Commit 2a63b3f8 by Austin Kinross Committed by Geoff Lang

Re-land "Implement EGL_experimental_present_path_angle"

- Re-land with clang fix. This allows ANGLE to render directly onto a D3D swapchain in the correct orientation when using the D3D11 renderer. The trick is to add an extra uniform to each shader which takes either the value +1.0 or -1.0. When rendering to a texture, ANGLE sets this value to -1.0. When rendering to the default framebuffer, ANGLE sets this value to +1.0. ANGLE multiplies vertex positions by this value in the VS to invert rendering when appropriate. It also corrects other state (e.g. viewport/scissor rect) and shader built-in values (e.g. gl_FragCoord). This saves a substantial amount of GPU time and lowers power consumption. For example, the old method (where ANGLE renders all content onto an offscreen texture, and then copies/inverts this onto the swapchain at eglSwapBuffers() time) uses about 20% of the GPU each frame on a Lumia 630. Verification: + dEQP GL ES2 tests pass when "present path fast" is enabled + all ANGLE_end2end_tests pass when "present path fast" is enabled BUG=angleproject:1219 Change-Id: I56b339897828753a616d7bae837a2f354dba9c63 Reviewed-on: https://chromium-review.googlesource.com/326730 Tryjob-Request: Austin Kinross <aukinros@microsoft.com> Reviewed-by: 's avatarCorentin Wallez <cwallez@chromium.org> Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org>
parent c9bdeff4
Name
experimental_present_path_angle
ANGLE_experimental_present_path
Name Strings
EGL_experimental_present_path_angle
EGL_ANGLE_experimental_present_path
Contributors
......
......@@ -522,6 +522,13 @@ EGLAPI EGLBoolean EGLAPIENTRY eglQuerySurfacePointerANGLE (EGLDisplay dpy, EGLSu
#define EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE 0x0002
#endif /* EGL_ANGLE_surface_orientation */
#ifndef EGL_ANGLE_experimental_present_path
#define EGL_ANGLE_experimental_present_path
#define EGL_EXPERIMENTAL_PRESENT_PATH_ANGLE 0x33A4
#define EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE 0x33A9
#define EGL_EXPERIMENTAL_PRESENT_PATH_COPY_ANGLE 0x33AA
#endif /* EGL_ANGLE_experimental_present_path */
#ifndef EGL_ARM_pixmap_multisample_discard
#define EGL_ARM_pixmap_multisample_discard 1
#define EGL_DISCARD_SAMPLES_ARM 0x3286
......
......@@ -505,6 +505,13 @@ void OutputHLSL::header(TInfoSinkBase &out, const BuiltInFunctionEmulator *built
out << " float3 dx_DepthFront : packoffset(c2);\n";
}
if (mUsesFragCoord)
{
// dx_ViewScale is only used in the fragment shader to correct
// the value for glFragCoord if necessary
out << " float2 dx_ViewScale : packoffset(c3);\n";
}
out << "};\n";
}
else
......@@ -599,11 +606,13 @@ void OutputHLSL::header(TInfoSinkBase &out, const BuiltInFunctionEmulator *built
out << " float3 dx_DepthRange : packoffset(c0);\n";
}
// dx_ViewAdjust and dx_ViewCoords will only be used in Feature Level 9 shaders.
// However, we declare it for all shaders (including Feature Level 10+).
// The bytecode is the same whether we declare it or not, since D3DCompiler removes it if it's unused.
// dx_ViewAdjust and dx_ViewCoords will only be used in Feature Level 9
// shaders. However, we declare it for all shaders (including Feature Level 10+).
// The bytecode is the same whether we declare it or not, since D3DCompiler removes it
// if it's unused.
out << " float4 dx_ViewAdjust : packoffset(c1);\n";
out << " float2 dx_ViewCoords : packoffset(c2);\n";
out << " float2 dx_ViewScale : packoffset(c3);\n";
out << "};\n"
"\n";
......
......@@ -697,6 +697,7 @@ ClientExtensions::ClientExtensions()
deviceCreation(false),
deviceCreationD3D11(false),
x11Visual(false),
experimentalPresentPath(false),
clientGetAllProcAddresses(false)
{
}
......@@ -716,6 +717,7 @@ std::vector<std::string> ClientExtensions::getStrings() const
InsertExtensionString("EGL_ANGLE_device_creation", deviceCreation, &extensionStrings);
InsertExtensionString("EGL_ANGLE_device_creation_d3d11", deviceCreationD3D11, &extensionStrings);
InsertExtensionString("EGL_ANGLE_x11_visual", x11Visual, &extensionStrings);
InsertExtensionString("EGL_ANGLE_experimental_present_path", experimentalPresentPath, &extensionStrings);
InsertExtensionString("EGL_KHR_client_get_all_proc_addresses", clientGetAllProcAddresses, &extensionStrings);
// clang-format on
......
......@@ -529,6 +529,9 @@ struct ClientExtensions
// EGL_ANGLE_x11_visual
bool x11Visual;
// EGL_ANGLE_experimental_present_path
bool experimentalPresentPath;
// EGL_KHR_client_get_all_proc_addresses
bool clientGetAllProcAddresses;
};
......
......@@ -882,6 +882,7 @@ static ClientExtensions GenerateClientExtensions()
#if defined(ANGLE_ENABLE_D3D11)
extensions.deviceCreation = true;
extensions.deviceCreationD3D11 = true;
extensions.experimentalPresentPath = true;
#endif
#if defined(ANGLE_USE_X11)
......
