blob: d0eefd78ad672293358065da620a0a52adc7ca0c [file] [log] [blame]
//
// 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_
#include <set>
#include <vector>
#define GL_APICALL
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#define EGLAPI
#include <EGL/egl.h>
#include <d3d9.h> // D3D9_REPLACE
#include "common/angleutils.h"
#include "libGLESv2/renderer/ShaderCache.h"
#include "libGLESv2/EnumTypes.h"
#include "libGLESv2/Texture.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 renderer
{
class Renderer
{
public:
Renderer(egl::Display *display, HMODULE hModule, HDC hDc);
virtual ~Renderer();
virtual EGLint initialize();
virtual bool resetDevice();
virtual void startScene();
virtual void endScene();
virtual void sync(bool block);
virtual IDirect3DQuery9* allocateEventQuery();
virtual void freeEventQuery(IDirect3DQuery9* query);
// resource creation
virtual IDirect3DVertexShader9 *createVertexShader(const DWORD *function, size_t length); // D3D9_REPLACE
virtual IDirect3DPixelShader9 *createPixelShader(const DWORD *function, size_t length); // D3D9_REPLACE
#if 0
virtual void *createTexture2D();
virtual void *createTextureCube();
virtual void *createQuery();;
virtual void *createIndexBuffer();
virtual void *createVertexbuffer();
// state setup
virtual void applyTexture();
virtual void applyShaders();
virtual void applyConstants();
virtual void applyRenderTargets();
virtual void applyState();
#endif
virtual void setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler);
// lost device
virtual void markDeviceLost();
virtual bool isDeviceLost();
virtual bool testDeviceLost(bool notify);
virtual bool testDeviceResettable();
// Renderer capabilities
virtual IDirect3DDevice9 *getDevice() {return mDevice;}; // D3D9_REPLACE
virtual D3DADAPTER_IDENTIFIER9 *getAdapterIdentifier() {return &mAdapterIdentifier;}; // D3D9_REPLACE
virtual D3DCAPS9 getDeviceCaps() {return mDeviceCaps;}; // D3D9_REMOVE
virtual IDirect3D9 *getD3D() {return mD3d9;}; // D3D9_REMOVE
virtual UINT getAdapter() {return mAdapter;}; // D3D9_REMOVE
virtual D3DDEVTYPE getDeviceType() {return mDeviceType;}; // D3D9_REMOVE
virtual bool isD3d9ExDevice() const { return mD3d9Ex != NULL; } // D3D9_REMOVE
virtual void getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray); // D3D9_REPLACE
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 D3DPOOL getBufferPool(DWORD usage) const;
virtual D3DPOOL getTexturePool(DWORD usage) const;
private:
DISALLOW_COPY_AND_ASSIGN(Renderer);
egl::Display *mDisplay;
const HDC mDc;
HMODULE mD3d9Module;
void initializeDevice();
D3DPRESENT_PARAMETERS getDefaultPresentParameters();
void releaseDeviceResources();
UINT mAdapter;
D3DDEVTYPE mDeviceType;
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.
HWND mDeviceWindow;
bool mDeviceLost;
D3DCAPS9 mDeviceCaps;
D3DADAPTER_IDENTIFIER9 mAdapterIdentifier;
bool mSceneStarted;
bool mSupportsNonPower2Textures;
bool mSupportsTextureFilterAnisotropy;
// A pool of event queries that are currently unused.
std::vector<IDirect3DQuery9*> mEventQueryPool;
VertexShaderCache mVertexShaderCache;
PixelShaderCache mPixelShaderCache;
};
}
#endif // LIBGLESV2_RENDERER_RENDERER_H_