Commit 6b3c1db5 by Austin Kinross Committed by Geoff Lang

Implement EGL_experimental_present_path_angle

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: Ib6eeea46bafa6ebce4adada0ae9db3a433b8fc4c Reviewed-on: https://chromium-review.googlesource.com/321360Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org> Tryjob-Request: Austin Kinross <aukinros@microsoft.com> Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org> Commit-Queue: Geoff Lang <geofflang@chromium.org>
parent dbc9ccfb
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++)
{
shaderStream << "\n"
" output.dx_Position = dx_Position + float4(pointSpriteCorners["
<< corner << "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n";
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;
};
......
......@@ -43,6 +43,7 @@ RendererD3D::RendererD3D(egl::Display *display)
: mDisplay(display),
mDeviceLost(false),
mAnnotator(nullptr),
mPresentPathFastEnabled(false),
mScratchMemoryBufferResetCounter(0),
mWorkaroundsInitialized(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;
......@@ -271,6 +273,8 @@ class RendererD3D : public Renderer, public BufferFactoryD3D
std::vector<TranslatedAttribute> mTranslatedAttribCache;
bool mPresentPathFastEnabled;
private:
gl::Error genericDrawArrays(const gl::Data &data,
GLenum mode,
......@@ -328,20 +332,6 @@ class RendererD3D : public Renderer, public BufferFactoryD3D
mutable WorkaroundsD3D mWorkarounds;
};
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;
......@@ -341,8 +361,27 @@ 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;
......
......@@ -579,6 +579,10 @@ Renderer11::Renderer11(egl::Display *display)
default:
UNREACHABLE();
}
const EGLenum presentPath = attributes.get(EGL_EXPERIMENTAL_PRESENT_PATH_ANGLE,
EGL_EXPERIMENTAL_PRESENT_PATH_COPY_ANGLE);
mPresentPathFastEnabled = (presentPath == EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE);
}
else if (display->getPlatform() == EGL_PLATFORM_DEVICE_EXT)
{
......@@ -589,6 +593,7 @@ Renderer11::Renderer11(egl::Display *display)
// Also set EGL_PLATFORM_ANGLE_ANGLE variables, in case they're used elsewhere in ANGLE
// mAvailableFeatureLevels defaults to empty
mRequestedDriverType = D3D_DRIVER_TYPE_UNKNOWN;
mPresentPathFastEnabled = false;
}
initializeDebugAnnotator();
......@@ -981,14 +986,24 @@ void Renderer11::populateRenderer11DeviceCaps()
egl::ConfigSet Renderer11::generateConfigs() const
{
static const GLenum colorBufferFormats[] = {
// 32-bit supported formats
GL_BGRA8_EXT, GL_RGBA8_OES,
// 24-bit supported formats
GL_RGB8_OES,
std::vector<GLenum> colorBufferFormats;
// 32-bit supported formats
colorBufferFormats.push_back(GL_BGRA8_EXT);
colorBufferFormats.push_back(GL_RGBA8_OES);
// 24-bit supported formats
colorBufferFormats.push_back(GL_RGB8_OES);
if (!mPresentPathFastEnabled)
{
// 16-bit supported formats
GL_RGBA4, GL_RGB5_A1, GL_RGB565,
};
// These aren't valid D3D11 swapchain formats, so don't expose them as configs
// if present path fast is active
colorBufferFormats.push_back(GL_RGBA4);
colorBufferFormats.push_back(GL_RGB5_A1);
colorBufferFormats.push_back(GL_RGB565);
}
static const GLenum depthStencilBufferFormats[] =
{
......@@ -1000,67 +1015,87 @@ egl::ConfigSet Renderer11::generateConfigs() const
const gl::Caps &rendererCaps = getRendererCaps();
const gl::TextureCapsMap &rendererTextureCaps = getRendererTextureCaps();
const EGLint optimalSurfaceOrientation = EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE;
const EGLint optimalSurfaceOrientation =
mPresentPathFastEnabled ? 0 : EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE;
egl::ConfigSet configs;
for (size_t formatIndex = 0; formatIndex < ArraySize(colorBufferFormats); formatIndex++)
for (GLenum colorBufferInternalFormat : colorBufferFormats)
{
GLenum colorBufferInternalFormat = colorBufferFormats[formatIndex];
const gl::TextureCaps &colorBufferFormatCaps = rendererTextureCaps.get(colorBufferInternalFormat);
if (colorBufferFormatCaps.renderable)
if (!colorBufferFormatCaps.renderable)
{
continue;
}
for (GLenum depthStencilBufferInternalFormat : depthStencilBufferFormats)
