| // |
| // 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. |
| // |
| |
| // FramebufferD3D.cpp: Implements the DefaultAttachmentD3D and FramebufferD3D classes. |
| |
| #include "libANGLE/renderer/d3d/FramebufferD3D.h" |
| |
| #include "common/bitset_utils.h" |
| #include "libANGLE/Context.h" |
| #include "libANGLE/Framebuffer.h" |
| #include "libANGLE/FramebufferAttachment.h" |
| #include "libANGLE/Surface.h" |
| #include "libANGLE/formatutils.h" |
| #include "libANGLE/renderer/ContextImpl.h" |
| #include "libANGLE/renderer/d3d/ContextD3D.h" |
| #include "libANGLE/renderer/d3d/RenderTargetD3D.h" |
| #include "libANGLE/renderer/d3d/RenderbufferD3D.h" |
| #include "libANGLE/renderer/d3d/RendererD3D.h" |
| #include "libANGLE/renderer/d3d/SurfaceD3D.h" |
| #include "libANGLE/renderer/d3d/SwapChainD3D.h" |
| #include "libANGLE/renderer/d3d/TextureD3D.h" |
| |
| namespace rx |
| { |
| |
| namespace |
| { |
| |
| ClearParameters GetClearParameters(const gl::State &state, GLbitfield mask) |
| { |
| ClearParameters clearParams; |
| memset(&clearParams, 0, sizeof(ClearParameters)); |
| |
| const auto &blendStateArray = state.getBlendStateArray(); |
| |
| clearParams.colorF = state.getColorClearValue(); |
| clearParams.colorType = GL_FLOAT; |
| clearParams.clearDepth = false; |
| clearParams.depthValue = state.getDepthClearValue(); |
| clearParams.clearStencil = false; |
| clearParams.stencilValue = state.getStencilClearValue(); |
| clearParams.stencilWriteMask = state.getDepthStencilState().stencilWritemask; |
| clearParams.scissorEnabled = state.isScissorTestEnabled(); |
| clearParams.scissor = state.getScissor(); |
| |
| const gl::Framebuffer *framebufferObject = state.getDrawFramebuffer(); |
| const bool clearColor = |
| (mask & GL_COLOR_BUFFER_BIT) && framebufferObject->hasEnabledDrawBuffer(); |
| ASSERT(blendStateArray.size() == gl::IMPLEMENTATION_MAX_DRAW_BUFFERS); |
| for (size_t i = 0; i < blendStateArray.size(); i++) |
| { |
| clearParams.clearColor[i] = clearColor; |
| clearParams.colorMaskRed[i] = blendStateArray[i].colorMaskRed; |
| clearParams.colorMaskGreen[i] = blendStateArray[i].colorMaskGreen; |
| clearParams.colorMaskBlue[i] = blendStateArray[i].colorMaskBlue; |
| clearParams.colorMaskAlpha[i] = blendStateArray[i].colorMaskAlpha; |
| } |
| |
| if (mask & GL_DEPTH_BUFFER_BIT) |
| { |
| if (state.getDepthStencilState().depthMask && |
| framebufferObject->getDepthAttachment() != nullptr) |
| { |
| clearParams.clearDepth = true; |
| } |
| } |
| |
| if (mask & GL_STENCIL_BUFFER_BIT) |
| { |
| if (framebufferObject->getStencilAttachment() != nullptr && |
| framebufferObject->getStencilAttachment()->getStencilSize() > 0) |
| { |
| clearParams.clearStencil = true; |
| } |
| } |
| |
| return clearParams; |
| } |
| } // namespace |
| |
| ClearParameters::ClearParameters() = default; |
| |
| ClearParameters::ClearParameters(const ClearParameters &other) = default; |
| |
| FramebufferD3D::FramebufferD3D(const gl::FramebufferState &data, RendererD3D *renderer) |
| : FramebufferImpl(data), mRenderer(renderer), mDummyAttachment() |
| {} |
| |
| FramebufferD3D::~FramebufferD3D() {} |
| |
| angle::Result FramebufferD3D::clear(const gl::Context *context, GLbitfield mask) |
| { |
| ClearParameters clearParams = GetClearParameters(context->getState(), mask); |
| return clearImpl(context, clearParams); |
| } |
| |
| angle::Result FramebufferD3D::clearBufferfv(const gl::Context *context, |
| GLenum buffer, |
| GLint drawbuffer, |
| const GLfloat *values) |
| { |
| // glClearBufferfv can be called to clear the color buffer or depth buffer |
| ClearParameters clearParams = GetClearParameters(context->getState(), 0); |
| |
| if (buffer == GL_COLOR) |
| { |
