1 //
2 // Copyright 2016 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6 // Context11:
7 // D3D11-specific functionality associated with a GL Context.
8 //
9
10 #include "libANGLE/renderer/d3d/d3d11/Context11.h"
11
12 #include "common/string_utils.h"
13 #include "libANGLE/Context.h"
14 #include "libANGLE/MemoryProgramCache.h"
15 #include "libANGLE/renderer/OverlayImpl.h"
16 #include "libANGLE/renderer/d3d/CompilerD3D.h"
17 #include "libANGLE/renderer/d3d/RenderbufferD3D.h"
18 #include "libANGLE/renderer/d3d/SamplerD3D.h"
19 #include "libANGLE/renderer/d3d/ShaderD3D.h"
20 #include "libANGLE/renderer/d3d/TextureD3D.h"
21 #include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
22 #include "libANGLE/renderer/d3d/d3d11/Fence11.h"
23 #include "libANGLE/renderer/d3d/d3d11/Framebuffer11.h"
24 #include "libANGLE/renderer/d3d/d3d11/IndexBuffer11.h"
25 #include "libANGLE/renderer/d3d/d3d11/Program11.h"
26 #include "libANGLE/renderer/d3d/d3d11/ProgramPipeline11.h"
27 #include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
28 #include "libANGLE/renderer/d3d/d3d11/StateManager11.h"
29 #include "libANGLE/renderer/d3d/d3d11/TransformFeedback11.h"
30 #include "libANGLE/renderer/d3d/d3d11/VertexArray11.h"
31 #include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
32
33 namespace rx
34 {
35
36 namespace
37 {
DrawCallHasDynamicAttribs(const gl::Context * context)38 ANGLE_INLINE bool DrawCallHasDynamicAttribs(const gl::Context *context)
39 {
40 VertexArray11 *vertexArray11 = GetImplAs<VertexArray11>(context->getState().getVertexArray());
41 return vertexArray11->hasActiveDynamicAttrib(context);
42 }
43
DrawCallHasStreamingVertexArrays(const gl::Context * context,gl::PrimitiveMode mode)44 bool DrawCallHasStreamingVertexArrays(const gl::Context *context, gl::PrimitiveMode mode)
45 {
46 // Direct drawing doesn't support dynamic attribute storage since it needs the first and count
47 // to translate when applyVertexBuffer. GL_LINE_LOOP and GL_TRIANGLE_FAN are not supported
48 // either since we need to simulate them in D3D.
49 if (DrawCallHasDynamicAttribs(context) || mode == gl::PrimitiveMode::LineLoop ||
50 mode == gl::PrimitiveMode::TriangleFan)
51 {
52 return true;
53 }
54
55 ProgramD3D *programD3D = GetImplAs<ProgramD3D>(context->getState().getProgram());
56 if (InstancedPointSpritesActive(programD3D, mode))
57 {
58 return true;
59 }
60
61 return false;
62 }
63
DrawCallHasStreamingElementArray(const gl::Context * context,gl::DrawElementsType srcType)64 bool DrawCallHasStreamingElementArray(const gl::Context *context, gl::DrawElementsType srcType)
65 {
66 const gl::State &glState = context->getState();
67 gl::Buffer *elementArrayBuffer = glState.getVertexArray()->getElementArrayBuffer();
68
69 bool primitiveRestartWorkaround =
70 UsePrimitiveRestartWorkaround(glState.isPrimitiveRestartEnabled(), srcType);
71 const gl::DrawElementsType dstType =
72 (srcType == gl::DrawElementsType::UnsignedInt || primitiveRestartWorkaround)
73 ? gl::DrawElementsType::UnsignedInt
74 : gl::DrawElementsType::UnsignedShort;
75
76 // Not clear where the offset comes from here.
