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diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.h
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+//
+// 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_