1 //
2 // Copyright (c) 2012-2014 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6 
7 // SwapChain11.cpp: Implements a back-end specific class for the D3D11 swap chain.
8 
9 #include "libANGLE/renderer/d3d/d3d11/SwapChain11.h"
10 
11 #include <EGL/eglext.h>
12 
13 #include "libANGLE/features.h"
14 #include "libANGLE/renderer/d3d/d3d11/NativeWindow11.h"
15 #include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
16 #include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
17 #include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
18 #include "libANGLE/renderer/d3d/d3d11/texture_format_table.h"
19 #include "third_party/trace_event/trace_event.h"
20 
21 // Precompiled shaders
22 #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrough2d11vs.h"
23 #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2d11ps.h"
24 #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2dms11ps.h"
25 
26 #ifdef ANGLE_ENABLE_KEYEDMUTEX
27 #define ANGLE_RESOURCE_SHARE_TYPE D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX
28 #else
29 #define ANGLE_RESOURCE_SHARE_TYPE D3D11_RESOURCE_MISC_SHARED
30 #endif
31 
32 namespace rx
33 {
34 
35 namespace
36 {
37 // To avoid overflow in QPC to Microseconds calculations, since we multiply
38 // by kMicrosecondsPerSecond, then the QPC value should not exceed
39 // (2^63 - 1) / 1E6. If it exceeds that threshold, we divide then multiply.
40 static constexpr int64_t kQPCOverflowThreshold  = 0x8637BD05AF7;
41 static constexpr int64_t kMicrosecondsPerSecond = 1000000;
42 
NeedsOffscreenTexture(Renderer11 * renderer,NativeWindow11 * nativeWindow,EGLint orientation)43 bool NeedsOffscreenTexture(Renderer11 *renderer, NativeWindow11 *nativeWindow, EGLint orientation)
44 {
45     // We don't need an offscreen texture if either orientation = INVERT_Y,
46     // or present path fast is enabled and we're not rendering onto an offscreen surface.
47     return orientation != EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE &&
48            !(renderer->presentPathFastEnabled() && nativeWindow->getNativeWindow());
49 }
50 }  // anonymous namespace
51 
SwapChain11(Renderer11 * renderer,NativeWindow11 * nativeWindow,HANDLE shareHandle,IUnknown * d3dTexture,GLenum backBufferFormat,GLenum depthBufferFormat,EGLint orientation,EGLint samples)52 SwapChain11::SwapChain11(Renderer11 *renderer,
53                          NativeWindow11 *nativeWindow,
54                          HANDLE shareHandle,
55                          IUnknown *d3dTexture,
56                          GLenum backBufferFormat,
57                          GLenum depthBufferFormat,
58                          EGLint orientation,
59                          EGLint samples)
60     : SwapChainD3D(shareHandle, d3dTexture, backBufferFormat, depthBufferFormat),
61       mRenderer(renderer),
62       mWidth(-1),
63       mHeight(-1),
64       mOrientation(orientation),
65       mAppCreatedShareHandle(mShareHandle != nullptr),
66       mSwapInterval(0),
67       mPassThroughResourcesInit(false),
68       mNativeWindow(nativeWindow),
69       mFirstSwap(true),
70       mSwapChain(nullptr),
71       mSwapChain1(nullptr),
72       mKeyedMutex(nullptr),
73       mBackBufferTexture(),
74       mBackBufferRTView(),
75       mBackBufferSRView(),
76       mNeedsOffscreenTexture(NeedsOffscreenTexture(renderer, nativeWindow, orientation)),
77       mOffscreenTexture(),
78       mOffscreenRTView(),
79       mOffscreenSRView(),
80       mNeedsOffscreenTextureCopy(false),
81       mOffscreenTextureCopyForSRV(),
82       mDepthStencilTexture(),
83       mDepthStencilDSView(),
84       mDepthStencilSRView(),
85       mQuadVB(),
86       mPassThroughSampler(),
87       mPassThroughIL(),
88       mPassThroughVS(),
89       mPassThroughPS(),
90       mPassThroughRS(),
91       mColorRenderTarget(this, renderer, false),
92       mDepthStencilRenderTarget(this, renderer, true),
93       mEGLSamples(samples)
94 {
95     // Sanity check that if present path fast is active then we're using the default orientation
96     ASSERT(!mRenderer->presentPathFastEnabled() || orientation == 0);
97 
98     // Get the performance counter
99     LARGE_INTEGER counterFreqency = {};
100     BOOL success                  = QueryPerformanceFrequency(&counterFreqency);
101     ASSERT(success);
102 
103     mQPCFrequency = counterFreqency.QuadPart;
104 }
105 
~SwapChain11()106 SwapChain11::~SwapChain11()
107 {
108     release();
109 }
110 
release()111 void SwapChain11::release()
112 {
113     // TODO(jmadill): Should probably signal that the RenderTarget is dirty.
