1 //
2 // Copyright 2012 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
7 // RenderStateCache.cpp: Defines rx::RenderStateCache, a cache of Direct3D render
8 // state objects.
9
10 #include "libANGLE/renderer/d3d/d3d11/RenderStateCache.h"
11
12 #include <float.h>
13
14 #include "common/Color.h"
15 #include "common/debug.h"
16 #include "libANGLE/Context.h"
17 #include "libANGLE/Framebuffer.h"
18 #include "libANGLE/FramebufferAttachment.h"
19 #include "libANGLE/renderer/d3d/d3d11/Context11.h"
20 #include "libANGLE/renderer/d3d/d3d11/Framebuffer11.h"
21 #include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
22 #include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
23
24 namespace rx
25 {
26 using namespace gl_d3d11;
27
RenderStateCache()28 RenderStateCache::RenderStateCache()
29 : mBlendStateCache(kMaxStates),
30 mRasterizerStateCache(kMaxStates),
31 mDepthStencilStateCache(kMaxStates),
32 mSamplerStateCache(kMaxStates)
33 {}
34
~RenderStateCache()35 RenderStateCache::~RenderStateCache() {}
36
clear()37 void RenderStateCache::clear()
38 {
39 mBlendStateCache.Clear();
40 mRasterizerStateCache.Clear();
41 mDepthStencilStateCache.Clear();
42 mSamplerStateCache.Clear();
43 }
44
45 // static
GetBlendStateKey(const gl::Context * context,Framebuffer11 * framebuffer11,const gl::BlendStateExt & blendStateExt,bool sampleAlphaToCoverage)46 d3d11::BlendStateKey RenderStateCache::GetBlendStateKey(const gl::Context *context,
47 Framebuffer11 *framebuffer11,
48 const gl::BlendStateExt &blendStateExt,
49 bool sampleAlphaToCoverage)
50 {
51 d3d11::BlendStateKey key;
52 // All fields of the BlendStateExt inside the key should be initialized for the caching to
53 // work correctly. Due to mrt_perf_workaround, the actual indices of active draw buffers may be
54 // different, so both arrays should be tracked.
55 key.blendStateExt = gl::BlendStateExt(blendStateExt.mMaxDrawBuffers);
56 const gl::AttachmentList &colorbuffers = framebuffer11->getColorAttachmentsForRender(context);
57 const gl::DrawBufferMask colorAttachmentsForRenderMask =
58 framebuffer11->getLastColorAttachmentsForRenderMask();
59
60 ASSERT(blendStateExt.mMaxDrawBuffers <= colorAttachmentsForRenderMask.size());
61 ASSERT(colorbuffers.size() == colorAttachmentsForRenderMask.count());
62
63 size_t keyBlendIndex = 0;
64
65 // With blending disabled, factors and equations are ignored when building
66 // D3D11_RENDER_TARGET_BLEND_DESC, so we can reduce the amount of unique keys by
67 // enforcing default values.
68 for (size_t sourceIndex : colorAttachmentsForRenderMask)
69 {
70 ASSERT(keyBlendIndex < colorbuffers.size());
71 const gl::FramebufferAttachment *attachment = colorbuffers[keyBlendIndex];
72
73 // Do not set blend state for null attachments that may be present when
74 // mrt_perf_workaround is disabled.
75 if (attachment == nullptr)
76 {
77 keyBlendIndex++;
78 continue;
79 }
80
81 const uint8_t colorMask = blendStateExt.getColorMaskIndexed(sourceIndex);
82
83 const gl::InternalFormat &internalFormat = *attachment->getFormat().info;
84
85 key.blendStateExt.setColorMaskIndexed(keyBlendIndex,
86 gl_d3d11::GetColorMask(internalFormat) & colorMask);
87 key.rtvMax = static_cast<uint16_t>(keyBlendIndex) + 1;
88
89 // Some D3D11 drivers produce unexpected results when blending is enabled for integer
90 // attachments. Per OpenGL ES spec, it must be ignored anyway. When blending is disabled,
91 // the state remains default to reduce the number of unique keys.