......@@ -412,6 +412,9 @@ bool DynamicHLSL::generateShaderLinkHLSL(const gl::Data &data,
const ShaderD3D *fragmentShader = GetImplAs<ShaderD3D>(fragmentShaderGL);
const int shaderModel = mRenderer->getMajorShaderModel();
// usesViewScale() isn't supported in the D3D9 renderer
ASSERT(shaderModel >= 4 || !programMetadata.usesViewScale());
bool useInstancedPointSpriteEmulation =
programMetadata.usesPointSize() &&
mRenderer->getWorkarounds().useInstancedPointSpriteEmulation;
......@@ -464,18 +467,43 @@ bool DynamicHLSL::generateShaderLinkHLSL(const gl::Data &data,
// On D3D9 or D3D11 Feature Level 9, we need to emulate large viewports using dx_ViewAdjust.
if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "")
{
vertexStream << " output.dx_Position.x = gl_Position.x;\n"
<< " output.dx_Position.y = -gl_Position.y;\n"
<< " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
vertexStream << " output.dx_Position.x = gl_Position.x;\n";
if (programMetadata.usesViewScale())
{
// This code assumes that dx_ViewScale.y = -1.0f when rendering to texture, and +1.0f
// when rendering to the default framebuffer. No other values are valid.
vertexStream << " output.dx_Position.y = dx_ViewScale.y * gl_Position.y;\n";
}
else
{
vertexStream << " output.dx_Position.y = - gl_Position.y;\n";
}
vertexStream << " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
<< " output.dx_Position.w = gl_Position.w;\n";
}
else
{
vertexStream << " output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + "
"dx_ViewAdjust.x * gl_Position.w;\n"
<< " output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + "
"dx_ViewAdjust.y * gl_Position.w);\n"
<< " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
"dx_ViewAdjust.x * gl_Position.w;\n";
// If usesViewScale() is true and we're using the D3D11 renderer via Feature Level 9_*,
// then we need to multiply the gl_Position.y by the viewScale.
// usesViewScale() isn't supported when using the D3D9 renderer.
if (programMetadata.usesViewScale() &&
(shaderModel >= 4 && mRenderer->getShaderModelSuffix() != ""))
{
vertexStream << " output.dx_Position.y = dx_ViewScale.y * (gl_Position.y * "
"dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w);\n";
}
else
{
vertexStream << " output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + "
"dx_ViewAdjust.y * gl_Position.w);\n";
}
vertexStream << " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
<< " output.dx_Position.w = gl_Position.w;\n";
}
......@@ -523,11 +551,26 @@ bool DynamicHLSL::generateShaderLinkHLSL(const gl::Data &data,
if (useInstancedPointSpriteEmulation)
{
vertexStream << "\n"
<< " gl_PointSize = clamp(gl_PointSize, minPointSize, maxPointSize);\n"
<< " output.dx_Position.xyz += float3(input.spriteVertexPos.x * "
"gl_PointSize / (dx_ViewCoords.x*2), input.spriteVertexPos.y * "
"gl_PointSize / (dx_ViewCoords.y*2), input.spriteVertexPos.z) * "
"output.dx_Position.w;\n";
<< " gl_PointSize = clamp(gl_PointSize, minPointSize, maxPointSize);\n";
vertexStream << " output.dx_Position.x += (input.spriteVertexPos.x * gl_PointSize / "
"(dx_ViewCoords.x*2)) * output.dx_Position.w;";
if (programMetadata.usesViewScale())
{
// Multiply by ViewScale to invert the rendering when appropriate
vertexStream << " output.dx_Position.y += (-dx_ViewScale.y * "
"input.spriteVertexPos.y * gl_PointSize / (dx_ViewCoords.y*2)) * "
"output.dx_Position.w;";
}
else
{
vertexStream << " output.dx_Position.y += (input.spriteVertexPos.y * gl_PointSize / "
"(dx_ViewCoords.y*2)) * output.dx_Position.w;";
}
vertexStream
<< " output.dx_Position.z += input.spriteVertexPos.z * output.dx_Position.w;\n";
if (programMetadata.usesPointCoord())
{
......@@ -606,6 +649,49 @@ bool DynamicHLSL::generateShaderLinkHLSL(const gl::Data &data,
"dx_ViewCoords.w;\n";
}
if (programMetadata.usesViewScale())
{
// For Feature Level 9_3 and below, we need to correct gl_FragCoord.y to account
// for dx_ViewScale. On Feature Level 10_0+, gl_FragCoord.y is calculated above using
// dx_ViewCoords and is always correct irrespective of dx_ViewScale's value.
// NOTE: usesViewScale() can only be true on D3D11 (i.e. Shader Model 4.0+).
if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "")
{
// Some assumptions:
// - dx_ViewScale.y = -1.0f when rendering to texture
// - dx_ViewScale.y = +1.0f when rendering to the default framebuffer
// - gl_FragCoord.y has been set correctly above.
//
// When rendering to the backbuffer, the code inverts gl_FragCoord's y coordinate.
// This involves subtracting the y coordinate from the height of the area being
// rendered to.