{
for (size_t depthStencilIndex = 0; depthStencilIndex < ArraySize(depthStencilBufferFormats); depthStencilIndex++)
const gl::TextureCaps &depthStencilBufferFormatCaps =
rendererTextureCaps.get(depthStencilBufferInternalFormat);
if (!depthStencilBufferFormatCaps.renderable &&
depthStencilBufferInternalFormat != GL_NONE)
{
GLenum depthStencilBufferInternalFormat = depthStencilBufferFormats[depthStencilIndex];
const gl::TextureCaps &depthStencilBufferFormatCaps = rendererTextureCaps.get(depthStencilBufferInternalFormat);
if (depthStencilBufferFormatCaps.renderable || depthStencilBufferInternalFormat == GL_NONE)
{
const gl::InternalFormat &colorBufferFormatInfo = gl::GetInternalFormatInfo(colorBufferInternalFormat);
const gl::InternalFormat &depthStencilBufferFormatInfo = gl::GetInternalFormatInfo(depthStencilBufferInternalFormat);
egl::Config config;
config.renderTargetFormat = colorBufferInternalFormat;
config.depthStencilFormat = depthStencilBufferInternalFormat;
config.bufferSize = colorBufferFormatInfo.pixelBytes * 8;
config.redSize = colorBufferFormatInfo.redBits;
config.greenSize = colorBufferFormatInfo.greenBits;
config.blueSize = colorBufferFormatInfo.blueBits;
config.luminanceSize = colorBufferFormatInfo.luminanceBits;
config.alphaSize = colorBufferFormatInfo.alphaBits;
config.alphaMaskSize = 0;
config.bindToTextureRGB = (colorBufferFormatInfo.format == GL_RGB);
config.bindToTextureRGBA = (colorBufferFormatInfo.format == GL_RGBA || colorBufferFormatInfo.format == GL_BGRA_EXT);
config.colorBufferType = EGL_RGB_BUFFER;
config.configCaveat = EGL_NONE;
config.configID = static_cast<EGLint>(configs.size() + 1);
// Can only support a conformant ES2 with feature level greater than 10.0.
config.conformant = (mRenderer11DeviceCaps.featureLevel >= D3D_FEATURE_LEVEL_10_0) ? (EGL_OPENGL_ES2_BIT | EGL_OPENGL_ES3_BIT_KHR) : 0;
config.depthSize = depthStencilBufferFormatInfo.depthBits;
config.level = 0;
config.matchNativePixmap = EGL_NONE;
config.maxPBufferWidth = rendererCaps.max2DTextureSize;
config.maxPBufferHeight = rendererCaps.max2DTextureSize;
config.maxPBufferPixels = rendererCaps.max2DTextureSize * rendererCaps.max2DTextureSize;
config.maxSwapInterval = 4;
config.minSwapInterval = 0;
config.nativeRenderable = EGL_FALSE;
config.nativeVisualID = 0;
config.nativeVisualType = EGL_NONE;
// Can't support ES3 at all without feature level 10.0
config.renderableType = EGL_OPENGL_ES2_BIT | ((mRenderer11DeviceCaps.featureLevel >= D3D_FEATURE_LEVEL_10_0) ? EGL_OPENGL_ES3_BIT_KHR : 0);
config.sampleBuffers = 0; // FIXME: enumerate multi-sampling
config.samples = 0;
config.stencilSize = depthStencilBufferFormatInfo.stencilBits;
config.surfaceType = EGL_PBUFFER_BIT | EGL_WINDOW_BIT | EGL_SWAP_BEHAVIOR_PRESERVED_BIT;
config.transparentType = EGL_NONE;
config.transparentRedValue = 0;
config.transparentGreenValue = 0;
config.transparentBlueValue = 0;
config.optimalOrientation = optimalSurfaceOrientation;
configs.add(config);
}
continue;
}
const gl::InternalFormat &colorBufferFormatInfo =
gl::GetInternalFormatInfo(colorBufferInternalFormat);
const gl::InternalFormat &depthStencilBufferFormatInfo =
gl::GetInternalFormatInfo(depthStencilBufferInternalFormat);
egl::Config config;
config.renderTargetFormat = colorBufferInternalFormat;
config.depthStencilFormat = depthStencilBufferInternalFormat;
config.bufferSize = colorBufferFormatInfo.pixelBytes * 8;
config.redSize = colorBufferFormatInfo.redBits;
config.greenSize = colorBufferFormatInfo.greenBits;
config.blueSize = colorBufferFormatInfo.blueBits;
config.luminanceSize = colorBufferFormatInfo.luminanceBits;
config.alphaSize = colorBufferFormatInfo.alphaBits;
config.alphaMaskSize = 0;
config.bindToTextureRGB = (colorBufferFormatInfo.format == GL_RGB);
config.bindToTextureRGBA = (colorBufferFormatInfo.format == GL_RGBA ||
colorBufferFormatInfo.format == GL_BGRA_EXT);
config.colorBufferType = EGL_RGB_BUFFER;
config.configCaveat = EGL_NONE;
config.configID = static_cast<EGLint>(configs.size() + 1);
// Can only support a conformant ES2 with feature level greater than 10.0.
