::Result createStagingTexture(const gl::Context *context, ResourceType textureType, const d3d11::Format &formatSet, const gl::Extents &size, StagingAccess readAndWriteAccess, TextureHelper11 *textureOut); template angle::Result allocateResource(d3d::Context *context, const DescT &desc, ResourceT *resourceOut) { return mResourceManager11.allocate(context, this, &desc, nullptr, resourceOut); } template angle::Result allocateResource(d3d::Context *context, const DescT &desc, InitDataT *initData, ResourceT *resourceOut) { return mResourceManager11.allocate(context, this, &desc, initData, resourceOut); } template angle::Result allocateResourceNoDesc(d3d::Context *context, InitDataT *initData, ResourceT *resourceOut) { return mResourceManager11.allocate(context, this, nullptr, initData, resourceOut); } template angle::Result allocateTexture(d3d::Context *context, const DescT &desc, const d3d11::Format &format, TextureHelper11 *textureOut) { return allocateTexture(context, desc, format, nullptr, textureOut); } angle::Result allocateTexture(d3d::Context *context, const D3D11_TEXTURE2D_DESC &desc, const d3d11::Format &format, const D3D11_SUBRESOURCE_DATA *initData, TextureHelper11 *textureOut); angle::Result allocateTexture(d3d::Context *context, const D3D11_TEXTURE3D_DESC &desc, const d3d11::Format &format, const D3D11_SUBRESOURCE_DATA *initData, TextureHelper11 *textureOut); angle::Result clearRenderTarget(const gl::Context *context, RenderTargetD3D *renderTarget, const gl::ColorF &clearColorValue, const float clearDepthValue, const unsigned int clearStencilValue) override; bool canSelectViewInVertexShader() const override; angle::Result mapResource(const gl::Context *context, ID3D11Resource *resource, UINT subResource, D3D11_MAP mapType, UINT mapFlags, D3D11_MAPPED_SUBRESOURCE *mappedResource); angle::Result getIncompleteTexture(const gl::Context *context, gl::TextureType type, gl::Texture **textureOut) override; void setGlobalDebugAnnotator() override; std::string getRendererDescription() const override; std::string getVendorString() const override; std::string getVersionString(bool includeFullVersion) const override; private: void generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions, gl::Limitations *outLimitations) const override; void initializeFeatures(angle::FeaturesD3D *features) const override; void initializeFrontendFeatures(angle::FrontendFeatures *features) const override; angle::Result drawLineLoop(const gl::Context *context, GLuint count, gl::DrawElementsType type, const void *indices, int baseVertex, int instances); angle::Result drawTriangleFan(const gl::Context *context, GLuint count, gl::DrawElementsType type, const void *indices, int baseVertex, int instances); angle::Result resolveMultisampledTexture(const gl::Context *context, RenderTarget11 *renderTarget, bool depth, bool stencil, TextureHelper11 *textureOut); void populateRenderer11DeviceCaps(); void updateHistograms(); angle::Result copyImageInternal(const gl::Context *context, const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, const gl::Offset &destOffset, RenderTargetD3D *destRenderTarget); gl::SupportedSampleSet generateSampleSetForEGLConfig( const gl::TextureCaps &colorBufferFormatCaps, const gl::TextureCaps &depthStencilBufferFormatCaps) const; HRESULT callD3D11CreateDevice(PFN_D3D11_CREATE_DEVICE createDevice, bool debug); HRESULT callD3D11On12CreateDevice(PFN_D3D12_CREATE_DEVICE createDevice12, PFN_D3D11ON12_CREATE_DEVICE createDevice11on12, bool debug); egl::Error initializeD3DDevice(); egl::Error initializeDevice(); void releaseDeviceResources(); void release(); d3d11::ANGLED3D11DeviceType getDeviceType() const; // Make sure that the raw buffer is the latest buffer. angle::Result markRawBufferUsage(const gl::Context *context); angle::Result markTypedBufferUsage(const gl::Context *context); angle::Result markTransformFeedbackUsage(const gl::Context *context); angle::Result drawWithGeometryShaderAndTransformFeedback(Context11 *context11, gl::PrimitiveMode mode, UINT instanceCount, UINT vertexCount); HMODULE mD3d11Module; HMODULE mD3d12Module; HMODULE mDxgiModule; HMODULE mDCompModule; std::vector mAvailableFeatureLevels; D3D_DRIVER_TYPE mRequestedDriverType; bool mCreateDebugDevice; bool mCreatedWithDeviceEXT; HLSLCompiler mCompiler; RenderStateCache mStateCache; StateManager11 mStateManager; StreamingIndexBufferInterface *mLineLoopIB; StreamingIndexBufferInterface *mTriangleFanIB; // Texture copy resources Blit11 *mBlit; PixelTransfer11 *mPixelTransfer; // Masked clear resources Clear11 *mClear; // Perform trim for D3D resources Trim11 *mTrim; // Sync query d3d11::Query mSyncQuery; // Created objects state tracking std::set mAliveBuffers; double mLastHistogramUpdateTime; angle::ComPtr mDevice12; angle::ComPtr mCommandQueue; ID3D11Device *mDevice; ID3D11Device1 *mDevice1; Renderer11DeviceCaps mRenderer11DeviceCaps; ID3D11DeviceContext *mDeviceContext; ID3D11DeviceContext1 *mDeviceContext1; ID3D11DeviceContext3 *mDeviceContext3; IDXGIAdapter *mDxgiAdapter; DXGI_ADAPTER_DESC mAdapterDescription; char mDescription[128]; IDXGIFactory *mDxgiFactory; ID3D11Debug *mDebug; std::vector mScratchIndexDataBuffer; angle::ScratchBuffer mScratchMemoryBuffer; DebugAnnotatorContext11 mAnnotatorContext; mutable Optional mSupportsShareHandles; ResourceManager11 mResourceManager11; TextureHelper11 mCachedResolveTexture; }; } // namespace rx #endif // LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_H_