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-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h143
1 files changed, 57 insertions, 86 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h
index b54f75d859..2a53fa1672 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h
@@ -59,37 +59,37 @@ class Renderer11 : public Renderer
virtual SwapChain *createSwapChain(EGLNativeWindowType window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat);
- virtual void generateSwizzle(gl::Texture *texture);
- virtual void setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler);
- virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture);
+ virtual gl::Error generateSwizzle(gl::Texture *texture);
+ virtual gl::Error setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler);
+ virtual gl::Error setTexture(gl::SamplerType type, int index, gl::Texture *texture);
- virtual bool setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[]);
+ virtual gl::Error setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[]);
- virtual void setRasterizerState(const gl::RasterizerState &rasterState);
- virtual void setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
- unsigned int sampleMask);
- virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
- int stencilBackRef, bool frontFaceCCW);
+ virtual gl::Error setRasterizerState(const gl::RasterizerState &rasterState);
+ virtual gl::Error setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
+ unsigned int sampleMask);
+ virtual gl::Error setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
+ int stencilBackRef, bool frontFaceCCW);
virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled);
- virtual bool setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
+ virtual void setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
bool ignoreViewport);
virtual bool applyPrimitiveType(GLenum mode, GLsizei count);
- virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer);
- virtual void applyShaders(gl::ProgramBinary *programBinary, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
- bool rasterizerDiscard, bool transformFeedbackActive);
- virtual void applyUniforms(const gl::ProgramBinary &programBinary);
- virtual GLenum applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], const gl::VertexAttribCurrentValueData currentValues[],
- GLint first, GLsizei count, GLsizei instances);
- virtual GLenum applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo);
+ virtual gl::Error applyRenderTarget(gl::Framebuffer *frameBuffer);
+ virtual gl::Error applyShaders(gl::ProgramBinary *programBinary, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
+ bool rasterizerDiscard, bool transformFeedbackActive);
+ virtual gl::Error applyUniforms(const gl::ProgramBinary &programBinary);
+ virtual gl::Error applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], const gl::VertexAttribCurrentValueData currentValues[],
+ GLint first, GLsizei count, GLsizei instances);
+ virtual gl::Error applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo);
virtual void applyTransformFeedbackBuffers(gl::Buffer *transformFeedbackBuffers[], GLintptr offsets[]);
- virtual void drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive);
- virtual void drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
- gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances);
+ virtual gl::Error drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive);
+ virtual gl::Error drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
+ gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances);
- virtual void clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer);
+ virtual gl::Error clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer);
virtual void markAllStateDirty();
@@ -103,63 +103,48 @@ class Renderer11 : public Renderer
virtual std::string getRendererDescription() const;
virtual GUID getAdapterIdentifier() const;
- virtual unsigned int getMaxVertexTextureImageUnits() const;
- virtual unsigned int getMaxCombinedTextureImageUnits() const;
virtual unsigned int getReservedVertexUniformVectors() const;
virtual unsigned int getReservedFragmentUniformVectors() const;
- virtual unsigned int getMaxVertexUniformVectors() const;
- virtual unsigned int getMaxFragmentUniformVectors() const;
- virtual unsigned int getMaxVaryingVectors() const;
- virtual unsigned int getMaxVertexShaderUniformBuffers() const;
- virtual unsigned int getMaxFragmentShaderUniformBuffers() const;
virtual unsigned int getReservedVertexUniformBuffers() const;
virtual unsigned int getReservedFragmentUniformBuffers() const;
- unsigned int getReservedVaryings() const;
- virtual unsigned int getMaxTransformFeedbackBuffers() const;
- virtual unsigned int getMaxTransformFeedbackSeparateComponents() const;
- virtual unsigned int getMaxTransformFeedbackInterleavedComponents() const;
- virtual unsigned int getMaxUniformBufferSize() const;
virtual bool getShareHandleSupport() const;
virtual bool getPostSubBufferSupport() const;
- virtual int getMaxRecommendedElementsIndices() const;
- virtual int getMaxRecommendedElementsVertices() const;
- virtual bool getSRGBTextureSupport() const;
virtual int getMajorShaderModel() const;
virtual int getMinSwapInterval() const;
virtual int getMaxSwapInterval() const;
- virtual GLsizei getMaxSupportedSamples() const;
- virtual GLsizei getMaxSupportedFormatSamples(GLenum internalFormat) const;
- virtual GLsizei getNumSampleCounts(GLenum internalFormat) const;
- virtual void getSampleCounts(GLenum internalFormat, GLsizei bufSize, GLint *params) const;
- int getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const;
-
// Pixel operations
- virtual bool copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source);
- virtual bool copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source);
- virtual bool copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source);
- virtual bool copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source);
-
- virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
- GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level);
- virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
- GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level);
- virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
- GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level);
- virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
- GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level);
+ virtual bool copyToRenderTarget2D(TextureStorage *dest, TextureStorage *source);
+ virtual bool copyToRenderTargetCube(TextureStorage *dest, TextureStorage *source);
+ virtual bool copyToRenderTarget3D(TextureStorage *dest, TextureStorage *source);
+ virtual bool copyToRenderTarget2DArray(TextureStorage *dest, TextureStorage *source);
+
+ virtual bool copyImage2D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, TextureStorage *storage, GLint level);
+ virtual bool copyImageCube(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, TextureStorage *storage, GLenum target, GLint level);
+ virtual bool copyImage3D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, GLint zOffset, TextureStorage *storage, GLint level);
+ virtual bool copyImage2DArray(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
+ GLint xoffset, GLint yoffset, GLint zOffset, TextureStorage *storage, GLint level);
virtual bool blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
const gl::Rectangle *scissor, bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter);
- virtual void readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
- GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, void* pixels);
+
+ virtual gl::Error readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
+ GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, uint8_t *pixels);
// RenderTarget creation
virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth);
virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples);
+ // Shader creation
+ virtual ShaderImpl *createShader(GLenum type);
+ virtual ProgramImpl *createProgram();
+
// Shader operations
+ virtual void releaseShaderCompiler();
virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type,
const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
bool separatedOutputBuffers);
@@ -178,10 +163,7 @@ class Renderer11 : public Renderer
virtual TextureStorage *createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels);
// Texture creation
- virtual Texture2DImpl *createTexture2D();
- virtual TextureCubeImpl *createTextureCube();
- virtual Texture3DImpl *createTexture3D();
- virtual Texture2DArrayImpl *createTexture2DArray();
+ virtual TextureImpl *createTexture(GLenum target);
// Buffer creation
virtual BufferImpl *createBuffer();
@@ -195,6 +177,9 @@ class Renderer11 : public Renderer
virtual QueryImpl *createQuery(GLenum type);
virtual FenceImpl *createFence();
+ // Transform Feedback creation
+ virtual TransformFeedbackImpl* createTransformFeedback();
+
// D3D11-renderer specific methods
ID3D11Device *getDevice() { return mDevice; }
ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; };
@@ -211,10 +196,9 @@ class Renderer11 : public Renderer
bool getRenderTargetResource(gl::FramebufferAttachment *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource);
void unapplyRenderTargets();
void setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView);
- void packPixels(ID3D11Texture2D *readTexture, const PackPixelsParams &params, void *pixelsOut);
+ void packPixels(ID3D11Texture2D *readTexture, const PackPixelsParams &params, uint8_t *pixelsOut);
virtual bool getLUID(LUID *adapterLuid) const;
- virtual GLenum getNativeTextureFormat(GLenum internalFormat) const;
virtual rx::VertexConversionType getVertexConversionType(const gl::VertexFormat &vertexFormat) const;
virtual GLenum getVertexComponentType(const gl::VertexFormat &vertexFormat) const;
@@ -223,11 +207,11 @@ class Renderer11 : public Renderer
virtual void generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions) const;
- void drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer);
- void drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances);
+ 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);
- void readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, GLenum format,
- GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, void *pixels);
+ 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);
bool blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget,
RenderTarget *drawRenderTarget, GLenum filter, const gl::Rectangle *scissor,
@@ -253,19 +237,6 @@ class Renderer11 : public Renderer
RenderStateCache mStateCache;
- // Multisample format support
- struct MultisampleSupportInfo
- {
- unsigned int qualityLevels[D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT];
- unsigned int maxSupportedSamples;
- };
- MultisampleSupportInfo getMultisampleSupportInfo(DXGI_FORMAT format);
-
- typedef std::unordered_map<GLenum, MultisampleSupportInfo> MultisampleSupportMap;
- MultisampleSupportMap mMultisampleSupportMap;
-
- unsigned int mMaxSupportedSamples;
-
// current render target states
unsigned int mAppliedRenderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS];
unsigned int mAppliedDepthbufferSerial;
@@ -275,15 +246,15 @@ class Renderer11 : public Renderer
rx::RenderTarget::Desc mRenderTargetDesc;
// Currently applied sampler states
- bool mForceSetVertexSamplerStates[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
- gl::SamplerState mCurVertexSamplerStates[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
+ std::vector<bool> mForceSetVertexSamplerStates;
+ std::vector<gl::SamplerState> mCurVertexSamplerStates;
- bool mForceSetPixelSamplerStates[gl::MAX_TEXTURE_IMAGE_UNITS];
- gl::SamplerState mCurPixelSamplerStates[gl::MAX_TEXTURE_IMAGE_UNITS];
+ std::vector<bool> mForceSetPixelSamplerStates;
+ std::vector<gl::SamplerState> mCurPixelSamplerStates;
// Currently applied textures
- ID3D11ShaderResourceView *mCurVertexSRVs[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
- ID3D11ShaderResourceView *mCurPixelSRVs[gl::MAX_TEXTURE_IMAGE_UNITS];
+ std::vector<ID3D11ShaderResourceView*> mCurVertexSRVs;
+ std::vector<ID3D11ShaderResourceView*> mCurPixelSRVs;
// Currently applied blend state
bool mForceSetBlendState;