//
// First we calculate the height of the area being rendered to:
// render_area_height = (2.0f / (1.0f - input.gl_FragCoord.y * rhw)) *
// gl_FragCoord.y
//
// Note that when we're rendering to default FB, we want our output to be
// equivalent to:
// "gl_FragCoord.y = render_area_height - gl_FragCoord.y"
//
// When we're rendering to a texture, we want our output to be equivalent to:
// "gl_FragCoord.y = gl_FragCoord.y;"
//
// If we set scale_factor = ((1.0f + dx_ViewScale.y) / 2.0f), then notice that
// - When rendering to default FB: scale_factor = 1.0f
// - When rendering to texture: scale_factor = 0.0f
//
// Therefore, we can get our desired output by setting:
// "gl_FragCoord.y = scale_factor * render_area_height - dx_ViewScale.y *
// gl_FragCoord.y"
//
// Simplifying, this becomes:
pixelStream
<< " gl_FragCoord.y = (1.0f + dx_ViewScale.y) * gl_FragCoord.y /"
"(1.0f - input.gl_FragCoord.y * rhw) - dx_ViewScale.y * gl_FragCoord.y;\n";
}
}
pixelStream << " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + "
"dx_DepthFront.y;\n"
<< " gl_FragCoord.w = rhw;\n";
......@@ -749,6 +835,7 @@ std::string DynamicHLSL::generateGeometryShaderPreamble(const VaryingPacking &va
std::string DynamicHLSL::generateGeometryShaderHLSL(gl::PrimitiveType primitiveType,
const gl::Data &data,
const gl::Program::Data &programData,
const bool useViewScale,
const std::string &preambleString) const
{
ASSERT(mRenderer->getMajorShaderModel() >= 4);
......@@ -799,8 +886,14 @@ std::string DynamicHLSL::generateGeometryShaderHLSL(gl::PrimitiveType primitiveT
{
shaderStream << "#define ANGLE_POINT_SPRITE_SHADER\n"
"\n"
"uniform float4 dx_ViewCoords : register(c1);\n"
"\n"
"uniform float4 dx_ViewCoords : register(c1);\n";
if (useViewScale)
{
shaderStream << "uniform float2 dx_ViewScale : register(c3);\n";
}
shaderStream << "\n"
"static float2 pointSpriteCorners[] = \n"
"{\n"
" float2( 0.5f, -0.5f),\n"
......@@ -870,9 +963,20 @@ std::string DynamicHLSL::generateGeometryShaderHLSL(gl::PrimitiveType primitiveT
for (int corner = 0; corner < 4; corner++)
{
if (useViewScale)
{
shaderStream << " \n"
" output.dx_Position = dx_Position + float4(1.0f, "
"-dx_ViewScale.y, 1.0f, 1.0f)"
" * float4(pointSpriteCorners["
<< corner << "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n";
}
else
{
shaderStream << "\n"
" output.dx_Position = dx_Position + float4(pointSpriteCorners["
<< corner << "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n";
}
if (usesPointCoord)
{
......
......@@ -74,6 +74,7 @@ class DynamicHLSL : angle::NonCopyable
std::string generateGeometryShaderHLSL(gl::PrimitiveType primitiveType,
const gl::Data &data,
const gl::Program::Data &programData,
const bool useViewScale,
const std::string &preambleString) const;
void getPixelShaderOutputKey(const gl::Data &data,
......
......@@ -401,11 +401,13 @@ D3DVarying::D3DVarying(const std::string &semanticNameIn,
ProgramD3DMetadata::ProgramD3DMetadata(int rendererMajorShaderModel,
const std::string &shaderModelSuffix,
bool usesInstancedPointSpriteEmulation,
bool usesViewScale,
const ShaderD3D *vertexShader,
const ShaderD3D *fragmentShader)
: mRendererMajorShaderModel(rendererMajorShaderModel),
mShaderModelSuffix(shaderModelSuffix),
mUsesInstancedPointSpriteEmulation(usesInstancedPointSpriteEmulation),
mUsesViewScale(usesViewScale),
mVertexShader(vertexShader),
mFragmentShader(fragmentShader)
{
......@@ -446,6 +448,11 @@ bool ProgramD3DMetadata::usesInsertedPointCoordValue() const
return !usesPointSize() && usesPointCoord() && mRendererMajorShaderModel >= 4;
}
bool ProgramD3DMetadata::usesViewScale() const
{
return mUsesViewScale;
}
bool ProgramD3DMetadata::addsPointCoordToVertexShader() const
{
// Instanced PointSprite emulation requires that gl_PointCoord is present in the vertex shader
......@@ -1259,7 +1266,8 @@ gl::Error ProgramD3D::getGeometryExecutableForPrimitiveType(const gl::Data &data
}
std::string geometryHLSL = mDynamicHLSL->generateGeometryShaderHLSL(
geometryShaderType, data, mData, mGeometryShaderPreamble);
geometryShaderType, data, mData, mRenderer->presentPathFastEnabled(),
mGeometryShaderPreamble);
gl::InfoLog tempInfoLog;
gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog;
......@@ -1387,7 +1395,8 @@ LinkResult ProgramD3D::link(const gl::Data &data, gl::InfoLog &infoLog)
}
ProgramD3DMetadata metadata(mRenderer->getMajorShaderModel(), mRenderer->getShaderModelSuffix(),
usesInstancedPointSpriteEmulation(), vertexShaderD3D,
usesInstancedPointSpriteEmulation(),
mRenderer->presentPathFastEnabled(), vertexShaderD3D,
fragmentShaderD3D);
varyingPacking.enableBuiltins(SHADER_VERTEX, metadata);
......
......@@ -103,6 +103,7 @@ class ProgramD3DMetadata : angle::NonCopyable
ProgramD3DMetadata(int rendererMajorShaderModel,
const std::string &shaderModelSuffix,
bool usesInstancedPointSpriteEmulation,
bool usesViewScale,
const ShaderD3D *vertexShader,
const ShaderD3D *fragmentShader);
......@@ -113,6 +114,7 @@ class ProgramD3DMetadata : angle::NonCopyable
bool usesFragCoord() const;
bool usesPointSize() const;
bool usesInsertedPointCoordValue() const;
bool usesViewScale() const;
bool addsPointCoordToVertexShader() const;
bool usesTransformFeedbackGLPosition() const;
bool usesSystemValuePointSize() const;
......@@ -124,6 +126,7 @@ class ProgramD3DMetadata : angle::NonCopyable
const int mRendererMajorShaderModel;
const std::string mShaderModelSuffix;
const bool mUsesInstancedPointSpriteEmulation;
const bool mUsesViewScale;
const ShaderD3D *mVertexShader;
const ShaderD3D *mFragmentShader;
};
......
......@@ -41,6 +41,7 @@ RendererD3D::RendererD3D(egl::Display *display)
: mDisplay(display),
mDeviceLost(false),
mAnnotator(nullptr),
mPresentPathFastEnabled(false),
mScratchMemoryBufferResetCounter(0),
mWorkaroundsInitialized(false),
mDisjoint(false)
......
