| |
| // Copyright (c) 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. |
| // |
| |
| // RendererD3D.h: Defines a back-end specific class for the DirectX renderer. |
| |
| #ifndef LIBGLESV2_RENDERER_RENDERERD3D_H_ |
| #define LIBGLESV2_RENDERER_RENDERERD3D_H_ |
| |
| #include "libGLESv2/renderer/Renderer.h" |
| #include "libGLESv2/Data.h" |
| |
| //FIXME(jmadill): std::array is currently prohibited by Chromium style guide |
| #include <array> |
| |
| namespace gl |
| { |
| class InfoLog; |
| struct LinkedVarying; |
| class Texture; |
| } |
| |
| namespace rx |
| { |
| class TextureStorage; |
| class VertexBuffer; |
| class IndexBuffer; |
| class ShaderExecutable; |
| class SwapChain; |
| class RenderTarget; |
| class Image; |
| class TextureStorage; |
| class UniformStorage; |
| |
| class RendererD3D : public Renderer |
| { |
| public: |
| explicit RendererD3D(egl::Display *display); |
| virtual ~RendererD3D(); |
| |
| static RendererD3D *makeRendererD3D(Renderer *renderer); |
| |
| gl::Error drawArrays(const gl::Data &data, |
| GLenum mode, GLint first, |
| GLsizei count, GLsizei instances) override; |
| |
| gl::Error drawElements(const gl::Data &data, |
| GLenum mode, GLsizei count, GLenum type, |
| const GLvoid *indices, GLsizei instances, |
| const RangeUI &indexRange) override; |
| |
| gl::Error clear(const gl::Data &data, GLbitfield mask) override; |
| gl::Error clearBufferfv(const gl::Data &data, GLenum buffer, int drawbuffer, const GLfloat *values) override; |
| gl::Error clearBufferuiv(const gl::Data &data, GLenum buffer, int drawbuffer, const GLuint *values) override; |
| gl::Error clearBufferiv(const gl::Data &data, GLenum buffer, int drawbuffer, const GLint *values) override; |
| gl::Error clearBufferfi(const gl::Data &data, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) override; |
| |
| gl::Error readPixels(const gl::Data &data, GLint x, GLint y, GLsizei width, GLsizei height, |
| GLenum format, GLenum type, GLsizei *bufSize, void* pixels) override; |
| |
| 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) override; |
| |
| // Direct3D Specific methods |
| virtual SwapChain *createSwapChain(NativeWindow nativeWindow, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat) = 0; |
| |
| virtual gl::Error generateSwizzle(gl::Texture *texture) = 0; |
| virtual gl::Error setSamplerState(gl::SamplerType type, int index, gl::Texture *texture, const gl::SamplerState &sampler) = 0; |
| virtual gl::Error setTexture(gl::SamplerType type, int index, gl::Texture *texture) = 0; |
| |
| virtual gl::Error setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[]) = 0; |
| |
| virtual gl::Error setRasterizerState(const gl::RasterizerState &rasterState) = 0; |
| virtual gl::Error setBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor, |
| unsigned int sampleMask) = 0; |
| virtual gl::Error setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef, |
| int stencilBackRef, bool frontFaceCCW) = 0; |
| |
| virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled) = 0; |
| virtual void setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace, |
| bool ignoreViewport) = 0; |
| |
| virtual gl::Error applyRenderTarget(const gl::Framebuffer *frameBuffer) = 0; |
| virtual gl::Error applyShaders(gl::ProgramBinary *programBinary, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer, |
| bool rasterizerDiscard, bool transformFeedbackActive) = 0; |
| virtual gl::Error applyUniforms(const ProgramImpl &program, const std::vector<gl::LinkedUniform*> &uniformArray) = 0; |
| virtual bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount) = 0; |
| virtual gl::Error applyVertexBuffer(const gl::State &state, GLint first, GLsizei count, GLsizei instances) = 0; |
| virtual gl::Error applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) = 0; |
| virtual void applyTransformFeedbackBuffers(const gl::State& state) = 0; |
| |
| virtual void markAllStateDirty() = 0; |
| |
| virtual unsigned int getReservedVertexUniformVectors() const = 0; |
| virtual unsigned int getReservedFragmentUniformVectors() const = 0; |
| virtual unsigned int getReservedVertexUniformBuffers() const = 0; |
| virtual unsigned int getReservedFragmentUniformBuffers() const = 0; |
| virtual bool getShareHandleSupport() const = 0; |
| virtual bool getPostSubBufferSupport() const = 0; |
| |
| // Pixel operations |
| virtual gl::Error copyImage2D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, |
| GLint xoffset, GLint yoffset, TextureStorage *storage, GLint level) = 0; |
| virtual gl::Error copyImageCube(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, |
| GLint xoffset, GLint yoffset, TextureStorage *storage, GLenum target, GLint level) = 0; |