config.conformant = (mRenderer11DeviceCaps.featureLevel >= D3D_FEATURE_LEVEL_10_0)
? (EGL_OPENGL_ES2_BIT | EGL_OPENGL_ES3_BIT_KHR)
: 0;
// PresentPathFast may not be conformant
if (mPresentPathFastEnabled)
{
config.conformant = 0;
}
config.depthSize = depthStencilBufferFormatInfo.depthBits;
config.level = 0;
config.matchNativePixmap = EGL_NONE;
config.maxPBufferWidth = rendererCaps.max2DTextureSize;
config.maxPBufferHeight = rendererCaps.max2DTextureSize;
config.maxPBufferPixels = rendererCaps.max2DTextureSize * rendererCaps.max2DTextureSize;
config.maxSwapInterval = 4;
config.minSwapInterval = 0;
config.nativeRenderable = EGL_FALSE;
config.nativeVisualID = 0;
config.nativeVisualType = EGL_NONE;
// Can't support ES3 at all without feature level 10.0
config.renderableType =
EGL_OPENGL_ES2_BIT | ((mRenderer11DeviceCaps.featureLevel >= D3D_FEATURE_LEVEL_10_0)
? EGL_OPENGL_ES3_BIT_KHR
: 0);
config.sampleBuffers = 0; // FIXME: enumerate multi-sampling
config.samples = 0;
config.stencilSize = depthStencilBufferFormatInfo.stencilBits;
config.surfaceType = EGL_PBUFFER_BIT | EGL_WINDOW_BIT | EGL_SWAP_BEHAVIOR_PRESERVED_BIT;
config.transparentType = EGL_NONE;
config.transparentRedValue = 0;
config.transparentGreenValue = 0;
config.transparentBlueValue = 0;
config.optimalOrientation = optimalSurfaceOrientation;
configs.add(config);
}
}
......@@ -1081,7 +1116,9 @@ void Renderer11::generateDisplayExtensions(egl::DisplayExtensions *outExtensions
outExtensions->keyedMutex = true;
outExtensions->querySurfacePointer = true;
outExtensions->windowFixedSize = true;
outExtensions->surfaceOrientation = true;
// If present path fast is active then the surface orientation extension isn't supported
outExtensions->surfaceOrientation = !mPresentPathFastEnabled;
// D3D11 does not support present with dirty rectangles until DXGI 1.2.
outExtensions->postSubBuffer = mRenderer11DeviceCaps.supportsDXGI1_2;
......@@ -1462,6 +1499,12 @@ gl::Error Renderer11::updateState(const gl::Data &data, GLenum drawMode)
return error;
}
// Set the present path state
const bool presentPathFastActive =
UsePresentPathFast(this, framebufferObject->getFirstColorbuffer());
mStateManager.updatePresentPath(presentPathFastActive,
framebufferObject->getFirstColorbuffer());
// Setting viewport state
mStateManager.setViewport(data.caps, data.state->getViewport(), data.state->getNearPlane(),
data.state->getFarPlane());
......@@ -2350,7 +2393,7 @@ gl::Error Renderer11::applyUniforms(const ProgramD3D &programD3D,
if (!mDriverConstantBufferVS)
{
D3D11_BUFFER_DESC constantBufferDescription = {0};
constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants11);
constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
constantBufferDescription.CPUAccessFlags = 0;
......@@ -2369,7 +2412,7 @@ gl::Error Renderer11::applyUniforms(const ProgramD3D &programD3D,
if (!mDriverConstantBufferPS)
{
D3D11_BUFFER_DESC constantBufferDescription = {0};
constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants11);
constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
constantBufferDescription.CPUAccessFlags = 0;
......@@ -2385,27 +2428,27 @@ gl::Error Renderer11::applyUniforms(const ProgramD3D &programD3D,
mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
}
const dx_VertexConstants &vertexConstants = mStateManager.getVertexConstants();
if (memcmp(&vertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
const dx_VertexConstants11 &vertexConstants = mStateManager.getVertexConstants();
if (memcmp(&vertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants11)) != 0)
{
ASSERT(mDriverConstantBufferVS != nullptr);
if (mDriverConstantBufferVS)
{
mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &vertexConstants,
16, 0);
memcpy(&mAppliedVertexConstants, &vertexConstants, sizeof(dx_VertexConstants));
memcpy(&mAppliedVertexConstants, &vertexConstants, sizeof(dx_VertexConstants11));
}
}
const dx_PixelConstants &pixelConstants = mStateManager.getPixelConstants();
if (memcmp(&pixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
const dx_PixelConstants11 &pixelConstants = mStateManager.getPixelConstants();
if (memcmp(&pixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants11)) != 0)
{
ASSERT(mDriverConstantBufferPS != nullptr);
if (mDriverConstantBufferPS)
{
mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &pixelConstants, 16,
0);
memcpy(&mAppliedPixelConstants, &pixelConstants, sizeof(dx_PixelConstants));
memcpy(&mAppliedPixelConstants, &pixelConstants, sizeof(dx_PixelConstants11));
}
}
......@@ -2473,8 +2516,8 @@ void Renderer11::markAllStateDirty()
mAppliedTFOffsets[i] = 0;
}
memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants11));
memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants11));
mInputLayoutCache.markDirty();
......@@ -2879,6 +2922,13 @@ gl::Error Renderer11::copyImage2D(const gl::Framebuffer *framebuffer, const gl::
gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
const bool invertSource = UsePresentPathFast(this, colorbuffer);
if (invertSource)
{
sourceArea.y = sourceSize.height - sourceRect.y;
sourceArea.height = -sourceArea.height;
}
gl::Box destArea(destOffset.x, destOffset.y, 0, sourceRect.width, sourceRect.height, 1);
gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
......@@ -2931,6 +2981,13 @@ gl::Error Renderer11::copyImageCube(const gl::Framebuffer *framebuffer, const gl
gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
const bool invertSource = UsePresentPathFast(this, colorbuffer);
if (invertSource)
{
sourceArea.y = sourceSize.height - sourceRect.y;
sourceArea.height = -sourceArea.height;
}
gl::Box destArea(destOffset.x, destOffset.y, 0, sourceRect.width, sourceRect.height, 1);
gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
......@@ -3610,6 +3667,8 @@ gl::Error Renderer11::readFromAttachment(const gl::FramebufferAttachment &srcAtt
ASSERT(sourceArea.width >= 0);
ASSERT(sourceArea.height >= 0);
const bool invertTexture = UsePresentPathFast(this, &srcAttachment);
RenderTargetD3D *renderTarget = nullptr;
gl::Error error = srcAttachment.getRenderTarget(&renderTarget);
if (error.isError())
......@@ -3625,15 +3684,21 @@ gl::Error Renderer11::readFromAttachment(const gl::FramebufferAttachment &srcAtt
const gl::Extents &texSize = textureHelper.getExtents();
gl::Rectangle actualArea = sourceArea;
if (invertTexture)
{
actualArea.y = texSize.height - actualArea.y - actualArea.height;
}
// Clamp read region to the defined texture boundaries, preventing out of bounds reads
// and reads of uninitialized data.
gl::Rectangle safeArea;
safeArea.x = gl::clamp(sourceArea.x, 0, texSize.width);
safeArea.y = gl::clamp(sourceArea.y, 0, texSize.height);
safeArea.x = gl::clamp(actualArea.x, 0, texSize.width);
safeArea.y = gl::clamp(actualArea.y, 0, texSize.height);
safeArea.width =
gl::clamp(sourceArea.width + std::min(sourceArea.x, 0), 0, texSize.width - safeArea.x);
gl::clamp(actualArea.width + std::min(actualArea.x, 0), 0, texSize.width - safeArea.x);
safeArea.height =
gl::clamp(sourceArea.height + std::min(sourceArea.y, 0), 0, texSize.height - safeArea.y);
gl::clamp(actualArea.height + std::min(actualArea.y, 0), 0, texSize.height - safeArea.y);
ASSERT(safeArea.x >= 0 && safeArea.y >= 0);
ASSERT(safeArea.x + safeArea.width <= texSize.width);
......@@ -3710,8 +3775,30 @@ gl::Error Renderer11::readFromAttachment(const gl::FramebufferAttachment &srcAtt
mDeviceContext->CopySubresourceRegion(stagingHelper.getResource(), 0, 0, 0, 0,
srcTexture->getResource(), sourceSubResource, &srcBox);
PackPixelsParams packParams(safeArea, format, type, outputPitch, pack, 0);
return packPixels(stagingHelper, packParams, pixelsOut);
if (invertTexture)
{
gl::PixelPackState invertTexturePack;
// Create a new PixelPackState with reversed row order. Note that we can't just assign
// 'invertTexturePack' to be 'pack' (or memcpy) since that breaks the ref counting/object
// tracking in the 'pixelBuffer' members, causing leaks. Instead we must use
// pixelBuffer.set() twice, which performs the addRef/release correctly
invertTexturePack.alignment = pack.alignment;
invertTexturePack.pixelBuffer.set(pack.pixelBuffer.get());
invertTexturePack.reverseRowOrder = !pack.reverseRowOrder;
PackPixelsParams packParams(safeArea, format, type, outputPitch, invertTexturePack, 0);
error = packPixels(stagingHelper, packParams, pixelsOut);
invertTexturePack.pixelBuffer.set(nullptr);
return error;
}
else
{
PackPixelsParams packParams(safeArea, format, type, outputPitch, pack, 0);
return packPixels(stagingHelper, packParams, pixelsOut);
}
}
gl::Error Renderer11::packPixels(const TextureHelper11 &textureHelper,
......
