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authorAllan Sandfeld Jensen <allan.jensen@qt.io>2017-01-04 14:17:57 +0100
committerAllan Sandfeld Jensen <allan.jensen@qt.io>2017-01-05 10:05:06 +0000
commit39d357e3248f80abea0159765ff39554affb40db (patch)
treeaba0e6bfb76de0244bba0f5fdbd64b830dd6e621 /chromium/third_party/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.cpp
parent87778abf5a1f89266f37d1321b92a21851d8244d (diff)
downloadqtwebengine-chromium-39d357e3248f80abea0159765ff39554affb40db.tar.gz
BASELINE: Update Chromium to 55.0.2883.105
And updates ninja to 1.7.2 Change-Id: I20d43c737f82764d857ada9a55586901b18b9243 Reviewed-by: Michael BrĂ¼ning <michael.bruning@qt.io>
Diffstat (limited to 'chromium/third_party/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.cpp')
-rw-r--r--chromium/third_party/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.cpp269
1 files changed, 144 insertions, 125 deletions
diff --git a/chromium/third_party/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.cpp b/chromium/third_party/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.cpp
index 369797ac5f5..7cf003a4841 100644
--- a/chromium/third_party/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.cpp
+++ b/chromium/third_party/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.cpp
@@ -281,17 +281,18 @@ gl::Error Clear11::clearFramebuffer(const ClearParameters &clearParams,
return error;
}
- const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(attachment.getInternalFormat());
+ 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))
+ !(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 "
+ 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.getInternalFormat());
+ colorAttachmentIndex, attachment.getFormat().asSized());
}
if ((formatInfo.redBits == 0 || !clearParams.colorMaskRed) &&
@@ -302,10 +303,12 @@ gl::Error Clear11::clearFramebuffer(const ClearParameters &clearParams,
// 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) ||
+ 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.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
@@ -328,20 +331,26 @@ gl::Error Clear11::clearFramebuffer(const ClearParameters &clearParams,
return gl::Error(GL_OUT_OF_MEMORY, "Internal render target view pointer unexpectedly null.");
}
- const auto &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(
- d3d11::GetANGLEFormatSet(renderTarget->getANGLEFormat()).rtvFormat);
+ 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 && dxgiFormatInfo.redBits > 0) ? 0.0f : clearParams.colorFClearValue.red),
- ((formatInfo.greenBits == 0 && dxgiFormatInfo.greenBits > 0) ? 0.0f : clearParams.colorFClearValue.green),
- ((formatInfo.blueBits == 0 && dxgiFormatInfo.blueBits > 0) ? 0.0f : clearParams.colorFClearValue.blue),
- ((formatInfo.alphaBits == 0 && dxgiFormatInfo.alphaBits > 0) ? 1.0f : clearParams.colorFClearValue.alpha),
+ 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 (dxgiFormatInfo.alphaBits == 1)
+ 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.
@@ -382,10 +391,10 @@ gl::Error Clear11::clearFramebuffer(const ClearParameters &clearParams,
return error;
}
- const auto &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(
- d3d11::GetANGLEFormatSet(renderTarget->getANGLEFormat()).dsvFormat);
+ const auto &nativeFormat = renderTarget->getFormatSet().format;
- unsigned int stencilUnmasked = (stencilAttachment != nullptr) ? (1 << dxgiFormatInfo.stencilBits) - 1 : 0;
+ unsigned int stencilUnmasked =
+ (stencilAttachment != nullptr) ? (1 << nativeFormat.stencilBits) - 1 : 0;
bool needMaskedStencilClear = clearParams.clearStencil && (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
if (needScissoredClear || needMaskedStencilClear)
@@ -409,129 +418,139 @@ gl::Error Clear11::clearFramebuffer(const ClearParameters &clearParams,
}
}
- if (maskedClearRenderTargets.size() > 0 || maskedClearDepthStencil)
+ if (maskedClearRenderTargets.empty() && !maskedClearDepthStencil)
{
- // 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.");
- }
+ return gl::NoError();
+ }
- 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))
+ // 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, "Failed to map internal masked clear vertex buffer, HRESULT: 0x%X.", result);
+ return gl::Error(GL_OUT_OF_MEMORY,
+ "Internal render target view pointer unexpectedly null.");
}
- const gl::Rectangle *scissorPtr = clearParams.scissorEnabled ? &clearParams.scissor : nullptr;
- switch (clearParams.colorClearType)
- {
- case GL_FLOAT:
- ApplyVertices(framebufferSize, scissorPtr, clearParams.colorFClearValue, clearParams.depthClearValue, mappedResource.pData);
+ 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;
+ shader = mFloatClearShader;
break;
- case GL_UNSIGNED_INT:
- ApplyVertices(framebufferSize, scissorPtr, clearParams.colorUIClearValue, clearParams.depthClearValue, mappedResource.pData);
+ case GL_UNSIGNED_INT:
+ ApplyVertices(framebufferSize, scissorPtr, clearParams.colorUIClearValue,
+ clearParams.depthClearValue, mappedResource.pData);
vertexStride = sizeof(d3d11::PositionDepthColorVertex<unsigned int>);
- shader = mUintClearShader;
+ shader = mUintClearShader;
break;
- case GL_INT:
- ApplyVertices(framebufferSize, scissorPtr, clearParams.colorIClearValue, clearParams.depthClearValue, mappedResource.pData);
+ case GL_INT:
+ ApplyVertices(framebufferSize, scissorPtr, clearParams.colorIClearValue,
+ clearParams.depthClearValue, mappedResource.pData);
vertexStride = sizeof(d3d11::PositionDepthColorVertex<int>);
- shader = mIntClearShader;
+ shader = mIntClearShader;
break;
- default:
+ 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::Error(GL_NO_ERROR);
+ 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();
}
ID3D11BlendState *Clear11::getBlendState(const std::vector<MaskedRenderTarget>& rts)