示例#1
0
Framebuffer11::Framebuffer11(const gl::FramebufferState &data, Renderer11 *renderer)
    : FramebufferD3D(data, renderer),
      mRenderer(renderer),
      mCachedDepthStencilRenderTarget(nullptr),
      mDepthStencilRenderTargetDirty(this, gl::IMPLEMENTATION_MAX_FRAMEBUFFER_ATTACHMENTS)
{
    ASSERT(mRenderer != nullptr);
    mCachedColorRenderTargets.fill(nullptr);
    for (size_t colorIndex = 0; colorIndex < data.getColorAttachments().size(); ++colorIndex)
    {
        mColorRenderTargetsDirty.emplace_back(this, colorIndex);
    }
}
示例#2
0
gl::Error Clear11::clearFramebuffer(const ClearParameters &clearParams,
                                    const gl::FramebufferState &fboData)
{
    const auto &colorAttachments  = fboData.getColorAttachments();
    const auto &drawBufferStates  = fboData.getDrawBufferStates();
    const auto *depthAttachment   = fboData.getDepthAttachment();
    const auto *stencilAttachment = fboData.getStencilAttachment();

    ASSERT(colorAttachments.size() == drawBufferStates.size());

    // Iterate over the color buffers which require clearing and determine if they can be
    // cleared with ID3D11DeviceContext::ClearRenderTargetView or ID3D11DeviceContext1::ClearView.
    // This requires:
    // 1) The render target is being cleared to a float value (will be cast to integer when clearing
    // integer
    //    render targets as expected but does not work the other way around)
    // 2) The format of the render target has no color channels that are currently masked out.
    // Clear the easy-to-clear buffers on the spot and accumulate the ones that require special
    // work.
    //
    // If these conditions are met, and:
    // - No scissored clear is needed, then clear using ID3D11DeviceContext::ClearRenderTargetView.
    // - A scissored clear is needed then clear using ID3D11DeviceContext1::ClearView if available.
    //   Otherwise draw a quad.
    //
    // Also determine if the depth stencil can be cleared with
    // ID3D11DeviceContext::ClearDepthStencilView
    // by checking if the stencil write mask covers the entire stencil.
    //
    // To clear the remaining buffers, quads must be drawn containing an int, uint or float vertex
    // color
    // attribute.

    gl::Extents framebufferSize;

    const gl::FramebufferAttachment *colorAttachment = fboData.getFirstColorAttachment();
    if (colorAttachment != nullptr)
    {
        framebufferSize = colorAttachment->getSize();
    }
    else if (depthAttachment != nullptr)
    {
        framebufferSize = depthAttachment->getSize();
    }
    else if (stencilAttachment != nullptr)
    {
        framebufferSize = stencilAttachment->getSize();
    }
    else
    {
        UNREACHABLE();
        return gl::Error(GL_INVALID_OPERATION);
    }

    if (clearParams.scissorEnabled && (clearParams.scissor.x >= framebufferSize.width ||
                                       clearParams.scissor.y >= framebufferSize.height ||
                                       clearParams.scissor.x + clearParams.scissor.width <= 0 ||
                                       clearParams.scissor.y + clearParams.scissor.height <= 0))
    {
        // Scissor is enabled and the scissor rectangle is outside the renderbuffer
        return gl::Error(GL_NO_ERROR);
    }

    bool needScissoredClear =
        clearParams.scissorEnabled &&
        (clearParams.scissor.x > 0 || clearParams.scissor.y > 0 ||
         clearParams.scissor.x + clearParams.scissor.width < framebufferSize.width ||
         clearParams.scissor.y + clearParams.scissor.height < framebufferSize.height);

    std::vector<MaskedRenderTarget> maskedClearRenderTargets;
    RenderTarget11 *maskedClearDepthStencil = nullptr;