......@@ -436,14 +436,14 @@ 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];
......
......@@ -31,6 +31,8 @@ StateManager11::StateManager11()
mCurNear(0.0f),
mCurFar(0.0f),
mViewportBounds(),
mCurPresentPathFastEnabled(false),
mCurPresentPathFastColorBufferHeight(0),
mRenderer11DeviceCaps(nullptr),
mDeviceContext(nullptr),
mStateCache(nullptr)
......@@ -109,6 +111,23 @@ 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())
......@@ -464,8 +483,33 @@ gl::Error StateManager11::setRasterizerState(const gl::RasterizerState &rasterSt
}
ID3D11RasterizerState *dxRasterState = nullptr;
gl::Error error =
mStateCache->getRasterizerState(rasterState, mCurScissorEnabled, &dxRasterState);
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 = mStateCache->getRasterizerState(modifiedRasterState, mCurScissorEnabled,
&dxRasterState);
}
else
{
error = mStateCache->getRasterizerState(rasterState, mCurScissorEnabled, &dxRasterState);
}
if (error.isError())
{
return error;
......@@ -484,13 +528,19 @@ 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);
mDeviceContext->RSSetScissorRects(1, &rect);
}
......@@ -532,7 +582,22 @@ void StateManager11::setViewport(const gl::Caps *caps,
D3D11_VIEWPORT dxViewport;
dxViewport.TopLeftX = static_cast<float>(dxViewportTopLeftX);
dxViewport.TopLeftY = static_cast<float>(dxViewportTopLeftY);
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;
......@@ -581,6 +646,16 @@ 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;
}
......
......@@ -21,6 +21,22 @@ 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:
......@@ -46,6 +62,9 @@ class StateManager11 final : angle::NonCopyable
void setViewport(const gl::Caps *caps, const gl::Rectangle &viewport, float zNear, float zFar);
void updatePresentPath(bool presentPathFastActive,
const gl::FramebufferAttachment *framebufferAttachment);
void forceSetBlendState() { mBlendStateIsDirty = true; }
void forceSetDepthStencilState() { mDepthStencilStateIsDirty = true; }
void forceSetRasterState() { mRasterizerStateIsDirty = true; }
......@@ -53,8 +72,8 @@ class StateManager11 final : angle::NonCopyable
void forceSetViewportState() { mViewportStateIsDirty = true; }
void setViewportBounds(const int width, const int height);
const dx_VertexConstants &getVertexConstants() const { return mVertexConstants; }
const dx_PixelConstants &getPixelConstants() const { return mPixelConstants; }
const dx_VertexConstants11 &getVertexConstants() const { return mVertexConstants; }
const dx_PixelConstants11 &getPixelConstants() const { return mPixelConstants; }
void updateStencilSizeIfChanged(bool depthStencilInitialized, unsigned int stencilSize);
......@@ -76,7 +95,7 @@ class StateManager11 final : angle::NonCopyable
Optional<bool> mCurDisableDepth;
Optional<bool> mCurDisableStencil;
// Currenly applied rasterizer state
// Currently applied rasterizer state
bool mRasterizerStateIsDirty;
gl::RasterizerState mCurRasterState;
......@@ -92,12 +111,16 @@ 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;
// EGL_ANGLE_experimental_present_path variables
bool mCurPresentPathFastEnabled;
int mCurPresentPathFastColorBufferHeight;
Renderer11DeviceCaps *mRenderer11DeviceCaps;
ID3D11DeviceContext *mDeviceContext;
RenderStateCache *mStateCache;
......
......@@ -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()
......
......@@ -289,7 +289,7 @@ 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();
......@@ -310,7 +310,7 @@ 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();
......@@ -1662,4 +1662,16 @@ 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
......@@ -24,6 +24,7 @@ class FramebufferAttachment;
namespace rx
{
class Renderer11;
class RenderTarget11;
struct WorkaroundsD3D;
struct Renderer11DeviceCaps;
......@@ -374,6 +375,8 @@ 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',
],
......
//
// Copyright 2015 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.