| virtual gl::Error copyImage3D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, |
| GLint xoffset, GLint yoffset, GLint zOffset, TextureStorage *storage, GLint level) = 0; |
| virtual gl::Error copyImage2DArray(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, |
| GLint xoffset, GLint yoffset, GLint zOffset, TextureStorage *storage, GLint level) = 0; |
| |
| virtual gl::Error readPixels(const gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, |
| GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, uint8_t *pixels) = 0; |
| |
| // RenderTarget creation |
| virtual gl::Error createRenderTarget(int width, int height, GLenum format, GLsizei samples, RenderTarget **outRT) = 0; |
| |
| // Shader operations |
| virtual void releaseShaderCompiler() = 0; |
| virtual gl::Error loadExecutable(const void *function, size_t length, ShaderType type, |
| const std::vector<gl::LinkedVarying> &transformFeedbackVaryings, |
| bool separatedOutputBuffers, ShaderExecutable **outExecutable) = 0; |
| virtual gl::Error compileToExecutable(gl::InfoLog &infoLog, const std::string &shaderHLSL, ShaderType type, |
| const std::vector<gl::LinkedVarying> &transformFeedbackVaryings, |
| bool separatedOutputBuffers, D3DWorkaroundType workaround, |
| ShaderExecutable **outExectuable) = 0; |
| virtual UniformStorage *createUniformStorage(size_t storageSize) = 0; |
| |
| // Image operations |
| virtual Image *createImage() = 0; |
| virtual gl::Error generateMipmap(Image *dest, Image *source) = 0; |
| virtual TextureStorage *createTextureStorage2D(SwapChain *swapChain) = 0; |
| virtual TextureStorage *createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels) = 0; |
| virtual TextureStorage *createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels) = 0; |
| virtual TextureStorage *createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels) = 0; |
| virtual TextureStorage *createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels) = 0; |
| |
| // Buffer-to-texture and Texture-to-buffer copies |
| virtual bool supportsFastCopyBufferToTexture(GLenum internalFormat) const = 0; |
| virtual gl::Error fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget, |
| GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea) = 0; |
| |
| virtual VertexConversionType getVertexConversionType(const gl::VertexFormat &vertexFormat) const = 0; |
| virtual GLenum getVertexComponentType(const gl::VertexFormat &vertexFormat) const = 0; |
| |
| virtual VertexBuffer *createVertexBuffer() = 0; |
| virtual IndexBuffer *createIndexBuffer() = 0; |
| |
| protected: |
| virtual gl::Error drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive) = 0; |
| virtual gl::Error drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, |
| gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances) = 0; |
| virtual gl::Error clear(const gl::ClearParameters &clearParams, const gl::Framebuffer *frameBuffer) = 0; |
| virtual gl::Error blitRect(const gl::Framebuffer *readTarget, const gl::Rectangle &readRect, |
| const gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect, |
| const gl::Rectangle *scissor, bool blitRenderTarget, |
| bool blitDepth, bool blitStencil, GLenum filter) = 0; |
| |
| egl::Display *mDisplay; |
| |
| private: |
| DISALLOW_COPY_AND_ASSIGN(RendererD3D); |
| |
| //FIXME(jmadill): std::array is currently prohibited by Chromium style guide |
| typedef std::array<unsigned int, gl::IMPLEMENTATION_MAX_FRAMEBUFFER_ATTACHMENTS> FramebufferTextureSerialArray; |
| |
| gl::Error generateSwizzles(const gl::Data &data, gl::SamplerType type); |
| gl::Error generateSwizzles(const gl::Data &data); |
| |
| gl::Error applyRenderTarget(const gl::Data &data, GLenum drawMode, bool ignoreViewport); |
| gl::Error applyState(const gl::Data &data, GLenum drawMode); |
| bool applyTransformFeedbackBuffers(const gl::Data &data); |
| gl::Error applyShaders(const gl::Data &data, bool transformFeedbackActive); |
| gl::Error applyTextures(const gl::Data &data, gl::SamplerType shaderType, |
| const FramebufferTextureSerialArray &framebufferSerials, size_t framebufferSerialCount); |
| gl::Error applyTextures(const gl::Data &data); |
| gl::Error applyUniformBuffers(const gl::Data &data); |
| |
| bool skipDraw(const gl::Data &data, GLenum drawMode); |
| void markTransformFeedbackUsage(const gl::Data &data); |
| |
| size_t getBoundFramebufferTextureSerials(const gl::Data &data, |
| FramebufferTextureSerialArray *outSerialArray); |
| gl::Texture *getIncompleteTexture(GLenum type); |
| |
| gl::TextureMap mIncompleteTextures; |
| }; |
| |
| } |
| |
| #endif // LIBGLESV2_RENDERER_RENDERERD3D_H_ |