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//
// 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_