......@@ -251,6 +251,8 @@ class RendererD3D : public Renderer, public BufferFactoryD3D
virtual egl::Error getEGLDevice(DeviceImpl **device) = 0;
bool presentPathFastEnabled() const { return mPresentPathFastEnabled; }
protected:
virtual bool getLUID(LUID *adapterLuid) const = 0;
virtual gl::Error applyShadersImpl(const gl::Data &data, GLenum drawMode) = 0;
......@@ -270,6 +272,8 @@ class RendererD3D : public Renderer, public BufferFactoryD3D
std::vector<TranslatedAttribute> mTranslatedAttribCache;
bool mPresentPathFastEnabled;
private:
gl::Error genericDrawArrays(const gl::Data &data,
GLenum mode,
......@@ -329,20 +333,6 @@ class RendererD3D : public Renderer, public BufferFactoryD3D
bool mDisjoint;
};
struct dx_VertexConstants
{
float depthRange[4];
float viewAdjust[4];
float viewCoords[4];
};
struct dx_PixelConstants
{
float depthRange[4];
float viewCoords[4];
float depthFront[4];
};
}
#endif // LIBANGLE_RENDERER_D3D_RENDERERD3D_H_
......@@ -93,7 +93,27 @@ gl::Error Framebuffer11::invalidateSwizzles() const
gl::Error Framebuffer11::clear(const gl::Data &data, const ClearParameters &clearParams)
{
Clear11 *clearer = mRenderer->getClearer();
gl::Error error = clearer->clearFramebuffer(clearParams, mData);
gl::Error error(GL_NO_ERROR);
const gl::FramebufferAttachment *colorAttachment = mData.getFirstColorAttachment();
if (clearParams.scissorEnabled == true && colorAttachment != nullptr &&
UsePresentPathFast(mRenderer, colorAttachment))
{
// If the current framebuffer is using the default colorbuffer, and present path fast is
// active, and the scissor rect is enabled, then we should invert the scissor rect
// vertically
ClearParameters presentPathFastClearParams = clearParams;
gl::Extents framebufferSize = colorAttachment->getSize();
presentPathFastClearParams.scissor.y = framebufferSize.height -
presentPathFastClearParams.scissor.y -
presentPathFastClearParams.scissor.height;
error = clearer->clearFramebuffer(presentPathFastClearParams, mData);
}
else
{
error = clearer->clearFramebuffer(clearParams, mData);
}
if (error.isError())
{
return error;
......@@ -328,8 +348,27 @@ gl::Error Framebuffer11::blit(const gl::Rectangle &sourceArea, const gl::Rectang
}
ASSERT(drawRenderTarget);
error = mRenderer->blitRenderbufferRect(sourceArea, destArea, readRenderTarget, drawRenderTarget,
filter, scissor, blitRenderTarget, false, false);
const bool invertColorSource = UsePresentPathFast(mRenderer, readBuffer);
gl::Rectangle actualSourceArea = sourceArea;
if (invertColorSource)
{
RenderTarget11 *readRenderTarget11 = GetAs<RenderTarget11>(readRenderTarget);
actualSourceArea.y = readRenderTarget11->getHeight() - sourceArea.y;
actualSourceArea.height = -sourceArea.height;
}
const bool invertColorDest = UsePresentPathFast(mRenderer, &drawBuffer);
gl::Rectangle actualDestArea = destArea;
if (invertColorDest)
{
RenderTarget11 *drawRenderTarget11 = GetAs<RenderTarget11>(drawRenderTarget);
actualDestArea.y = drawRenderTarget11->getHeight() - destArea.y;
actualDestArea.height = -destArea.height;
}
error = mRenderer->blitRenderbufferRect(actualSourceArea, actualDestArea,
readRenderTarget, drawRenderTarget, filter,
scissor, blitRenderTarget, false, false);
if (error.isError())
{
return error;
......
......@@ -389,14 +389,14 @@ class Renderer11 : public RendererD3D
uintptr_t mAppliedGeometryShader;
uintptr_t mAppliedPixelShader;
dx_VertexConstants mAppliedVertexConstants;
dx_VertexConstants11 mAppliedVertexConstants;
ID3D11Buffer *mDriverConstantBufferVS;
ID3D11Buffer *mCurrentVertexConstantBuffer;
unsigned int mCurrentConstantBufferVS[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS];
GLintptr mCurrentConstantBufferVSOffset[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS];
GLsizeiptr mCurrentConstantBufferVSSize[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS];
dx_PixelConstants mAppliedPixelConstants;
dx_PixelConstants11 mAppliedPixelConstants;
ID3D11Buffer *mDriverConstantBufferPS;
ID3D11Buffer *mCurrentPixelConstantBuffer;
unsigned int mCurrentConstantBufferPS[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS];
......
......@@ -215,6 +215,23 @@ void StateManager11::setViewportBounds(const int width, const int height)
}
}
void StateManager11::updatePresentPath(bool presentPathFastActive,
const gl::FramebufferAttachment *framebufferAttachment)
{
const int colorBufferHeight =
framebufferAttachment ? framebufferAttachment->getSize().height : 0;
if ((mCurPresentPathFastEnabled != presentPathFastActive) ||
(presentPathFastActive && (colorBufferHeight != mCurPresentPathFastColorBufferHeight)))
{
mCurPresentPathFastEnabled = presentPathFastActive;
mCurPresentPathFastColorBufferHeight = colorBufferHeight;
mViewportStateIsDirty = true; // Viewport may need to be vertically inverted
mScissorStateIsDirty = true; // Scissor rect may need to be vertically inverted
mRasterizerStateIsDirty = true; // Cull Mode may need to be inverted
}
}
void StateManager11::syncState(const gl::State &state, const gl::State::DirtyBits &dirtyBits)
{
if (!dirtyBits.any())
......@@ -571,8 +588,34 @@ gl::Error StateManager11::setRasterizerState(const gl::RasterizerState &rasterSt
}
ID3D11RasterizerState *dxRasterState = nullptr;
gl::Error error = mRenderer->getStateCache().getRasterizerState(rasterState, mCurScissorEnabled,
gl::Error error(GL_NO_ERROR);
if (mCurPresentPathFastEnabled)
{
gl::RasterizerState modifiedRasterState = rasterState;
// If prseent path fast is active then we need invert the front face state.
