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-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/RendererD3D.h231
1 files changed, 167 insertions, 64 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/RendererD3D.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/RendererD3D.h
index 3de6c20886..f956f037e2 100644
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/RendererD3D.h
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/RendererD3D.h
@@ -9,10 +9,15 @@
#ifndef LIBANGLE_RENDERER_D3D_RENDERERD3D_H_
#define LIBANGLE_RENDERER_D3D_RENDERERD3D_H_
+#include "common/debug.h"
#include "common/MemoryBuffer.h"
#include "libANGLE/Data.h"
+#include "libANGLE/Device.h"
+#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/Renderer.h"
+#include "libANGLE/renderer/d3d/VertexDataManager.h"
#include "libANGLE/renderer/d3d/formatutilsD3D.h"
+#include "libANGLE/renderer/d3d/WorkaroundsD3D.h"
#include "libANGLE/renderer/d3d/d3d11/NativeWindow.h"
//FIXME(jmadill): std::array is currently prohibited by Chromium style guide
@@ -25,15 +30,21 @@ class ConfigSet;
namespace gl
{
+class DebugAnnotator;
class InfoLog;
-struct LinkedVarying;
class Texture;
+struct LinkedVarying;
}
namespace rx
{
+struct D3DUniform;
+struct D3DVarying;
+class DeviceD3D;
+class EGLImageD3D;
class ImageD3D;
class IndexBuffer;
+class ProgramD3D;
class RenderTargetD3D;
class ShaderExecutableD3D;
class SwapChainD3D;
@@ -45,13 +56,23 @@ enum ShaderType
{
SHADER_VERTEX,
SHADER_PIXEL,
- SHADER_GEOMETRY
+ SHADER_GEOMETRY,
+ SHADER_TYPE_MAX
+};
+
+struct DeviceIdentifier
+{
+ UINT VendorId;
+ UINT DeviceId;
+ UINT SubSysId;
+ UINT Revision;
+ UINT FeatureLevel;
};
enum RendererClass
{
RENDERER_D3D11,
- RENDERER_D3D9,
+ RENDERER_D3D9
};
// Useful for unit testing
@@ -65,8 +86,8 @@ class BufferFactoryD3D
virtual IndexBuffer *createIndexBuffer() = 0;
// TODO(jmadill): add VertexFormatCaps
- virtual VertexConversionType getVertexConversionType(const gl::VertexFormat &vertexFormat) const = 0;
- virtual GLenum getVertexComponentType(const gl::VertexFormat &vertexFormat) const = 0;
+ virtual VertexConversionType getVertexConversionType(gl::VertexFormatType vertexFormatType) const = 0;
+ virtual GLenum getVertexComponentType(gl::VertexFormatType vertexFormatType) const = 0;
};
class RendererD3D : public Renderer, public BufferFactoryD3D
@@ -77,68 +98,93 @@ class RendererD3D : public Renderer, public BufferFactoryD3D
virtual egl::Error initialize() = 0;
- static RendererD3D *makeRendererD3D(Renderer *renderer);
-
virtual egl::ConfigSet generateConfigs() const = 0;
+ virtual void generateDisplayExtensions(egl::DisplayExtensions *outExtensions) const = 0;
- gl::Error drawArrays(const gl::Data &data,
- GLenum mode, GLint first,
- GLsizei count, GLsizei instances) override;
+ gl::Error drawArrays(const gl::Data &data, GLenum mode, GLint first, GLsizei count) override;
+ gl::Error drawArraysInstanced(const gl::Data &data,
+ GLenum mode,
+ GLint first,
+ GLsizei count,
+ GLsizei instanceCount) override;
gl::Error drawElements(const gl::Data &data,
- GLenum mode, GLsizei count, GLenum type,
- const GLvoid *indices, GLsizei instances,
- const RangeUI &indexRange) override;
+ GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const GLvoid *indices,
+ const gl::IndexRange &indexRange) override;
+ gl::Error drawElementsInstanced(const gl::Data &data,
+ GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const GLvoid *indices,
+ GLsizei instances,
+ const gl::IndexRange &indexRange) override;
+ gl::Error drawRangeElements(const gl::Data &data,
+ GLenum mode,
+ GLuint start,
+ GLuint end,
+ GLsizei count,
+ GLenum type,
+ const GLvoid *indices,
+ const gl::IndexRange &indexRange) override;
