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diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/Renderer.h b/src/3rdparty/angle/src/libGLESv2/renderer/Renderer.h
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+++ b/src/3rdparty/angle/src/libGLESv2/renderer/Renderer.h
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+//
+// Copyright (c) 2012-2013 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.
+//
+
+// Renderer.h: Defines a back-end specific class that hides the details of the
+// implementation-specific renderer.
+
+#ifndef LIBGLESV2_RENDERER_RENDERER_H_
+#define LIBGLESV2_RENDERER_RENDERER_H_
+
+#include "libGLESv2/Uniform.h"
+#include "libGLESv2/angletypes.h"
+
+const int versionWindowsVista = MAKEWORD(0x00, 0x06);
+const int versionWindows7 = MAKEWORD(0x01, 0x06);
+
+// Return the version of the operating system in a format suitable for ordering
+// comparison.
+inline int getComparableOSVersion()
+{
+ DWORD version = GetVersion();
+ int majorVersion = LOBYTE(LOWORD(version));
+ int minorVersion = HIBYTE(LOWORD(version));
+ return MAKEWORD(minorVersion, majorVersion);
+}
+
+namespace egl
+{
+class Display;
+}
+
+namespace gl
+{
+class InfoLog;
+class ProgramBinary;
+class VertexAttribute;
+class Buffer;
+class Texture;
+class Framebuffer;
+}
+
+namespace rx
+{
+class TextureStorageInterface2D;
+class TextureStorageInterfaceCube;
+class VertexBuffer;
+class IndexBuffer;
+class QueryImpl;
+class FenceImpl;
+class BufferStorage;
+class Blit;
+struct TranslatedIndexData;
+class ShaderExecutable;
+class SwapChain;
+class RenderTarget;
+class Image;
+class TextureStorage;
+
+typedef void * ShaderBlob;
+typedef void (*pCompileFunc)();
+
+struct ConfigDesc
+{
+ GLenum renderTargetFormat;
+ GLenum depthStencilFormat;
+ GLint multiSample;
+ bool fastConfig;
+};
+
+struct dx_VertexConstants
+{
+ float depthRange[4];
+ float viewAdjust[4];
+};
+
+struct dx_PixelConstants
+{
+ float depthRange[4];
+ float viewCoords[4];
+ float depthFront[4];
+};
+
+enum ShaderType
+{
+ SHADER_VERTEX,
+ SHADER_PIXEL,
+ SHADER_GEOMETRY
+};
+
+class Renderer
+{
+ public:
+ explicit Renderer(egl::Display *display);
+ virtual ~Renderer();
+
+ virtual EGLint initialize() = 0;
+ virtual bool resetDevice() = 0;
+
+ virtual int generateConfigs(ConfigDesc **configDescList) = 0;
+ virtual void deleteConfigs(ConfigDesc *configDescList) = 0;
+
+ virtual void sync(bool block) = 0;
+
+ virtual SwapChain *createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat) = 0;
+
+ virtual void setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler) = 0;
+ virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture) = 0;
+
+ virtual void setRasterizerState(const gl::RasterizerState &rasterState) = 0;
+ virtual void setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
+ unsigned int sampleMask) = 0;
+ virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
+ int stencilBackRef, bool frontFaceCCW) = 0;
+
+ virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled) = 0;
+ virtual bool setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
+ bool ignoreViewport) = 0;
+
+ virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer) = 0;
+ virtual void applyShaders(gl::ProgramBinary *programBinary) = 0;
+ virtual void applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray) = 0;
+ virtual bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount) = 0;
+ virtual GLenum applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances) = 0;
+ virtual GLenum applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) = 0;
+
+ virtual void drawArrays(GLenum mode, GLsizei count, GLsizei instances) = 0;
+ virtual void drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances) = 0;
+
+ virtual void clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer) = 0;
+
+ virtual void markAllStateDirty() = 0;
+
+ // lost device
+ virtual void notifyDeviceLost() = 0;
+ virtual bool isDeviceLost() = 0;
+ virtual bool testDeviceLost(bool notify) = 0;
+ virtual bool testDeviceResettable() = 0;
+
+ // Renderer capabilities