// This ensures that both gl_FrontFacing is correct, and front/back culling
// is performed correctly.
if (modifiedRasterState.frontFace == GL_CCW)
{
modifiedRasterState.frontFace = GL_CW;
}
else
{
ASSERT(modifiedRasterState.frontFace == GL_CW);
modifiedRasterState.frontFace = GL_CCW;
}
error = mRenderer->getStateCache().getRasterizerState(modifiedRasterState,
mCurScissorEnabled, &dxRasterState);
}
else
{
error = mRenderer->getStateCache().getRasterizerState(rasterState, mCurScissorEnabled,
&dxRasterState);
}
if (error.isError())
{
return error;
......@@ -591,13 +634,19 @@ void StateManager11::setScissorRectangle(const gl::Rectangle &scissor, bool enab
if (!mScissorStateIsDirty)
return;
int modifiedScissorY = scissor.y;
if (mCurPresentPathFastEnabled)
{
modifiedScissorY = mCurPresentPathFastColorBufferHeight - scissor.height - scissor.y;
}
if (enabled)
{
D3D11_RECT rect;
rect.left = std::max(0, scissor.x);
rect.top = std::max(0, scissor.y);
rect.top = std::max(0, modifiedScissorY);
rect.right = scissor.x + std::max(0, scissor.width);
rect.bottom = scissor.y + std::max(0, scissor.height);
rect.bottom = modifiedScissorY + std::max(0, scissor.height);
mRenderer->getDeviceContext()->RSSetScissorRects(1, &rect);
}
......@@ -639,7 +688,22 @@ void StateManager11::setViewport(const gl::Caps *caps,
D3D11_VIEWPORT dxViewport;
dxViewport.TopLeftX = static_cast<float>(dxViewportTopLeftX);
if (mCurPresentPathFastEnabled)
{
// When present path fast is active and we're rendering to framebuffer 0, we must invert
// the viewport in Y-axis.
// NOTE: We delay the inversion until right before the call to RSSetViewports, and leave
// dxViewportTopLeftY unchanged. This allows us to calculate viewAdjust below using the
// unaltered dxViewportTopLeftY value.
dxViewport.TopLeftY = static_cast<float>(mCurPresentPathFastColorBufferHeight -
dxViewportTopLeftY - dxViewportHeight);
}
else
{
dxViewport.TopLeftY = static_cast<float>(dxViewportTopLeftY);
}
dxViewport.Width = static_cast<float>(dxViewportWidth);
dxViewport.Height = static_cast<float>(dxViewportHeight);
dxViewport.MinDepth = actualZNear;
......@@ -688,6 +752,16 @@ void StateManager11::setViewport(const gl::Caps *caps,
mPixelConstants.depthRange[1] = actualZFar;
mPixelConstants.depthRange[2] = actualZFar - actualZNear;
mPixelConstants.viewScale[0] = 1.0f;
mPixelConstants.viewScale[1] = mCurPresentPathFastEnabled ? 1.0f : -1.0f;
mPixelConstants.viewScale[2] = 1.0f;
mPixelConstants.viewScale[3] = 1.0f;
mVertexConstants.viewScale[0] = mPixelConstants.viewScale[0];
mVertexConstants.viewScale[1] = mPixelConstants.viewScale[1];
mVertexConstants.viewScale[2] = mPixelConstants.viewScale[2];
mVertexConstants.viewScale[3] = mPixelConstants.viewScale[3];
mViewportStateIsDirty = false;
}
......
......@@ -24,6 +24,22 @@ namespace rx
struct RenderTargetDesc;
struct Renderer11DeviceCaps;
struct dx_VertexConstants11
{
float depthRange[4];
float viewAdjust[4];
float viewCoords[4];
float viewScale[4];
};
struct dx_PixelConstants11
{
float depthRange[4];
float viewCoords[4];
float depthFront[4];
float viewScale[4];
};
class StateManager11 final : angle::NonCopyable
{
public:
......@@ -46,8 +62,11 @@ class StateManager11 final : angle::NonCopyable
void setViewport(const gl::Caps *caps, const gl::Rectangle &viewport, float zNear, float zFar);
const dx_VertexConstants &getVertexConstants() const { return mVertexConstants; }
const dx_PixelConstants &getPixelConstants() const { return mPixelConstants; }
void updatePresentPath(bool presentPathFastActive,
const gl::FramebufferAttachment *framebufferAttachment);
const dx_VertexConstants11 &getVertexConstants() const { return mVertexConstants; }
const dx_PixelConstants11 &getPixelConstants() const { return mPixelConstants; }
void updateStencilSizeIfChanged(bool depthStencilInitialized, unsigned int stencilSize);
......@@ -90,7 +109,7 @@ class StateManager11 final : angle::NonCopyable
Optional<bool> mCurDisableDepth;
Optional<bool> mCurDisableStencil;
// Currenly applied rasterizer state
// Currently applied rasterizer state
bool mRasterizerStateIsDirty;
gl::RasterizerState mCurRasterState;
......@@ -106,8 +125,8 @@ class StateManager11 final : angle::NonCopyable
float mCurFar;
// Things needed in viewport state
dx_VertexConstants mVertexConstants;
dx_PixelConstants mPixelConstants;
dx_VertexConstants11 mVertexConstants;
dx_PixelConstants11 mPixelConstants;
// Render target variables
gl::Extents mViewportBounds;
......
......@@ -31,6 +31,17 @@
namespace rx
{
namespace
{
bool NeedsOffscreenTexture(Renderer11 *renderer, NativeWindow nativeWindow, EGLint orientation)
{
// We don't need an offscreen texture if either orientation = INVERT_Y,
// or present path fast is enabled and we're not rendering onto an offscreen surface.
return orientation != EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE &&
!(renderer->presentPathFastEnabled() && nativeWindow.getNativeWindow());
}
} // anonymous namespace
SwapChain11::SwapChain11(Renderer11 *renderer,
NativeWindow nativeWindow,
HANDLE shareHandle,
......@@ -52,7 +63,7 @@ SwapChain11::SwapChain11(Renderer11 *renderer,
mBackBufferTexture(nullptr),
mBackBufferRTView(nullptr),
mBackBufferSRView(nullptr),
mNeedsOffscreenTexture(orientation != EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE),
mNeedsOffscreenTexture(NeedsOffscreenTexture(renderer, nativeWindow, orientation)),
mOffscreenTexture(nullptr),
mOffscreenRTView(nullptr),
mOffscreenSRView(nullptr),
......@@ -68,6 +79,8 @@ SwapChain11::SwapChain11(Renderer11 *renderer,
mColorRenderTarget(this, renderer, false),
mDepthStencilRenderTarget(this, renderer, true)
{
// Sanity check that if present path fast is active then we're using the default orientation
ASSERT(!mRenderer->presentPathFastEnabled() || orientation == 0);
}
SwapChain11::~SwapChain11()
......
