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//
// Copyright (c) 2012 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_
#define GL_APICALL
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#define EGLAPI
#include <EGL/egl.h>
#include "libGLESv2/Texture.h"
#include "libGLESv2/angletypes.h"
const int versionWindowsVista = MAKEWORD(0x00, 0x06);
const int versionWindows7 = MAKEWORD(0x01, 0x06);
// Return the version of the operating system in a format suitable for ordering
// comparison.
inline int getComparableOSVersion()
{
DWORD version = GetVersion();
int majorVersion = LOBYTE(LOWORD(version));
int minorVersion = HIBYTE(LOWORD(version));
return MAKEWORD(minorVersion, majorVersion);
}
namespace egl
{
class Display;
}
namespace gl
{
class ProgramBinary;
class VertexAttribute;
}
namespace rx
{
class TextureStorage2D;
class TextureStorageCubeMap;
class Blit;
struct ConfigDesc
{
GLenum renderTargetFormat;
GLenum depthStencilFormat;
GLint multiSample;
bool fastConfig;
};
class Renderer
{
public:
explicit Renderer(egl::Display *display) : mDisplay(display) {};
virtual ~Renderer() {};
virtual EGLint initialize() = 0;
virtual bool resetDevice() = 0;
virtual int generateConfigs(ConfigDesc **configDescList) = 0;
virtual void deleteConfigs(ConfigDesc *configDescList) = 0;
virtual void startScene() = 0;
virtual void endScene() = 0;
virtual void sync(bool block) = 0;
virtual SwapChain *createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat) = 0;
virtual void setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler) = 0;
virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture) = 0;
virtual void setRasterizerState(const gl::RasterizerState &rasterState, unsigned int depthSize) = 0;
virtual void setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
unsigned int sampleMask) = 0;
virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
int stencilBackRef, bool frontFaceCCW, unsigned int stencilSize) = 0;
virtual void setScissorRectangle(const gl::Rectangle& scissor, unsigned int renderTargetWidth,
unsigned int renderTargetHeight) = 0;
virtual bool setViewport(const gl::Rectangle& viewport, float zNear, float zFar,
unsigned int renderTargetWidth, unsigned int renderTargetHeight,
gl::ProgramBinary *currentProgram, bool forceSetUniforms) = 0;
virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer) = 0;
virtual void applyShaders(gl::ProgramBinary *programBinary) = 0;
virtual GLenum applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances, GLsizei *repeatDraw) = 0;
virtual void clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer) = 0;
virtual void markAllStateDirty() = 0;
// lost device
virtual void markDeviceLost() = 0;
virtual bool isDeviceLost() = 0;
virtual bool testDeviceLost(bool notify) = 0;
virtual bool testDeviceResettable() = 0;
// Renderer capabilities
virtual DWORD getAdapterVendor() const = 0;
virtual const char *getAdapterDescription() const = 0;
virtual GUID getAdapterIdentifier() const = 0;
virtual bool getDXT1TextureSupport() = 0;
virtual bool getDXT3TextureSupport() = 0;
virtual bool getDXT5TextureSupport() = 0;
virtual bool getEventQuerySupport() = 0;
virtual bool getFloat32TextureSupport(bool *filtering, bool *renderable) = 0;
virtual bool getFloat16TextureSupport(bool *filtering, bool *renderable) = 0;
virtual bool getLuminanceTextureSupport() = 0;
virtual bool getLuminanceAlphaTextureSupport() = 0;
virtual bool getVertexTextureSupport() const = 0;
virtual bool getNonPower2TextureSupport() const = 0;
virtual bool getDepthTextureSupport() const = 0;
virtual bool getOcclusionQuerySupport() const = 0;
virtual bool getInstancingSupport() const = 0;
virtual bool getTextureFilterAnisotropySupport() const = 0;
virtual float getTextureMaxAnisotropy() const = 0;
virtual bool getShareHandleSupport() const = 0;
virtual bool getShaderModel3Support() const = 0;
virtual float getMaxPointSize() const = 0;
virtual int getMaxTextureWidth() const = 0;
virtual int getMaxTextureHeight() const = 0;
virtual bool get32BitIndexSupport() const = 0;
virtual int getMinSwapInterval() const = 0;
virtual int getMaxSwapInterval() const = 0;
virtual GLsizei getMaxSupportedSamples() const = 0;
virtual bool copyToRenderTarget(TextureStorage2D *dest, TextureStorage2D *source) = 0;
virtual bool copyToRenderTarget(TextureStorageCubeMap *dest, TextureStorageCubeMap *source) = 0;
virtual bool copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
GLint xoffset, GLint yoffset, TextureStorage2D *storage, GLint level) = 0;
virtual bool copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
GLint xoffset, GLint yoffset, TextureStorageCubeMap *storage, GLenum target, GLint level) = 0;
virtual bool blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
bool blitRenderTarget, bool blitDepthStencil) = 0;
virtual void readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels) = 0;
virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth) = 0;
virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth) = 0;
protected:
egl::Display *mDisplay;
private:
DISALLOW_COPY_AND_ASSIGN(Renderer);
};
}
#endif // LIBGLESV2_RENDERER_RENDERER_H_