114 
115     SafeRelease(mSwapChain1);
116     SafeRelease(mSwapChain);
117     SafeRelease(mKeyedMutex);
118     mBackBufferTexture.reset();
119     mBackBufferRTView.reset();
120     mBackBufferSRView.reset();
121     mOffscreenTexture.reset();
122     mOffscreenRTView.reset();
123     mOffscreenSRView.reset();
124     mDepthStencilTexture.reset();
125     mDepthStencilDSView.reset();
126     mDepthStencilSRView.reset();
127     mQuadVB.reset();
128     mPassThroughSampler.reset();
129     mPassThroughIL.reset();
130     mPassThroughVS.reset();
131     mPassThroughPS.reset();
132     mPassThroughRS.reset();
133 
134     if (!mAppCreatedShareHandle)
135     {
136         mShareHandle = nullptr;
137     }
138 }
139 
releaseOffscreenColorBuffer()140 void SwapChain11::releaseOffscreenColorBuffer()
141 {
142     mOffscreenTexture.reset();
143     mOffscreenRTView.reset();
144     mOffscreenSRView.reset();
145     mNeedsOffscreenTextureCopy = false;
146     mOffscreenTextureCopyForSRV.reset();
147 }
148 
releaseOffscreenDepthBuffer()149 void SwapChain11::releaseOffscreenDepthBuffer()
150 {
151     mDepthStencilTexture.reset();
152     mDepthStencilDSView.reset();
153     mDepthStencilSRView.reset();
154 }
155 
resetOffscreenBuffers(const gl::Context * context,int backbufferWidth,int backbufferHeight)156 EGLint SwapChain11::resetOffscreenBuffers(const gl::Context *context,
157                                           int backbufferWidth,
158                                           int backbufferHeight)
159 {
160     if (mNeedsOffscreenTexture)
161     {
162         EGLint result = resetOffscreenColorBuffer(context, backbufferWidth, backbufferHeight);
163         if (result != EGL_SUCCESS)
164         {
165             return result;
166         }
167     }
168 
169     EGLint result = resetOffscreenDepthBuffer(backbufferWidth, backbufferHeight);
170     if (result != EGL_SUCCESS)
171     {
172         return result;
173     }
174 
175     mWidth  = backbufferWidth;
176     mHeight = backbufferHeight;
177 
178     return EGL_SUCCESS;
179 }
180 
resetOffscreenColorBuffer(const gl::Context * context,int backbufferWidth,int backbufferHeight)181 EGLint SwapChain11::resetOffscreenColorBuffer(const gl::Context *context,
182                                               int backbufferWidth,
183                                               int backbufferHeight)
184 {
185     ASSERT(mNeedsOffscreenTexture);
186 
187     TRACE_EVENT0("gpu.angle", "SwapChain11::resetOffscreenTexture");
188     ID3D11Device *device = mRenderer->getDevice();
189 
190     ASSERT(device != nullptr);
191 
192     // D3D11 does not allow zero size textures
193     ASSERT(backbufferWidth >= 1);
194     ASSERT(backbufferHeight >= 1);
195 
196     // Preserve the render target content
197     TextureHelper11 previousOffscreenTexture(std::move(mOffscreenTexture));
198     const int previousWidth = mWidth;
199     const int previousHeight = mHeight;
200 
201     releaseOffscreenColorBuffer();
202 
203     const d3d11::Format &backbufferFormatInfo =
204         d3d11::Format::Get(mOffscreenRenderTargetFormat, mRenderer->getRenderer11DeviceCaps());
205     D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0};
206 
207     // If the app passed in a share handle or D3D texture, open the resource
208     // See EGL_ANGLE_d3d_share_handle_client_buffer and EGL_ANGLE_d3d_texture_client_buffer
209     if (mAppCreatedShareHandle || mD3DTexture != nullptr)
210     {
211         if (mAppCreatedShareHandle)
212         {
213             ID3D11Resource *tempResource11;
214             HRESULT result = device->OpenSharedResource(mShareHandle, __uuidof(ID3D11Resource),
215                                                         (void **)&tempResource11);
216             ASSERT(SUCCEEDED(result));
217 
218             mOffscreenTexture.set(d3d11::DynamicCastComObject<ID3D11Texture2D>(tempResource11),
219                                   backbufferFormatInfo);
220             SafeRelease(tempResource11);
221         }
222         else if (mD3DTexture != nullptr)
223         {
224             mOffscreenTexture.set(d3d11::DynamicCastComObject<ID3D11Texture2D>(mD3DTexture),
225                                   backbufferFormatInfo);
226         }
227         else
228         {
229             UNREACHABLE();
230         }
231         ASSERT(mOffscreenTexture.valid());
232         mOffscreenTexture.getDesc(&offscreenTextureDesc);
233 
234         // Fail if the offscreen texture is not renderable.
235         if ((offscreenTextureDesc.BindFlags & D3D11_BIND_RENDER_TARGET) == 0)
236         {
237             ERR() << "Could not use provided offscreen texture, texture not renderable.";
238             release();
239             return EGL_BAD_SURFACE;
240         }
241     }
242     else
243     {
244         const bool useSharedResource =
245             !mNativeWindow->getNativeWindow() && mRenderer->getShareHandleSupport();
246 
247         offscreenTextureDesc.Width = backbufferWidth;
248         offscreenTextureDesc.Height = backbufferHeight;
249         offscreenTextureDesc.Format               = backbufferFormatInfo.texFormat;
250         offscreenTextureDesc.MipLevels = 1;
251         offscreenTextureDesc.ArraySize = 1;
252         offscreenTextureDesc.SampleDesc.Count     = getD3DSamples();
253         offscreenTextureDesc.SampleDesc.Quality = 0;
254         offscreenTextureDesc.Usage = D3D11_USAGE_DEFAULT;
255         offscreenTextureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
256         offscreenTextureDesc.CPUAccessFlags = 0;
257         offscreenTextureDesc.MiscFlags = useSharedResource ? ANGLE_RESOURCE_SHARE_TYPE : 0;
258 
259         gl::Error err = mRenderer->allocateTexture(offscreenTextureDesc, backbufferFormatInfo,
260                                                    &mOffscreenTexture);
261         if (err.isError())
262         {
263             ERR() << "Could not create offscreen texture, " << err;
264             release();
265             return EGL_BAD_ALLOC;
266         }
267 
268         mOffscreenTexture.setDebugName("Offscreen back buffer texture");
269 
270         // EGL_ANGLE_surface_d3d_texture_2d_share_handle requires that we store a share handle for the client
271         if (useSharedResource)
272         {
273             IDXGIResource *offscreenTextureResource = nullptr;
274             HRESULT result                          = mOffscreenTexture.get()->QueryInterface(
275                 __uuidof(IDXGIResource), (void **)&offscreenTextureResource);
276 
277             // Fall back to no share handle on failure
278             if (FAILED(result))
279             {
280                 ERR() << "Could not query offscreen texture resource, " << gl::FmtHR(result);
281             }
282             else
283             {
284                 result = offscreenTextureResource->GetSharedHandle(&mShareHandle);
285                 SafeRelease(offscreenTextureResource);
286 
287                 if (FAILED(result))
288                 {
289                     mShareHandle = nullptr;
290                     ERR() << "Could not get offscreen texture shared handle, " << gl::FmtHR(result);
291                 }
292             }
293         }
294     }
295 
296     // This may return null if the original texture was created without a keyed mutex.
