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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/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 StreamingIndexBuffer;
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, bool ignoreViewport,
gl::ProgramBinary *currentProgram, bool forceSetUniforms);
virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer);
virtual void applyShaders(gl::ProgramBinary *programBinary);
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);
// D3D9-renderer specific methods
bool boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest);
D3DPOOL getTexturePool(DWORD usage) const;
private:
DISALLOW_COPY_AND_ASSIGN(Renderer9);
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;
StreamingIndexBuffer *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_