92 if (blendStateExt.mEnabledMask.test(sourceIndex) && !internalFormat.isInt())
93 {
94 key.blendStateExt.setEnabledIndexed(keyBlendIndex, true);
95 key.blendStateExt.setEquationsIndexed(keyBlendIndex, sourceIndex, blendStateExt);
96 key.blendStateExt.setFactorsIndexed(keyBlendIndex, sourceIndex, blendStateExt);
97 }
98 keyBlendIndex++;
99 }
100
101 key.sampleAlphaToCoverage = sampleAlphaToCoverage ? 1 : 0;
102 return key;
103 }
104
getBlendState(const gl::Context * context,Renderer11 * renderer,const d3d11::BlendStateKey & key,const d3d11::BlendState ** outBlendState)105 angle::Result RenderStateCache::getBlendState(const gl::Context *context,
106 Renderer11 *renderer,
107 const d3d11::BlendStateKey &key,
108 const d3d11::BlendState **outBlendState)
109 {
110 auto keyIter = mBlendStateCache.Get(key);
111 if (keyIter != mBlendStateCache.end())
112 {
113 *outBlendState = &keyIter->second;
114 return angle::Result::Continue;
115 }
116
117 TrimCache(kMaxStates, kGCLimit, "blend state", &mBlendStateCache);
118
119 // Create a new blend state and insert it into the cache
120 D3D11_BLEND_DESC blendDesc = {}; // avoid undefined fields
121 const gl::BlendStateExt &blendStateExt = key.blendStateExt;
122
123 blendDesc.AlphaToCoverageEnable = key.sampleAlphaToCoverage != 0 ? TRUE : FALSE;
124 blendDesc.IndependentBlendEnable = key.rtvMax > 1 ? TRUE : FALSE;
125
126 // D3D11 API always accepts an array of blend states. Its validity depends on the hardware
127 // feature level. Given that we do not expose GL entrypoints that set per-buffer blend states on
128 // systems lower than FL10_1, this array will be always valid.
129
130 for (size_t i = 0; i < blendStateExt.mMaxDrawBuffers; i++)
131 {
132 D3D11_RENDER_TARGET_BLEND_DESC &rtDesc = blendDesc.RenderTarget[i];
133
134 if (blendStateExt.mEnabledMask.test(i))
135 {
136 rtDesc.BlendEnable = true;
137 rtDesc.SrcBlend =
138 gl_d3d11::ConvertBlendFunc(blendStateExt.getSrcColorIndexed(i), false);
139 rtDesc.DestBlend =
140 gl_d3d11::ConvertBlendFunc(blendStateExt.getDstColorIndexed(i), false);
141 rtDesc.BlendOp = gl_d3d11::ConvertBlendOp(blendStateExt.getEquationColorIndexed(i));
142 rtDesc.SrcBlendAlpha =
143 gl_d3d11::ConvertBlendFunc(blendStateExt.getSrcAlphaIndexed(i), true);
144 rtDesc.DestBlendAlpha =
145 gl_d3d11::ConvertBlendFunc(blendStateExt.getDstAlphaIndexed(i), true);
146 rtDesc.BlendOpAlpha =
147 gl_d3d11::ConvertBlendOp(blendStateExt.getEquationAlphaIndexed(i));
148 }
149
150 // blendStateExt.colorMask follows the same packing scheme as
151 // D3D11_RENDER_TARGET_BLEND_DESC.RenderTargetWriteMask
152 rtDesc.RenderTargetWriteMask = blendStateExt.getColorMaskIndexed(i);
153 }
154
155 d3d11::BlendState d3dBlendState;
156 ANGLE_TRY(renderer->allocateResource(GetImplAs<Context11>(context), blendDesc, &d3dBlendState));
157 const auto &iter = mBlendStateCache.Put(key, std::move(d3dBlendState));
158
159 *outBlendState = &iter->second;
160
161 return angle::Result::Continue;
162 }
163
getRasterizerState(const gl::Context * context,Renderer11 * renderer,const gl::RasterizerState & rasterState,bool scissorEnabled,ID3D11RasterizerState ** outRasterizerState)164 angle::Result RenderStateCache::getRasterizerState(const gl::Context *context,
165 Renderer11 *renderer,
166 const gl::RasterizerState &rasterState,
167 bool scissorEnabled,
168 ID3D11RasterizerState **outRasterizerState)
169 {
170 d3d11::RasterizerStateKey key;
171 key.rasterizerState = rasterState;
172 key.scissorEnabled = scissorEnabled ? 1 : 0;
173
174 auto keyIter = mRasterizerStateCache.Get(key);
175 if (keyIter != mRasterizerStateCache.end())
176 {
177 *outRasterizerState = keyIter->second.get();
178 return angle::Result::Continue;
179 }
180
181 TrimCache(kMaxStates, kGCLimit, "rasterizer state", &mRasterizerStateCache);
182
183 D3D11_CULL_MODE cullMode =
184 gl_d3d11::ConvertCullMode(rasterState.cullFace, rasterState.cullMode);
185
186 // Disable culling if drawing points
187 if (rasterState.pointDrawMode)
188 {
189 cullMode = D3D11_CULL_NONE;
190 }
191
192 D3D11_RASTERIZER_DESC rasterDesc;
193 rasterDesc.FillMode = D3D11_FILL_SOLID;
194 rasterDesc.CullMode = cullMode;
195 rasterDesc.FrontCounterClockwise = (rasterState.frontFace == GL_CCW) ? FALSE : TRUE;
196 rasterDesc.DepthBiasClamp = 0.0f; // MSDN documentation of DepthBiasClamp implies a value of
197 // zero will preform no clamping, must be tested though.