297     mKeyedMutex = d3d11::DynamicCastComObject<IDXGIKeyedMutex>(mOffscreenTexture.get());
298 
299     D3D11_RENDER_TARGET_VIEW_DESC offscreenRTVDesc;
300     offscreenRTVDesc.Format             = backbufferFormatInfo.rtvFormat;
301     offscreenRTVDesc.ViewDimension =
302         (mEGLSamples <= 1) ? D3D11_RTV_DIMENSION_TEXTURE2D : D3D11_RTV_DIMENSION_TEXTURE2DMS;
303     offscreenRTVDesc.Texture2D.MipSlice = 0;
304 
305     gl::Error err =
306         mRenderer->allocateResource(offscreenRTVDesc, mOffscreenTexture.get(), &mOffscreenRTView);
307     ASSERT(!err.isError());
308     mOffscreenRTView.setDebugName("Offscreen back buffer render target");
309 
310     D3D11_SHADER_RESOURCE_VIEW_DESC offscreenSRVDesc;
311     offscreenSRVDesc.Format                    = backbufferFormatInfo.srvFormat;
312     offscreenSRVDesc.ViewDimension =
313         (mEGLSamples <= 1) ? D3D11_SRV_DIMENSION_TEXTURE2D : D3D11_SRV_DIMENSION_TEXTURE2DMS;
314     offscreenSRVDesc.Texture2D.MostDetailedMip = 0;
315     offscreenSRVDesc.Texture2D.MipLevels = static_cast<UINT>(-1);
316 
317     if (offscreenTextureDesc.BindFlags & D3D11_BIND_SHADER_RESOURCE)
318     {
319         err = mRenderer->allocateResource(offscreenSRVDesc, mOffscreenTexture.get(),
320                                           &mOffscreenSRView);
321         ASSERT(!err.isError());
322         mOffscreenSRView.setDebugName("Offscreen back buffer shader resource");
323     }
324     else
325     {
326         // Special case for external textures that cannot support sampling. Since internally we
327         // assume our SwapChain is always readable, we make a copy texture that is compatible.
328         mNeedsOffscreenTextureCopy = true;
329     }
330 
331     if (previousOffscreenTexture.valid())
332     {
333         D3D11_BOX sourceBox = {0};
334         sourceBox.left      = 0;
335         sourceBox.right     = std::min(previousWidth, backbufferWidth);
336         sourceBox.top       = std::max(previousHeight - backbufferHeight, 0);
337         sourceBox.bottom    = previousHeight;
338         sourceBox.front     = 0;
339         sourceBox.back      = 1;
340 
341         ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
342         const int yoffset = std::max(backbufferHeight - previousHeight, 0);
343         deviceContext->CopySubresourceRegion(mOffscreenTexture.get(), 0, 0, yoffset, 0,
344                                              previousOffscreenTexture.get(), 0, &sourceBox);
345 
346         if (mSwapChain)
347         {
348             swapRect(context, 0, 0, backbufferWidth, backbufferHeight);
349         }
350     }
351 
352     return EGL_SUCCESS;
353 }
354 
resetOffscreenDepthBuffer(int backbufferWidth,int backbufferHeight)355 EGLint SwapChain11::resetOffscreenDepthBuffer(int backbufferWidth, int backbufferHeight)
356 {
357     releaseOffscreenDepthBuffer();
358 
359     if (mDepthBufferFormat != GL_NONE)
360     {
361         const d3d11::Format &depthBufferFormatInfo =
362             d3d11::Format::Get(mDepthBufferFormat, mRenderer->getRenderer11DeviceCaps());
363 
364         D3D11_TEXTURE2D_DESC depthStencilTextureDesc;
365         depthStencilTextureDesc.Width = backbufferWidth;
366         depthStencilTextureDesc.Height = backbufferHeight;
367         depthStencilTextureDesc.Format             = depthBufferFormatInfo.texFormat;
368         depthStencilTextureDesc.MipLevels = 1;
369         depthStencilTextureDesc.ArraySize = 1;
370         depthStencilTextureDesc.SampleDesc.Count   = getD3DSamples();
371         depthStencilTextureDesc.Usage = D3D11_USAGE_DEFAULT;
372         depthStencilTextureDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
373 
374         // If there is a multisampled offscreen color texture, the offscreen depth-stencil texture
375         // must also have the same quality value.
