Commit 0654d32a by Geoff Lang

Fix texture formats backed by extra channels.

Fix rendering to, initializing and clearing textures that are backed by more channels in D3D11 than the GL format has. Change-Id: I250c349254acf4e6f85d4eff58e2190edb1782ef Reviewed-on: https://chromium-review.googlesource.com/183994Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org> Reviewed-by: 's avatarNicolas Capens <nicolascapens@chromium.org> Commit-Queue: Nicolas Capens <nicolascapens@chromium.org> Tested-by: 's avatarGeoff Lang <geofflang@chromium.org>
parent 3f2c0b38
...@@ -1778,7 +1778,7 @@ void Context::applyState(GLenum drawMode) ...@@ -1778,7 +1778,7 @@ void Context::applyState(GLenum drawMode)
{ {
mask = 0xFFFFFFFF; mask = 0xFFFFFFFF;
} }
mRenderer->setBlendState(mState.blend, mState.blendColor, mask); mRenderer->setBlendState(framebufferObject, mState.blend, mState.blendColor, mask);
mRenderer->setDepthStencilState(mState.depthStencil, mState.stencilRef, mState.stencilBackRef, mRenderer->setDepthStencilState(mState.depthStencil, mState.stencilRef, mState.stencilBackRef,
mState.rasterizer.frontFace == GL_CCW); mState.rasterizer.frontFace == GL_CCW);
......
...@@ -119,7 +119,7 @@ class Renderer ...@@ -119,7 +119,7 @@ class Renderer
virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture) = 0; virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture) = 0;
virtual void setRasterizerState(const gl::RasterizerState &rasterState) = 0; virtual void setRasterizerState(const gl::RasterizerState &rasterState) = 0;
virtual void setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, virtual void setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::Color &blendColor,
unsigned int sampleMask) = 0; unsigned int sampleMask) = 0;
virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef, virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
int stencilBackRef, bool frontFaceCCW) = 0; int stencilBackRef, bool frontFaceCCW) = 0;
......
...@@ -106,9 +106,15 @@ void Image11::generateMipmap(Image11 *dest, Image11 *src) ...@@ -106,9 +106,15 @@ void Image11::generateMipmap(Image11 *dest, Image11 *src)
dest->markDirty(); dest->markDirty();
} }
static bool FormatRequiresInitialization(DXGI_FORMAT dxgiFormat, GLenum internalFormat)
{
return (dxgiFormat == DXGI_FORMAT_R8G8B8A8_UNORM && gl::GetAlphaSize(internalFormat) == 0) ||
(dxgiFormat == DXGI_FORMAT_R32G32B32A32_FLOAT && gl::GetAlphaSize(internalFormat) == 0);
}
bool Image11::isDirty() const bool Image11::isDirty() const
{ {
return (mStagingTexture && mDirty); return ((mStagingTexture || FormatRequiresInitialization(mDXGIFormat, mInternalFormat)) && mDirty);
} }
bool Image11::updateSurface(TextureStorageInterface2D *storage, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height) bool Image11::updateSurface(TextureStorageInterface2D *storage, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
...@@ -371,6 +377,27 @@ unsigned int Image11::getStagingSubresource() ...@@ -371,6 +377,27 @@ unsigned int Image11::getStagingSubresource()
return mStagingSubresource; return mStagingSubresource;
} }
template <typename T, size_t N>
static void setDefaultData(ID3D11DeviceContext *deviceContext, ID3D11Texture2D *texture, UINT subresource,
GLsizei width, GLsizei height, const T (&defaultData)[N])
{
D3D11_MAPPED_SUBRESOURCE map;
deviceContext->Map(texture, subresource, D3D11_MAP_WRITE, 0, &map);
unsigned char* ptr = reinterpret_cast<unsigned char*>(map.pData);