77 switch (ClassifyIndexStorage(glState, elementArrayBuffer, srcType, dstType, 0))
78 {
79 case IndexStorageType::Dynamic:
80 return true;
81 case IndexStorageType::Direct:
82 return false;
83 case IndexStorageType::Static:
84 {
85 BufferD3D *bufferD3D = GetImplAs<BufferD3D>(elementArrayBuffer);
86 StaticIndexBufferInterface *staticBuffer = bufferD3D->getStaticIndexBuffer();
87 return (staticBuffer->getBufferSize() == 0 || staticBuffer->getIndexType() != dstType);
88 }
89 default:
90 UNREACHABLE();
91 return true;
92 }
93 }
94
95 template <typename IndirectBufferT>
ReadbackIndirectBuffer(const gl::Context * context,const void * indirect,const IndirectBufferT ** bufferPtrOut)96 angle::Result ReadbackIndirectBuffer(const gl::Context *context,
97 const void *indirect,
98 const IndirectBufferT **bufferPtrOut)
99 {
100 const gl::State &glState = context->getState();
101 gl::Buffer *drawIndirectBuffer = glState.getTargetBuffer(gl::BufferBinding::DrawIndirect);
102 ASSERT(drawIndirectBuffer);
103 Buffer11 *storage = GetImplAs<Buffer11>(drawIndirectBuffer);
104 uintptr_t offset = reinterpret_cast<uintptr_t>(indirect);
105
106 const uint8_t *bufferData = nullptr;
107 ANGLE_TRY(storage->getData(context, &bufferData));
108 ASSERT(bufferData);
109
110 *bufferPtrOut = reinterpret_cast<const IndirectBufferT *>(bufferData + offset);
111 return angle::Result::Continue;
112 }
113 } // anonymous namespace
114
Context11(const gl::State & state,gl::ErrorSet * errorSet,Renderer11 * renderer)115 Context11::Context11(const gl::State &state, gl::ErrorSet *errorSet, Renderer11 *renderer)
116 : ContextD3D(state, errorSet), mRenderer(renderer)
117 {}
118
~Context11()119 Context11::~Context11() {}
120
initialize()121 angle::Result Context11::initialize()
122 {
123 return angle::Result::Continue;
124 }
125
onDestroy(const gl::Context * context)126 void Context11::onDestroy(const gl::Context *context)
127 {
128 mIncompleteTextures.onDestroy(context);
129 }
130
createCompiler()131 CompilerImpl *Context11::createCompiler()
132 {
133 if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3)
134 {
135 return new CompilerD3D(SH_HLSL_4_0_FL9_3_OUTPUT);
136 }
137 else
138 {
139 return new CompilerD3D(SH_HLSL_4_1_OUTPUT);
140 }
141 }
142
createShader(const gl::ShaderState & data)143 ShaderImpl *Context11::createShader(const gl::ShaderState &data)
144 {
145 return new ShaderD3D(data, mRenderer->getFeatures(), mRenderer->getNativeExtensions());
146 }
147
createProgram(const gl::ProgramState & data)148 ProgramImpl *Context11::createProgram(const gl::ProgramState &data)
149 {
150 return new Program11(data, mRenderer);
151 }
152
createFramebuffer(const gl::FramebufferState & data)153 FramebufferImpl *Context11::createFramebuffer(const gl::FramebufferState &data)
154 {
155 return new Framebuffer11(data, mRenderer);
156 }
157
createTexture(const gl::TextureState & state)158 TextureImpl *Context11::createTexture(const gl::TextureState &state)
159 {
160 switch (state.getType())
161 {
162 case gl::TextureType::_2D:
163 // GL_TEXTURE_VIDEO_IMAGE_WEBGL maps to native 2D texture on Windows platform
164 case gl::TextureType::VideoImage:
165 return new TextureD3D_2D(state, mRenderer);
166 case gl::TextureType::CubeMap:
167 return new TextureD3D_Cube(state, mRenderer);
168 case gl::TextureType::_3D:
169 return new TextureD3D_3D(state, mRenderer);
170 case gl::TextureType::_2DArray:
171 return new TextureD3D_2DArray(state, mRenderer);
172 case gl::TextureType::External:
173 return new TextureD3D_External(state, mRenderer);
174 case gl::TextureType::_2DMultisample:
175 return new TextureD3D_2DMultisample(state, mRenderer);
