diff options
Diffstat (limited to 'src/3rdparty/angle/src/libGLESv2/renderer/d3d/RendererD3D.h')
-rw-r--r-- | src/3rdparty/angle/src/libGLESv2/renderer/d3d/RendererD3D.h | 195 |
1 files changed, 195 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/RendererD3D.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/RendererD3D.h new file mode 100644 index 0000000000..9919207667 --- /dev/null +++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/RendererD3D.h @@ -0,0 +1,195 @@ + +// Copyright (c) 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. +// + +// RendererD3D.h: Defines a back-end specific class for the DirectX renderer. + +#ifndef LIBGLESV2_RENDERER_RENDERERD3D_H_ +#define LIBGLESV2_RENDERER_RENDERERD3D_H_ + +#include "libGLESv2/renderer/Renderer.h" +#include "libGLESv2/Data.h" + +//FIXME(jmadill): std::array is currently prohibited by Chromium style guide +#include <array> + +namespace gl +{ +class InfoLog; +struct LinkedVarying; +class Texture; +} + +namespace rx +{ +class TextureStorage; +class VertexBuffer; +class IndexBuffer; +class ShaderExecutable; +class SwapChain; +class RenderTarget; +class Image; +class TextureStorage; +class UniformStorage; + +class RendererD3D : public Renderer +{ + public: + explicit RendererD3D(egl::Display *display); + virtual ~RendererD3D(); + + static RendererD3D *makeRendererD3D(Renderer *renderer); + + gl::Error drawArrays(const gl::Data &data, + GLenum mode, GLint first, + GLsizei count, GLsizei instances) override; + + gl::Error drawElements(const gl::Data &data, + GLenum mode, GLsizei count, GLenum type, + const GLvoid *indices, GLsizei instances, + const RangeUI &indexRange) override; + + gl::Error clear(const gl::Data &data, GLbitfield mask) override; + gl::Error clearBufferfv(const gl::Data &data, GLenum buffer, int drawbuffer, const GLfloat *values) override; + gl::Error clearBufferuiv(const gl::Data &data, GLenum buffer, int drawbuffer, const GLuint *values) override; + gl::Error clearBufferiv(const gl::Data &data, GLenum buffer, int drawbuffer, const GLint *values) override; + gl::Error clearBufferfi(const gl::Data &data, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) override; + + gl::Error readPixels(const gl::Data &data, GLint x, GLint y, GLsizei width, GLsizei height, + GLenum format, GLenum type, GLsizei *bufSize, void* pixels) override; + + gl::Error blitFramebuffer(const gl::Data &data, + GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, + GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, + GLbitfield mask, GLenum filter) override; + + // Direct3D Specific methods + virtual SwapChain *createSwapChain(NativeWindow nativeWindow, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat) = 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::Buffer *vertexUniformBuffers[], const gl::Buffer *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; + + 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 applyRenderTarget(const gl::Framebuffer *frameBuffer) = 0; + virtual gl::Error applyShaders(gl::ProgramBinary *programBinary, 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 bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount) = 0; + virtual gl::Error applyVertexBuffer(const gl::State &state, 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 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; + + // Pixel operations + virtual gl::Error copyImage2D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, + GLint xoffset, GLint yoffset, TextureStorage *storage, GLint level) = 0; + virtual gl::Error copyImageCube(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, + GLint xoffset, GLint yoffset, TextureStorage *storage, GLenum target, GLint level) = 0; + virtual gl::Error copyImage3D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, + GLint xoffset, GLint yoffset, GLint zOffset, TextureStorage *storage, GLint level) = 0; + virtual gl::Error copyImage2DArray(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, + GLint xoffset, GLint yoffset, GLint zOffset, TextureStorage *storage, GLint level) = 0; + + virtual gl::Error readPixels(const gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, + GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, uint8_t *pixels) = 0; + + // RenderTarget creation + virtual gl::Error createRenderTarget(SwapChain *swapChain, bool depth, RenderTarget **outRT) = 0; + virtual gl::Error createRenderTarget(int width, int height, GLenum format, GLsizei samples, RenderTarget **outRT) = 0; + + // Shader operations + virtual void releaseShaderCompiler() = 0; + virtual gl::Error loadExecutable(const void *function, size_t length, ShaderType type, + const std::vector<gl::LinkedVarying> &transformFeedbackVaryings, + bool separatedOutputBuffers, ShaderExecutable **outExecutable) = 0; + virtual gl::Error compileToExecutable(gl::InfoLog &infoLog, const std::string &shaderHLSL, ShaderType type, + const std::vector<gl::LinkedVarying> &transformFeedbackVaryings, + bool separatedOutputBuffers, D3DWorkaroundType workaround, + ShaderExecutable **outExectuable) = 0; + virtual UniformStorage *createUniformStorage(size_t storageSize) = 0; + + // Image operations + virtual Image *createImage() = 0; + virtual gl::Error generateMipmap(Image *dest, Image *source) = 0; + virtual TextureStorage *createTextureStorage2D(SwapChain *swapChain) = 0; + virtual TextureStorage *createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels) = 0; + virtual TextureStorage *createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels) = 0; + virtual TextureStorage *createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels) = 0; + virtual TextureStorage *createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels) = 0; + + // Buffer-to-texture and Texture-to-buffer copies + virtual bool supportsFastCopyBufferToTexture(GLenum internalFormat) const = 0; + virtual gl::Error fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget, + GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea) = 0; + + virtual VertexConversionType getVertexConversionType(const gl::VertexFormat &vertexFormat) const = 0; + virtual GLenum getVertexComponentType(const gl::VertexFormat &vertexFormat) const = 0; + + virtual VertexBuffer *createVertexBuffer() = 0; + virtual IndexBuffer *createIndexBuffer() = 0; + + protected: + virtual gl::Error drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive) = 0; + virtual gl::Error drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, + gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances) = 0; + virtual gl::Error clear(const gl::ClearParameters &clearParams, const gl::Framebuffer *frameBuffer) = 0; + virtual gl::Error blitRect(const gl::Framebuffer *readTarget, const gl::Rectangle &readRect, + const gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect, + const gl::Rectangle *scissor, bool blitRenderTarget, + bool blitDepth, bool blitStencil, GLenum filter) = 0; + + egl::Display *mDisplay; + + private: + DISALLOW_COPY_AND_ASSIGN(RendererD3D); + + //FIXME(jmadill): std::array is currently prohibited by Chromium style guide + typedef std::array<unsigned int, gl::IMPLEMENTATION_MAX_FRAMEBUFFER_ATTACHMENTS> FramebufferTextureSerialArray; + + 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); + bool applyTransformFeedbackBuffers(const gl::Data &data); + gl::Error applyShaders(const gl::Data &data, bool transformFeedbackActive); + gl::Error applyTextures(const gl::Data &data, gl::SamplerType shaderType, + const FramebufferTextureSerialArray &framebufferSerials, size_t framebufferSerialCount); + gl::Error applyTextures(const gl::Data &data); + gl::Error applyUniformBuffers(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); + gl::Texture *getIncompleteTexture(GLenum type); + + gl::TextureMap mIncompleteTextures; +}; + +} + +#endif // LIBGLESV2_RENDERER_RENDERERD3D_H_ |