bool isDeviceLost() const override;
std::string getVendorString() const override;
+ SamplerImpl *createSampler() override;
+
virtual int getMinorShaderModel() const = 0;
virtual std::string getShaderModelSuffix() const = 0;
// Direct3D Specific methods
- virtual GUID getAdapterIdentifier() const = 0;
+ virtual DeviceIdentifier getAdapterIdentifier() const = 0;
- virtual SwapChainD3D *createSwapChain(NativeWindow nativeWindow, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat) = 0;
+ virtual SwapChainD3D *createSwapChain(NativeWindow nativeWindow,
+ HANDLE shareHandle,
+ GLenum backBufferFormat,
+ GLenum depthBufferFormat,
+ EGLint orientation) = 0;
virtual gl::Error generateSwizzle(gl::Texture *texture) = 0;
virtual gl::Error setSamplerState(gl::SamplerType type, int index, gl::Texture *texture, const gl::SamplerState &sampler) = 0;
virtual gl::Error setTexture(gl::SamplerType type, int index, gl::Texture *texture) = 0;
virtual gl::Error setUniformBuffers(const gl::Data &data,
- const GLint vertexUniformBuffers[],
- const GLint fragmentUniformBuffers[]) = 0;
-
- virtual gl::Error setRasterizerState(const gl::RasterizerState &rasterState) = 0;
- virtual gl::Error setBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
- unsigned int sampleMask) = 0;
- virtual gl::Error setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
- int stencilBackRef, bool frontFaceCCW) = 0;
+ const std::vector<GLint> &vertexUniformBuffers,
+ const std::vector<GLint> &fragmentUniformBuffers) = 0;
- virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled) = 0;
- virtual void setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
- bool ignoreViewport) = 0;
+ virtual gl::Error updateState(const gl::Data &data, GLenum drawMode) = 0;
virtual gl::Error applyRenderTarget(const gl::Framebuffer *frameBuffer) = 0;
- virtual gl::Error applyShaders(gl::Program *program, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
- bool rasterizerDiscard, bool transformFeedbackActive) = 0;
- virtual gl::Error applyUniforms(const ProgramImpl &program, const std::vector<gl::LinkedUniform*> &uniformArray) = 0;
+ virtual gl::Error applyUniforms(const ProgramD3D &programD3D,
+ GLenum drawMode,
+ const std::vector<D3DUniform *> &uniformArray) = 0;
virtual bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount, bool usesPointSize) = 0;
- virtual gl::Error applyVertexBuffer(const gl::State &state, GLenum mode, GLint first, GLsizei count, GLsizei instances) = 0;
- virtual gl::Error applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) = 0;
+ virtual gl::Error applyVertexBuffer(const gl::State &state,
+ GLenum mode,
+ GLint first,
+ GLsizei count,
+ GLsizei instances,
+ TranslatedIndexData *indexInfo) = 0;
+ virtual gl::Error applyIndexBuffer(const gl::Data &data,
+ const GLvoid *indices,
+ GLsizei count,
+ GLenum mode,
+ GLenum type,
+ TranslatedIndexData *indexInfo) = 0;
virtual void applyTransformFeedbackBuffers(const gl::State& state) = 0;
- virtual void markAllStateDirty() = 0;
-
virtual unsigned int getReservedVertexUniformVectors() const = 0;
virtual unsigned int getReservedFragmentUniformVectors() const = 0;
virtual unsigned int getReservedVertexUniformBuffers() const = 0;
virtual unsigned int getReservedFragmentUniformBuffers() const = 0;
- virtual bool getShareHandleSupport() const = 0;
- virtual bool getPostSubBufferSupport() const = 0;
virtual int getMajorShaderModel() const = 0;
+ const WorkaroundsD3D &getWorkarounds() const;
+
// Pixel operations
virtual gl::Error copyImage2D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
const gl::Offset &destOffset, TextureStorage *storage, GLint level) = 0;
@@ -151,21 +197,31 @@ class RendererD3D : public Renderer, public BufferFactoryD3D