376         if (mOffscreenTexture.valid() && getD3DSamples() > 1)
377         {
378             D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0};
379             mOffscreenTexture.getDesc(&offscreenTextureDesc);
380             depthStencilTextureDesc.SampleDesc.Quality = offscreenTextureDesc.SampleDesc.Quality;
381         }
382         else
383         {
384             depthStencilTextureDesc.SampleDesc.Quality = 0;
385         }
386 
387         // Only create an SRV if it is supported
388         bool depthStencilSRV =
389             depthBufferFormatInfo.srvFormat != DXGI_FORMAT_UNKNOWN &&
390             (mRenderer->getRenderer11DeviceCaps().supportsMultisampledDepthStencilSRVs ||
391              depthStencilTextureDesc.SampleDesc.Count <= 1);
392         if (depthStencilSRV)
393         {
394             depthStencilTextureDesc.BindFlags |= D3D11_BIND_SHADER_RESOURCE;
395         }
396 
397         depthStencilTextureDesc.CPUAccessFlags = 0;
398         depthStencilTextureDesc.MiscFlags = 0;
399 
400         gl::Error err = mRenderer->allocateTexture(depthStencilTextureDesc, depthBufferFormatInfo,
401                                                    &mDepthStencilTexture);
402         if (err.isError())
403         {
404             ERR() << "Could not create depthstencil surface for new swap chain, " << err;
405             release();
406             return EGL_BAD_ALLOC;
407         }
408         mDepthStencilTexture.setDebugName("Offscreen depth stencil texture");
409 
410         D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilDesc;
411         depthStencilDesc.Format             = depthBufferFormatInfo.dsvFormat;
412         depthStencilDesc.ViewDimension =
413             (mEGLSamples <= 1) ? D3D11_DSV_DIMENSION_TEXTURE2D : D3D11_DSV_DIMENSION_TEXTURE2DMS;
414         depthStencilDesc.Flags = 0;
415         depthStencilDesc.Texture2D.MipSlice = 0;
416 
417         err = mRenderer->allocateResource(depthStencilDesc, mDepthStencilTexture.get(),
418                                           &mDepthStencilDSView);
419         ASSERT(!err.isError());
420         mDepthStencilDSView.setDebugName("Offscreen depth stencil view");
421 
422         if (depthStencilSRV)
423         {
424             D3D11_SHADER_RESOURCE_VIEW_DESC depthStencilSRVDesc;
425             depthStencilSRVDesc.Format                    = depthBufferFormatInfo.srvFormat;
426             depthStencilSRVDesc.ViewDimension             = (mEGLSamples <= 1)
427                                                     ? D3D11_SRV_DIMENSION_TEXTURE2D
428                                                     : D3D11_SRV_DIMENSION_TEXTURE2DMS;
429             depthStencilSRVDesc.Texture2D.MostDetailedMip = 0;
430             depthStencilSRVDesc.Texture2D.MipLevels = static_cast<UINT>(-1);
431 
432             err = mRenderer->allocateResource(depthStencilSRVDesc, mDepthStencilTexture.get(),
433                                               &mDepthStencilSRView);
434             ASSERT(!err.isError());
435             mDepthStencilSRView.setDebugName("Offscreen depth stencil shader resource");
436         }
437     }
438 
439     return EGL_SUCCESS;
440 }
441 
resize(const gl::Context * context,EGLint backbufferWidth,EGLint backbufferHeight)442 EGLint SwapChain11::resize(const gl::Context *context,
443                            EGLint backbufferWidth,
444                            EGLint backbufferHeight)
445 {
446     TRACE_EVENT0("gpu.angle", "SwapChain11::resize");
447     ID3D11Device *device = mRenderer->getDevice();
448 
449     if (device == nullptr)
450     {
451         return EGL_BAD_ACCESS;
452     }
453 
454     // EGL allows creating a surface with 0x0 dimension, however, DXGI does not like 0x0 swapchains
455     if (backbufferWidth < 1 || backbufferHeight < 1)
456     {
457         return EGL_SUCCESS;
458     }
459 
460     // Don't resize unnecessarily
461     if (mWidth == backbufferWidth && mHeight == backbufferHeight)
462     {
463         return EGL_SUCCESS;
464     }
465 
466     // Can only call resize if we have already created our swap buffer and resources
467     ASSERT(mSwapChain && mBackBufferTexture.valid() && mBackBufferRTView.valid() &&
468            mBackBufferSRView.valid());
469 
470     mBackBufferTexture.reset();
471     mBackBufferRTView.reset();
472     mBackBufferSRView.reset();
473 
474     // Resize swap chain
475     DXGI_SWAP_CHAIN_DESC desc;
476     HRESULT result = mSwapChain->GetDesc(&desc);
477     if (FAILED(result))
478     {
479         ERR() << "Error reading swap chain description, " << gl::FmtHR(result);
480         release();
481         return EGL_BAD_ALLOC;
482     }
483 
484     result = mSwapChain->ResizeBuffers(desc.BufferCount, backbufferWidth, backbufferHeight, getSwapChainNativeFormat(), 0);
485 
486     if (FAILED(result))
487     {
488         ERR() << "Error resizing swap chain buffers, " << gl::FmtHR(result);
489         release();
490 
491         if (d3d11::isDeviceLostError(result))
492         {
493             return EGL_CONTEXT_LOST;
494         }
495         else
496         {
497             return EGL_BAD_ALLOC;
498         }
499     }
500 
501     ID3D11Texture2D *backbufferTexture = nullptr;
502     result                             = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D),
503                                    reinterpret_cast<void **>(&backbufferTexture));
504     ASSERT(SUCCEEDED(result));
505     if (SUCCEEDED(result))
506     {
507 #ifndef ANGLE_ENABLE_WINDOWS_STORE
508         if (mNativeWindow->getNativeWindow())
509             InvalidateRect(mNativeWindow->getNativeWindow(), nullptr, FALSE);
510 #endif
511         const auto &format =
512             d3d11::Format::Get(mOffscreenRenderTargetFormat, mRenderer->getRenderer11DeviceCaps());
513         mBackBufferTexture.set(backbufferTexture, format);
514         mBackBufferTexture.setDebugName("Back buffer texture");
515 
516         gl::Error err =
517             mRenderer->allocateResourceNoDesc(mBackBufferTexture.get(), &mBackBufferRTView);
518         ASSERT(!err.isError());
519         mBackBufferRTView.setDebugName("Back buffer render target");
520 
521         err = mRenderer->allocateResourceNoDesc(mBackBufferTexture.get(), &mBackBufferSRView);
522         ASSERT(!err.isError());
523         mBackBufferSRView.setDebugName("Back buffer shader resource");
524     }
525 
526     mFirstSwap = true;
527 
528     return resetOffscreenBuffers(context, backbufferWidth, backbufferHeight);
529 }
530 
getSwapChainNativeFormat() const531 DXGI_FORMAT SwapChain11::getSwapChainNativeFormat() const
532 {
533     // Return a render target format for offscreen rendering is supported by IDXGISwapChain.