+ virtual DWORD getAdapterVendor() const = 0;
+ virtual std::string getRendererDescription() const = 0;
+ virtual GUID getAdapterIdentifier() const = 0;
+
+ virtual bool getBGRATextureSupport() const = 0;
+ virtual bool getDXT1TextureSupport() = 0;
+ virtual bool getDXT3TextureSupport() = 0;
+ virtual bool getDXT5TextureSupport() = 0;
+ virtual bool getEventQuerySupport() = 0;
+ virtual bool getFloat32TextureSupport(bool *filtering, bool *renderable) = 0;
+ virtual bool getFloat16TextureSupport(bool *filtering, bool *renderable) = 0;
+ virtual bool getLuminanceTextureSupport() = 0;
+ virtual bool getLuminanceAlphaTextureSupport() = 0;
+ bool getVertexTextureSupport() const { return getMaxVertexTextureImageUnits() > 0; }
+ virtual unsigned int getMaxVertexTextureImageUnits() const = 0;
+ virtual unsigned int getMaxCombinedTextureImageUnits() const = 0;
+ virtual unsigned int getReservedVertexUniformVectors() const = 0;
+ virtual unsigned int getReservedFragmentUniformVectors() const = 0;
+ virtual unsigned int getMaxVertexUniformVectors() const = 0;
+ virtual unsigned int getMaxFragmentUniformVectors() const = 0;
+ virtual unsigned int getMaxVaryingVectors() const = 0;
+ virtual bool getNonPower2TextureSupport() const = 0;
+ virtual bool getDepthTextureSupport() const = 0;
+ virtual bool getOcclusionQuerySupport() const = 0;
+ virtual bool getInstancingSupport() const = 0;
+ virtual bool getTextureFilterAnisotropySupport() const = 0;
+ virtual float getTextureMaxAnisotropy() const = 0;
+ virtual bool getShareHandleSupport() const = 0;
+ virtual bool getDerivativeInstructionSupport() const = 0;
+ virtual bool getPostSubBufferSupport() const = 0;
+
+ virtual int getMajorShaderModel() const = 0;
+ virtual float getMaxPointSize() const = 0;
+ virtual int getMaxViewportDimension() const = 0;
+ virtual int getMaxTextureWidth() const = 0;
+ virtual int getMaxTextureHeight() const = 0;
+ virtual bool get32BitIndexSupport() const = 0;
+ virtual int getMinSwapInterval() const = 0;
+ virtual int getMaxSwapInterval() const = 0;
+
+ virtual GLsizei getMaxSupportedSamples() const = 0;
+
+ virtual unsigned int getMaxRenderTargets() const = 0;
+
+ // Pixel operations
+ virtual bool copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source) = 0;
+ virtual bool copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source) = 0;
+
+ virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level) = 0;
+ virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level) = 0;
+
+ virtual bool blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
+ bool blitRenderTarget, bool blitDepthStencil) = 0;
+ 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) = 0;
+
+ // RenderTarget creation
+ virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth) = 0;
+ virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth) = 0;
+
+ // Shader operations
+ virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type) = 0;
+ virtual ShaderExecutable *compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type) = 0;
+
+ // Image operations
+ virtual Image *createImage() = 0;
+ virtual void generateMipmap(Image *dest, Image *source) = 0;
+ virtual TextureStorage *createTextureStorage2D(SwapChain *swapChain) = 0;
+ virtual TextureStorage *createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height) = 0;
+ virtual TextureStorage *createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size) = 0;
+
+ // Buffer creation
+ virtual VertexBuffer *createVertexBuffer() = 0;
+ virtual IndexBuffer *createIndexBuffer() = 0;
+ virtual BufferStorage *createBufferStorage() = 0;
+
+ // Query and Fence creation
+ virtual QueryImpl *createQuery(GLenum type) = 0;
+ virtual FenceImpl *createFence() = 0;
+
+ protected:
+ bool initializeCompiler();
+ ShaderBlob *compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile, UINT optimizationFlags, bool alternateFlags);
+
+ egl::Display *mDisplay;
+
+ private:
+ DISALLOW_COPY_AND_ASSIGN(Renderer);
+
+ HMODULE mD3dCompilerModule;
+ pCompileFunc mD3DCompileFunc;
+};
+
+}
+#endif // LIBGLESV2_RENDERER_RENDERER_H_