......@@ -292,7 +292,7 @@ unsigned int GetReservedVertexUniformVectors(D3D_FEATURE_LEVEL featureLevel)
case D3D_FEATURE_LEVEL_9_3:
case D3D_FEATURE_LEVEL_9_2:
case D3D_FEATURE_LEVEL_9_1:
return 2; // dx_ViewAdjust and dx_ViewCoords
return 3; // dx_ViewAdjust, dx_ViewCoords and dx_ViewScale
default:
UNREACHABLE();
......@@ -313,7 +313,7 @@ unsigned int GetReservedFragmentUniformVectors(D3D_FEATURE_LEVEL featureLevel)
case D3D_FEATURE_LEVEL_9_3:
case D3D_FEATURE_LEVEL_9_2:
case D3D_FEATURE_LEVEL_9_1:
return 2;
return 3;
default:
UNREACHABLE();
......@@ -1668,4 +1668,16 @@ gl::ErrorOrResult<TextureHelper11> CreateStagingTexture(GLenum textureType,
return TextureHelper11::MakeAndPossess3D(stagingTex);
}
bool UsePresentPathFast(const Renderer11 *renderer,
const gl::FramebufferAttachment *framebufferAttachment)
{
if (framebufferAttachment == nullptr)
{
return false;
}
return (framebufferAttachment->type() == GL_FRAMEBUFFER_DEFAULT &&
renderer->presentPathFastEnabled());
}
} // namespace rx
......@@ -25,6 +25,7 @@ class FramebufferAttachment;
namespace rx
{
class Renderer11;
class RenderTarget11;
struct WorkaroundsD3D;
struct Renderer11DeviceCaps;
......@@ -377,6 +378,8 @@ gl::ErrorOrResult<TextureHelper11> CreateStagingTexture(GLenum textureType,
const gl::Extents &size,
ID3D11Device *device);
bool UsePresentPathFast(const Renderer11 *renderer, const gl::FramebufferAttachment *colorbuffer);
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_UTILS_H_
......@@ -154,7 +154,8 @@ HRESULT CoreWindowNativeWindow::createSwapChain(ID3D11Device *device,
swapChainDesc.Stereo = FALSE;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_BACK_BUFFER;
swapChainDesc.BufferUsage =
DXGI_USAGE_SHADER_INPUT | DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_BACK_BUFFER;
swapChainDesc.BufferCount = 2;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
......
......@@ -257,7 +257,8 @@ HRESULT SwapChainPanelNativeWindow::createSwapChain(ID3D11Device *device,
swapChainDesc.Stereo = FALSE;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_BACK_BUFFER;
swapChainDesc.BufferUsage =
DXGI_USAGE_SHADER_INPUT | DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_BACK_BUFFER;
swapChainDesc.BufferCount = 2;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
......
......@@ -489,8 +489,8 @@ void StateManager9::setViewportState(const gl::Caps *caps,
mCurIgnoreViewport = ignoreViewport;
// Setting shader constants
dx_VertexConstants vc = {};
dx_PixelConstants pc = {};
dx_VertexConstants9 vc = {};
dx_PixelConstants9 pc = {};
vc.viewAdjust[0] =
static_cast<float>((actualViewport.width - static_cast<int>(dxViewport.Width)) +
......@@ -520,13 +520,13 @@ void StateManager9::setViewportState(const gl::Caps *caps,
pc.depthRange[1] = actualZFar;
pc.depthRange[2] = actualZFar - actualZNear;
if (memcmp(&vc, &mVertexConstants, sizeof(dx_VertexConstants)) != 0)
if (memcmp(&vc, &mVertexConstants, sizeof(dx_VertexConstants9)) != 0)
{
mVertexConstants = vc;
mDxUniformsDirty = true;
}
if (memcmp(&pc, &mPixelConstants, sizeof(dx_PixelConstants)) != 0)
if (memcmp(&pc, &mPixelConstants, sizeof(dx_PixelConstants9)) != 0)
{
mPixelConstants = pc;
mDxUniformsDirty = true;
......@@ -542,9 +542,9 @@ void StateManager9::setShaderConstants()
IDirect3DDevice9 *device = mRenderer9->getDevice();
device->SetVertexShaderConstantF(0, reinterpret_cast<float *>(&mVertexConstants),
sizeof(dx_VertexConstants) / sizeof(float[4]));
sizeof(dx_VertexConstants9) / sizeof(float[4]));
device->SetPixelShaderConstantF(0, reinterpret_cast<float *>(&mPixelConstants),
sizeof(dx_PixelConstants) / sizeof(float[4]));
sizeof(dx_PixelConstants9) / sizeof(float[4]));
mDxUniformsDirty = false;
}
......
......@@ -19,6 +19,20 @@ namespace rx
class Renderer9;
struct dx_VertexConstants9
{
float depthRange[4];
float viewAdjust[4];
float viewCoords[4];
};
struct dx_PixelConstants9
{
float depthRange[4];
float viewCoords[4];
float depthFront[4];
};
class StateManager9 final : angle::NonCopyable
{
public:
......@@ -175,8 +189,8 @@ class StateManager9 final : angle::NonCopyable
float mCurDepthFront;
bool mCurIgnoreViewport;
dx_VertexConstants mVertexConstants;
dx_PixelConstants mPixelConstants;
dx_VertexConstants9 mVertexConstants;
dx_PixelConstants9 mPixelConstants;
bool mDxUniformsDirty;
// FIXME: Unsupported by D3D9
......