// RenderTarget creation
virtual gl::Error createRenderTarget(int width, int height, GLenum format, GLsizei samples, RenderTargetD3D **outRT) = 0;
+ virtual gl::Error createRenderTargetCopy(RenderTargetD3D *source, RenderTargetD3D **outRT) = 0;
// Shader operations
- virtual gl::Error loadExecutable(const void *function, size_t length, ShaderType type,
- const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
- bool separatedOutputBuffers, ShaderExecutableD3D **outExecutable) = 0;
- virtual gl::Error compileToExecutable(gl::InfoLog &infoLog, const std::string &shaderHLSL, ShaderType type,
- const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
- bool separatedOutputBuffers, const D3DCompilerWorkarounds &workarounds,
+ virtual gl::Error loadExecutable(const void *function,
+ size_t length,
+ ShaderType type,
+ const std::vector<D3DVarying> &streamOutVaryings,
+ bool separatedOutputBuffers,
+ ShaderExecutableD3D **outExecutable) = 0;
+ virtual gl::Error compileToExecutable(gl::InfoLog &infoLog,
+ const std::string &shaderHLSL,
+ ShaderType type,
+ const std::vector<D3DVarying> &streamOutVaryings,
+ bool separatedOutputBuffers,
+ const D3DCompilerWorkarounds &workarounds,
ShaderExecutableD3D **outExectuable) = 0;
virtual UniformStorageD3D *createUniformStorage(size_t storageSize) = 0;
// Image operations
virtual ImageD3D *createImage() = 0;
virtual gl::Error generateMipmap(ImageD3D *dest, ImageD3D *source) = 0;
+ virtual gl::Error generateMipmapsUsingD3D(TextureStorage *storage,
+ const gl::TextureState &textureState) = 0;
virtual TextureStorage *createTextureStorage2D(SwapChainD3D *swapChain) = 0;
+ virtual TextureStorage *createTextureStorageEGLImage(EGLImageD3D *eglImage) = 0;
virtual TextureStorage *createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels, bool hintLevelZeroOnly) = 0;
virtual TextureStorage *createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels, bool hintLevelZeroOnly) = 0;
virtual TextureStorage *createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels) = 0;
@@ -179,61 +235,108 @@ class RendererD3D : public Renderer, public BufferFactoryD3D
// Device lost
void notifyDeviceLost() override;
virtual bool resetDevice() = 0;
-
virtual RendererClass getRendererClass() const = 0;
+ virtual void *getD3DDevice() = 0;
gl::Error getScratchMemoryBuffer(size_t requestedSize, MemoryBuffer **bufferOut);
- protected:
- virtual gl::Error drawArrays(const gl::Data &data, GLenum mode, GLsizei count, GLsizei instances, bool usesPointSize) = 0;
- virtual gl::Error drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
- gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances) = 0;
+ // EXT_debug_marker
+ void insertEventMarker(GLsizei length, const char *marker) override;
+ void pushGroupMarker(GLsizei length, const char *marker) override;
+ void popGroupMarker() override;
+
+ void setGPUDisjoint();
+
+ GLint getGPUDisjoint() override;
+ GLint64 getTimestamp() override;
+
+ void onMakeCurrent(const gl::Data &data) override;
+
+ // In D3D11, faster than calling setTexture a jillion times
+ virtual gl::Error clearTextures(gl::SamplerType samplerType, size_t rangeStart, size_t rangeEnd) = 0;
+ virtual egl::Error getEGLDevice(DeviceImpl **device) = 0;
+
+ bool presentPathFastEnabled() const { return mPresentPathFastEnabled; }
+
+ protected:
virtual bool getLUID(LUID *adapterLuid) const = 0;
+ virtual gl::Error applyShadersImpl(const gl::Data &data, GLenum drawMode) = 0;
void cleanup();
+ virtual void createAnnotator() = 0;
+
+ static unsigned int GetBlendSampleMask(const gl::Data &data, int samples);
+ // dirtyPointer is a special value that will make the comparison with any valid pointer fail and force the renderer to re-apply the state.