size_t pixelSize = sizeof(T) * N;
for (GLsizei y = 0; y < height; y++)
{
for (GLsizei x = 0; x < width; x++)
{
memcpy(ptr + (y * map.RowPitch) + (x * pixelSize), defaultData, pixelSize);
}
}
deviceContext->Unmap(texture, subresource);
}
void Image11::createStagingTexture() void Image11::createStagingTexture()
{ {
if (mStagingTexture) if (mStagingTexture)
...@@ -418,6 +445,17 @@ void Image11::createStagingTexture() ...@@ -418,6 +445,17 @@ void Image11::createStagingTexture()
mStagingTexture = newTexture; mStagingTexture = newTexture;
mStagingSubresource = D3D11CalcSubresource(lodOffset, 0, lodOffset + 1); mStagingSubresource = D3D11CalcSubresource(lodOffset, 0, lodOffset + 1);
mDirty = false; mDirty = false;
if (mDXGIFormat == DXGI_FORMAT_R8G8B8A8_UNORM && gl::GetAlphaSize(mInternalFormat) == 0)
{
unsigned char defaultPixel[4] = { 0, 0, 0, 255 };
setDefaultData(mRenderer->getDeviceContext(), mStagingTexture, mStagingSubresource, mWidth, mHeight, defaultPixel);
}
else if (mDXGIFormat == DXGI_FORMAT_R32G32B32A32_FLOAT && gl::GetAlphaSize(mInternalFormat) == 0)
{
float defaultPixel[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
setDefaultData(mRenderer->getDeviceContext(), mStagingTexture, mStagingSubresource, mWidth, mHeight, defaultPixel);
}
} }
HRESULT Image11::map(D3D11_MAP mapType, D3D11_MAPPED_SUBRESOURCE *map) HRESULT Image11::map(D3D11_MAP mapType, D3D11_MAPPED_SUBRESOURCE *map)
......
...@@ -11,6 +11,9 @@ ...@@ -11,6 +11,9 @@
#include "libGLESv2/renderer/d3d11/RenderStateCache.h" #include "libGLESv2/renderer/d3d11/RenderStateCache.h"
#include "libGLESv2/renderer/d3d11/renderer11_utils.h" #include "libGLESv2/renderer/d3d11/renderer11_utils.h"
#include "libGLESv2/Framebuffer.h"
#include "libGLESv2/Renderbuffer.h"
#include "libGLESv2/utilities.h"
#include "common/debug.h" #include "common/debug.h"
#include "third_party/murmurhash/MurmurHash3.h" #include "third_party/murmurhash/MurmurHash3.h"
...@@ -71,21 +74,21 @@ void RenderStateCache::clear() ...@@ -71,21 +74,21 @@ void RenderStateCache::clear()
mSamplerStateCache.clear(); mSamplerStateCache.clear();
} }
std::size_t RenderStateCache::hashBlendState(const gl::BlendState &blendState) std::size_t RenderStateCache::hashBlendState(const BlendStateKey &blendState)
{ {
static const unsigned int seed = 0xABCDEF98; static const unsigned int seed = 0xABCDEF98;
std::size_t hash = 0; std::size_t hash = 0;
MurmurHash3_x86_32(&blendState, sizeof(gl::BlendState), seed, &hash); MurmurHash3_x86_32(&blendState, sizeof(BlendStateKey), seed, &hash);
return hash; return hash;
} }
bool RenderStateCache::compareBlendStates(const gl::BlendState &a, const gl::BlendState &b) bool RenderStateCache::compareBlendStates(const BlendStateKey &a, const BlendStateKey &b)
{ {
return memcmp(&a, &b, sizeof(gl::BlendState)) == 0; return memcmp(&a, &b, sizeof(gl::BlendState)) == 0;
} }
ID3D11BlendState *RenderStateCache::getBlendState(const gl::BlendState &blendState) ID3D11BlendState *RenderStateCache::getBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState)
{ {
if (!mDevice) if (!mDevice)
{ {
...@@ -93,7 +96,36 @@ ID3D11BlendState *RenderStateCache::getBlendState(const gl::BlendState &blendSta ...@@ -93,7 +96,36 @@ ID3D11BlendState *RenderStateCache::getBlendState(const gl::BlendState &blendSta
return NULL; return NULL;
} }
BlendStateMap::iterator i = mBlendStateCache.find(blendState); bool mrt = false;
BlendStateKey key = { 0 };
key.blendState = blendState;