176 case gl::TextureType::_2DMultisampleArray:
177 return new TextureD3D_2DMultisampleArray(state, mRenderer);
178 default:
179 UNREACHABLE();
180 }
181
182 return nullptr;
183 }
184
createRenderbuffer(const gl::RenderbufferState & state)185 RenderbufferImpl *Context11::createRenderbuffer(const gl::RenderbufferState &state)
186 {
187 return new RenderbufferD3D(state, mRenderer);
188 }
189
createBuffer(const gl::BufferState & state)190 BufferImpl *Context11::createBuffer(const gl::BufferState &state)
191 {
192 Buffer11 *buffer = new Buffer11(state, mRenderer);
193 mRenderer->onBufferCreate(buffer);
194 return buffer;
195 }
196
createVertexArray(const gl::VertexArrayState & data)197 VertexArrayImpl *Context11::createVertexArray(const gl::VertexArrayState &data)
198 {
199 return new VertexArray11(data);
200 }
201
createQuery(gl::QueryType type)202 QueryImpl *Context11::createQuery(gl::QueryType type)
203 {
204 return new Query11(mRenderer, type);
205 }
206
createFenceNV()207 FenceNVImpl *Context11::createFenceNV()
208 {
209 return new FenceNV11(mRenderer);
210 }
211
createSync()212 SyncImpl *Context11::createSync()
213 {
214 return new Sync11(mRenderer);
215 }
216
createTransformFeedback(const gl::TransformFeedbackState & state)217 TransformFeedbackImpl *Context11::createTransformFeedback(const gl::TransformFeedbackState &state)
218 {
219 return new TransformFeedback11(state, mRenderer);
220 }
221
createSampler(const gl::SamplerState & state)222 SamplerImpl *Context11::createSampler(const gl::SamplerState &state)
223 {
224 return new SamplerD3D(state);
225 }
226
createProgramPipeline(const gl::ProgramPipelineState & data)227 ProgramPipelineImpl *Context11::createProgramPipeline(const gl::ProgramPipelineState &data)
228 {
229 return new ProgramPipeline11(data);
230 }
231
createMemoryObject()232 MemoryObjectImpl *Context11::createMemoryObject()
233 {
234 UNREACHABLE();
235 return nullptr;
236 }
237
createSemaphore()238 SemaphoreImpl *Context11::createSemaphore()
239 {
240 UNREACHABLE();
241 return nullptr;
242 }
243
createOverlay(const gl::OverlayState & state)244 OverlayImpl *Context11::createOverlay(const gl::OverlayState &state)
245 {
246 // Not implemented.
247 return new OverlayImpl(state);
248 }
249
flush(const gl::Context * context)250 angle::Result Context11::flush(const gl::Context *context)
251 {
252 return mRenderer->flush(this);
253 }
254
finish(const gl::Context * context)255 angle::Result Context11::finish(const gl::Context *context)
256 {
257 return mRenderer->finish(this);
258 }
259
drawArrays(const gl::Context * context,gl::PrimitiveMode mode,GLint first,GLsizei count)260 angle::Result Context11::drawArrays(const gl::Context *context,
261 gl::PrimitiveMode mode,
262 GLint first,
263 GLsizei count)
264 {
265 ASSERT(count > 0);
266 ANGLE_TRY(mRenderer->getStateManager()->updateState(
267 context, mode, first, count, gl::DrawElementsType::InvalidEnum, nullptr, 0, 0));
268 return mRenderer->drawArrays(context, mode, first, count, 0, 0);
269 }
270
drawArraysInstanced(const gl::Context * context,gl::PrimitiveMode mode,GLint first,GLsizei count,GLsizei instanceCount)271 angle::Result Context11::drawArraysInstanced(const gl::Context *context,
272 gl::PrimitiveMode mode,
273 GLint first,
274 GLsizei count,
275 GLsizei instanceCount)
276 {
277 ASSERT(count > 0);
278 ANGLE_TRY(mRenderer->getStateManager()->updateState(
279 context, mode, first, count, gl::DrawElementsType::InvalidEnum, nullptr, instanceCount, 0));
280 return mRenderer->drawArrays(context, mode, first, count, instanceCount, 0);
281 }
282
