// // 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 #include #include #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; 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 *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 outType *DynamicCastComObject(IUnknown *object) { outType *outObject = nullptr; HRESULT result = object->QueryInterface(__uuidof(outType), reinterpret_cast(&outObject)); if (SUCCEEDED(result)) { return outObject; } else { SafeRelease(outObject); return nullptr; } } template angle::ComPtr DynamicCastComObjectToComPtr(IUnknown *object) { angle::ComPtr 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 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 *get() const { ASSERT(mResource.valid()); return mResource.get(); } const Resource11> &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 &desc, GetInitDataType *initData, const char *name); Resource11> mResource; }; template class LazyShader final : public LazyResource()> { 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()>(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 { 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 { 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 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 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 { 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 void init(Resource11 &&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(temp); mFormatSet = &format; initDesc(desc); } template void set(ResourceT *object, const d3d11::Format &format) { ASSERT(!valid()); mFormatSet = &format; mData->object = object; mData->manager = nullptr; GetDescFromD3D11 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_