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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.
//
// Renderer11.h: Defines a back-end specific class for the D3D11 renderer.
#ifndef LIBGLESV2_RENDERER_RENDERER11_H_
#define LIBGLESV2_RENDERER_RENDERER11_H_
#include "common/angleutils.h"
#include "libGLESv2/angletypes.h"
#include "common/mathutil.h"
#include "libGLESv2/renderer/Renderer.h"
#include "libGLESv2/renderer/d3d/HLSLCompiler.h"
#include "libGLESv2/renderer/d3d/d3d11/RenderStateCache.h"
#include "libGLESv2/renderer/d3d/d3d11/InputLayoutCache.h"
#include "libGLESv2/renderer/RenderTarget.h"
namespace gl
{
class FramebufferAttachment;
}
namespace rx
{
class VertexDataManager;
class IndexDataManager;
class StreamingIndexBufferInterface;
class Blit11;
class Clear11;
class PixelTransfer11;
class RenderTarget11;
struct PackPixelsParams;
enum
{
MAX_VERTEX_UNIFORM_VECTORS_D3D11 = 1024,
MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 = 1024
};
class Renderer11 : public Renderer
{
public:
Renderer11(egl::Display *display, EGLNativeDisplayType hDc, EGLint requestedDisplay);
virtual ~Renderer11();
static Renderer11 *makeRenderer11(Renderer *renderer);
virtual EGLint initialize();
virtual bool resetDevice();
virtual int generateConfigs(ConfigDesc **configDescList);
virtual void deleteConfigs(ConfigDesc *configDescList);
virtual gl::Error sync(bool block);
virtual SwapChain *createSwapChain(rx::NativeWindow nativeWindow, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat);
virtual gl::Error generateSwizzle(gl::Texture *texture);
virtual gl::Error setSamplerState(gl::SamplerType type, int index, gl::Texture *texture, const gl::SamplerState &sampler);
virtual gl::Error setTexture(gl::SamplerType type, int index, gl::Texture *texture);
virtual gl::Error setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[]);
virtual gl::Error setRasterizerState(const gl::RasterizerState &rasterState);
virtual gl::Error setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
unsigned int sampleMask);
virtual gl::Error setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
int stencilBackRef, bool frontFaceCCW);
virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled);
virtual void setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
bool ignoreViewport);
virtual bool applyPrimitiveType(GLenum mode, GLsizei count);
virtual gl::Error applyRenderTarget(gl::Framebuffer *frameBuffer);
virtual gl::Error applyShaders(gl::ProgramBinary *programBinary, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
bool rasterizerDiscard, bool transformFeedbackActive);
virtual gl::Error applyUniforms(const ProgramImpl &program, const std::vector<gl::LinkedUniform*> &uniformArray);
virtual gl::Error applyVertexBuffer(const gl::State &state, GLint first, GLsizei count, GLsizei instances);
virtual gl::Error applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo);
virtual void applyTransformFeedbackBuffers(const gl::State &state);
virtual gl::Error drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive);
virtual gl::Error drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances);
virtual gl::Error clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer);
virtual void markAllStateDirty();
// lost device
void notifyDeviceLost();
virtual bool isDeviceLost();
virtual bool testDeviceLost(bool notify);
virtual bool testDeviceResettable();
virtual DWORD getAdapterVendor() const;
virtual std::string getRendererDescription() const;
virtual GUID getAdapterIdentifier() const;
virtual unsigned int getReservedVertexUniformVectors() const;
virtual unsigned int getReservedFragmentUniformVectors() const;
virtual unsigned int getReservedVertexUniformBuffers() const;
virtual unsigned int getReservedFragmentUniformBuffers() const;
virtual bool getShareHandleSupport() const;
virtual bool getPostSubBufferSupport() const;
virtual int getMajorShaderModel() const;
virtual int getMinSwapInterval() const;
virtual int getMaxSwapInterval() const;
// Pixel operations
virtual gl::Error copyImage2D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
GLint xoffset, GLint yoffset, TextureStorage *storage, GLint level);
virtual gl::Error copyImageCube(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