drawArraysInstancedBaseInstance(const gl::Context * context,gl::PrimitiveMode mode,GLint first,GLsizei count,GLsizei instanceCount,GLuint baseInstance)283 angle::Result Context11::drawArraysInstancedBaseInstance(const gl::Context *context,
284 gl::PrimitiveMode mode,
285 GLint first,
286 GLsizei count,
287 GLsizei instanceCount,
288 GLuint baseInstance)
289 {
290 ASSERT(count > 0);
291 ANGLE_TRY(mRenderer->getStateManager()->updateState(
292 context, mode, first, count, gl::DrawElementsType::InvalidEnum, nullptr, instanceCount, 0));
293 return mRenderer->drawArrays(context, mode, first, count, instanceCount, baseInstance);
294 }
295
drawElementsImpl(const gl::Context * context,gl::PrimitiveMode mode,GLsizei indexCount,gl::DrawElementsType indexType,const void * indices,GLsizei instanceCount,GLint baseVertex,GLuint baseInstance)296 ANGLE_INLINE angle::Result Context11::drawElementsImpl(const gl::Context *context,
297 gl::PrimitiveMode mode,
298 GLsizei indexCount,
299 gl::DrawElementsType indexType,
300 const void *indices,
301 GLsizei instanceCount,
302 GLint baseVertex,
303 GLuint baseInstance)
304 {
305 ASSERT(indexCount > 0);
306
307 if (DrawCallHasDynamicAttribs(context))
308 {
309 gl::IndexRange indexRange;
310 ANGLE_TRY(context->getState().getVertexArray()->getIndexRange(
311 context, indexType, indexCount, indices, &indexRange));
312 ANGLE_TRY(mRenderer->getStateManager()->updateState(
313 context, mode, static_cast<GLint>(indexRange.start), indexCount, indexType, indices,
314 instanceCount, baseVertex));
315 return mRenderer->drawElements(context, mode, static_cast<GLint>(indexRange.start),
316 indexCount, indexType, indices, instanceCount, baseVertex,
317 baseInstance);
318 }
319 else
320 {
321 ANGLE_TRY(mRenderer->getStateManager()->updateState(context, mode, 0, indexCount, indexType,
322 indices, instanceCount, baseVertex));
323 return mRenderer->drawElements(context, mode, 0, indexCount, indexType, indices,
324 instanceCount, baseVertex, baseInstance);
325 }
326 }
327
drawElements(const gl::Context * context,gl::PrimitiveMode mode,GLsizei count,gl::DrawElementsType type,const void * indices)328 angle::Result Context11::drawElements(const gl::Context *context,
329 gl::PrimitiveMode mode,
330 GLsizei count,
331 gl::DrawElementsType type,
332 const void *indices)
333 {
334 return drawElementsImpl(context, mode, count, type, indices, 0, 0, 0);
335 }
336
drawElementsBaseVertex(const gl::Context * context,gl::PrimitiveMode mode,GLsizei count,gl::DrawElementsType type,const void * indices,GLint baseVertex)337 angle::Result Context11::drawElementsBaseVertex(const gl::Context *context,
338 gl::PrimitiveMode mode,
339 GLsizei count,
340 gl::DrawElementsType type,
341 const void *indices,
342 GLint baseVertex)
343 {
344 return drawElementsImpl(context, mode, count, type, indices, 0, baseVertex, 0);
345 }
346
drawElementsInstanced(const gl::Context * context,gl::PrimitiveMode mode,GLsizei count,gl::DrawElementsType type,const void * indices,GLsizei instances)347 angle::Result Context11::drawElementsInstanced(const gl::Context *context,
348 gl::PrimitiveMode mode,
349 GLsizei count,
350 gl::DrawElementsType type,
351 const void *indices,
352 GLsizei instances)
353 {
354 return drawElementsImpl(context, mode, count, type, indices, instances, 0, 0);
355 }
356
drawElementsInstancedBaseVertex(const gl::Context * context,gl::PrimitiveMode mode,GLsizei count,gl::DrawElementsType type,const void * indices,GLsizei instances,GLint baseVertex)357 angle::Result Context11::drawElementsInstancedBaseVertex(const gl::Context *context,
358 gl::PrimitiveMode mode,
359 GLsizei count,
360 gl::DrawElementsType type,