//
#include "test_utils/ANGLETest.h"
#include <cstdint>
#include "com_utils.h"
#include "OSWindow.h"
#include <d3d11.h>
using namespace angle;
class EGLPresentPathD3D11 : public testing::TestWithParam<PlatformParameters>
{
protected:
EGLPresentPathD3D11()
: mDisplay(EGL_NO_DISPLAY),
mContext(EGL_NO_CONTEXT),
mSurface(EGL_NO_SURFACE),
mOffscreenSurfaceD3D11Texture(nullptr),
mConfig(0),
mOSWindow(nullptr),
mWindowWidth(0)
{
}
void SetUp() override
{
mOSWindow = CreateOSWindow();
mWindowWidth = 64;
mOSWindow->initialize("EGLPresentPathD3D11", mWindowWidth, mWindowWidth);
}
void initializeEGL(bool usePresentPathFast)
{
int clientVersion = GetParam().majorVersion;
const char *extensionString =
static_cast<const char *>(eglQueryString(EGL_NO_DISPLAY, EGL_EXTENSIONS));
ASSERT_NE(nullptr, strstr(extensionString, "EGL_ANGLE_experimental_present_path"));
PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT =
reinterpret_cast<PFNEGLGETPLATFORMDISPLAYEXTPROC>(
eglGetProcAddress("eglGetPlatformDisplayEXT"));
ASSERT_NE(nullptr, eglGetPlatformDisplayEXT);
// Set up EGL Display
EGLint displayAttribs[] = {
EGL_PLATFORM_ANGLE_TYPE_ANGLE, GetParam().getRenderer(),
EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, GetParam().eglParameters.majorVersion,
EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, GetParam().eglParameters.majorVersion,
EGL_EXPERIMENTAL_PRESENT_PATH_ANGLE,
usePresentPathFast ? EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE
: EGL_EXPERIMENTAL_PRESENT_PATH_COPY_ANGLE,
EGL_NONE};
mDisplay =
eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, displayAttribs);
ASSERT_TRUE(EGL_NO_DISPLAY != mDisplay);
ASSERT_EGL_TRUE(eglInitialize(mDisplay, NULL, NULL));
// Choose the EGL config
EGLint numConfigs;
EGLint configAttribs[] = {EGL_RED_SIZE,
8,
EGL_GREEN_SIZE,
8,
EGL_BLUE_SIZE,
8,
EGL_ALPHA_SIZE,
8,
EGL_RENDERABLE_TYPE,
clientVersion == 3 ? EGL_OPENGL_ES3_BIT : EGL_OPENGL_ES2_BIT,
EGL_SURFACE_TYPE,
EGL_PBUFFER_BIT,
EGL_NONE};
ASSERT_EGL_TRUE(eglChooseConfig(mDisplay, configAttribs, &mConfig, 1, &numConfigs));
ASSERT_EQ(1, numConfigs);
// Set up the EGL context
EGLint contextAttribs[] = {EGL_CONTEXT_CLIENT_VERSION, clientVersion, EGL_NONE};
mContext = eglCreateContext(mDisplay, mConfig, NULL, contextAttribs);
ASSERT_TRUE(EGL_NO_CONTEXT != mContext);
}
void createWindowSurface()
{
mSurface = eglCreateWindowSurface(mDisplay, mConfig, mOSWindow->getNativeWindow(), nullptr);
}
void createPbufferFromClientBufferSurface()
{
EGLAttrib device = 0;
EGLAttrib angleDevice = 0;
PFNEGLQUERYDISPLAYATTRIBEXTPROC queryDisplayAttribEXT;
PFNEGLQUERYDEVICEATTRIBEXTPROC queryDeviceAttribEXT;
const char *extensionString =
static_cast<const char *>(eglQueryString(mDisplay, EGL_EXTENSIONS));
EXPECT_TRUE(strstr(extensionString, "EGL_EXT_device_query"));
queryDisplayAttribEXT =
(PFNEGLQUERYDISPLAYATTRIBEXTPROC)eglGetProcAddress("eglQueryDisplayAttribEXT");
queryDeviceAttribEXT =
(PFNEGLQUERYDEVICEATTRIBEXTPROC)eglGetProcAddress("eglQueryDeviceAttribEXT");
ASSERT_NE(nullptr, queryDisplayAttribEXT);
ASSERT_NE(nullptr, queryDeviceAttribEXT);
ASSERT_EGL_TRUE(queryDisplayAttribEXT(mDisplay, EGL_DEVICE_EXT, &angleDevice));
ASSERT_EGL_TRUE(queryDeviceAttribEXT(reinterpret_cast<EGLDeviceEXT>(angleDevice),
EGL_D3D11_DEVICE_ANGLE, &device));
ID3D11Device *d3d11Device = reinterpret_cast<ID3D11Device *>(device);
D3D11_TEXTURE2D_DESC textureDesc = {0};
textureDesc.Width = mWindowWidth;
textureDesc.Height = mWindowWidth;
textureDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
textureDesc.MipLevels = 1;
textureDesc.ArraySize = 1;
textureDesc.SampleDesc.Count = 1;
textureDesc.SampleDesc.Quality = 0;