| for (unsigned int i = 0; i < clearParams.clearColor.size(); i++) |
| { |
| clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i)); |
| } |
| clearParams.colorF = gl::ColorF(values[0], values[1], values[2], values[3]); |
| clearParams.colorType = GL_FLOAT; |
| } |
| |
| if (buffer == GL_DEPTH) |
| { |
| clearParams.clearDepth = true; |
| clearParams.depthValue = values[0]; |
| } |
| |
| return clearImpl(context, clearParams); |
| } |
| |
| angle::Result FramebufferD3D::clearBufferuiv(const gl::Context *context, |
| GLenum buffer, |
| GLint drawbuffer, |
| const GLuint *values) |
| { |
| // glClearBufferuiv can only be called to clear a color buffer |
| ClearParameters clearParams = GetClearParameters(context->getState(), 0); |
| for (unsigned int i = 0; i < clearParams.clearColor.size(); i++) |
| { |
| clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i)); |
| } |
| clearParams.colorUI = gl::ColorUI(values[0], values[1], values[2], values[3]); |
| clearParams.colorType = GL_UNSIGNED_INT; |
| |
| return clearImpl(context, clearParams); |
| } |
| |
| angle::Result FramebufferD3D::clearBufferiv(const gl::Context *context, |
| GLenum buffer, |
| GLint drawbuffer, |
| const GLint *values) |
| { |
| // glClearBufferiv can be called to clear the color buffer or stencil buffer |
| ClearParameters clearParams = GetClearParameters(context->getState(), 0); |
| |
| if (buffer == GL_COLOR) |
| { |
| for (unsigned int i = 0; i < clearParams.clearColor.size(); i++) |
| { |
| clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i)); |
| } |
| clearParams.colorI = gl::ColorI(values[0], values[1], values[2], values[3]); |
| clearParams.colorType = GL_INT; |
| } |
| |
| if (buffer == GL_STENCIL) |
| { |
| clearParams.clearStencil = true; |
| clearParams.stencilValue = values[0]; |
| } |
| |
| return clearImpl(context, clearParams); |
| } |
| |
| angle::Result FramebufferD3D::clearBufferfi(const gl::Context *context, |
| GLenum buffer, |
| GLint drawbuffer, |
| GLfloat depth, |
| GLint stencil) |
| { |
| // glClearBufferfi can only be called to clear a depth stencil buffer |
| ClearParameters clearParams = GetClearParameters(context->getState(), 0); |
| clearParams.clearDepth = true; |
| clearParams.depthValue = depth; |
| clearParams.clearStencil = true; |
| clearParams.stencilValue = stencil; |
| |
| return clearImpl(context, clearParams); |
| } |
| |
| GLenum FramebufferD3D::getImplementationColorReadFormat(const gl::Context *context) const |
| { |
| const gl::FramebufferAttachment *readAttachment = mState.getReadAttachment(); |
| |
| if (readAttachment == nullptr) |
| { |
| return GL_NONE; |
| } |
| |
| RenderTargetD3D *attachmentRenderTarget = nullptr; |
| angle::Result error = readAttachment->getRenderTarget( |
| context, readAttachment->getRenderToTextureSamples(), &attachmentRenderTarget); |
| if (error != angle::Result::Continue) |
| { |
| return GL_NONE; |
| } |
| |
| GLenum implementationFormat = getRenderTargetImplementationFormat(attachmentRenderTarget); |
| const gl::InternalFormat &implementationFormatInfo = |
| gl::GetSizedInternalFormatInfo(implementationFormat); |
| |
| return implementationFormatInfo.getReadPixelsFormat(context->getExtensions()); |
| } |
| |
| GLenum FramebufferD3D::getImplementationColorReadType(const gl::Context *context) const |
| { |
| const gl::FramebufferAttachment *readAttachment = mState.getReadAttachment(); |
| |
| if (readAttachment == nullptr) |
| { |
| return GL_NONE; |
| } |
| |
| RenderTargetD3D *attachmentRenderTarget = nullptr; |
| angle::Result error = readAttachment->getRenderTarget( |
| context, readAttachment->getRenderToTextureSamples(), &attachmentRenderTarget); |
| if (error != angle::Result::Continue) |