534     // MSDN https://msdn.microsoft.com/en-us/library/windows/desktop/bb173064(v=vs.85).aspx
535     switch (mOffscreenRenderTargetFormat)
536     {
537         case GL_RGBA8:
538         case GL_RGBA4:
539         case GL_RGB5_A1:
540         case GL_RGB8:
541         case GL_RGB565:
542             return DXGI_FORMAT_R8G8B8A8_UNORM;
543 
544         case GL_BGRA8_EXT:
545             return DXGI_FORMAT_B8G8R8A8_UNORM;
546 
547         case GL_RGB10_A2:
548             return DXGI_FORMAT_R10G10B10A2_UNORM;
549 
550         case GL_RGBA16F:
551             return DXGI_FORMAT_R16G16B16A16_FLOAT;
552 
553         default:
554             UNREACHABLE();
555             return DXGI_FORMAT_UNKNOWN;
556     }
557 }
558 
reset(const gl::Context * context,EGLint backbufferWidth,EGLint backbufferHeight,EGLint swapInterval)559 EGLint SwapChain11::reset(const gl::Context *context,
560                           EGLint backbufferWidth,
561                           EGLint backbufferHeight,
562                           EGLint swapInterval)
563 {
564     mSwapInterval = static_cast<unsigned int>(swapInterval);
565     if (mSwapInterval > 4)
566     {
567         // IDXGISwapChain::Present documentation states that valid sync intervals are in the [0,4]
568         // range
569         return EGL_BAD_PARAMETER;
570     }
571 
572     // If the swap chain already exists, just resize
573     if (mSwapChain != nullptr)
574     {
575         return resize(context, backbufferWidth, backbufferHeight);
576     }
577 
578     TRACE_EVENT0("gpu.angle", "SwapChain11::reset");
579     ID3D11Device *device = mRenderer->getDevice();
580 
581     if (device == nullptr)
582     {
583         return EGL_BAD_ACCESS;
584     }
585 
586     // Release specific resources to free up memory for the new render target, while the
587     // old render target still exists for the purpose of preserving its contents.
588     SafeRelease(mSwapChain1);
589     SafeRelease(mSwapChain);
590     mBackBufferTexture.reset();
591     mBackBufferRTView.reset();
592 
593     // EGL allows creating a surface with 0x0 dimension, however, DXGI does not like 0x0 swapchains
594     if (backbufferWidth < 1 || backbufferHeight < 1)
595     {
596         releaseOffscreenColorBuffer();
597         return EGL_SUCCESS;
598     }
599 
600     if (mNativeWindow->getNativeWindow())
601     {
602         HRESULT result = mNativeWindow->createSwapChain(
603             device, mRenderer->getDxgiFactory(), getSwapChainNativeFormat(), backbufferWidth,
604             backbufferHeight, getD3DSamples(), &mSwapChain);
605 
606         if (FAILED(result))
607         {
608             ERR() << "Could not create additional swap chains or offscreen surfaces, "
609                   << gl::FmtHR(result);
610             release();
611 
612             if (d3d11::isDeviceLostError(result))
613             {
614                 return EGL_CONTEXT_LOST;
615             }
616             else
617             {
618                 return EGL_BAD_ALLOC;
619             }
620         }
621 
622         if (mRenderer->getRenderer11DeviceCaps().supportsDXGI1_2)
623         {
624             mSwapChain1 = d3d11::DynamicCastComObject<IDXGISwapChain1>(mSwapChain);
625         }
626 
627         ID3D11Texture2D *backbufferTex = nullptr;
628         result                         = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D),
629                                        reinterpret_cast<LPVOID *>(&backbufferTex));
630         ASSERT(SUCCEEDED(result));
631         const auto &format =
632             d3d11::Format::Get(mOffscreenRenderTargetFormat, mRenderer->getRenderer11DeviceCaps());
633         mBackBufferTexture.set(backbufferTex, format);
634         mBackBufferTexture.setDebugName("Back buffer texture");
635 
636         gl::Error err =
637             mRenderer->allocateResourceNoDesc(mBackBufferTexture.get(), &mBackBufferRTView);
638         ASSERT(!err.isError());
639         mBackBufferRTView.setDebugName("Back buffer render target");
640 
641         err = mRenderer->allocateResourceNoDesc(mBackBufferTexture.get(), &mBackBufferSRView);
642         ASSERT(!err.isError());
643         mBackBufferSRView.setDebugName("Back buffer shader resource view");
644     }
645 
646     mFirstSwap = true;
647 
648     return resetOffscreenBuffers(context, backbufferWidth, backbufferHeight);
649 }
650 
initPassThroughResources()651 void SwapChain11::initPassThroughResources()
652 {
653     if (mPassThroughResourcesInit)
654     {
655         return;
656     }
657 
658     TRACE_EVENT0("gpu.angle", "SwapChain11::initPassThroughResources");
659     ID3D11Device *device = mRenderer->getDevice();
660 
661     ASSERT(device != nullptr);
662 
663     // Make sure our resources are all not allocated, when we create
664     ASSERT(!mQuadVB.valid() && !mPassThroughSampler.valid());
665     ASSERT(!mPassThroughIL.valid() && !mPassThroughVS.valid() && !mPassThroughPS.valid());
666 
667     D3D11_BUFFER_DESC vbDesc;
668     vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
669     vbDesc.Usage = D3D11_USAGE_DYNAMIC;
670     vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
671     vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
672     vbDesc.MiscFlags = 0;
673     vbDesc.StructureByteStride = 0;
674 
675     gl::Error err = mRenderer->allocateResource(vbDesc, &mQuadVB);
676     ASSERT(!err.isError());
