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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.
//
// Renderer9.h: Defines a back-end specific class for the D3D9 renderer.
#ifndef LIBGLESV2_RENDERER_RENDERER9_H_
#define LIBGLESV2_RENDERER_RENDERER9_H_
#include <set>
#include <map>
#include <vector>
#define GL_APICALL
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#define EGLAPI
#include <EGL/egl.h>
#include <d3d9.h>
#include "common/angleutils.h"
#include "libGLESv2/renderer/ShaderCache.h"
#include "libGLESv2/renderer/Renderer.h"
namespace rx
{
class Renderer9 : public Renderer
{
public:
Renderer9(egl::Display *display, HDC hDc, bool softwareDevice);
virtual ~Renderer9();
virtual EGLint initialize();
virtual bool resetDevice();
virtual int generateConfigs(ConfigDesc **configDescList);
virtual void deleteConfigs(ConfigDesc *configDescList);
virtual void startScene();
virtual void endScene();
virtual void sync(bool block);
IDirect3DQuery9* allocateEventQuery();
void freeEventQuery(IDirect3DQuery9* query);
// resource creation
IDirect3DVertexShader9 *createVertexShader(const DWORD *function, size_t length);
IDirect3DPixelShader9 *createPixelShader(const DWORD *function, size_t length);
HRESULT createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer);
HRESULT createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer);
#if 0
void *createTexture2D();
void *createTextureCube();
void *createQuery();
void *createIndexBuffer();
void *createVertexbuffer();
// state setup
void applyShaders();
void applyConstants();
void applyRenderTargets();
void applyState();
#endif
virtual void setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler);
virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture);
virtual void setRasterizerState(const gl::RasterizerState &rasterState, unsigned int depthSize);
virtual void setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
unsigned int sampleMask);
virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, bool frontFaceCCW,
unsigned int stencilSize);
virtual void setScissorRectangle(const gl::Rectangle& scissor, unsigned int renderTargetWidth,
unsigned int renderTargetHeight);
virtual void applyRenderTarget(gl::Framebuffer *frameBuffer);
// lost device
virtual void markDeviceLost();
virtual bool isDeviceLost();
virtual bool testDeviceLost(bool notify);
virtual bool testDeviceResettable();
// Renderer capabilities
IDirect3DDevice9 *getDevice() { return mDevice; }
virtual DWORD getAdapterVendor() const;
virtual const char *getAdapterDescription() const;
virtual GUID getAdapterIdentifier() const;
virtual bool getDXT1TextureSupport();
virtual bool getDXT3TextureSupport();
virtual bool getDXT5TextureSupport();
virtual bool getEventQuerySupport();
virtual bool getFloat32TextureSupport(bool *filtering, bool *renderable);
virtual bool getFloat16TextureSupport(bool *filtering, bool *renderable);
virtual bool getLuminanceTextureSupport();
virtual bool getLuminanceAlphaTextureSupport();
virtual bool getVertexTextureSupport() const;
virtual bool getNonPower2TextureSupport() const;
virtual bool getDepthTextureSupport() const;
virtual bool getOcclusionQuerySupport() const;
virtual bool getInstancingSupport() const;
virtual bool getTextureFilterAnisotropySupport() const;
virtual float getTextureMaxAnisotropy() const;
virtual bool getShareHandleSupport() const;
virtual bool getShaderModel3Support() const;
virtual float getMaxPointSize() const;
virtual int getMaxTextureWidth() const;
virtual int getMaxTextureHeight() const;
virtual bool get32BitIndexSupport() const;
DWORD getCapsDeclTypes() const; // D3D9_REPLACE
virtual int getMinSwapInterval() const;
virtual int getMaxSwapInterval() const;
virtual GLsizei getMaxSupportedSamples() const;
int getNearestSupportedSamples(D3DFORMAT format, int requested) const;
D3DFORMAT ConvertTextureInternalFormat(GLint internalformat);
virtual bool copyToRenderTarget(TextureStorage2D *dest, TextureStorage2D *source);
virtual bool copyToRenderTarget(TextureStorageCubeMap *dest, TextureStorageCubeMap *source);
virtual bool copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorage2D *storage, GLint level);
virtual bool copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorageCubeMap *storage, GLenum target, GLint level);
bool boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest);
D3DPOOL getTexturePool(DWORD usage) const;
private:
DISALLOW_COPY_AND_ASSIGN(Renderer9);
void getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray);
bool copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged);
D3DPOOL getBufferPool(DWORD usage) const;
HMODULE mD3d9Module;
HDC mDc;
void initializeDevice();
D3DPRESENT_PARAMETERS getDefaultPresentParameters();
void releaseDeviceResources();
UINT mAdapter;
D3DDEVTYPE mDeviceType;
bool mSoftwareDevice; // FIXME: Deprecate
IDirect3D9 *mD3d9; // Always valid after successful initialization.
IDirect3D9Ex *mD3d9Ex; // Might be null if D3D9Ex is not supported.
IDirect3DDevice9 *mDevice;
IDirect3DDevice9Ex *mDeviceEx; // Might be null if D3D9Ex is not supported.
Blit *mBlit;
HWND mDeviceWindow;
bool mDeviceLost;
D3DCAPS9 mDeviceCaps;
D3DADAPTER_IDENTIFIER9 mAdapterIdentifier;
bool mSceneStarted;
bool mSupportsNonPower2Textures;
bool mSupportsTextureFilterAnisotropy;
int mMinSwapInterval;
int mMaxSwapInterval;
std::map<D3DFORMAT, bool *> mMultiSampleSupport;
GLsizei mMaxSupportedSamples;
// previously set render states
bool mForceSetDepthStencilState;
gl::DepthStencilState mCurDepthStencilState;
bool mCurFrontFaceCCW;
unsigned int mCurStencilSize;
bool mForceSetRasterState;
gl::RasterizerState mCurRasterState;
unsigned int mCurDepthSize;
bool mForceSetScissor;
gl::Rectangle mCurScissor;
unsigned int mCurRenderTargetWidth;
unsigned int mCurRenderTargetHeight;
bool mForceSetBlendState;
gl::BlendState mCurBlendState;
gl::Color mCurBlendColor;
GLuint mCurSampleMask;
// A pool of event queries that are currently unused.
std::vector<IDirect3DQuery9*> mEventQueryPool;
VertexShaderCache mVertexShaderCache;
PixelShaderCache mPixelShaderCache;
};
}
#endif // LIBGLESV2_RENDERER_RENDERER9_H_