......@@ -163,6 +163,7 @@ EGLDisplay EGLAPIENTRY GetPlatformDisplayEXT(EGLenum platform, void *native_disp
bool minorVersionSpecified = false;
bool enableAutoTrimSpecified = false;
bool deviceTypeSpecified = false;
bool presentPathSpecified = false;
if (attrib_list)
{
......@@ -228,6 +229,29 @@ EGLDisplay EGLAPIENTRY GetPlatformDisplayEXT(EGLenum platform, void *native_disp
enableAutoTrimSpecified = true;
break;
case EGL_EXPERIMENTAL_PRESENT_PATH_ANGLE:
if (!clientExtensions.experimentalPresentPath)
{
SetGlobalError(
Error(EGL_BAD_ATTRIBUTE,
"EGL_ANGLE_experimental_present_path extension not active"));
return EGL_NO_DISPLAY;
}
switch (curAttrib[1])
{
case EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE:
case EGL_EXPERIMENTAL_PRESENT_PATH_COPY_ANGLE:
break;
default:
SetGlobalError(
Error(EGL_BAD_ATTRIBUTE,
"Invalid value for EGL_EXPERIMENTAL_PRESENT_PATH_ANGLE"));
return EGL_NO_DISPLAY;
}
presentPathSpecified = true;
break;
case EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE:
switch (curAttrib[1])
{
......@@ -282,6 +306,14 @@ EGLDisplay EGLAPIENTRY GetPlatformDisplayEXT(EGLenum platform, void *native_disp
return EGL_NO_DISPLAY;
}
if (presentPathSpecified && platformType != EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE)
{
SetGlobalError(Error(EGL_BAD_ATTRIBUTE,
"EGL_EXPERIMENTAL_PRESENT_PATH_ANGLE requires a device type of "
"EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE."));
return EGL_NO_DISPLAY;
}
if (deviceTypeSpecified && platformType != EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE &&
platformType != EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE)
{
......
......@@ -83,6 +83,7 @@
'<(angle_path)/src/tests/gl_tests/D3D11FormatTablesTest.cpp',
'<(angle_path)/src/tests/gl_tests/D3D11InputLayoutCacheTest.cpp',
'<(angle_path)/src/tests/egl_tests/EGLDeviceTest.cpp',
'<(angle_path)/src/tests/egl_tests/EGLPresentPathD3D11Test.cpp',
# TODO(cwallez) for Linux, requires a portable implementation of threads
'<(angle_path)/src/tests/egl_tests/EGLThreadTest.cpp',
],
......
......@@ -892,4 +892,7 @@ TEST_P(BlitFramebufferANGLETest, Errors)
// default framebuffer is BGRA to enable the GL and GLES backends. (http://anglebug.com/1289)
// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
ANGLE_INSTANTIATE_TEST(BlitFramebufferANGLETest, ES2_D3D9(), ES2_D3D11());
ANGLE_INSTANTIATE_TEST(BlitFramebufferANGLETest,
ES2_D3D9(),
ES2_D3D11(EGL_EXPERIMENTAL_PRESENT_PATH_COPY_ANGLE),
ES2_D3D11(EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE));
......@@ -302,7 +302,8 @@ TEST_P(CopyTexImageTest, SubImageRGBToL)
// tests should be run against.
ANGLE_INSTANTIATE_TEST(CopyTexImageTest,
ES2_D3D9(),
ES2_D3D11(),
ES2_D3D11(EGL_EXPERIMENTAL_PRESENT_PATH_COPY_ANGLE),
ES2_D3D11(EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE),
ES2_OPENGL(),
ES2_OPENGL(3, 3),
ES2_OPENGLES());
......
......@@ -928,7 +928,8 @@ TEST_P(MipmapTestES3, MipmapsForTexture3D)
// Note: we run these tests against 9_3 on WARP due to hardware driver issues on Win7
ANGLE_INSTANTIATE_TEST(MipmapTest,
ES2_D3D9(),
ES2_D3D11(),
ES2_D3D11(EGL_EXPERIMENTAL_PRESENT_PATH_COPY_ANGLE),
ES2_D3D11(EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE),
ES2_D3D11_FL9_3_WARP(),
ES2_OPENGL(),
ES3_OPENGL(),
......
......@@ -201,7 +201,8 @@ TEST_P(SimpleOperationTest, BufferSubData)
// Use this to select which configurations (e.g. which renderer, which GLES major version) these tests should be run against.
ANGLE_INSTANTIATE_TEST(SimpleOperationTest,
ES2_D3D9(),
ES2_D3D11(),
ES2_D3D11(EGL_EXPERIMENTAL_PRESENT_PATH_COPY_ANGLE),
ES2_D3D11(EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE),
ES3_D3D11(),
ES2_OPENGL(),
ES3_OPENGL(),
......
......@@ -263,7 +263,8 @@ TEST_P(ViewportTest, TripleWindowOffCenter)
// D3D11 Feature Level 9 and D3D9 emulate large and negative viewports in the vertex shader. We should test both of these as well as D3D11 Feature Level 10_0+.
ANGLE_INSTANTIATE_TEST(ViewportTest,
ES2_D3D9(),
ES2_D3D11(),
ES2_D3D11(EGL_EXPERIMENTAL_PRESENT_PATH_COPY_ANGLE),
ES2_D3D11(EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE),
ES2_D3D11_FL9_3(),
ES2_OPENGLES(),
ES3_OPENGLES());
......