677     mQuadVB.setDebugName("Swap chain quad vertex buffer");
678 
679     D3D11_SAMPLER_DESC samplerDesc;
680     samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
681     samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
682     samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
683     samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
684     samplerDesc.MipLODBias = 0.0f;
685     samplerDesc.MaxAnisotropy = 0;
686     samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
687     samplerDesc.BorderColor[0] = 0.0f;
688     samplerDesc.BorderColor[1] = 0.0f;
689     samplerDesc.BorderColor[2] = 0.0f;
690     samplerDesc.BorderColor[3] = 0.0f;
691     samplerDesc.MinLOD = 0;
692     samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
693 
694     err = mRenderer->allocateResource(samplerDesc, &mPassThroughSampler);
695     ASSERT(!err.isError());
696     mPassThroughSampler.setDebugName("Swap chain pass through sampler");
697 
698     D3D11_INPUT_ELEMENT_DESC quadLayout[] =
699     {
700         { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
701         { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
702     };
703 
704     InputElementArray quadElements(quadLayout);
705     ShaderData vertexShaderData(g_VS_Passthrough2D);
706 
707     err = mRenderer->allocateResource(quadElements, &vertexShaderData, &mPassThroughIL);
708     ASSERT(!err.isError());
709     mPassThroughIL.setDebugName("Swap chain pass through layout");
710 
711     err = mRenderer->allocateResource(vertexShaderData, &mPassThroughVS);
712     ASSERT(!err.isError());
713     mPassThroughVS.setDebugName("Swap chain pass through vertex shader");
714 
715     if (mEGLSamples <= 1)
716     {
717         ShaderData pixelShaderData(g_PS_PassthroughRGBA2D);
718         err = mRenderer->allocateResource(pixelShaderData, &mPassThroughPS);
719     }
720     else
721     {
722         ShaderData pixelShaderData(g_PS_PassthroughRGBA2DMS);
723         err = mRenderer->allocateResource(pixelShaderData, &mPassThroughPS);
724     }
725 
726     ASSERT(!err.isError());
727     mPassThroughPS.setDebugName("Swap chain pass through pixel shader");
728 
729     // Use the default rasterizer state but without culling
730     D3D11_RASTERIZER_DESC rasterizerDesc;
731     rasterizerDesc.FillMode              = D3D11_FILL_SOLID;
732     rasterizerDesc.CullMode              = D3D11_CULL_NONE;
733     rasterizerDesc.FrontCounterClockwise = FALSE;
734     rasterizerDesc.DepthBias             = 0;
735     rasterizerDesc.SlopeScaledDepthBias  = 0.0f;
736     rasterizerDesc.DepthBiasClamp        = 0.0f;
737     rasterizerDesc.DepthClipEnable       = TRUE;
738     rasterizerDesc.ScissorEnable         = FALSE;
739     rasterizerDesc.MultisampleEnable     = FALSE;
740     rasterizerDesc.AntialiasedLineEnable = FALSE;
741 
742     err = mRenderer->allocateResource(rasterizerDesc, &mPassThroughRS);
743     ASSERT(!err.isError());
744     mPassThroughRS.setDebugName("Swap chain pass through rasterizer state");
745 
746     mPassThroughResourcesInit = true;
747 }
748 
749 // parameters should be validated/clamped by caller
swapRect(const gl::Context * context,EGLint x,EGLint y,EGLint width,EGLint height)750 EGLint SwapChain11::swapRect(const gl::Context *context,
751                              EGLint x,
752                              EGLint y,
753                              EGLint width,
754                              EGLint height)
755 {
756     if (mNeedsOffscreenTexture)
757     {
758         EGLint result = copyOffscreenToBackbuffer(context, x, y, width, height);
759         if (result != EGL_SUCCESS)
760         {
761             return result;
762         }
763     }
764 
765     EGLint result = present(context, x, y, width, height);
766     if (result != EGL_SUCCESS)
767     {
768         return result;
769     }
770 
771     mRenderer->onSwap();
772 
773     return EGL_SUCCESS;
774 }
775 
copyOffscreenToBackbuffer(const gl::Context * context,EGLint x,EGLint y,EGLint width,EGLint height)776 EGLint SwapChain11::copyOffscreenToBackbuffer(const gl::Context *context,
777                                               EGLint x,
778                                               EGLint y,
779                                               EGLint width,
780                                               EGLint height)
781 {
782     if (!mSwapChain)
783     {
784         return EGL_SUCCESS;
785     }
786 
787     initPassThroughResources();
788 
789     ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
790 
791     // Set vertices
792     D3D11_MAPPED_SUBRESOURCE mappedResource;
793     HRESULT result =
794         deviceContext->Map(mQuadVB.get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
795     if (FAILED(result))
796     {
797         return EGL_BAD_ACCESS;
798     }
799 
800     d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
801 
802     // Create a quad in homogeneous coordinates
803     float x1 = (x / float(width)) * 2.0f - 1.0f;
804     float y1 = (y / float(height)) * 2.0f - 1.0f;
805     float x2 = ((x + width) / float(width)) * 2.0f - 1.0f;
806     float y2 = ((y + height) / float(height)) * 2.0f - 1.0f;
807 
808     float u1 = x / float(width);
809     float v1 = y / float(height);
810     float u2 = (x + width) / float(width);
811     float v2 = (y + height) / float(height);
812     // Invert the quad vertices depending on the surface orientation.