textureDesc.Usage = D3D11_USAGE_DEFAULT;
textureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
textureDesc.CPUAccessFlags = 0;
textureDesc.MiscFlags = D3D11_RESOURCE_MISC_SHARED;
ASSERT_TRUE(SUCCEEDED(
d3d11Device->CreateTexture2D(&textureDesc, nullptr, &mOffscreenSurfaceD3D11Texture)));
IDXGIResource *dxgiResource =
DynamicCastComObject<IDXGIResource>(mOffscreenSurfaceD3D11Texture);
ASSERT_NE(nullptr, dxgiResource);
HANDLE sharedHandle = 0;
ASSERT_TRUE(SUCCEEDED(dxgiResource->GetSharedHandle(&sharedHandle)));
SafeRelease(dxgiResource);
EGLint pBufferAttributes[] = {EGL_WIDTH, mWindowWidth, EGL_HEIGHT,
mWindowWidth, EGL_TEXTURE_TARGET, EGL_TEXTURE_2D,
EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA, EGL_NONE};
mSurface = eglCreatePbufferFromClientBuffer(mDisplay, EGL_D3D_TEXTURE_2D_SHARE_HANDLE_ANGLE,
sharedHandle, mConfig, pBufferAttributes);
ASSERT_TRUE(EGL_NO_SURFACE != mSurface);
}
void makeCurrent() { ASSERT_EGL_TRUE(eglMakeCurrent(mDisplay, mSurface, mSurface, mContext)); }
void TearDown() override
{
if (mDisplay != EGL_NO_DISPLAY)
{
eglMakeCurrent(mDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if (mSurface != EGL_NO_SURFACE)
{
eglDestroySurface(mDisplay, mSurface);
mSurface = EGL_NO_SURFACE;
}
if (mContext != EGL_NO_CONTEXT)
{
eglDestroyContext(mDisplay, mContext);
mContext = EGL_NO_CONTEXT;
}
eglTerminate(mDisplay);
mDisplay = EGL_NO_DISPLAY;
}
mOSWindow->destroy();
SafeDelete(mOSWindow);
SafeRelease(mOffscreenSurfaceD3D11Texture);
}
void drawQuadUsingGL()
{
GLuint m2DProgram;
GLint mTexture2DUniformLocation;
const std::string vertexShaderSource =
SHADER_SOURCE(precision highp float; attribute vec4 position; varying vec2 texcoord;
void main()
{
gl_Position = vec4(position.xy, 0.0, 1.0);
texcoord = (position.xy * 0.5) + 0.5;
});
const std::string fragmentShaderSource2D =
SHADER_SOURCE(precision highp float; uniform sampler2D tex; varying vec2 texcoord;
void main()
{
gl_FragColor = texture2D(tex, texcoord);
});
m2DProgram = CompileProgram(vertexShaderSource, fragmentShaderSource2D);
mTexture2DUniformLocation = glGetUniformLocation(m2DProgram, "tex");
uint8_t textureInitData[16] = {
255, 0, 0, 255, // Red
0, 255, 0, 255, // Green
0, 0, 255, 255, // Blue
255, 255, 0, 255 // Red + Green
};
// Create a simple RGBA texture
GLuint tex = 0;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE,
textureInitData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
ASSERT_GL_NO_ERROR();
// Draw a quad using the texture
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(m2DProgram);
glUniform1i(mTexture2DUniformLocation, 0);
GLint positionLocation = glGetAttribLocation(m2DProgram, "position");
glUseProgram(m2DProgram);
const GLfloat vertices[] =
{
-1.0f, 1.0f, 0.5f,
-1.0f, -1.0f, 0.5f,
1.0f, -1.0f, 0.5f,
-1.0f, 1.0f, 0.5f,
1.0f, -1.0f, 0.5f,
1.0f, 1.0f, 0.5f,
};
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, vertices);
glEnableVertexAttribArray(positionLocation);
glDrawArrays(GL_TRIANGLES, 0, 6);
ASSERT_GL_NO_ERROR();
glDeleteProgram(m2DProgram);
}
void checkPixelsUsingGL()
{
// Note that the texture is in BGRA format
EXPECT_PIXEL_EQ(0, 0, 255, 0, 0, 255); // Red
EXPECT_PIXEL_EQ(mWindowWidth - 1, 0, 0, 255, 0, 255); // Green
EXPECT_PIXEL_EQ(0, mWindowWidth - 1, 0, 0, 255, 255); // Blue
EXPECT_PIXEL_EQ(mWindowWidth - 1, mWindowWidth - 1, 255, 255, 0, 255); // Red + green
}
void checkPixelsUsingD3D(bool usingPresentPathFast)
{
ASSERT_NE(nullptr, mOffscreenSurfaceD3D11Texture);
D3D11_TEXTURE2D_DESC textureDesc = {0};
ID3D11Device *device;
ID3D11DeviceContext *context;
mOffscreenSurfaceD3D11Texture->GetDesc(&textureDesc);