+
egl::Display *mDisplay;
bool mDeviceLost;
+ void initializeDebugAnnotator();
+ gl::DebugAnnotator *mAnnotator;
+
+ std::vector<TranslatedAttribute> mTranslatedAttribCache;
+
+ bool mPresentPathFastEnabled;
+
private:
+ gl::Error genericDrawArrays(const gl::Data &data,
+ GLenum mode,
+ GLint first,
+ GLsizei count,
+ GLsizei instances);
+
+ gl::Error genericDrawElements(const gl::Data &data,
+ GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const GLvoid *indices,
+ GLsizei instances,
+ const gl::IndexRange &indexRange);
+
+ virtual gl::Error drawArraysImpl(const gl::Data &data,
+ GLenum mode,
+ GLsizei count,
+ GLsizei instances) = 0;
+ virtual gl::Error drawElementsImpl(const gl::Data &data,
+ const TranslatedIndexData &indexInfo,
+ GLenum mode,
+ GLsizei count,
+ GLenum type,
+ const GLvoid *indices,
+ GLsizei instances) = 0;
+
//FIXME(jmadill): std::array is currently prohibited by Chromium style guide
- typedef std::array<unsigned int, gl::IMPLEMENTATION_MAX_FRAMEBUFFER_ATTACHMENTS> FramebufferTextureSerialArray;
+ typedef std::array<gl::Texture*, gl::IMPLEMENTATION_MAX_FRAMEBUFFER_ATTACHMENTS> FramebufferTextureArray;
gl::Error generateSwizzles(const gl::Data &data, gl::SamplerType type);
gl::Error generateSwizzles(const gl::Data &data);
- gl::Error applyRenderTarget(const gl::Data &data, GLenum drawMode, bool ignoreViewport);
gl::Error applyState(const gl::Data &data, GLenum drawMode);
- gl::Error applyShaders(const gl::Data &data);
+ gl::Error applyShaders(const gl::Data &data, GLenum drawMode);
gl::Error applyTextures(const gl::Data &data, gl::SamplerType shaderType,
- const FramebufferTextureSerialArray &framebufferSerials, size_t framebufferSerialCount);
+ const FramebufferTextureArray &framebufferTextures, size_t framebufferTextureCount);
gl::Error applyTextures(const gl::Data &data);
bool skipDraw(const gl::Data &data, GLenum drawMode);
void markTransformFeedbackUsage(const gl::Data &data);
- size_t getBoundFramebufferTextureSerials(const gl::Data &data,
- FramebufferTextureSerialArray *outSerialArray);
+ size_t getBoundFramebufferTextures(const gl::Data &data, FramebufferTextureArray *outTextureArray);
gl::Texture *getIncompleteTexture(GLenum type);
+ gl::DebugAnnotator *getAnnotator();
+
+ virtual WorkaroundsD3D generateWorkarounds() const = 0;
+
gl::TextureMap mIncompleteTextures;
MemoryBuffer mScratchMemoryBuffer;
unsigned int mScratchMemoryBufferResetCounter;
-};
-struct dx_VertexConstants
-{
- float depthRange[4];
- float viewAdjust[4];
- float viewCoords[4];
-};
+ mutable bool mWorkaroundsInitialized;
+ mutable WorkaroundsD3D mWorkarounds;
-struct dx_PixelConstants
-{
- float depthRange[4];
- float viewCoords[4];
- float depthFront[4];
+ bool mDisjoint;
};
}