| // |
| // Copyright (c) 2012-2014 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. |
| // |
| |
| // Renderer.h: Defines a back-end specific class that hides the details of the |
| // implementation-specific renderer. |
| |
| #ifndef LIBGLESV2_RENDERER_RENDERER_H_ |
| #define LIBGLESV2_RENDERER_RENDERER_H_ |
| |
| #include "libGLESv2/Caps.h" |
| #include "libGLESv2/Error.h" |
| #include "libGLESv2/Uniform.h" |
| #include "libGLESv2/angletypes.h" |
| #include "libGLESv2/renderer/Workarounds.h" |
| #include "common/NativeWindow.h" |
| #include "common/mathutil.h" |
| |
| #include <cstdint> |
| |
| #include <EGL/egl.h> |
| |
| #if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL) |
| // WARNING: D3DCOMPILE_OPTIMIZATION_LEVEL3 may lead to a DX9 shader compiler hang. |
| // It should only be used selectively to work around specific bugs. |
| #define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL1 |
| #endif |
| |
| namespace egl |
| { |
| class Display; |
| class Surface; |
| } |
| |
| namespace gl |
| { |
| class Buffer; |
| class Framebuffer; |
| struct Data; |
| } |
| |
| namespace rx |
| { |
| class QueryImpl; |
| class FenceNVImpl; |
| class FenceSyncImpl; |
| class BufferImpl; |
| class VertexArrayImpl; |
| class ShaderImpl; |
| class ProgramImpl; |
| class TextureImpl; |
| class TransformFeedbackImpl; |
| class RenderbufferImpl; |
| class DefaultAttachmentImpl; |
| struct TranslatedIndexData; |
| struct Workarounds; |
| class SwapChain; |
| |
| struct ConfigDesc |
| { |
| GLenum renderTargetFormat; |
| GLenum depthStencilFormat; |
| GLint multiSample; |
| bool fastConfig; |
| bool es2Conformant; |
| bool es3Capable; |
| }; |
| |
| class Renderer |
| { |
| public: |
| Renderer(); |
| virtual ~Renderer(); |
| |
| virtual EGLint initialize() = 0; |
| virtual bool resetDevice() = 0; |
| |
| virtual int generateConfigs(ConfigDesc **configDescList) = 0; |
| virtual void deleteConfigs(ConfigDesc *configDescList) = 0; |
| |
| virtual gl::Error sync(bool block) = 0; |
| |
| virtual gl::Error drawArrays(const gl::Data &data, GLenum mode, |
| GLint first, GLsizei count, GLsizei instances) = 0; |
| virtual gl::Error drawElements(const gl::Data &data, GLenum mode, GLsizei count, GLenum type, |
| const GLvoid *indices, GLsizei instances, |
| const RangeUI &indexRange) = 0; |
| |
| virtual gl::Error clear(const gl::Data &data, GLbitfield mask) = 0; |
| virtual gl::Error clearBufferfv(const gl::Data &data, GLenum buffer, GLint drawbuffer, const GLfloat *values) = 0; |
| virtual gl::Error clearBufferuiv(const gl::Data &data, GLenum buffer, GLint drawbuffer, const GLuint *values) = 0; |
| virtual gl::Error clearBufferiv(const gl::Data &data, GLenum buffer, GLint drawbuffer, const GLint *values) = 0; |
| virtual gl::Error clearBufferfi(const gl::Data &data, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) = 0; |
| |
| virtual gl::Error readPixels(const gl::Data &data, GLint x, GLint y, GLsizei width, GLsizei height, |
| GLenum format, GLenum type, GLsizei *bufSize, void* pixels) = 0; |
| |
| virtual gl::Error blitFramebuffer(const gl::Data &data, |
| GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, |
| GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, |
| GLbitfield mask, GLenum filter) = 0; |
| |
| // TODO(jmadill): caps? and virtual for egl::Display |
| virtual bool getShareHandleSupport() const = 0; |
| virtual bool getPostSubBufferSupport() const = 0; |
| |
| // Shader creation |
| virtual ShaderImpl *createShader(const gl::Data &data, GLenum type) = 0; |
| virtual ProgramImpl *createProgram() = 0; |
| |
| // Shader operations |
| virtual void releaseShaderCompiler() = 0; |
| |
| // Framebuffer creation |
| virtual DefaultAttachmentImpl *createDefaultAttachment(GLenum type, egl::Surface *surface) = 0; |
| |
| // Texture creation |
| virtual TextureImpl *createTexture(GLenum target) = 0; |
| |
| // Renderbuffer creation |
| virtual RenderbufferImpl *createRenderbuffer() = 0; |
| |
| // Buffer creation |
| virtual BufferImpl *createBuffer() = 0; |
| |
| // Vertex Array creation |
| virtual VertexArrayImpl *createVertexArray() = 0; |
| |
| // Query and Fence creation |
| virtual QueryImpl *createQuery(GLenum type) = 0; |
| virtual FenceNVImpl *createFenceNV() = 0; |
| virtual FenceSyncImpl *createFenceSync() = 0; |
| |
| // Transform Feedback creation |
| virtual TransformFeedbackImpl *createTransformFeedback() = 0; |
| |
| // lost device |
| //TODO(jmadill): investigate if this stuff is necessary in GL |
| virtual void notifyDeviceLost() = 0; |
| virtual bool isDeviceLost() = 0; |
| virtual bool testDeviceLost(bool notify) = 0; |
| virtual bool testDeviceResettable() = 0; |
| |
| virtual DWORD getAdapterVendor() const = 0; |
| virtual std::string getRendererDescription() const = 0; |
| virtual GUID getAdapterIdentifier() const = 0; |
| |
| // Renderer capabilities (virtual because of egl::Display) |
| virtual const gl::Caps &getRendererCaps() const; |
| const gl::TextureCapsMap &getRendererTextureCaps() const; |
| virtual const gl::Extensions &getRendererExtensions() const; |
| const Workarounds &getWorkarounds() const; |
| |
| // TODO(jmadill): needed by egl::Display, probably should be removed |
| virtual int getMajorShaderModel() const = 0; |
| virtual int getMinSwapInterval() const = 0; |
| virtual int getMaxSwapInterval() const = 0; |
| virtual bool getLUID(LUID *adapterLuid) const = 0; |
| |
| private: |
| DISALLOW_COPY_AND_ASSIGN(Renderer); |
| |
| virtual void generateCaps(gl::Caps *outCaps, gl::TextureCapsMap* outTextureCaps, gl::Extensions *outExtensions) const = 0; |
| virtual Workarounds generateWorkarounds() const = 0; |
| |
| mutable bool mCapsInitialized; |
| mutable gl::Caps mCaps; |
| mutable gl::TextureCapsMap mTextureCaps; |
| mutable gl::Extensions mExtensions; |
| |
| mutable bool mWorkaroundsInitialized; |
| mutable Workarounds mWorkarounds; |
| }; |
| |
| struct dx_VertexConstants |
| { |
| float depthRange[4]; |
| float viewAdjust[4]; |
| }; |
| |
| struct dx_PixelConstants |
| { |
| float depthRange[4]; |
| float viewCoords[4]; |
| float depthFront[4]; |
| }; |
| |
| enum ShaderType |
| { |
| SHADER_VERTEX, |
| SHADER_PIXEL, |
| SHADER_GEOMETRY |
| }; |
| |
| } |
| #endif // LIBGLESV2_RENDERER_RENDERER_H_ |