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Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.h')
-rw-r--r-- | src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.h | 400 |
1 files changed, 400 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.h new file mode 100644 index 0000000000..cc7d6c237b --- /dev/null +++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.h @@ -0,0 +1,400 @@ +// +// 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 LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_H_ +#define LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_H_ + +#include "common/angleutils.h" +#include "common/mathutil.h" +#include "libANGLE/AttributeMap.h" +#include "libANGLE/angletypes.h" +#include "libANGLE/renderer/d3d/HLSLCompiler.h" +#include "libANGLE/renderer/d3d/RendererD3D.h" +#include "libANGLE/renderer/d3d/RenderTargetD3D.h" +#include "libANGLE/renderer/d3d/d3d11/DebugAnnotator11.h" +#include "libANGLE/renderer/d3d/d3d11/InputLayoutCache.h" +#include "libANGLE/renderer/d3d/d3d11/RenderStateCache.h" + +struct ID3D11DeviceContext1; + +namespace gl +{ +class FramebufferAttachment; +struct ImageIndex; +} + +namespace rx +{ + +class VertexDataManager; +class IndexDataManager; +class StreamingIndexBufferInterface; +class Blit11; +class Clear11; +class PixelTransfer11; +class RenderTarget11; +class Trim11; +struct PackPixelsParams; + +enum +{ + MAX_VERTEX_UNIFORM_VECTORS_D3D11 = 1024, + MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 = 1024 +}; + +// Possible reasons RendererD3D initialize can fail +enum D3D11InitError +{ + // The renderer loaded successfully + D3D11_INIT_SUCCESS = 0, + // Failed to load the ANGLE & D3D compiler libraries + D3D11_INIT_COMPILER_ERROR, + // Failed to load a necessary DLL (non-compiler) + D3D11_INIT_MISSING_DEP, + // CreateDevice returned E_INVALIDARG + D3D11_INIT_CREATEDEVICE_INVALIDARG, + // CreateDevice failed with an error other than invalid arg + D3D11_INIT_CREATEDEVICE_ERROR, + // DXGI 1.2 required but not found + D3D11_INIT_INCOMPATIBLE_DXGI, + // Other initialization error + D3D11_INIT_OTHER_ERROR, + NUM_D3D11_INIT_ERRORS +}; + +class Renderer11 : public RendererD3D +{ + public: + explicit Renderer11(egl::Display *display); + virtual ~Renderer11(); + + static Renderer11 *makeRenderer11(Renderer *renderer); + + egl::Error initialize() override; + virtual bool resetDevice(); + + egl::ConfigSet generateConfigs() const override; + + gl::Error flush() override; + gl::Error finish() override; + + virtual SwapChainD3D *createSwapChain(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); + + gl::Error setUniformBuffers(const gl::Data &data, + const GLint vertexUniformBuffers[], + const GLint fragmentUniformBuffers[]) override; + + virtual gl::Error setRasterizerState(const gl::RasterizerState &rasterState); + gl::Error setBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor, + unsigned int sampleMask) override; + 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, bool usesPointSize); + gl::Error applyRenderTarget(const gl::Framebuffer *frameBuffer) override; + virtual gl::Error applyShaders(gl::Program *program, 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, GLenum mode, GLint first, GLsizei count, GLsizei instances); + virtual gl::Error applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo); + void applyTransformFeedbackBuffers(const gl::State &state) override; + + gl::Error drawArrays(const gl::Data &data, GLenum mode, GLsizei count, GLsizei instances, bool usesPointSize) override; + virtual gl::Error drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, + gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances); + + virtual void markAllStateDirty(); + + // lost device + bool testDeviceLost() override; + bool testDeviceResettable() override; + + VendorID getVendorId() const override; + std::string getRendererDescription() const override; + GUID getAdapterIdentifier() const override; + + 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; + int getMinorShaderModel() const override; + std::string getShaderModelSuffix() const override; + + // Pixel operations + virtual gl::Error copyImage2D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, + const gl::Offset &destOffset, TextureStorage *storage, GLint level); + virtual gl::Error copyImageCube(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, + const gl::Offset &destOffset, TextureStorage *storage, GLenum target, GLint level); + virtual gl::Error copyImage3D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, + const gl::Offset &destOffset, TextureStorage *storage, GLint level); + virtual gl::Error copyImage2DArray(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, + const gl::Offset &destOffset, TextureStorage *storage, GLint level); + + // RenderTarget creation + virtual gl::Error createRenderTarget(int width, int height, GLenum format, GLsizei samples, RenderTargetD3D **outRT); + + // Framebuffer creation + FramebufferImpl *createDefaultFramebuffer(const gl::Framebuffer::Data &data) override; + FramebufferImpl *createFramebuffer(const gl::Framebuffer::Data &data) override; + + // Shader creation + virtual CompilerImpl *createCompiler(const gl::Data &data); + virtual ShaderImpl *createShader(GLenum type); + virtual ProgramImpl *createProgram(); + + // Shader operations + virtual gl::Error loadExecutable(const void *function, size_t length, ShaderType type, + const std::vector<gl::LinkedVarying> &transformFeedbackVaryings, + bool separatedOutputBuffers, ShaderExecutableD3D **outExecutable); + virtual gl::Error compileToExecutable(gl::InfoLog &infoLog, const std::string &shaderHLSL, ShaderType type, + const std::vector<gl::LinkedVarying> &transformFeedbackVaryings, + bool separatedOutputBuffers, const D3DCompilerWorkarounds &workarounds, + ShaderExecutableD3D **outExectuable); + virtual UniformStorageD3D *createUniformStorage(size_t storageSize); + + // Image operations + virtual ImageD3D *createImage(); + gl::Error generateMipmap(ImageD3D *dest, ImageD3D *source) override; + virtual TextureStorage *createTextureStorage2D(SwapChainD3D *swapChain); + virtual TextureStorage *createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels, bool hintLevelZeroOnly); + virtual TextureStorage *createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels, bool hintLevelZeroOnly); + 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(); + + // 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; }; + ID3D11DeviceContext1 *getDeviceContext1IfSupported() { return mDeviceContext1; }; + DXGIFactory *getDxgiFactory() { return mDxgiFactory; }; + + Blit11 *getBlitter() { return mBlit; } + Clear11 *getClearer() { return mClear; } + + // 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, RenderTargetD3D *destRenderTarget, + GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea); + + void unapplyRenderTargets(); + void setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView); + gl::Error packPixels(ID3D11Texture2D *readTexture, const PackPixelsParams ¶ms, uint8_t *pixelsOut); + + bool getLUID(LUID *adapterLuid) const override; + virtual 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); + + gl::Error blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTargetD3D *readRenderTarget, + RenderTargetD3D *drawRenderTarget, GLenum filter, const gl::Rectangle *scissor, + bool colorBlit, bool depthBlit, bool stencilBlit); + + bool isES3Capable() const; + D3D_FEATURE_LEVEL getFeatureLevel() const { return mFeatureLevel; }; + + RendererClass getRendererClass() const override { return RENDERER_D3D11; } + + private: + void generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions) const override; + Workarounds generateWorkarounds() const override; + + 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); + + ID3D11Texture2D *resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource); + void unsetConflictingSRVs(gl::SamplerType shaderType, uintptr_t resource, const gl::ImageIndex *index); + + HMODULE mD3d11Module; + HMODULE mDxgiModule; + std::vector<D3D_FEATURE_LEVEL> mAvailableFeatureLevels; + D3D_DRIVER_TYPE mDriverType; + + HLSLCompiler mCompiler; + + void initializeDevice(); + void releaseDeviceResources(); + void release(); + + RenderStateCache mStateCache; + + // current render target states + uintptr_t mAppliedRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS]; + uintptr_t mAppliedDSV; + bool mDepthStencilInitialized; + bool mRenderTargetDescInitialized; + + struct RenderTargetDesc + { + size_t width; + size_t height; + DXGI_FORMAT format; + }; + RenderTargetDesc 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 + struct SRVRecord + { + uintptr_t srv; + uintptr_t resource; + D3D11_SHADER_RESOURCE_VIEW_DESC desc; + }; + std::vector<SRVRecord> mCurVertexSRVs; + std::vector<SRVRecord> 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 + size_t mAppliedNumXFBBindings; + 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 + uintptr_t mAppliedVertexShader; + uintptr_t mAppliedGeometryShader; + uintptr_t mAppliedPixelShader; + + dx_VertexConstants mVertexConstants; + dx_VertexConstants mAppliedVertexConstants; + ID3D11Buffer *mDriverConstantBufferVS; + ID3D11Buffer *mCurrentVertexConstantBuffer; + unsigned int mCurrentConstantBufferVS[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS]; + GLintptr mCurrentConstantBufferVSOffset[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS]; + GLsizeiptr mCurrentConstantBufferVSSize[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS]; + + dx_PixelConstants mPixelConstants; + dx_PixelConstants mAppliedPixelConstants; + ID3D11Buffer *mDriverConstantBufferPS; + ID3D11Buffer *mCurrentPixelConstantBuffer; + unsigned int mCurrentConstantBufferPS[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS]; + GLintptr mCurrentConstantBufferPSOffset[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS]; + GLsizeiptr mCurrentConstantBufferPSSize[gl::IMPLEMENTATION_MAX_FRAGMENT_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; + + // Perform trim for D3D resources + Trim11 *mTrim; + + // Sync query + ID3D11Query *mSyncQuery; + + // Constant buffer offset support + bool mSupportsConstantBufferOffsets; + + ID3D11Device *mDevice; + D3D_FEATURE_LEVEL mFeatureLevel; + ID3D11DeviceContext *mDeviceContext; + ID3D11DeviceContext1 *mDeviceContext1; + IDXGIAdapter *mDxgiAdapter; + DXGI_ADAPTER_DESC mAdapterDescription; + char mDescription[128]; + DXGIFactory *mDxgiFactory; + + DebugAnnotator11 mAnnotator; +}; + +} +#endif // LIBANGLE_RENDERER_D3D_D3D11_RENDERER11_H_ |