198 rasterDesc.DepthClipEnable = TRUE;
199 rasterDesc.ScissorEnable = scissorEnabled ? TRUE : FALSE;
200 rasterDesc.MultisampleEnable = rasterState.multiSample;
201 rasterDesc.AntialiasedLineEnable = FALSE;
202
203 if (rasterState.polygonOffsetFill)
204 {
205 rasterDesc.SlopeScaledDepthBias = rasterState.polygonOffsetFactor;
206 rasterDesc.DepthBias = (INT)rasterState.polygonOffsetUnits;
207 }
208 else
209 {
210 rasterDesc.SlopeScaledDepthBias = 0.0f;
211 rasterDesc.DepthBias = 0;
212 }
213
214 d3d11::RasterizerState dx11RasterizerState;
215 ANGLE_TRY(renderer->allocateResource(GetImplAs<Context11>(context), rasterDesc,
216 &dx11RasterizerState));
217 *outRasterizerState = dx11RasterizerState.get();
218 mRasterizerStateCache.Put(key, std::move(dx11RasterizerState));
219
220 return angle::Result::Continue;
221 }
222
getDepthStencilState(const gl::Context * context,Renderer11 * renderer,const gl::DepthStencilState & glState,const d3d11::DepthStencilState ** outDSState)223 angle::Result RenderStateCache::getDepthStencilState(const gl::Context *context,
224 Renderer11 *renderer,
225 const gl::DepthStencilState &glState,
226 const d3d11::DepthStencilState **outDSState)
227 {
228 auto keyIter = mDepthStencilStateCache.Get(glState);
229 if (keyIter != mDepthStencilStateCache.end())
230 {
231 *outDSState = &keyIter->second;
232 return angle::Result::Continue;
233 }
234
235 TrimCache(kMaxStates, kGCLimit, "depth stencil state", &mDepthStencilStateCache);
236
237 D3D11_DEPTH_STENCIL_DESC dsDesc = {};
238 dsDesc.DepthEnable = glState.depthTest ? TRUE : FALSE;
239 dsDesc.DepthWriteMask = ConvertDepthMask(glState.depthMask);
240 dsDesc.DepthFunc = ConvertComparison(glState.depthFunc);
241 dsDesc.StencilEnable = glState.stencilTest ? TRUE : FALSE;
242 dsDesc.StencilReadMask = ConvertStencilMask(glState.stencilMask);
243 dsDesc.StencilWriteMask = ConvertStencilMask(glState.stencilWritemask);
244 dsDesc.FrontFace.StencilFailOp = ConvertStencilOp(glState.stencilFail);
245 dsDesc.FrontFace.StencilDepthFailOp = ConvertStencilOp(glState.stencilPassDepthFail);
246 dsDesc.FrontFace.StencilPassOp = ConvertStencilOp(glState.stencilPassDepthPass);
247 dsDesc.FrontFace.StencilFunc = ConvertComparison(glState.stencilFunc);
248 dsDesc.BackFace.StencilFailOp = ConvertStencilOp(glState.stencilBackFail);
249 dsDesc.BackFace.StencilDepthFailOp = ConvertStencilOp(glState.stencilBackPassDepthFail);
250 dsDesc.BackFace.StencilPassOp = ConvertStencilOp(glState.stencilBackPassDepthPass);
251 dsDesc.BackFace.StencilFunc = ConvertComparison(glState.stencilBackFunc);
252
253 d3d11::DepthStencilState dx11DepthStencilState;
254 ANGLE_TRY(
255 renderer->allocateResource(GetImplAs<Context11>(context), dsDesc, &dx11DepthStencilState));
256 const auto &iter = mDepthStencilStateCache.Put(glState, std::move(dx11DepthStencilState));
257
