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Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.h')
-rw-r--r-- | src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.h | 377 |
1 files changed, 377 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.h new file mode 100644 index 0000000000..19bea3eb35 --- /dev/null +++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.h @@ -0,0 +1,377 @@ +// +// 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. +// + +// Renderer9.h: Defines a back-end specific class for the D3D9 renderer. + +#ifndef LIBANGLE_RENDERER_D3D_D3D9_RENDERER9_H_ +#define LIBANGLE_RENDERER_D3D_D3D9_RENDERER9_H_ + +#include "common/angleutils.h" +#include "common/mathutil.h" +#include "libANGLE/renderer/d3d/HLSLCompiler.h" +#include "libANGLE/renderer/d3d/RendererD3D.h" +#include "libANGLE/renderer/d3d/RenderTargetD3D.h" +#include "libANGLE/renderer/d3d/d3d9/DebugAnnotator9.h" +#include "libANGLE/renderer/d3d/d3d9/ShaderCache.h" +#include "libANGLE/renderer/d3d/d3d9/VertexDeclarationCache.h" + +namespace gl +{ +class FramebufferAttachment; +} + +namespace egl +{ +class AttributeMap; +} + +namespace rx +{ +class Blit9; +class IndexDataManager; +class StreamingIndexBufferInterface; +class StaticIndexBufferInterface; +class VertexDataManager; +struct ClearParameters; +struct TranslatedAttribute; + +enum D3D9InitError +{ + D3D9_INIT_SUCCESS = 0, + // Failed to load the D3D or ANGLE compiler + D3D9_INIT_COMPILER_ERROR, + // Failed to load a necessary DLL + D3D9_INIT_MISSING_DEP, + // Device creation error + D3D9_INIT_CREATE_DEVICE_ERROR, + // System does not meet minimum shader spec + D3D9_INIT_UNSUPPORTED_VERSION, + // System does not support stretchrect from textures + D3D9_INIT_UNSUPPORTED_STRETCHRECT, + // A call returned out of memory or device lost + D3D9_INIT_OUT_OF_MEMORY, + // Other unspecified error + D3D9_INIT_OTHER_ERROR, + NUM_D3D9_INIT_ERRORS +}; + +class Renderer9 : public RendererD3D +{ + public: + explicit Renderer9(egl::Display *display); + virtual ~Renderer9(); + + static Renderer9 *makeRenderer9(Renderer *renderer); + + egl::Error initialize() override; + virtual bool resetDevice(); + + egl::ConfigSet generateConfigs() const override; + + void startScene(); + void endScene(); + + gl::Error flush() override; + gl::Error finish() override; + + virtual SwapChainD3D *createSwapChain(NativeWindow nativeWindow, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat); + + gl::Error allocateEventQuery(IDirect3DQuery9 **outQuery); + void freeEventQuery(IDirect3DQuery9* query); + + // resource creation + gl::Error createVertexShader(const DWORD *function, size_t length, IDirect3DVertexShader9 **outShader); + gl::Error createPixelShader(const DWORD *function, size_t length, IDirect3DPixelShader9 **outShader); + HRESULT createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer); + HRESULT createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer); + 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); + + gl::Error applyRenderTarget(const gl::Framebuffer *frameBuffer) override; + gl::Error applyRenderTarget(const gl::FramebufferAttachment *colorBuffer, const gl::FramebufferAttachment *depthStencilBuffer); + 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 bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount, bool usesPointSize); + 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); + + gl::Error clear(const ClearParameters &clearParams, + const gl::FramebufferAttachment *colorBuffer, + const gl::FramebufferAttachment *depthStencilBuffer); + + virtual void markAllStateDirty(); + + // lost device + bool testDeviceLost() override; + bool testDeviceResettable() override; + + VendorID getVendorId() const override; + std::string getRendererDescription() const override; + GUID getAdapterIdentifier() const