mOffscreenSurfaceD3D11Texture->GetDevice(&device);
device->GetImmediateContext(&context);
ASSERT_NE(nullptr, device);
ASSERT_NE(nullptr, context);
textureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
textureDesc.Usage = D3D11_USAGE_STAGING;
textureDesc.BindFlags = 0;
textureDesc.MiscFlags = 0;
ID3D11Texture2D *cpuTexture = nullptr;
ASSERT_TRUE(SUCCEEDED(device->CreateTexture2D(&textureDesc, nullptr, &cpuTexture)));
context->CopyResource(cpuTexture, mOffscreenSurfaceD3D11Texture);
D3D11_MAPPED_SUBRESOURCE mappedSubresource;
context->Map(cpuTexture, 0, D3D11_MAP_READ, 0, &mappedSubresource);
ASSERT_EQ(mWindowWidth * 4, mappedSubresource.RowPitch);
ASSERT_EQ(mWindowWidth * mWindowWidth * 4, mappedSubresource.DepthPitch);
angle::GLColor *byteData = reinterpret_cast<angle::GLColor *>(mappedSubresource.pData);
// Note that the texture is in BGRA format, although the GLColor struct is RGBA
GLColor expectedTopLeftPixel = GLColor(0, 0, 255, 255); // Red
GLColor expectedTopRightPixel = GLColor(0, 255, 0, 255); // Green
GLColor expectedBottomLeftPixel = GLColor(255, 0, 0, 255); // Blue
GLColor expectedBottomRightPixel = GLColor(0, 255, 255, 255); // Red + Green
if (usingPresentPathFast)
{
// Invert the expected values
GLColor tempTopLeft = expectedTopLeftPixel;
GLColor tempTopRight = expectedTopRightPixel;
expectedTopLeftPixel = expectedBottomLeftPixel;
expectedTopRightPixel = expectedBottomRightPixel;
expectedBottomLeftPixel = tempTopLeft;
expectedBottomRightPixel = tempTopRight;
}
EXPECT_EQ(expectedTopLeftPixel, byteData[0]);
EXPECT_EQ(expectedTopRightPixel, byteData[(mWindowWidth - 1)]);
EXPECT_EQ(expectedBottomLeftPixel, byteData[(mWindowWidth - 1) * mWindowWidth]);
EXPECT_EQ(expectedBottomRightPixel,
byteData[(mWindowWidth - 1) * mWindowWidth + (mWindowWidth - 1)]);
context->Unmap(cpuTexture, 0);
SafeRelease(cpuTexture);
SafeRelease(device);
SafeRelease(context);
}
EGLDisplay mDisplay;
EGLContext mContext;
EGLSurface mSurface;
ID3D11Texture2D *mOffscreenSurfaceD3D11Texture;
EGLConfig mConfig;
OSWindow *mOSWindow;
GLint mWindowWidth;
};
// Test that rendering basic content onto a window surface when present path fast
// is enabled works as expected
TEST_P(EGLPresentPathD3D11, WindowPresentPathFast)
{
initializeEGL(true);
createWindowSurface();
makeCurrent();
drawQuadUsingGL();
checkPixelsUsingGL();
}
// Test that rendering basic content onto a client buffer surface when present path fast
// works as expected, and is also oriented the correct way around
TEST_P(EGLPresentPathD3D11, ClientBufferPresentPathFast)
{
initializeEGL(true);
createPbufferFromClientBufferSurface();
makeCurrent();
drawQuadUsingGL();
checkPixelsUsingGL();
checkPixelsUsingD3D(true);
}
// Test that rendering basic content onto a window surface when present path fast
// is disabled works as expected
TEST_P(EGLPresentPathD3D11, WindowPresentPathCopy)
{
initializeEGL(false);
createWindowSurface();
makeCurrent();
drawQuadUsingGL();
checkPixelsUsingGL();
}
// Test that rendering basic content onto a client buffer surface when present path
// fast is disabled works as expected, and is also oriented the correct way around
TEST_P(EGLPresentPathD3D11, ClientBufferPresentPathCopy)
{
initializeEGL(false);
createPbufferFromClientBufferSurface();
makeCurrent();
drawQuadUsingGL();
checkPixelsUsingGL();
checkPixelsUsingD3D(false);
}
ANGLE_INSTANTIATE_TEST(EGLPresentPathD3D11, ES2_D3D11(), ES2_D3D11_FL9_3());
\ No newline at end of file
......@@ -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;
}
return a.deviceType < b.deviceType;
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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