361 const void *indices,
362 GLsizei instances,
363 GLint baseVertex)
364 {
365 return drawElementsImpl(context, mode, count, type, indices, instances, baseVertex, 0);
366 }
367
drawElementsInstancedBaseVertexBaseInstance(const gl::Context * context,gl::PrimitiveMode mode,GLsizei count,gl::DrawElementsType type,const void * indices,GLsizei instances,GLint baseVertex,GLuint baseInstance)368 angle::Result Context11::drawElementsInstancedBaseVertexBaseInstance(const gl::Context *context,
369 gl::PrimitiveMode mode,
370 GLsizei count,
371 gl::DrawElementsType type,
372 const void *indices,
373 GLsizei instances,
374 GLint baseVertex,
375 GLuint baseInstance)
376 {
377 return drawElementsImpl(context, mode, count, type, indices, instances, baseVertex,
378 baseInstance);
379 }
380
drawRangeElements(const gl::Context * context,gl::PrimitiveMode mode,GLuint start,GLuint end,GLsizei count,gl::DrawElementsType type,const void * indices)381 angle::Result Context11::drawRangeElements(const gl::Context *context,
382 gl::PrimitiveMode mode,
383 GLuint start,
384 GLuint end,
385 GLsizei count,
386 gl::DrawElementsType type,
387 const void *indices)
388 {
389 return drawElementsImpl(context, mode, count, type, indices, 0, 0, 0);
390 }
391
drawRangeElementsBaseVertex(const gl::Context * context,gl::PrimitiveMode mode,GLuint start,GLuint end,GLsizei count,gl::DrawElementsType type,const void * indices,GLint baseVertex)392 angle::Result Context11::drawRangeElementsBaseVertex(const gl::Context *context,
393 gl::PrimitiveMode mode,
394 GLuint start,
395 GLuint end,
396 GLsizei count,
397 gl::DrawElementsType type,
398 const void *indices,
399 GLint baseVertex)
400 {
401 return drawElementsImpl(context, mode, count, type, indices, 0, baseVertex, 0);
402 }
403
drawArraysIndirect(const gl::Context * context,gl::PrimitiveMode mode,const void * indirect)404 angle::Result Context11::drawArraysIndirect(const gl::Context *context,
405 gl::PrimitiveMode mode,
406 const void *indirect)
407 {
408 if (DrawCallHasStreamingVertexArrays(context, mode))
409 {
410 const gl::DrawArraysIndirectCommand *cmd = nullptr;
411 ANGLE_TRY(ReadbackIndirectBuffer(context, indirect, &cmd));
412
413 ANGLE_TRY(mRenderer->getStateManager()->updateState(context, mode, cmd->first, cmd->count,
414 gl::DrawElementsType::InvalidEnum,
415 nullptr, cmd->instanceCount, 0));
416 return mRenderer->drawArrays(context, mode, cmd->first, cmd->count, cmd->instanceCount,
417 cmd->baseInstance);
418 }
419 else
420 {
421 ANGLE_TRY(mRenderer->getStateManager()->updateState(
422 context, mode, 0, 0, gl::DrawElementsType::InvalidEnum, nullptr, 0, 0));
423 return mRenderer->drawArraysIndirect(context, indirect);
424 }
425 }
426
drawElementsIndirect(const gl::Context * context,gl::PrimitiveMode mode,gl::DrawElementsType type,const void * indirect)427 angle::Result Context11::drawElementsIndirect(const gl::Context *context,
428 gl::PrimitiveMode mode,
429 gl::DrawElementsType type,
430 const void *indirect)
431 {
432 if (DrawCallHasStreamingVertexArrays(context, mode) ||
433 DrawCallHasStreamingElementArray(context, type))
434 {
435 const gl::DrawElementsIndirectCommand *cmd = nullptr;
436 ANGLE_TRY(ReadbackIndirectBuffer(context, indirect, &cmd));
437
438 const GLuint typeBytes = gl::GetDrawElementsTypeSize(type);
439 const void *indices =
440 reinterpret_cast<const void *>(static_cast<uintptr_t>(cmd->firstIndex * typeBytes));
441
442 // We must explicitly resolve the index range for the slow-path indirect drawElements to
443 // make sure we are using the correct 'baseVertex'. This parameter does not exist for the
444 // direct drawElements.
