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-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h362
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diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h
deleted file mode 100644
index d44bd2fd30..0000000000
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h
+++ /dev/null
@@ -1,362 +0,0 @@
-//
-// 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.
-//
-
-// Renderer11.h: Defines a back-end specific class for the D3D11 renderer.
-
-#ifndef LIBGLESV2_RENDERER_RENDERER11_H_
-#define LIBGLESV2_RENDERER_RENDERER11_H_
-
-#include "common/angleutils.h"
-#include "libGLESv2/angletypes.h"
-#include "common/mathutil.h"
-
-#include "libGLESv2/renderer/d3d/d3d11/RenderStateCache.h"
-#include "libGLESv2/renderer/d3d/d3d11/InputLayoutCache.h"
-#include "libGLESv2/renderer/d3d/HLSLCompiler.h"
-#include "libGLESv2/renderer/d3d/RendererD3D.h"
-#include "libGLESv2/renderer/RenderTarget.h"
-
-#include "libEGL/AttributeMap.h"
-
-namespace gl
-{
-class FramebufferAttachment;
-}
-
-namespace rx
-{
-
-class VertexDataManager;
-class IndexDataManager;
-class StreamingIndexBufferInterface;
-class Blit11;
-class Clear11;
-class PixelTransfer11;
-class RenderTarget11;
-struct PackPixelsParams;
-
-enum
-{
- MAX_VERTEX_UNIFORM_VECTORS_D3D11 = 1024,
- MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 = 1024
-};
-
-class Renderer11 : public RendererD3D
-{
- public:
- Renderer11(egl::Display *display, EGLNativeDisplayType hDc, const egl::AttributeMap &attributes);
- virtual ~Renderer11();
-
- static Renderer11 *makeRenderer11(Renderer *renderer);
-
- virtual EGLint initialize();
- virtual bool resetDevice();
-
- virtual int generateConfigs(ConfigDesc **configDescList);
- virtual void deleteConfigs(ConfigDesc *configDescList);
-
- virtual gl::Error sync(bool block);
-
- virtual SwapChain *createSwapChain(NativeWindow nativeWindow, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat);
-
- 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);
-
- virtual gl::Error setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[]);
-
- 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);
-
- virtual bool applyPrimitiveType(GLenum mode, GLsizei count);
- gl::Error applyRenderTarget(const gl::Framebuffer *frameBuffer) override;
- virtual gl::Error applyShaders(gl::ProgramBinary *programBinary, 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 gl::Error applyVertexBuffer(const gl::State &state, 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(const gl::State &state);
-
- 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);
-
- gl::Error clear(const gl::ClearParameters &clearParams, const gl::Framebuffer *frameBuffer) override;
-
- virtual void markAllStateDirty();
-
- // lost device
- void notifyDeviceLost() override;
- bool isDeviceLost() override;
- bool testDeviceLost(bool notify) override;
- bool testDeviceResettable() override;
-
- DWORD getAdapterVendor() const override;
- std::string getRendererDescription() const override;
- GUID getAdapterIdentifier() const override;
-
- 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;
- virtual int getMinSwapInterval() const;
- virtual int getMaxSwapInterval() const;
-
- // Pixel operations
- virtual gl::Error copyImage2D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
- GLint xoffset, GLint yoffset, TextureStorage *storage, GLint level);
- virtual gl::Error copyImageCube(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
- GLint xoffset, GLint yoffset, TextureStorage *storage, GLenum target, GLint level);
- virtual gl::Error copyImage3D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
- GLint xoffset, GLint yoffset, GLint zOffset, TextureStorage *storage, GLint level);
- virtual gl::Error copyImage2DArray(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
- GLint xoffset, GLint yoffset, GLint zOffset, TextureStorage *storage, GLint level);
-
- 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) override;
-
- 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);
-
- // RenderTarget creation
- virtual gl::Error createRenderTarget(SwapChain *swapChain, bool depth, RenderTarget **outRT);
- virtual gl::Error createRenderTarget(int width, int height, GLenum format, GLsizei samples, RenderTarget **outRT);
-
- // Shader creation
- virtual ShaderImpl *createShader(const gl::Data &data, GLenum type);
- virtual ProgramImpl *createProgram();
-
- // Shader operations
- void releaseShaderCompiler() override;
- virtual gl::Error loadExecutable(const void *function, size_t length, ShaderType type,
- const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
- bool separatedOutputBuffers, ShaderExecutable **outExecutable);
- 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);
- virtual UniformStorage *createUniformStorage(size_t storageSize);
-
- // Image operations
- virtual Image *createImage();
- gl::Error generateMipmap(Image *dest, Image *source) override;
- virtual TextureStorage *createTextureStorage2D(SwapChain *swapChain);
- virtual TextureStorage *createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels);
- virtual TextureStorage *createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels);
- 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();
- virtual RenderbufferImpl *createRenderbuffer(SwapChain *swapChain, bool depth);
-
- // 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();
-
- // D3D11-renderer specific methods
- ID3D11Device *getDevice() { return mDevice; }
- ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; };
- DXGIFactory *getDxgiFactory() { return mDxgiFactory; };