813     if ((mOrientation & EGL_SURFACE_ORIENTATION_INVERT_X_ANGLE) != 0)
814     {
815         std::swap(x1, x2);
816     }
817     if ((mOrientation & EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE) != 0)
818     {
819         std::swap(y1, y2);
820     }
821 
822     d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v1);
823     d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v2);
824     d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v1);
825     d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v2);
826 
827     deviceContext->Unmap(mQuadVB.get(), 0);
828 
829     StateManager11 *stateManager = mRenderer->getStateManager();
830 
831     constexpr UINT stride = sizeof(d3d11::PositionTexCoordVertex);
832     stateManager->setSingleVertexBuffer(&mQuadVB, stride, 0);
833 
834     // Apply state
835     stateManager->setDepthStencilState(nullptr, 0xFFFFFFFF);
836     stateManager->setSimpleBlendState(nullptr);
837     stateManager->setRasterizerState(&mPassThroughRS);
838 
839     // Apply shaders
840     stateManager->setInputLayout(&mPassThroughIL);
841     stateManager->setPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
842     stateManager->setDrawShaders(&mPassThroughVS, nullptr, &mPassThroughPS);
843 
844     // Apply render targets. Use the proxy context in display.
845     stateManager->setRenderTarget(mBackBufferRTView.get(), nullptr);
846 
847     // Set the viewport
848     stateManager->setSimpleViewport(width, height);
849 
850     // Apply textures
851     stateManager->setSimplePixelTextureAndSampler(mOffscreenSRView, mPassThroughSampler);
852 
853     // Draw
854     deviceContext->Draw(4, 0);
855 
856     return EGL_SUCCESS;
857 }
858 
present(const gl::Context * context,EGLint x,EGLint y,EGLint width,EGLint height)859 EGLint SwapChain11::present(const gl::Context *context,
860                             EGLint x,
861                             EGLint y,
862                             EGLint width,
863                             EGLint height)
864 {
865     if (!mSwapChain)
866     {
867         return EGL_SUCCESS;
868     }
869 
870     UINT swapInterval = mSwapInterval;
871 #if ANGLE_VSYNC == ANGLE_DISABLED
872     swapInterval = 0;
873 #endif
874 
875     HRESULT result = S_OK;
876 
877     // Use IDXGISwapChain1::Present1 with a dirty rect if DXGI 1.2 is available.
878     // Dirty rect present is not supported with a multisampled swapchain.
879     if (mSwapChain1 != nullptr && mEGLSamples <= 1)
880     {
881         if (mFirstSwap)
882         {
883             // Can't swap with a dirty rect if this swap chain has never swapped before
884             DXGI_PRESENT_PARAMETERS params = {0, nullptr, nullptr, nullptr};
885             result                         = mSwapChain1->Present1(swapInterval, 0, &params);
886         }
887         else
888         {
889             RECT rect = {static_cast<LONG>(x), static_cast<LONG>(mHeight - y - height),
890                          static_cast<LONG>(x + width), static_cast<LONG>(mHeight - y)};
891             DXGI_PRESENT_PARAMETERS params = {1, &rect, nullptr, nullptr};
892             result                         = mSwapChain1->Present1(swapInterval, 0, &params);
893         }
894     }
895     else
896     {
897         result = mSwapChain->Present(swapInterval, 0);
898     }
899 
900     mFirstSwap = false;
901 
902     // Some swapping mechanisms such as DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL unbind the current render
903     // target. Mark it dirty. Use the proxy context in display since there is none available.
904     mRenderer->getStateManager()->invalidateRenderTarget();
905 
906     if (result == DXGI_ERROR_DEVICE_REMOVED)
907     {
908         ERR() << "Present failed: the D3D11 device was removed, "
909               << gl::FmtHR(mRenderer->getDevice()->GetDeviceRemovedReason());
910         return EGL_CONTEXT_LOST;
911     }
912     else if (result == DXGI_ERROR_DEVICE_RESET)
913     {
914         ERR() << "Present failed: the D3D11 device was reset from a bad command.";
915         return EGL_CONTEXT_LOST;
916     }
917     else if (FAILED(result))
918     {
919         ERR() << "Present failed with " << gl::FmtHR(result);
920     }
921 
922     mNativeWindow->commitChange();
923 
924     return EGL_SUCCESS;
925 }
926 
getOffscreenTexture()927 const TextureHelper11 &SwapChain11::getOffscreenTexture()
928 {
929     return mNeedsOffscreenTexture ? mOffscreenTexture : mBackBufferTexture;
930 }
931 
getRenderTarget()932 const d3d11::RenderTargetView &SwapChain11::getRenderTarget()
933 {
934     return mNeedsOffscreenTexture ? mOffscreenRTView : mBackBufferRTView;
935 }
936 
getRenderTargetShaderResource()937 const d3d11::SharedSRV &SwapChain11::getRenderTargetShaderResource()
938 {
939     if (!mNeedsOffscreenTexture)
940     {
941         ASSERT(mBackBufferSRView.valid());
942         return mBackBufferSRView;
943     }
944 
945     if (!mNeedsOffscreenTextureCopy)
946     {
947         ASSERT(mOffscreenSRView.valid());
948         return mOffscreenSRView;