445 gl::IndexRange indexRange;
446 ANGLE_TRY(context->getState().getVertexArray()->getIndexRange(context, type, cmd->count,
447 indices, &indexRange));
448
449 GLint startVertex;
450 ANGLE_TRY(ComputeStartVertex(GetImplAs<Context11>(context), indexRange, cmd->baseVertex,
451 &startVertex));
452
453 ANGLE_TRY(mRenderer->getStateManager()->updateState(context, mode, startVertex, cmd->count,
454 type, indices, cmd->primCount,
455 cmd->baseVertex));
456 return mRenderer->drawElements(context, mode, static_cast<GLint>(indexRange.start),
457 cmd->count, type, indices, cmd->primCount, 0, 0);
458 }
459 else
460 {
461 ANGLE_TRY(
462 mRenderer->getStateManager()->updateState(context, mode, 0, 0, type, nullptr, 0, 0));
463 return mRenderer->drawElementsIndirect(context, indirect);
464 }
465 }
466
getResetStatus()467 gl::GraphicsResetStatus Context11::getResetStatus()
468 {
469 return mRenderer->getResetStatus();
470 }
471
getVendorString() const472 std::string Context11::getVendorString() const
473 {
474 return mRenderer->getVendorString();
475 }
476
getRendererDescription() const477 std::string Context11::getRendererDescription() const
478 {
479 return mRenderer->getRendererDescription();
480 }
481
insertEventMarker(GLsizei length,const char * marker)482 angle::Result Context11::insertEventMarker(GLsizei length, const char *marker)
483 {
484 mRenderer->getAnnotator()->setMarker(marker);
485 return angle::Result::Continue;
486 }
487
pushGroupMarker(GLsizei length,const char * marker)488 angle::Result Context11::pushGroupMarker(GLsizei length, const char *marker)
489 {
490 mRenderer->getAnnotator()->beginEvent(marker, marker);
491 mMarkerStack.push(std::string(marker));
492 return angle::Result::Continue;
493 }
494
popGroupMarker()495 angle::Result Context11::popGroupMarker()
496 {
497 const char *marker = nullptr;
498 if (!mMarkerStack.empty())
499 {
500 marker = mMarkerStack.top().c_str();
501 mMarkerStack.pop();
502 mRenderer->getAnnotator()->endEvent(marker);
503 }
504 return angle::Result::Continue;
505 }
506
pushDebugGroup(const gl::Context * context,GLenum source,GLuint id,const std::string & message)507 angle::Result Context11::pushDebugGroup(const gl::Context *context,
508 GLenum source,
509 GLuint id,
510 const std::string &message)
511 {
512 // Fall through to the EXT_debug_marker functions
513 return pushGroupMarker(static_cast<GLsizei>(message.size()), message.c_str());
514 }
515
popDebugGroup(const gl::Context * context)516 angle::Result Context11::popDebugGroup(const gl::Context *context)
517 {
518 // Fall through to the EXT_debug_marker functions
519 return popGroupMarker();
520 }
521
syncState(const gl::Context * context,const gl::State::DirtyBits & dirtyBits,const gl::State::DirtyBits & bitMask)522 angle::Result Context11::syncState(const gl::Context *context,
523 const gl::State::DirtyBits &dirtyBits,
524 const gl::State::DirtyBits &bitMask)
525 {
526 mRenderer->getStateManager()->syncState(context, dirtyBits);
527 return angle::Result::Continue;
528 }
529
getGPUDisjoint()530 GLint Context11::getGPUDisjoint()
531 {
532 return mRenderer->getGPUDisjoint();
533 }
534
getTimestamp()535 GLint64 Context11::getTimestamp()
536 {
537 return mRenderer->getTimestamp();
538 }
539
onMakeCurrent(const gl::Context * context)540 angle::Result Context11::onMakeCurrent(const gl::Context *context)
541 {
542 return mRenderer->getStateManager()->onMakeCurrent(context);
543 }
544
getNativeCaps() const545 gl::Caps Context11::getNativeCaps() const
546 {
547 gl::Caps caps = mRenderer->getNativeCaps();
548
549 // For pixel shaders, the render targets and unordered access views share the same resource
550 // slots, so the maximum number of fragment shader outputs depends on the current context
551 // version:
552 // - If current context is ES 3.0 and below, we use D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT(8)
553 // as the value of max draw buffers because UAVs are not used.
554 // - If current context is ES 3.1 and the feature level is 11_0, the RTVs and UAVs share 8
555 // slots. As ES 3.1 requires at least 1 atomic counter buffer in compute shaders, the value
556 // of max combined shader output resources is limited to 7, thus only 7 RTV slots can be
557 // used simultaneously.
558 // - If current context is ES 3.1 and the feature level is 11_1, the RTVs and UAVs share 64
559 // slots. Currently we allocate 60 slots for combined shader output resources, so we can use
560 // at most D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT(8) RTVs simultaneously.