override; + + IDirect3DDevice9 *getDevice() { return mDevice; } + + 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; + + DWORD getCapsDeclTypes() 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); + 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(); + + // 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); + + // D3D9-renderer specific methods + gl::Error boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest); + + D3DPOOL getTexturePool(DWORD usage) const; + + bool getLUID(LUID *adapterLuid) const override; + virtual VertexConversionType getVertexConversionType(const gl::VertexFormat &vertexFormat) const; + virtual GLenum getVertexComponentType(const gl::VertexFormat &vertexFormat) const; + + gl::Error copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged); + + RendererClass getRendererClass() const override { return RENDERER_D3D9; } + + D3DDEVTYPE getD3D9DeviceType() const { return mDeviceType; } + + private: + void generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions) const override; + Workarounds generateWorkarounds() const override; + + void release(); + + void applyUniformnfv(gl::LinkedUniform *targetUniform, const GLfloat *v); + void applyUniformniv(gl::LinkedUniform *targetUniform, const GLint *v); + void applyUniformnbv(gl::LinkedUniform *targetUniform, const GLint *v); + + gl::Error drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer); + gl::Error drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer); + + gl::Error getCountingIB(size_t count, StaticIndexBufferInterface **outIB); + + gl::Error getNullColorbuffer(const gl::FramebufferAttachment *depthbuffer, const gl::FramebufferAttachment **outColorBuffer); + + D3DPOOL getBufferPool(DWORD usage) const; + + HMODULE mD3d9Module; + + void initializeDevice(); + D3DPRESENT_PARAMETERS getDefaultPresentParameters(); + void releaseDeviceResources(); + + HRESULT getDeviceStatusCode(); + bool isRemovedDeviceResettable() const; + bool resetRemovedDevice(); + + 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. + + HLSLCompiler mCompiler; + + Blit9 *mBlit; + + HWND mDeviceWindow; + + D3DCAPS9 mDeviceCaps; + D3DADAPTER_IDENTIFIER9 mAdapterIdentifier; + + D3DPRIMITIVETYPE mPrimitiveType; + int mPrimitiveCount; + GLsizei mRepeatDraw; + + bool mSceneStarted; + + bool mVertexTextureSupport; + + // current render target states + unsigned int mAppliedRenderTargetSerial; + unsigned int mAppliedDepthStencilSerial; + bool mDepthStencilInitialized; + bool mRenderTargetDescInitialized; + unsigned int mCurStencilSize; + unsigned int mCurDepthSize; + + struct RenderTargetDesc + { + size_t width; + size_t height; + D3DFORMAT format; + }; + RenderTargetDesc mRenderTargetDesc; + + 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; + float mCurDepthFront; + + bool mForceSetBlendState; + gl::BlendState mCurBlendState; + gl::ColorF mCurBlendColor; + GLuint mCurSampleMask; + + // 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 + std::vector<unsigned int> mCurVertexTextureSerials; + std::vector<unsigned int> mCurPixelTextureSerials; + + unsigned int mAppliedIBSerial; + IDirect3DVertexShader9 *mAppliedVertexShader; + IDirect3DPixelShader9 *mAppliedPixelShader; + unsigned int mAppliedProgramSerial; + + dx_VertexConstants mVertexConstants; + dx_PixelConstants mPixelConstants; + bool mDxUniformsDirty; + + // 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; + StaticIndexBufferInterface *mCountingIB; + + enum { NUM_NULL_COLORBUFFER_CACHE_ENTRIES = 12 }; + struct NullColorbufferCacheEntry + { + UINT lruCount; + int width; + int height; + gl::FramebufferAttachment *buffer; + } mNullColorbufferCache[NUM_NULL_COLORBUFFER_CACHE_ENTRIES]; + UINT mMaxNullColorbufferLRU; + + DebugAnnotator9 mAnnotator; +}; + +} +#endif // LIBANGLE_RENDERER_D3D_D3D9_RENDERER9_H_ |