949     }
950 
951     if (!mOffscreenTextureCopyForSRV.valid())
952     {
953         const d3d11::Format &backbufferFormatInfo =
954             d3d11::Format::Get(mOffscreenRenderTargetFormat, mRenderer->getRenderer11DeviceCaps());
955 
956         D3D11_TEXTURE2D_DESC offscreenCopyDesc;
957         mOffscreenTexture.getDesc(&offscreenCopyDesc);
958 
959         offscreenCopyDesc.BindFlags      = D3D11_BIND_SHADER_RESOURCE;
960         offscreenCopyDesc.MiscFlags      = 0;
961         offscreenCopyDesc.CPUAccessFlags = 0;
962         gl::Error err = mRenderer->allocateTexture(offscreenCopyDesc, backbufferFormatInfo,
963                                                    &mOffscreenTextureCopyForSRV);
964         ASSERT(!err.isError());
965         mOffscreenTextureCopyForSRV.setDebugName("Offscreen back buffer copy for SRV");
966 
967         D3D11_SHADER_RESOURCE_VIEW_DESC offscreenSRVDesc;
968         offscreenSRVDesc.Format = backbufferFormatInfo.srvFormat;
969         offscreenSRVDesc.ViewDimension =
970             (mEGLSamples <= 1) ? D3D11_SRV_DIMENSION_TEXTURE2D : D3D11_SRV_DIMENSION_TEXTURE2DMS;
971         offscreenSRVDesc.Texture2D.MostDetailedMip = 0;
972         offscreenSRVDesc.Texture2D.MipLevels       = static_cast<UINT>(-1);
973 
974         err = mRenderer->allocateResource(offscreenSRVDesc, mOffscreenTextureCopyForSRV.get(),
975                                           &mOffscreenSRView);
976         ASSERT(!err.isError());
977         mOffscreenSRView.setDebugName("Offscreen back buffer shader resource");
978     }
979 
980     // Need to copy the offscreen texture into the shader-readable copy, since it's external and
981     // we don't know if the copy is up-to-date. This works around the problem we have when the app
982     // passes in a texture that isn't shader-readable.
983     mRenderer->getDeviceContext()->CopyResource(mOffscreenTextureCopyForSRV.get(),
984                                                 mOffscreenTexture.get());
985     return mOffscreenSRView;
986 }
987 
getDepthStencil()988 const d3d11::DepthStencilView &SwapChain11::getDepthStencil()
989 {
990     return mDepthStencilDSView;
991 }
992 
getDepthStencilShaderResource()993 const d3d11::SharedSRV &SwapChain11::getDepthStencilShaderResource()
994 {
995     return mDepthStencilSRView;
996 }
997 
getDepthStencilTexture()998 const TextureHelper11 &SwapChain11::getDepthStencilTexture()
999 {
1000     return mDepthStencilTexture;
1001 }
1002 
getKeyedMutex()1003 void *SwapChain11::getKeyedMutex()
1004 {
1005     return mKeyedMutex;
1006 }
1007 
recreate()1008 void SwapChain11::recreate()
1009 {
1010     // possibly should use this method instead of reset
1011 }
1012 
getDevice()1013 void *rx::SwapChain11::getDevice()
1014 {
1015     return mRenderer->getDevice();
1016 }
1017 
getColorRenderTarget()1018 RenderTargetD3D *SwapChain11::getColorRenderTarget()
1019 {
1020     return &mColorRenderTarget;
1021 }
1022 
getDepthStencilRenderTarget()1023 RenderTargetD3D *SwapChain11::getDepthStencilRenderTarget()
1024 {
1025     return &mDepthStencilRenderTarget;
1026 }
1027 
getSyncValues(EGLuint64KHR * ust,EGLuint64KHR * msc,EGLuint64KHR * sbc)1028 egl::Error SwapChain11::getSyncValues(EGLuint64KHR *ust, EGLuint64KHR *msc, EGLuint64KHR *sbc)
1029 {
1030     if (!mSwapChain)
1031     {
1032         return egl::EglNotInitialized() << "Swap chain uninitialized";
1033     }
1034 
1035     DXGI_FRAME_STATISTICS stats = {};
1036     HRESULT result              = mSwapChain->GetFrameStatistics(&stats);
1037 
1038     if (FAILED(result))
1039     {
1040         return egl::EglBadAlloc() << "Failed to get frame statistics, " << gl::FmtHR(result);
1041     }
1042 
1043     // Conversion from DXGI_FRAME_STATISTICS to the output values:
1044     // stats.SyncRefreshCount -> msc
1045     // stats.PresentCount -> sbc
1046     // stats.SyncQPCTime -> ust with conversion to microseconds via QueryPerformanceFrequency
1047     *msc = stats.SyncRefreshCount;
1048     *sbc = stats.PresentCount;
1049 
1050     LONGLONG syncQPCValue = stats.SyncQPCTime.QuadPart;
1051     // If the QPC Value is below the overflow threshold, we proceed with
1052     // simple multiply and divide.
1053     if (syncQPCValue < kQPCOverflowThreshold)
1054     {
1055         *ust = syncQPCValue * kMicrosecondsPerSecond / mQPCFrequency;
1056     }
1057     else
1058     {
1059         // Otherwise, calculate microseconds in a round about manner to avoid
1060         // overflow and precision issues.
1061         int64_t wholeSeconds  = syncQPCValue / mQPCFrequency;
1062         int64_t leftoverTicks = syncQPCValue - (wholeSeconds * mQPCFrequency);
1063         *ust                  = wholeSeconds * kMicrosecondsPerSecond +
1064                leftoverTicks * kMicrosecondsPerSecond / mQPCFrequency;
1065     }
1066 
1067     return egl::NoError();
1068 }
1069 
getD3DSamples() const1070 UINT SwapChain11::getD3DSamples() const
1071 {
1072     return (mEGLSamples == 0) ? 1 : mEGLSamples;
1073 }
1074 
1075 }  // namespace rx
1076