    ID3D11DeviceContext *deviceContext   = mRenderer->getDeviceContext();
    ID3D11DeviceContext1 *deviceContext1 = mRenderer->getDeviceContext1IfSupported();
    ID3D11Device *device                 = mRenderer->getDevice();

    for (size_t colorAttachmentIndex = 0; colorAttachmentIndex < colorAttachments.size();
         colorAttachmentIndex++)
    {
        const gl::FramebufferAttachment &attachment = colorAttachments[colorAttachmentIndex];

        if (clearParams.clearColor[colorAttachmentIndex] && attachment.isAttached() &&
            drawBufferStates[colorAttachmentIndex] != GL_NONE)
        {
            RenderTarget11 *renderTarget = nullptr;
            ANGLE_TRY(attachment.getRenderTarget(&renderTarget));

            const gl::InternalFormat &formatInfo = *attachment.getFormat().info;

            if (clearParams.colorClearType == GL_FLOAT &&
                !(formatInfo.componentType == GL_FLOAT ||
                  formatInfo.componentType == GL_UNSIGNED_NORMALIZED ||
                  formatInfo.componentType == GL_SIGNED_NORMALIZED))
            {
                ERR("It is undefined behaviour to clear a render buffer which is not normalized "
                    "fixed point or floating-"
                    "point to floating point values (color attachment %u has internal format "
                    "0x%X).",
                    colorAttachmentIndex, attachment.getFormat().asSized());
            }

            if ((formatInfo.redBits == 0 || !clearParams.colorMaskRed) &&
                (formatInfo.greenBits == 0 || !clearParams.colorMaskGreen) &&
                (formatInfo.blueBits == 0 || !clearParams.colorMaskBlue) &&
                (formatInfo.alphaBits == 0 || !clearParams.colorMaskAlpha))
            {
                // Every channel either does not exist in the render target or is masked out
                continue;
            }
            else if ((!(mRenderer->getRenderer11DeviceCaps().supportsClearView) &&
                      needScissoredClear) ||
                     clearParams.colorClearType != GL_FLOAT ||
                     (formatInfo.redBits > 0 && !clearParams.colorMaskRed) ||
                     (formatInfo.greenBits > 0 && !clearParams.colorMaskGreen) ||
                     (formatInfo.blueBits > 0 && !clearParams.colorMaskBlue) ||
                     (formatInfo.alphaBits > 0 && !clearParams.colorMaskAlpha))
            {
                // A masked clear is required, or a scissored clear is required and
                // ID3D11DeviceContext1::ClearView is unavailable
                MaskedRenderTarget maskAndRt;
                bool clearColor        = clearParams.clearColor[colorAttachmentIndex];
                maskAndRt.colorMask[0] = (clearColor && clearParams.colorMaskRed);
                maskAndRt.colorMask[1] = (clearColor && clearParams.colorMaskGreen);
                maskAndRt.colorMask[2] = (clearColor && clearParams.colorMaskBlue);
                maskAndRt.colorMask[3] = (clearColor && clearParams.colorMaskAlpha);
                maskAndRt.renderTarget = renderTarget;
                maskedClearRenderTargets.push_back(maskAndRt);
            }
            else
            {
                // ID3D11DeviceContext::ClearRenderTargetView or ID3D11DeviceContext1::ClearView is
                // possible

                ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
                if (!framebufferRTV)
                {
                    return gl::Error(GL_OUT_OF_MEMORY,
                                     "Internal render target view pointer unexpectedly null.");
                }

                const auto &nativeFormat = renderTarget->getFormatSet().format();

                // Check if the actual format has a channel that the internal format does not and
                // set them to the default values
                float clearValues[4] = {
                    ((formatInfo.redBits == 0 && nativeFormat.redBits > 0)
                         ? 0.0f
                         : clearParams.colorFClearValue.red),
                    ((formatInfo.greenBits == 0 && nativeFormat.greenBits > 0)
                         ? 0.0f
                         : clearParams.colorFClearValue.green),
                    ((formatInfo.blueBits == 0 && nativeFormat.blueBits > 0)
                         ? 0.0f
                         : clearParams.colorFClearValue.blue),
                    ((formatInfo.alphaBits == 0 && nativeFormat.alphaBits > 0)
                         ? 1.0f
                         : clearParams.colorFClearValue.alpha),
                };

                if (formatInfo.alphaBits == 1)
                {
                    // Some drivers do not correctly handle calling Clear() on a format with 1-bit
                    // alpha. They can incorrectly round all non-zero values up to 1.0f. Note that
                    // WARP does not do this. We should handle the rounding for them instead.
                    clearValues[3] = (clearParams.colorFClearValue.alpha >= 0.5f) ? 1.0f : 0.0f;
                }

                if (needScissoredClear)
                {
                    // We shouldn't reach here if deviceContext1 is unavailable.
                    ASSERT(deviceContext1);