for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{
gl::Renderbuffer *renderBuffer = framebuffer->getColorbuffer(i);
if (renderBuffer)
{
if (i > 0)
{
mrt = true;
}
GLenum internalFormat = renderBuffer->getInternalFormat();
key.rtChannels[i][0] = gl::GetRedSize(internalFormat) > 0;
key.rtChannels[i][1] = gl::GetGreenSize(internalFormat) > 0;
key.rtChannels[i][2] = gl::GetBlueSize(internalFormat) > 0;;
key.rtChannels[i][3] = gl::GetAlphaSize(internalFormat) > 0;
}
else
{
key.rtChannels[i][0] = false;
key.rtChannels[i][1] = false;
key.rtChannels[i][2] = false;
key.rtChannels[i][3] = false;
}
}
BlendStateMap::iterator i = mBlendStateCache.find(key);
if (i != mBlendStateCache.end()) if (i != mBlendStateCache.end())
{ {
BlendStateCounterPair &state = i->second; BlendStateCounterPair &state = i->second;
...@@ -122,7 +154,7 @@ ID3D11BlendState *RenderStateCache::getBlendState(const gl::BlendState &blendSta ...@@ -122,7 +154,7 @@ ID3D11BlendState *RenderStateCache::getBlendState(const gl::BlendState &blendSta
// Create a new blend state and insert it into the cache // Create a new blend state and insert it into the cache
D3D11_BLEND_DESC blendDesc = { 0 }; D3D11_BLEND_DESC blendDesc = { 0 };
blendDesc.AlphaToCoverageEnable = blendState.sampleAlphaToCoverage; blendDesc.AlphaToCoverageEnable = blendState.sampleAlphaToCoverage;
blendDesc.IndependentBlendEnable = FALSE; blendDesc.IndependentBlendEnable = mrt ? TRUE : FALSE;
for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++) for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
{ {
...@@ -140,10 +172,10 @@ ID3D11BlendState *RenderStateCache::getBlendState(const gl::BlendState &blendSta ...@@ -140,10 +172,10 @@ ID3D11BlendState *RenderStateCache::getBlendState(const gl::BlendState &blendSta
rtBlend.BlendOpAlpha = gl_d3d11::ConvertBlendOp(blendState.blendEquationAlpha); rtBlend.BlendOpAlpha = gl_d3d11::ConvertBlendOp(blendState.blendEquationAlpha);
} }
rtBlend.RenderTargetWriteMask = gl_d3d11::ConvertColorMask(blendState.colorMaskRed, rtBlend.RenderTargetWriteMask = gl_d3d11::ConvertColorMask(key.rtChannels[i][0] && blendState.colorMaskRed,
blendState.colorMaskGreen, key.rtChannels[i][1] && blendState.colorMaskGreen,
blendState.colorMaskBlue, key.rtChannels[i][2] && blendState.colorMaskBlue,
blendState.colorMaskAlpha); key.rtChannels[i][3] && blendState.colorMaskAlpha);
} }
ID3D11BlendState *dx11BlendState = NULL; ID3D11BlendState *dx11BlendState = NULL;
...@@ -154,7 +186,7 @@ ID3D11BlendState *RenderStateCache::getBlendState(const gl::BlendState &blendSta ...@@ -154,7 +186,7 @@ ID3D11BlendState *RenderStateCache::getBlendState(const gl::BlendState &blendSta
return NULL; return NULL;
} }
mBlendStateCache.insert(std::make_pair(blendState, std::make_pair(dx11BlendState, mCounter++))); mBlendStateCache.insert(std::make_pair(key, std::make_pair(dx11BlendState, mCounter++)));
return dx11BlendState; return dx11BlendState;
} }
......
...@@ -13,6 +13,11 @@ ...@@ -13,6 +13,11 @@
#include "libGLESv2/angletypes.h" #include "libGLESv2/angletypes.h"
#include "common/angleutils.h" #include "common/angleutils.h"
namespace gl
{
class Framebuffer;
}
namespace rx namespace rx
{ {
...@@ -26,7 +31,7 @@ class RenderStateCache ...@@ -26,7 +31,7 @@ class RenderStateCache
void clear(); void clear();
// Increments refcount on the returned blend state, Release() must be called. // Increments refcount on the returned blend state, Release() must be called.
