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); } }
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(); }