                    D3D11_RECT rect;
                    rect.left   = clearParams.scissor.x;
                    rect.right  = clearParams.scissor.x + clearParams.scissor.width;
                    rect.top    = clearParams.scissor.y;
                    rect.bottom = clearParams.scissor.y + clearParams.scissor.height;

                    deviceContext1->ClearView(framebufferRTV, clearValues, &rect, 1);

                    if (mRenderer->getWorkarounds().callClearTwice)
                    {
                        deviceContext1->ClearView(framebufferRTV, clearValues, &rect, 1);
                    }
                }
                else
                {
                    deviceContext->ClearRenderTargetView(framebufferRTV, clearValues);

                    if (mRenderer->getWorkarounds().callClearTwice)
                    {
                        deviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
                    }
                }
            }
        }
    }

    if (clearParams.clearDepth || clearParams.clearStencil)
    {
        const gl::FramebufferAttachment *attachment =
            (depthAttachment != nullptr) ? depthAttachment : stencilAttachment;
        ASSERT(attachment != nullptr);

        RenderTarget11 *renderTarget = nullptr;
        ANGLE_TRY(attachment->getRenderTarget(&renderTarget));

        const auto &nativeFormat = renderTarget->getFormatSet().format();

        unsigned int stencilUnmasked =
            (stencilAttachment != nullptr) ? (1 << nativeFormat.stencilBits) - 1 : 0;
        bool needMaskedStencilClear =
            clearParams.clearStencil &&
            (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;

        if (needScissoredClear || needMaskedStencilClear)
        {
            maskedClearDepthStencil = renderTarget;
        }
        else
        {
            ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
            if (!framebufferDSV)
            {
                return gl::Error(GL_OUT_OF_MEMORY,
                                 "Internal depth stencil view pointer unexpectedly null.");
            }

            UINT clearFlags = (clearParams.clearDepth ? D3D11_CLEAR_DEPTH : 0) |
                              (clearParams.clearStencil ? D3D11_CLEAR_STENCIL : 0);
            FLOAT depthClear   = gl::clamp01(clearParams.depthClearValue);
            UINT8 stencilClear = clearParams.stencilClearValue & 0xFF;

            deviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear,
                                                 stencilClear);
        }
    }

    if (maskedClearRenderTargets.empty() && !maskedClearDepthStencil)
    {
        return gl::NoError();
    }

    // To clear the render targets and depth stencil in one pass:
    //
    // Render a quad clipped to the scissor rectangle which draws the clear color and a blend
    // state that will perform the required color masking.
    //
    // The quad's depth is equal to the depth clear value with a depth stencil state that
    // will enable or disable depth test/writes if the depth buffer should be cleared or not.
    //
    // The rasterizer state's stencil is set to always pass or fail based on if the stencil
    // should be cleared or not with a stencil write mask of the stencil clear value.
    //
    // ======================================================================================
    //
    // Luckily, the gl spec (ES 3.0.2 pg 183) states that the results of clearing a render-
    // buffer that is not normalized fixed point or floating point with floating point values
    // are undefined so we can just write floats to them and D3D11 will bit cast them to
    // integers.
    //
    // Also, we don't have to worry about attempting to clear a normalized fixed/floating point
    // buffer with integer values because there is no gl API call which would allow it,
    // glClearBuffer* calls only clear a single renderbuffer at a time which is verified to
    // be a compatible clear type.