GLint xoffset, GLint yoffset, TextureStorage *storage, GLenum target, GLint level);
virtual gl::Error copyImage3D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
GLint xoffset, GLint yoffset, GLint zOffset, TextureStorage *storage, GLint level);
virtual gl::Error copyImage2DArray(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
GLint xoffset, GLint yoffset, GLint zOffset, TextureStorage *storage, GLint level);
virtual gl::Error blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
const gl::Rectangle *scissor, bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter);
virtual gl::Error readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, uint8_t *pixels);
// RenderTarget creation
virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth);
virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples);
// Shader creation
virtual ShaderImpl *createShader(GLenum type);
virtual ProgramImpl *createProgram();
// Shader operations
virtual void releaseShaderCompiler();
virtual gl::Error loadExecutable(const void *function, size_t length, rx::ShaderType type,
const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
bool separatedOutputBuffers, ShaderExecutable **outExecutable);
virtual gl::Error compileToExecutable(gl::InfoLog &infoLog, const std::string &shaderHLSL, rx::ShaderType type,
const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
bool separatedOutputBuffers, D3DWorkaroundType workaround,
ShaderExecutable **outExectuable);
virtual UniformStorage *createUniformStorage(size_t storageSize);
// Image operations
virtual Image *createImage();
virtual void generateMipmap(Image *dest, Image *source);
virtual TextureStorage *createTextureStorage2D(SwapChain *swapChain);
virtual TextureStorage *createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels);
virtual TextureStorage *createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels);
virtual TextureStorage *createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels);
virtual TextureStorage *createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels);
// Texture creation
virtual TextureImpl *createTexture(GLenum target);
// Buffer creation
virtual BufferImpl *createBuffer();
virtual VertexBuffer *createVertexBuffer();
virtual IndexBuffer *createIndexBuffer();
// Vertex Array creation
virtual VertexArrayImpl *createVertexArray();
// Query and Fence creation
virtual QueryImpl *createQuery(GLenum type);
virtual FenceNVImpl *createFenceNV();
virtual FenceSyncImpl *createFenceSync();
// Transform Feedback creation
virtual TransformFeedbackImpl* createTransformFeedback();
// D3D11-renderer specific methods
ID3D11Device *getDevice() { return mDevice; }
ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; };
DXGIFactory *getDxgiFactory() { return mDxgiFactory; };
Blit11 *getBlitter() { return mBlit; }
// Buffer-to-texture and Texture-to-buffer copies
virtual bool supportsFastCopyBufferToTexture(GLenum internalFormat) const;
virtual gl::Error fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget,
GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea);
gl::Error getRenderTargetResource(gl::FramebufferAttachment *colorbuffer, unsigned int *subresourceIndexOut, ID3D11Texture2D **texture2DOut);
void unapplyRenderTargets();
void setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView);
gl::Error packPixels(ID3D11Texture2D *readTexture, const PackPixelsParams &params, uint8_t *pixelsOut);
virtual bool getLUID(LUID *adapterLuid) const;
virtual rx::VertexConversionType getVertexConversionType(const gl::VertexFormat &vertexFormat) const;
virtual GLenum getVertexComponentType(const gl::VertexFormat &vertexFormat) const;
gl::Error readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, GLenum format,
GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, uint8_t *pixels);
void setShaderResource(gl::SamplerType shaderType, UINT resourceSlot, ID3D11ShaderResourceView *srv);
private:
DISALLOW_COPY_AND_ASSIGN(Renderer11);
virtual void generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions) const;
virtual Workarounds generateWorkarounds() const;
gl::Error drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer);
gl::Error drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances);
