| // |
| // 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/mathutil.h" |
| #include "libGLESv2/Context.h" |
| #include "libGLESv2/renderer/ShaderCache.h" |
| #include "libGLESv2/renderer/VertexDeclarationCache.h" |
| #include "libGLESv2/renderer/Renderer.h" |
| #include "libGLESv2/renderer/IndexDataManager.h" |
| |
| namespace rx |
| { |
| class D3DConstantTable; |
| class VertexDataManager; |
| class StreamingIndexBufferInterface; |
| struct TranslatedAttribute; |
| |
| class Renderer9 : public Renderer |
| { |
| public: |
| Renderer9(egl::Display *display, HDC hDc, bool softwareDevice); |
| virtual ~Renderer9(); |
| |
| static Renderer9 *makeRenderer9(Renderer *renderer); |
| |
| virtual EGLint initialize(); |
| virtual bool resetDevice(); |
| |
| virtual int generateConfigs(ConfigDesc **configDescList); |
| virtual void deleteConfigs(ConfigDesc *configDescList); |
| |
| void startScene(); |
| void endScene(); |
| |
| virtual void sync(bool block); |
| |
| virtual SwapChain *createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat); |
| |
| 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(); |
| #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); |
| virtual void setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, |
| unsigned int sampleMask); |
| virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef, |
| int stencilBackRef, bool frontFaceCCW); |
| |
| virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled); |
| virtual bool setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace, |
| bool ignoreViewport, gl::ProgramBinary *currentProgram, bool forceSetUniforms); |
| |
| virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer); |
| virtual void applyShaders(gl::ProgramBinary *programBinary); |
| virtual void applyUniforms(const gl::UniformArray *uniformArray); |
| virtual bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount); |
| virtual GLenum applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances); |
| virtual GLenum applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo); |
| |
| virtual void drawArrays(GLenum mode, GLsizei count, GLsizei instances); |
| virtual void drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo); |
| |
| virtual void clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer); |
| |
| virtual void markAllStateDirty(); |
| |
| // 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 int getMajorShaderModel() 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); |
| |
| // Pixel operations |
| 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); |
| |
| virtual bool blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect, |
| bool blitRenderTarget, bool blitDepthStencil); |
| 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); |
| |
| // RenderTarget creation |
| virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth); |
| virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth); |
| |
| // Shader operations |
| virtual ShaderExecutable *loadExecutable(const void *function, size_t length, GLenum type, void *data); |
| virtual ShaderExecutable *compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type); |
| |
| // Image operations |
| virtual Image *createImage(); |
| virtual void generateMipmap(Image *dest, Image *source); |
| |
| // Buffer creation |
| virtual VertexBuffer *createVertexBuffer(); |
| virtual IndexBuffer *createIndexBuffer(); |
| |
| // D3D9-renderer specific methods |
| bool boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest); |
| |
| D3DPOOL getTexturePool(DWORD usage) const; |
| |
| private: |
| DISALLOW_COPY_AND_ASSIGN(Renderer9); |
| |
| bool applyUniformnfv(gl::Uniform *targetUniform, const GLfloat *v); |
| bool applyUniform1iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v); |
| bool applyUniform2iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v); |
| bool applyUniform3iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v); |
| bool applyUniform4iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v); |
| void applyUniformniv(gl::Uniform *targetUniform, GLsizei count, const gl::Vector4 *vector); |
| void applyUniformnbv(gl::Uniform *targetUniform, GLsizei count, int width, const GLboolean *v); |
| |
| void drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer); |
| |
| void getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray); |
| bool copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged); |
| gl::Renderbuffer *getNullColorbuffer(gl::Renderbuffer *depthbuffer); |
| |
| 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; |
| |
| D3DPRIMITIVETYPE mPrimitiveType; |
| int mPrimitiveCount; |
| GLsizei mRepeatDraw; |
| |
| bool mSceneStarted; |
| bool mSupportsNonPower2Textures; |
| bool mSupportsTextureFilterAnisotropy; |
| int mMinSwapInterval; |
| int mMaxSwapInterval; |
| |
| std::map<D3DFORMAT, bool *> mMultiSampleSupport; |
| GLsizei mMaxSupportedSamples; |
| |
| // current render target states |
| unsigned int mAppliedRenderTargetSerial; |
| unsigned int mAppliedDepthbufferSerial; |
| unsigned int mAppliedStencilbufferSerial; |
| bool mDepthStencilInitialized; |
| bool mRenderTargetDescInitialized; |
| rx::RenderTarget::Desc mRenderTargetDesc; |
| unsigned int mCurStencilSize; |
| unsigned int mCurDepthSize; |
| |
| IDirect3DStateBlock9 *mMaskedClearSavedState; |
| |
| // previously set render states |
| bool mForceSetDepthStencilState; |
| gl::DepthStencilState mCurDepthStencilState; |
| int mCurStencilRef; |
| int mCurStencilBackRef; |
| bool mCurFrontFaceCCW; |
| |
| bool mForceSetRasterState; |
| gl::RasterizerState mCurRasterState; |
| |
| bool mForceSetScissor; |
| gl::Rectangle mCurScissor; |
| bool mScissorEnabled; |
| |
| bool mForceSetViewport; |
| gl::Rectangle mCurViewport; |
| float mCurNear; |
| float mCurFar; |
| |
| bool mForceSetBlendState; |
| gl::BlendState mCurBlendState; |
| gl::Color mCurBlendColor; |
| GLuint mCurSampleMask; |
| |
| unsigned int mAppliedIBSerial; |
| unsigned int mAppliedProgramBinarySerial; |
| |
| // A pool of event queries that are currently unused. |
| std::vector<IDirect3DQuery9*> mEventQueryPool; |
| VertexShaderCache mVertexShaderCache; |
| PixelShaderCache mPixelShaderCache; |
| |
| VertexDataManager *mVertexDataManager; |
| VertexDeclarationCache mVertexDeclarationCache; |
| |
| IndexDataManager *mIndexDataManager; |
| StreamingIndexBufferInterface *mLineLoopIB; |
| |
| enum { NUM_NULL_COLORBUFFER_CACHE_ENTRIES = 12 }; |
| struct NullColorbufferCacheEntry |
| { |
| UINT lruCount; |
| int width; |
| int height; |
| gl::Renderbuffer *buffer; |
| } mNullColorbufferCache[NUM_NULL_COLORBUFFER_CACHE_ENTRIES]; |
| UINT mMaxNullColorbufferLRU; |
| |
| }; |
| |
| } |
| #endif // LIBGLESV2_RENDERER_RENDERER9_H_ |