561 if (mState.getClientVersion() >= gl::ES_3_1 &&
562 mRenderer->getRenderer11DeviceCaps().featureLevel == D3D_FEATURE_LEVEL_11_0)
563 {
564 caps.maxDrawBuffers = caps.maxCombinedShaderOutputResources;
565 caps.maxColorAttachments = caps.maxCombinedShaderOutputResources;
566 }
567
568 return caps;
569 }
570
getNativeTextureCaps() const571 const gl::TextureCapsMap &Context11::getNativeTextureCaps() const
572 {
573 return mRenderer->getNativeTextureCaps();
574 }
575
getNativeExtensions() const576 const gl::Extensions &Context11::getNativeExtensions() const
577 {
578 return mRenderer->getNativeExtensions();
579 }
580
getNativeLimitations() const581 const gl::Limitations &Context11::getNativeLimitations() const
582 {
583 return mRenderer->getNativeLimitations();
584 }
585
dispatchCompute(const gl::Context * context,GLuint numGroupsX,GLuint numGroupsY,GLuint numGroupsZ)586 angle::Result Context11::dispatchCompute(const gl::Context *context,
587 GLuint numGroupsX,
588 GLuint numGroupsY,
589 GLuint numGroupsZ)
590 {
591 return mRenderer->dispatchCompute(context, numGroupsX, numGroupsY, numGroupsZ);
592 }
593
dispatchComputeIndirect(const gl::Context * context,GLintptr indirect)594 angle::Result Context11::dispatchComputeIndirect(const gl::Context *context, GLintptr indirect)
595 {
596 return mRenderer->dispatchComputeIndirect(context, indirect);
597 }
598
triggerDrawCallProgramRecompilation(const gl::Context * context,gl::PrimitiveMode drawMode)599 angle::Result Context11::triggerDrawCallProgramRecompilation(const gl::Context *context,
600 gl::PrimitiveMode drawMode)
601 {
602 const auto &glState = context->getState();
603 const auto *va11 = GetImplAs<VertexArray11>(glState.getVertexArray());
604 const auto *drawFBO = glState.getDrawFramebuffer();
605 gl::Program *program = glState.getProgram();
606 ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
607
608 programD3D->updateCachedInputLayout(va11->getCurrentStateSerial(), glState);
609 programD3D->updateCachedOutputLayout(context, drawFBO);
610
611 bool recompileVS = !programD3D->hasVertexExecutableForCachedInputLayout();
612 bool recompileGS = !programD3D->hasGeometryExecutableForPrimitiveType(glState, drawMode);
613 bool recompilePS = !programD3D->hasPixelExecutableForCachedOutputLayout();
614
615 if (!recompileVS && !recompileGS && !recompilePS)
616 {
617 return angle::Result::Continue;
618 }
619
620 // Load the compiler if necessary and recompile the programs.
621 ANGLE_TRY(mRenderer->ensureHLSLCompilerInitialized(this));
622
623 gl::InfoLog infoLog;
624
625 if (recompileVS)
626 {
627 ShaderExecutableD3D *vertexExe = nullptr;
628 ANGLE_TRY(programD3D->getVertexExecutableForCachedInputLayout(this, &vertexExe, &infoLog));
629 if (!programD3D->hasVertexExecutableForCachedInputLayout())
630 {
631 ASSERT(infoLog.getLength() > 0);
632 ERR() << "Error compiling dynamic vertex executable: " << infoLog.str();
633 ANGLE_TRY_HR(this, E_FAIL, "Error compiling dynamic vertex executable");
634 }
635 }
636
637 if (recompileGS)
638 {
639 ShaderExecutableD3D *geometryExe = nullptr;
640 ANGLE_TRY(programD3D->getGeometryExecutableForPrimitiveType(this, glState, drawMode,
641 &geometryExe, &infoLog));
642 if (!programD3D->hasGeometryExecutableForPrimitiveType(glState, drawMode))
643 {
644 ASSERT(infoLog.getLength() > 0);
645 ERR() << "Error compiling dynamic geometry executable: " << infoLog.str();
646 ANGLE_TRY_HR(this, E_FAIL, "Error compiling dynamic geometry executable");
647 }
648 }
649
650 if (recompilePS)
651 {
652 ShaderExecutableD3D *pixelExe = nullptr;
653 ANGLE_TRY(programD3D->getPixelExecutableForCachedOutputLayout(this, &pixelExe, &infoLog));
654 if (!programD3D->hasPixelExecutableForCachedOutputLayout())
655 {
656 ASSERT(infoLog.getLength() > 0);
657 ERR() << "Error compiling dynamic pixel executable: " << infoLog.str();
658 ANGLE_TRY_HR(this, E_FAIL, "Error compiling dynamic pixel executable");
659 }
660 }
661
662 // Refresh the program cache entry.