......@@ -113,6 +113,25 @@ std::ostream &operator<<(std::ostream& stream, const PlatformParameters &pp)
break;
}
switch (pp.eglParameters.presentPath)
{
case EGL_EXPERIMENTAL_PRESENT_PATH_COPY_ANGLE:
stream << "_PRESENT_PATH_COPY";
break;
case EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE:
stream << "_PRESENT_PATH_FAST";
break;
case EGL_DONT_CARE:
// default
break;
default:
UNREACHABLE();
break;
}
return stream;
}
......@@ -165,6 +184,12 @@ EGLPlatformParameters D3D11()
EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE);
}
EGLPlatformParameters D3D11(EGLenum presentPath)
{
return EGLPlatformParameters(EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, EGL_DONT_CARE, EGL_DONT_CARE,
EGL_PLATFORM_ANGLE_DEVICE_TYPE_HARDWARE_ANGLE, presentPath);
}
EGLPlatformParameters D3D11_FL11_1()
{
return EGLPlatformParameters(
......@@ -360,6 +385,11 @@ PlatformParameters ES2_D3D11()
return PlatformParameters(2, 0, egl_platform::D3D11());
}
PlatformParameters ES2_D3D11(EGLenum presentPath)
{
return PlatformParameters(2, 0, egl_platform::D3D11(presentPath));
}
PlatformParameters ES2_D3D11_FL11_0()
{
return PlatformParameters(2, 0, egl_platform::D3D11_FL11_0());
......
......@@ -52,6 +52,7 @@ EGLPlatformParameters D3D9_NULL();
EGLPlatformParameters D3D9_REFERENCE();
EGLPlatformParameters D3D11();
EGLPlatformParameters D3D11(EGLenum presentPath);
EGLPlatformParameters D3D11_FL11_1();
EGLPlatformParameters D3D11_FL11_0();
EGLPlatformParameters D3D11_FL10_1();
......@@ -88,6 +89,7 @@ PlatformParameters ES2_D3D9();
PlatformParameters ES2_D3D9_REFERENCE();
PlatformParameters ES2_D3D11();
PlatformParameters ES2_D3D11(EGLenum presentPath);
PlatformParameters ES2_D3D11_FL11_0();
PlatformParameters ES2_D3D11_FL10_1();
PlatformParameters ES2_D3D11_FL10_0();
......
......@@ -16,7 +16,8 @@ EGLPlatformParameters::EGLPlatformParameters()
: renderer(EGL_PLATFORM_ANGLE_TYPE_DEFAULT_ANGLE),
majorVersion(EGL_DONT_CARE),
minorVersion(EGL_DONT_CARE),
deviceType(EGL_DONT_CARE)
deviceType(EGL_DONT_CARE),
presentPath(EGL_DONT_CARE)
{
}
......@@ -24,7 +25,8 @@ EGLPlatformParameters::EGLPlatformParameters(EGLint renderer)
: renderer(renderer),
majorVersion(EGL_DONT_CARE),
minorVersion(EGL_DONT_CARE),
deviceType(EGL_DONT_CARE)
deviceType(EGL_DONT_CARE),
presentPath(EGL_DONT_CARE)
{
if (renderer == EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE ||
renderer == EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE)
......@@ -33,11 +35,28 @@ EGLPlatformParameters::EGLPlatformParameters(EGLint renderer)
}
}
EGLPlatformParameters::EGLPlatformParameters(EGLint renderer, EGLint majorVersion, EGLint minorVersion, EGLint useWarp)
EGLPlatformParameters::EGLPlatformParameters(EGLint renderer,
EGLint majorVersion,
EGLint minorVersion,
EGLint useWarp)
: renderer(renderer),
majorVersion(majorVersion),
minorVersion(minorVersion),
deviceType(useWarp)
deviceType(useWarp),
presentPath(EGL_DONT_CARE)
{
}
EGLPlatformParameters::EGLPlatformParameters(EGLint renderer,
EGLint majorVersion,
EGLint minorVersion,
EGLint useWarp,
EGLint presentPath)
: renderer(renderer),
majorVersion(majorVersion),
minorVersion(minorVersion),
deviceType(useWarp),
presentPath(presentPath)
{
}
......@@ -58,15 +77,19 @@ bool operator<(const EGLPlatformParameters &a, const EGLPlatformParameters &b)
return a.minorVersion < b.minorVersion;
}
if (a.deviceType != b.deviceType)
{
return a.deviceType < b.deviceType;
}
return a.presentPath < b.presentPath;
}
bool operator==(const EGLPlatformParameters &a, const EGLPlatformParameters &b)
{
return (a.renderer == b.renderer) &&
(a.majorVersion == b.majorVersion) &&
(a.minorVersion == b.minorVersion) &&
(a.deviceType == b.deviceType);
return (a.renderer == b.renderer) && (a.majorVersion == b.majorVersion) &&
(a.minorVersion == b.minorVersion) && (a.deviceType == b.deviceType) &&
(a.presentPath == b.presentPath);
}
EGLWindow::EGLWindow(EGLint glesMajorVersion,
......@@ -142,6 +165,20 @@ bool EGLWindow::initializeGL(OSWindow *osWindow)
displayAttributes.push_back(EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE);
displayAttributes.push_back(mPlatform.deviceType);
}
if (mPlatform.presentPath != EGL_DONT_CARE)
{
const char *extensionString =
static_cast<const char *>(eglQueryString(EGL_NO_DISPLAY, EGL_EXTENSIONS));
if (strstr(extensionString, "EGL_ANGLE_experimental_present_path") == nullptr)
{
destroyGL();
return false;
}
displayAttributes.push_back(EGL_EXPERIMENTAL_PRESENT_PATH_ANGLE);
displayAttributes.push_back(mPlatform.presentPath);
}
displayAttributes.push_back(EGL_NONE);
mDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE,
......
......@@ -34,10 +34,16 @@ struct EGLPlatformParameters
EGLint majorVersion;
EGLint minorVersion;
EGLint deviceType;
EGLint presentPath;
EGLPlatformParameters();
explicit EGLPlatformParameters(EGLint renderer);
EGLPlatformParameters(EGLint renderer, EGLint majorVersion, EGLint minorVersion, EGLint deviceType);
EGLPlatformParameters(EGLint renderer,
EGLint majorVersion,
EGLint minorVersion,
EGLint deviceType,
EGLint presentPath);
};
bool operator<(const EGLPlatformParameters &a, const EGLPlatformParameters &b);
......
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