    // Bind all the render targets which need clearing
    ASSERT(maskedClearRenderTargets.size() <= mRenderer->getNativeCaps().maxDrawBuffers);
    std::vector<ID3D11RenderTargetView *> rtvs(maskedClearRenderTargets.size());
    for (unsigned int i = 0; i < maskedClearRenderTargets.size(); i++)
    {
        RenderTarget11 *renderTarget = maskedClearRenderTargets[i].renderTarget;
        ID3D11RenderTargetView *rtv  = renderTarget->getRenderTargetView();
        if (!rtv)
        {
            return gl::Error(GL_OUT_OF_MEMORY,
                             "Internal render target view pointer unexpectedly null.");
        }

        rtvs[i] = rtv;
    }
    ID3D11DepthStencilView *dsv =
        maskedClearDepthStencil ? maskedClearDepthStencil->getDepthStencilView() : nullptr;

    ID3D11BlendState *blendState = getBlendState(maskedClearRenderTargets);
    const FLOAT blendFactors[4]  = {1.0f, 1.0f, 1.0f, 1.0f};
    const UINT sampleMask        = 0xFFFFFFFF;

    ID3D11DepthStencilState *dsState = getDepthStencilState(clearParams);
    const UINT stencilClear          = clearParams.stencilClearValue & 0xFF;

    // Set the vertices
    UINT vertexStride   = 0;
    const UINT startIdx = 0;
    ClearShader *shader = nullptr;
    D3D11_MAPPED_SUBRESOURCE mappedResource;
    HRESULT result =
        deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
    if (FAILED(result))
    {
        return gl::Error(GL_OUT_OF_MEMORY,
                         "Failed to map internal masked clear vertex buffer, HRESULT: 0x%X.",
                         result);
    }

    const gl::Rectangle *scissorPtr = clearParams.scissorEnabled ? &clearParams.scissor : nullptr;
    switch (clearParams.colorClearType)
    {
        case GL_FLOAT:
            ApplyVertices(framebufferSize, scissorPtr, clearParams.colorFClearValue,
                          clearParams.depthClearValue, mappedResource.pData);
            vertexStride = sizeof(d3d11::PositionDepthColorVertex<float>);
            shader       = mFloatClearShader;
            break;

        case GL_UNSIGNED_INT:
            ApplyVertices(framebufferSize, scissorPtr, clearParams.colorUIClearValue,
                          clearParams.depthClearValue, mappedResource.pData);
            vertexStride = sizeof(d3d11::PositionDepthColorVertex<unsigned int>);
            shader       = mUintClearShader;
            break;

        case GL_INT:
            ApplyVertices(framebufferSize, scissorPtr, clearParams.colorIClearValue,
                          clearParams.depthClearValue, mappedResource.pData);
            vertexStride = sizeof(d3d11::PositionDepthColorVertex<int>);
            shader       = mIntClearShader;
            break;

        default:
            UNREACHABLE();
            break;
    }

    deviceContext->Unmap(mVertexBuffer, 0);

    // Set the viewport to be the same size as the framebuffer
    D3D11_VIEWPORT viewport;
    viewport.TopLeftX = 0;
    viewport.TopLeftY = 0;
    viewport.Width    = static_cast<FLOAT>(framebufferSize.width);
    viewport.Height   = static_cast<FLOAT>(framebufferSize.height);
    viewport.MinDepth = 0;
    viewport.MaxDepth = 1;
    deviceContext->RSSetViewports(1, &viewport);

    // Apply state
    deviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
    deviceContext->OMSetDepthStencilState(dsState, stencilClear);
    deviceContext->RSSetState(mRasterizerState);

    // Apply shaders
    deviceContext->IASetInputLayout(shader->inputLayout->resolve(device));
    deviceContext->VSSetShader(shader->vertexShader.resolve(device), nullptr, 0);
    deviceContext->PSSetShader(shader->pixelShader.resolve(device), nullptr, 0);
    deviceContext->GSSetShader(nullptr, nullptr, 0);

    // Apply vertex buffer
    deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &vertexStride, &startIdx);
    deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);

    // Apply render targets
    mRenderer->getStateManager()->setOneTimeRenderTargets(rtvs, dsv);

    // Draw the clear quad
    deviceContext->Draw(4, 0);

    // Clean up
    mRenderer->markAllStateDirty();

    return gl::NoError();
}