258 *outDSState = &iter->second;
259
260 return angle::Result::Continue;
261 }
262
getSamplerState(const gl::Context * context,Renderer11 * renderer,const gl::SamplerState & samplerState,ID3D11SamplerState ** outSamplerState)263 angle::Result RenderStateCache::getSamplerState(const gl::Context *context,
264 Renderer11 *renderer,
265 const gl::SamplerState &samplerState,
266 ID3D11SamplerState **outSamplerState)
267 {
268 auto keyIter = mSamplerStateCache.Get(samplerState);
269 if (keyIter != mSamplerStateCache.end())
270 {
271 *outSamplerState = keyIter->second.get();
272 return angle::Result::Continue;
273 }
274
275 TrimCache(kMaxStates, kGCLimit, "sampler state", &mSamplerStateCache);
276
277 const auto &featureLevel = renderer->getRenderer11DeviceCaps().featureLevel;
278
279 D3D11_SAMPLER_DESC samplerDesc;
280 samplerDesc.Filter =
281 gl_d3d11::ConvertFilter(samplerState.getMinFilter(), samplerState.getMagFilter(),
282 samplerState.getMaxAnisotropy(), samplerState.getCompareMode());
283 samplerDesc.AddressU = gl_d3d11::ConvertTextureWrap(samplerState.getWrapS());
284 samplerDesc.AddressV = gl_d3d11::ConvertTextureWrap(samplerState.getWrapT());
285 samplerDesc.AddressW = gl_d3d11::ConvertTextureWrap(samplerState.getWrapR());
286 samplerDesc.MipLODBias = 0;
287 samplerDesc.MaxAnisotropy =
288 gl_d3d11::ConvertMaxAnisotropy(samplerState.getMaxAnisotropy(), featureLevel);
289 samplerDesc.ComparisonFunc = gl_d3d11::ConvertComparison(samplerState.getCompareFunc());
290 angle::ColorF borderColor;
291 if (samplerState.getBorderColor().type == angle::ColorGeneric::Type::Float)
292 {
293 borderColor = samplerState.getBorderColor().colorF;
294 }
295 samplerDesc.BorderColor[0] = borderColor.red;
296 samplerDesc.BorderColor[1] = borderColor.green;
297 samplerDesc.BorderColor[2] = borderColor.blue;
298 samplerDesc.BorderColor[3] = borderColor.alpha;
299 samplerDesc.MinLOD = samplerState.getMinLod();
300 samplerDesc.MaxLOD = samplerState.getMaxLod();
301
302 if (featureLevel <= D3D_FEATURE_LEVEL_9_3)
303 {
304 // Check that maxLOD is nearly FLT_MAX (1000.0f is the default), since 9_3 doesn't support
305 // anything other than FLT_MAX. Note that Feature Level 9_* only supports GL ES 2.0, so the
306 // consumer of ANGLE can't modify the Max LOD themselves.
307 ASSERT(samplerState.getMaxLod() >= 999.9f);
308
309 // Now just set MaxLOD to FLT_MAX. Other parts of the renderer (e.g. the non-zero max LOD
310 // workaround) should take account of this.
311 samplerDesc.MaxLOD = FLT_MAX;
312 }
313
314 d3d11::SamplerState dx11SamplerState;
315 ANGLE_TRY(
316 renderer->allocateResource(GetImplAs<Context11>(context), samplerDesc, &dx11SamplerState));
317 *outSamplerState = dx11SamplerState.get();
318 mSamplerStateCache.Put(samplerState, std::move(dx11SamplerState));
319
320 return angle::Result::Continue;
321 }
322
323 } // namespace rx
324