ID3D11BlendState *getBlendState(const gl::BlendState &blendState); ID3D11BlendState *getBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState);
ID3D11RasterizerState *getRasterizerState(const gl::RasterizerState &rasterState, ID3D11RasterizerState *getRasterizerState(const gl::RasterizerState &rasterState,
bool scissorEnabled, unsigned int depthSize); bool scissorEnabled, unsigned int depthSize);
ID3D11DepthStencilState *getDepthStencilState(const gl::DepthStencilState &dsState); ID3D11DepthStencilState *getDepthStencilState(const gl::DepthStencilState &dsState);
...@@ -38,14 +43,19 @@ class RenderStateCache ...@@ -38,14 +43,19 @@ class RenderStateCache
unsigned long long mCounter; unsigned long long mCounter;
// Blend state cache // Blend state cache
static std::size_t hashBlendState(const gl::BlendState &blendState); struct BlendStateKey
static bool compareBlendStates(const gl::BlendState &a, const gl::BlendState &b); {
gl::BlendState blendState;
bool rtChannels[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT][4];
};
static std::size_t hashBlendState(const BlendStateKey &blendState);
static bool compareBlendStates(const BlendStateKey &a, const BlendStateKey &b);
static const unsigned int kMaxBlendStates; static const unsigned int kMaxBlendStates;
typedef std::size_t (*BlendStateHashFunction)(const gl::BlendState &); typedef std::size_t (*BlendStateHashFunction)(const BlendStateKey &);
typedef bool (*BlendStateEqualityFunction)(const gl::BlendState &, const gl::BlendState &); typedef bool (*BlendStateEqualityFunction)(const BlendStateKey &, const BlendStateKey &);
typedef std::pair<ID3D11BlendState*, unsigned long long> BlendStateCounterPair; typedef std::pair<ID3D11BlendState*, unsigned long long> BlendStateCounterPair;
typedef std::unordered_map<gl::BlendState, BlendStateCounterPair, BlendStateHashFunction, BlendStateEqualityFunction> BlendStateMap; typedef std::unordered_map<BlendStateKey, BlendStateCounterPair, BlendStateHashFunction, BlendStateEqualityFunction> BlendStateMap;
BlendStateMap mBlendStateCache; BlendStateMap mBlendStateCache;
// Rasterizer state cache // Rasterizer state cache
......
...@@ -58,7 +58,7 @@ class Renderer11 : public Renderer ...@@ -58,7 +58,7 @@ class Renderer11 : public Renderer
virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture); virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture);
virtual void setRasterizerState(const gl::RasterizerState &rasterState); virtual void setRasterizerState(const gl::RasterizerState &rasterState);
virtual void setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, virtual void setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::Color &blendColor,
unsigned int sampleMask); unsigned int sampleMask);
virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef, virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
int stencilBackRef, bool frontFaceCCW); int stencilBackRef, bool frontFaceCCW);
...@@ -191,10 +191,10 @@ class Renderer11 : public Renderer ...@@ -191,10 +191,10 @@ class Renderer11 : public Renderer
void drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances); void drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances);
void readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, void readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder, GLenum sourceFormat, GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
GLint packAlignment, void *pixels); GLint packAlignment, void *pixels);
void maskedClear(const gl::ClearParameters &clearParams, bool usingExtendedDrawBuffers); void maskedClear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer);
rx::Range getViewportBounds() const; rx::Range getViewportBounds() const;
bool blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget, bool blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget,
......
...@@ -852,7 +852,7 @@ void Renderer9::setRasterizerState(const gl::RasterizerState &rasterState) ...@@ -852,7 +852,7 @@ void Renderer9::setRasterizerState(const gl::RasterizerState &rasterState)
mForceSetRasterState = false; mForceSetRasterState = false;
} }
void Renderer9::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, unsigned int sampleMask) void Renderer9::setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::Color &blendColor, unsigned int sampleMask)
{ {
bool blendStateChanged = mForceSetBlendState || memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0; bool blendStateChanged = mForceSetBlendState || memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0;
bool blendColorChanged = mForceSetBlendState || memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0; bool blendColorChanged = mForceSetBlendState || memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0;
......
...@@ -72,7 +72,7 @@ class Renderer9 : public Renderer ...@@ -72,7 +72,7 @@ class Renderer9 : public Renderer
virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture); virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture);
virtual void setRasterizerState(const gl::RasterizerState &rasterState); virtual void setRasterizerState(const gl::RasterizerState &rasterState);
virtual void setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, virtual void setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::Color &blendColor,
unsigned int sampleMask); unsigned int sampleMask);
virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef, virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
int stencilBackRef, bool frontFaceCCW); int stencilBackRef, bool frontFaceCCW);
......
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