| { |
| return GL_NONE; |
| } |
| |
| GLenum implementationFormat = getRenderTargetImplementationFormat(attachmentRenderTarget); |
| const gl::InternalFormat &implementationFormatInfo = |
| gl::GetSizedInternalFormatInfo(implementationFormat); |
| |
| return implementationFormatInfo.getReadPixelsType(context->getClientVersion()); |
| } |
| |
| angle::Result FramebufferD3D::readPixels(const gl::Context *context, |
| const gl::Rectangle &area, |
| GLenum format, |
| GLenum type, |
| void *pixels) |
| { |
| // Clip read area to framebuffer. |
| const gl::Extents fbSize = getState().getReadAttachment()->getSize(); |
| const gl::Rectangle fbRect(0, 0, fbSize.width, fbSize.height); |
| gl::Rectangle clippedArea; |
| if (!ClipRectangle(area, fbRect, &clippedArea)) |
| { |
| // nothing to read |
| return angle::Result::Continue; |
| } |
| |
| const gl::PixelPackState &packState = context->getState().getPackState(); |
| |
| const gl::InternalFormat &sizedFormatInfo = gl::GetInternalFormatInfo(format, type); |
| |
| ContextD3D *contextD3D = GetImplAs<ContextD3D>(context); |
| |
| GLuint outputPitch = 0; |
| ANGLE_CHECK_GL_MATH(contextD3D, |
| sizedFormatInfo.computeRowPitch(type, area.width, packState.alignment, |
| packState.rowLength, &outputPitch)); |
| |
| GLuint outputSkipBytes = 0; |
| ANGLE_CHECK_GL_MATH(contextD3D, sizedFormatInfo.computeSkipBytes( |
| type, outputPitch, 0, packState, false, &outputSkipBytes)); |
| outputSkipBytes += (clippedArea.x - area.x) * sizedFormatInfo.pixelBytes + |
| (clippedArea.y - area.y) * outputPitch; |
| |
| return readPixelsImpl(context, clippedArea, format, type, outputPitch, packState, |
| static_cast<uint8_t *>(pixels) + outputSkipBytes); |
| } |
| |
| angle::Result FramebufferD3D::blit(const gl::Context *context, |
| const gl::Rectangle &sourceArea, |
| const gl::Rectangle &destArea, |
| GLbitfield mask, |
| GLenum filter) |
| { |
| const auto &glState = context->getState(); |
| const gl::Framebuffer *sourceFramebuffer = glState.getReadFramebuffer(); |
| const gl::Rectangle *scissor = glState.isScissorTestEnabled() ? &glState.getScissor() : nullptr; |
| ANGLE_TRY(blitImpl(context, sourceArea, destArea, scissor, (mask & GL_COLOR_BUFFER_BIT) != 0, |
| (mask & GL_DEPTH_BUFFER_BIT) != 0, (mask & GL_STENCIL_BUFFER_BIT) != 0, |
| filter, sourceFramebuffer)); |
| |
| return angle::Result::Continue; |
| } |
| |
| bool FramebufferD3D::checkStatus(const gl::Context *context) const |
| { |
| // if we have both a depth and stencil buffer, they must refer to the same object |
| // since we only support packed_depth_stencil and not separate depth and stencil |
| if (mState.hasSeparateDepthAndStencilAttachments()) |
| { |
| return false; |
| } |
| |
| // D3D11 does not allow for overlapping RenderTargetViews. |
| // If WebGL compatibility is enabled, this has already been checked at a higher level. |
| ASSERT(!context->getExtensions().webglCompatibility || |
| mState.colorAttachmentsAreUniqueImages()); |
| if (!context->getExtensions().webglCompatibility) |
| { |
| if (!mState.colorAttachmentsAreUniqueImages()) |
| { |
| return false; |
| } |
| } |
| |
| // D3D requires all render targets to have the same dimensions. |
| if (!mState.attachmentsHaveSameDimensions()) |
| { |
| return false; |
| } |
| |
| return true; |
| } |
| |
| angle::Result FramebufferD3D::syncState(const gl::Context *context, |
| const gl::Framebuffer::DirtyBits &dirtyBits) |
| { |
| if (!mColorAttachmentsForRender.valid()) |
| { |
| return angle::Result::Continue; |
| } |
| |
| for (auto dirtyBit : dirtyBits) |
| { |
| if ((dirtyBit >= gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_0 && |
| dirtyBit < gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_MAX) || |