- bool isLevel9() { return mFeatureLevel <= D3D_FEATURE_LEVEL_9_3; }
-
- Blit11 *getBlitter() { return mBlit; }
-
- // 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, RenderTarget *destRenderTarget,
- GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea);
-
- gl::Error getRenderTargetResource(gl::FramebufferAttachment *colorbuffer, unsigned int *subresourceIndexOut, ID3D11Texture2D **texture2DOut);
-
- void unapplyRenderTargets();
- void setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView);
- gl::Error packPixels(ID3D11Texture2D *readTexture, const PackPixelsParams &params, uint8_t *pixelsOut);
-
- virtual bool getLUID(LUID *adapterLuid) const;
- virtual VertexConversionType getVertexConversionType(const gl::VertexFormat &vertexFormat) const;
- virtual GLenum getVertexComponentType(const gl::VertexFormat &vertexFormat) const;
-
- 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);
-
- void setShaderResource(gl::SamplerType shaderType, UINT resourceSlot, ID3D11ShaderResourceView *srv);
-
- private:
- DISALLOW_COPY_AND_ASSIGN(Renderer11);
-
- void generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions) const override;
- Workarounds generateWorkarounds() const override;
-
- 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);
-
- gl::Error blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget,
- RenderTarget *drawRenderTarget, GLenum filter, const gl::Rectangle *scissor,
- bool colorBlit, bool depthBlit, bool stencilBlit);
- ID3D11Texture2D *resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource);
- void unsetSRVsWithResource(gl::SamplerType shaderType, const ID3D11Resource *resource);
-
- static void invalidateFBOAttachmentSwizzles(gl::FramebufferAttachment *attachment, int mipLevel);
- static void invalidateFramebufferSwizzles(const gl::Framebuffer *framebuffer);
-
- HMODULE mD3d11Module;
- HMODULE mDxgiModule;
- EGLNativeDisplayType mDc;
- std::vector<D3D_FEATURE_LEVEL> mAvailableFeatureLevels;
- D3D_DRIVER_TYPE mDriverType;
-
- HLSLCompiler mCompiler;
-
- bool mDeviceLost;
-
- void initializeDevice();
- void releaseDeviceResources();
- int getMinorShaderModel() const;
- void release();
-
- RenderStateCache mStateCache;
-
- // current render target states
- unsigned int mAppliedRenderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS];
- unsigned int mAppliedDepthbufferSerial;
- unsigned int mAppliedStencilbufferSerial;
- bool mDepthStencilInitialized;
- bool mRenderTargetDescInitialized;
- RenderTarget::Desc mRenderTargetDesc;
-
- // 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<ID3D11ShaderResourceView*> mCurVertexSRVs;
- std::vector<ID3D11ShaderResourceView*> mCurPixelSRVs;
-
- // Currently applied blend state
- bool mForceSetBlendState;
- gl::BlendState mCurBlendState;
- gl::ColorF mCurBlendColor;
- unsigned int mCurSampleMask;
-
- // Currently applied rasterizer state
- bool mForceSetRasterState;
- gl::RasterizerState mCurRasterState;
-
- // Currently applied depth stencil state
- bool mForceSetDepthStencilState;
- gl::DepthStencilState mCurDepthStencilState;
- int mCurStencilRef;
- int mCurStencilBackRef;
-
- // Currently applied scissor rectangle
- bool mForceSetScissor;
- bool mScissorEnabled;
- gl::Rectangle mCurScissor;
-
- // Currently applied viewport
- bool mForceSetViewport;
- gl::Rectangle mCurViewport;
- float mCurNear;
- float mCurFar;
-
- // Currently applied primitive topology
- D3D11_PRIMITIVE_TOPOLOGY mCurrentPrimitiveTopology;
-
- // Currently applied index buffer
- ID3D11Buffer *mAppliedIB;
- DXGI_FORMAT mAppliedIBFormat;
- unsigned int mAppliedIBOffset;
-
- // Currently applied transform feedback buffers
- ID3D11Buffer *mAppliedTFBuffers[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS]; // Tracks the current D3D buffers
- // in use for streamout
- GLintptr mAppliedTFOffsets[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS]; // Tracks the current GL-specified
- // buffer offsets to transform feedback
- // buffers
- UINT mCurrentD3DOffsets[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS]; // Tracks the D3D buffer offsets,
- // which may differ from GLs, due
- // to different append behavior
-
- // Currently applied shaders
- ID3D11VertexShader *mAppliedVertexShader;
- ID3D11GeometryShader *mAppliedGeometryShader;
- ID3D11GeometryShader *mCurPointGeometryShader;
- ID3D11PixelShader *mAppliedPixelShader;
-
- dx_VertexConstants mVertexConstants;
- dx_VertexConstants mAppliedVertexConstants;
- ID3D11Buffer *mDriverConstantBufferVS;
- ID3D11Buffer *mCurrentVertexConstantBuffer;
- unsigned int mCurrentConstantBufferVS[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS];
-
- dx_PixelConstants mPixelConstants;
- dx_PixelConstants mAppliedPixelConstants;
- ID3D11Buffer *mDriverConstantBufferPS;
- ID3D11Buffer *mCurrentPixelConstantBuffer;
- unsigned int mCurrentConstantBufferPS[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS];
-
- ID3D11Buffer *mCurrentGeometryConstantBuffer;
-
- // Vertex, index and input layouts
- VertexDataManager *mVertexDataManager;
- IndexDataManager *mIndexDataManager;
- InputLayoutCache mInputLayoutCache;
-
- StreamingIndexBufferInterface *mLineLoopIB;
- StreamingIndexBufferInterface *mTriangleFanIB;
-
- // Texture copy resources
- Blit11 *mBlit;
- PixelTransfer11 *mPixelTransfer;
-
- // Masked clear resources
- Clear11 *mClear;
-
- // Sync query
- ID3D11Query *mSyncQuery;
-
- ID3D11Device *mDevice;
- D3D_FEATURE_LEVEL mFeatureLevel;
- ID3D11DeviceContext *mDeviceContext;
- IDXGIAdapter *mDxgiAdapter;
- DXGI_ADAPTER_DESC mAdapterDescription;
- char mDescription[128];
- DXGIFactory *mDxgiFactory;
-};
-
-}
-#endif // LIBGLESV2_RENDERER_RENDERER11_H_