663 if (mMemoryProgramCache)
664 {
665 ANGLE_TRY(mMemoryProgramCache->updateProgram(context, program));
666 }
667
668 return angle::Result::Continue;
669 }
670
triggerDispatchCallProgramRecompilation(const gl::Context * context)671 angle::Result Context11::triggerDispatchCallProgramRecompilation(const gl::Context *context)
672 {
673 const auto &glState = context->getState();
674 gl::Program *program = glState.getProgram();
675 ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program);
676
677 programD3D->updateCachedComputeImage2DBindLayout(context);
678
679 bool recompileCS = !programD3D->hasComputeExecutableForCachedImage2DBindLayout();
680
681 if (!recompileCS)
682 {
683 return angle::Result::Continue;
684 }
685
686 // Load the compiler if necessary and recompile the programs.
687 ANGLE_TRY(mRenderer->ensureHLSLCompilerInitialized(this));
688
689 gl::InfoLog infoLog;
690
691 ShaderExecutableD3D *computeExe = nullptr;
692 ANGLE_TRY(programD3D->getComputeExecutableForImage2DBindLayout(this, &computeExe, &infoLog));
693 if (!programD3D->hasComputeExecutableForCachedImage2DBindLayout())
694 {
695 ASSERT(infoLog.getLength() > 0);
696 ERR() << "Dynamic recompilation error log: " << infoLog.str();
697 ANGLE_TRY_HR(this, E_FAIL, "Error compiling dynamic compute executable");
698 }
699
700 // Refresh the program cache entry.
701 if (mMemoryProgramCache)
702 {
703 ANGLE_TRY(mMemoryProgramCache->updateProgram(context, program));
704 }
705
706 return angle::Result::Continue;
707 }
708
memoryBarrier(const gl::Context * context,GLbitfield barriers)709 angle::Result Context11::memoryBarrier(const gl::Context *context, GLbitfield barriers)
710 {
711 return angle::Result::Continue;
712 }
713
memoryBarrierByRegion(const gl::Context * context,GLbitfield barriers)714 angle::Result Context11::memoryBarrierByRegion(const gl::Context *context, GLbitfield barriers)
715 {
716 return angle::Result::Continue;
717 }
718
getIncompleteTexture(const gl::Context * context,gl::TextureType type,gl::Texture ** textureOut)719 angle::Result Context11::getIncompleteTexture(const gl::Context *context,
720 gl::TextureType type,
721 gl::Texture **textureOut)
722 {
723 return mIncompleteTextures.getIncompleteTexture(context, type, this, textureOut);
724 }
725
initializeMultisampleTextureToBlack(const gl::Context * context,gl::Texture * glTexture)726 angle::Result Context11::initializeMultisampleTextureToBlack(const gl::Context *context,
727 gl::Texture *glTexture)
728 {
729 ASSERT(glTexture->getType() == gl::TextureType::_2DMultisample);
730 TextureD3D *textureD3D = GetImplAs<TextureD3D>(glTexture);
731 gl::ImageIndex index = gl::ImageIndex::Make2DMultisample();
732 RenderTargetD3D *renderTarget = nullptr;
733 GLsizei texSamples = textureD3D->getRenderToTextureSamples();
734 ANGLE_TRY(textureD3D->getRenderTarget(context, index, texSamples, &renderTarget));
735 return mRenderer->clearRenderTarget(context, renderTarget, gl::ColorF(0.0f, 0.0f, 0.0f, 1.0f),
736 1.0f, 0);
737 }
738
handleResult(HRESULT hr,const char * message,const char * file,const char * function,unsigned int line)739 void Context11::handleResult(HRESULT hr,
740 const char *message,
741 const char *file,
742 const char *function,
743 unsigned int line)
744 {
745 ASSERT(FAILED(hr));
746
747 if (d3d11::isDeviceLostError(hr))
748 {
749 mRenderer->notifyDeviceLost();
750 }
751
752 GLenum glErrorCode = DefaultGLErrorCode(hr);
753
754 std::stringstream errorStream;
755 errorStream << "Internal D3D11 error: " << gl::FmtHR(hr) << ": " << message;
756
757 mErrors->handleError(glErrorCode, errorStream.str().c_str(), file, function, line);
758 }
759 } // namespace rx
760