| // |
| // 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 gl::Error 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); |
| |
| // Renderbuffer creation |
| virtual RenderbufferImpl *createRenderbuffer(); |
| virtual RenderbufferImpl *createRenderbuffer(SwapChain *swapChain, bool depth); |
| |
| // 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 ¶ms, 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_ |