| dirtyBit == gl::Framebuffer::DIRTY_BIT_DRAW_BUFFERS) |
| { |
| mColorAttachmentsForRender.reset(); |
| } |
| } |
| |
| return angle::Result::Continue; |
| } |
| |
| const gl::AttachmentList &FramebufferD3D::getColorAttachmentsForRender(const gl::Context *context) |
| { |
| gl::DrawBufferMask activeProgramOutputs = |
| context->getState().getProgram()->getActiveOutputVariables(); |
| |
| if (mColorAttachmentsForRender.valid() && mCurrentActiveProgramOutputs == activeProgramOutputs) |
| { |
| return mColorAttachmentsForRender.value(); |
| } |
| |
| // Does not actually free memory |
| gl::AttachmentList colorAttachmentsForRender; |
| mColorAttachmentsForRenderMask.reset(); |
| |
| const auto &colorAttachments = mState.getColorAttachments(); |
| const auto &drawBufferStates = mState.getDrawBufferStates(); |
| const auto &features = mRenderer->getFeatures(); |
| |
| for (size_t attachmentIndex = 0; attachmentIndex < colorAttachments.size(); ++attachmentIndex) |
| { |
| GLenum drawBufferState = drawBufferStates[attachmentIndex]; |
| const gl::FramebufferAttachment &colorAttachment = colorAttachments[attachmentIndex]; |
| |
| if (colorAttachment.isAttached() && drawBufferState != GL_NONE && |
| activeProgramOutputs[attachmentIndex]) |
| { |
| ASSERT(drawBufferState == GL_BACK || |
| drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + attachmentIndex)); |
| colorAttachmentsForRender.push_back(&colorAttachment); |
| mColorAttachmentsForRenderMask.set(attachmentIndex); |
| } |
| else if (!features.mrtPerfWorkaround.enabled) |
| { |
| colorAttachmentsForRender.push_back(nullptr); |
| mColorAttachmentsForRenderMask.set(attachmentIndex); |
| } |
| } |
| |
| // When rendering with no render target on D3D, two bugs lead to incorrect behavior on Intel |
| // drivers < 4815. The rendering samples always pass neglecting discard statements in pixel |
| // shader. We add a dummy texture as render target in such case. |
| if (mRenderer->getFeatures().addDummyTextureNoRenderTarget.enabled && |
| colorAttachmentsForRender.empty() && activeProgramOutputs.any()) |
| { |
| static_assert(static_cast<size_t>(activeProgramOutputs.size()) <= 32, |
| "Size of active program outputs should less or equal than 32."); |
| const GLuint activeProgramLocation = static_cast<GLuint>( |
| gl::ScanForward(static_cast<uint32_t>(activeProgramOutputs.bits()))); |
| |
| if (mDummyAttachment.isAttached() && |
| (mDummyAttachment.getBinding() - GL_COLOR_ATTACHMENT0) == activeProgramLocation) |
| { |
| colorAttachmentsForRender.push_back(&mDummyAttachment); |
| } |
| else |
| { |
| // Remove dummy attachment to prevents us from leaking it, and the program may require |
| // it to be attached to a new binding point. |
| if (mDummyAttachment.isAttached()) |
| { |
| mDummyAttachment.detach(context); |
| } |
| |
| gl::Texture *dummyTex = nullptr; |
| // TODO(Jamie): Handle error if dummy texture can't be created. |
| (void)mRenderer->getIncompleteTexture(context, gl::TextureType::_2D, &dummyTex); |
| if (dummyTex) |
| { |
| |
| gl::ImageIndex index = gl::ImageIndex::Make2D(0); |
| mDummyAttachment = gl::FramebufferAttachment( |
| context, GL_TEXTURE, GL_COLOR_ATTACHMENT0_EXT + activeProgramLocation, index, |
| dummyTex); |
| colorAttachmentsForRender.push_back(&mDummyAttachment); |
| } |
| } |
| } |
| |
| mColorAttachmentsForRender = std::move(colorAttachmentsForRender); |
| mCurrentActiveProgramOutputs = activeProgramOutputs; |
| |
| return mColorAttachmentsForRender.value(); |
| } |
| |
| void FramebufferD3D::destroy(const gl::Context *context) |
| { |
| if (mDummyAttachment.isAttached()) |
| { |
| mDummyAttachment.detach(context); |
| } |
| } |
| |
| } // namespace rx |