gl::Error blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget,
RenderTarget *drawRenderTarget, GLenum filter, const gl::Rectangle *scissor,
bool colorBlit, bool depthBlit, bool stencilBlit);
ID3D11Texture2D *resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource);
void unsetSRVsWithResource(gl::SamplerType shaderType, const ID3D11Resource *resource);
static void invalidateFBOAttachmentSwizzles(gl::FramebufferAttachment *attachment, int mipLevel);
static void invalidateFramebufferSwizzles(gl::Framebuffer *framebuffer);
HMODULE mD3d11Module;
HMODULE mDxgiModule;
HDC mDc;
EGLint mRequestedDisplay;
HLSLCompiler mCompiler;
bool mDeviceLost;
void initializeDevice();
void releaseDeviceResources();
int getMinorShaderModel() const;
void release();
RenderStateCache mStateCache;
// current render target states
unsigned int mAppliedRenderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS];
unsigned int mAppliedDepthbufferSerial;
unsigned int mAppliedStencilbufferSerial;
bool mDepthStencilInitialized;
bool mRenderTargetDescInitialized;
rx::RenderTarget::Desc mRenderTargetDesc;
// Currently applied sampler states
std::vector<bool> mForceSetVertexSamplerStates;
std::vector<gl::SamplerState> mCurVertexSamplerStates;
std::vector<bool> mForceSetPixelSamplerStates;
std::vector<gl::SamplerState> mCurPixelSamplerStates;
// Currently applied textures
std::vector<ID3D11ShaderResourceView*> mCurVertexSRVs;
std::vector<ID3D11ShaderResourceView*> mCurPixelSRVs;
// Currently applied blend state
bool mForceSetBlendState;
gl::BlendState mCurBlendState;
gl::ColorF mCurBlendColor;
unsigned int mCurSampleMask;
// Currently applied rasterizer state
bool mForceSetRasterState;
gl::RasterizerState mCurRasterState;
// Currently applied depth stencil state
bool mForceSetDepthStencilState;
gl::DepthStencilState mCurDepthStencilState;
int mCurStencilRef;
int mCurStencilBackRef;
// Currently applied scissor rectangle
bool mForceSetScissor;
bool mScissorEnabled;
gl::Rectangle mCurScissor;
// Currently applied viewport
bool mForceSetViewport;
gl::Rectangle mCurViewport;
float mCurNear;
float mCurFar;
// Currently applied primitive topology
D3D11_PRIMITIVE_TOPOLOGY mCurrentPrimitiveTopology;
// Currently applied index buffer
ID3D11Buffer *mAppliedIB;
DXGI_FORMAT mAppliedIBFormat;
unsigned int mAppliedIBOffset;
// Currently applied transform feedback buffers
ID3D11Buffer *mAppliedTFBuffers[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS]; // Tracks the current D3D buffers
// in use for streamout
GLintptr mAppliedTFOffsets[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS]; // Tracks the current GL-specified
// buffer offsets to transform feedback
// buffers
UINT mCurrentD3DOffsets[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS]; // Tracks the D3D buffer offsets,
// which may differ from GLs, due
// to different append behavior
// Currently applied shaders
ID3D11VertexShader *mAppliedVertexShader;
ID3D11GeometryShader *mAppliedGeometryShader;
ID3D11GeometryShader *mCurPointGeometryShader;
ID3D11PixelShader *mAppliedPixelShader;
dx_VertexConstants mVertexConstants;
dx_VertexConstants mAppliedVertexConstants;
ID3D11Buffer *mDriverConstantBufferVS;
ID3D11Buffer *mCurrentVertexConstantBuffer;
unsigned int mCurrentConstantBufferVS[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS];
dx_PixelConstants mPixelConstants;
dx_PixelConstants mAppliedPixelConstants;
ID3D11Buffer *mDriverConstantBufferPS;
ID3D11Buffer *mCurrentPixelConstantBuffer;
unsigned int mCurrentConstantBufferPS[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS];
ID3D11Buffer *mCurrentGeometryConstantBuffer;
// Vertex, index and input layouts
VertexDataManager *mVertexDataManager;
IndexDataManager *mIndexDataManager;
InputLayoutCache mInputLayoutCache;
StreamingIndexBufferInterface *mLineLoopIB;
StreamingIndexBufferInterface *mTriangleFanIB;
// Texture copy resources
Blit11 *mBlit;
PixelTransfer11 *mPixelTransfer;
// Masked clear resources
Clear11 *mClear;
// Sync query
ID3D11Query *mSyncQuery;
ID3D11Device *mDevice;
D3D_FEATURE_LEVEL mFeatureLevel;
ID3D11DeviceContext *mDeviceContext;
IDXGIAdapter *mDxgiAdapter;
DXGI_ADAPTER_DESC mAdapterDescription;
char mDescription[128];
DXGIFactory *mDxgiFactory;
};
}
#endif // LIBGLESV2_RENDERER_RENDERER11_H_