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Diffstat (limited to 'src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Renderer11.h')
-rw-r--r-- | src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Renderer11.h | 358 |
1 files changed, 358 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Renderer11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Renderer11.h new file mode 100644 index 0000000000..a8a722c56c --- /dev/null +++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Renderer11.h @@ -0,0 +1,358 @@ +// +// 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. +// + +// 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 "libGLESv2/mathutil.h" + +#include "libGLESv2/renderer/Renderer.h" +#include "libGLESv2/renderer/d3d11/RenderStateCache.h" +#include "libGLESv2/renderer/d3d11/InputLayoutCache.h" +#include "libGLESv2/renderer/RenderTarget.h" + +namespace gl +{ +class Renderbuffer; +} + +namespace rx +{ + +class VertexDataManager; +class IndexDataManager; +class StreamingIndexBufferInterface; + +enum +{ + MAX_VERTEX_UNIFORM_VECTORS_D3D11 = 1024, + MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 = 1024 +}; + +class Renderer11 : public Renderer +{ + public: + Renderer11(egl::Display *display); + virtual ~Renderer11(); + + static Renderer11 *makeRenderer11(Renderer *renderer); + + virtual EGLint initialize(); + virtual bool resetDevice(); + + virtual int generateConfigs(ConfigDesc **configDescList); + virtual void deleteConfigs(ConfigDesc *configDescList); + + virtual void sync(bool block); + + virtual SwapChain *createSwapChain(EGLNativeWindowType window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat); + + virtual void setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler); + virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture); + + virtual void setRasterizerState(const gl::RasterizerState &rasterState); + virtual void setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::Color &blendColor, + unsigned int sampleMask); + virtual void 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, + bool ignoreViewport); + + virtual bool applyPrimitiveType(GLenum mode, GLsizei count); + virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer); + virtual void applyShaders(gl::ProgramBinary *programBinary); + virtual void applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray); + virtual GLenum applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances); + virtual GLenum applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo); + + virtual void drawArrays(GLenum mode, GLsizei count, GLsizei instances); + virtual void 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 void markAllStateDirty(); + + // lost device + void notifyDeviceLost(); + virtual bool isDeviceLost(); + virtual bool testDeviceLost(bool notify); + virtual bool testDeviceResettable(); + + // Renderer capabilities + virtual DWORD getAdapterVendor() const; + virtual std::string getRendererDescription() const; + virtual GUID getAdapterIdentifier() const; + + virtual bool getBGRATextureSupport() const; + virtual bool getDXT1TextureSupport(); + virtual bool getDXT3TextureSupport(); + virtual bool getDXT5TextureSupport(); + virtual bool getEventQuerySupport(); + virtual bool getFloat32TextureSupport(bool *filtering, bool *renderable); + virtual bool getFloat16TextureSupport(bool *filtering, bool *renderable); + virtual bool getLuminanceTextureSupport(); + virtual bool getLuminanceAlphaTextureSupport(); + 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 bool getNonPower2TextureSupport() const; + virtual bool getDepthTextureSupport() const; + virtual bool getOcclusionQuerySupport() const; + virtual bool getInstancingSupport() const; + virtual bool getTextureFilterAnisotropySupport() const; + virtual float getTextureMaxAnisotropy() const; + virtual bool getShareHandleSupport() const; + virtual bool getDerivativeInstructionSupport() const; + virtual bool getPostSubBufferSupport() const; + + virtual int getMajorShaderModel() const; + virtual float getMaxPointSize() const; + virtual int getMaxViewportDimension() const; + virtual int getMaxTextureWidth() const; + virtual int getMaxTextureHeight() const; + virtual bool get32BitIndexSupport() const; + virtual int getMinSwapInterval() const; + virtual int getMaxSwapInterval() const; + + virtual GLsizei getMaxSupportedSamples() const; + int getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const; + + virtual unsigned int getMaxRenderTargets() const; + + // Pixel operations + virtual bool copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source); + virtual bool copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *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); + + bool copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight, + ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat); + + virtual bool blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect, + bool blitRenderTarget, bool blitDepthStencil); + 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); + + // RenderTarget creation + virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth); + virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth); + + // Shader operations + virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type); + virtual ShaderExecutable *compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type, D3DWorkaroundType workaround); + + // Image operations + virtual Image *createImage(); + virtual void generateMipmap(Image *dest, Image *source); + virtual TextureStorage *createTextureStorage2D(SwapChain *swapChain); + virtual TextureStorage *createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height); + virtual TextureStorage *createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size); + + // Buffer creation + virtual VertexBuffer *createVertexBuffer(); + virtual IndexBuffer *createIndexBuffer(); + virtual BufferStorage *createBufferStorage(); + + // Query and Fence creation + virtual QueryImpl *createQuery(GLenum type); + virtual FenceImpl *createFence(); + + // D3D11-renderer specific methods + ID3D11Device *getDevice() { return mDevice; } + ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; }; + IDXGIFactory *getDxgiFactory() { return mDxgiFactory; }; + D3D_FEATURE_LEVEL getFeatureLevel() { return mFeatureLevel; } + + bool getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource); + void unapplyRenderTargets(); + void setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView); + + virtual bool getLUID(LUID *adapterLuid) const; + + private: + DISALLOW_COPY_AND_ASSIGN(Renderer11); + + 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); + + void readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, + GLenum sourceFormat, GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder, + GLint packAlignment, void *pixels); + + void maskedClear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer); + rx::Range getViewportBounds() const; + + bool blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget, + RenderTarget *drawRenderTarget, bool wholeBufferCopy); + ID3D11Texture2D *resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource); + + HMODULE mD3d11Module; + HMODULE mDxgiModule; + + bool mDeviceLost; + + void initializeDevice(); + void releaseDeviceResources(); + int getMinorShaderModel() const; + void release(); + + RenderStateCache mStateCache; + + // Support flags + bool mFloat16TextureSupport; + bool mFloat16FilterSupport; + bool mFloat16RenderSupport; + + bool mFloat32TextureSupport; + bool mFloat32FilterSupport; + bool mFloat32RenderSupport; + + bool mDXT1TextureSupport; + bool mDXT3TextureSupport; + bool mDXT5TextureSupport; + + bool mDepthTextureSupport; + + // Multisample format support + struct MultisampleSupportInfo + { + unsigned int qualityLevels[D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT]; + }; + + typedef std::unordered_map<DXGI_FORMAT, MultisampleSupportInfo, std::hash<int> > MultisampleSupportMap; + MultisampleSupportMap mMultisampleSupportMap; + + unsigned int mMaxSupportedSamples; + + // current render target states + unsigned int mAppliedRenderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS]; + unsigned int mAppliedDepthbufferSerial; + unsigned int mAppliedStencilbufferSerial; + bool mDepthStencilInitialized; + bool mRenderTargetDescInitialized; + rx::RenderTarget::Desc mRenderTargetDesc; + unsigned int mCurDepthSize; + unsigned int mCurStencilSize; + + // Currently applied sampler states + bool mForceSetVertexSamplerStates[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS]; + gl::SamplerState mCurVertexSamplerStates[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS]; + + bool mForceSetPixelSamplerStates[gl::MAX_TEXTURE_IMAGE_UNITS]; + gl::SamplerState mCurPixelSamplerStates[gl::MAX_TEXTURE_IMAGE_UNITS]; + + // Currently applied textures + unsigned int mCurVertexTextureSerials[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS]; + unsigned int mCurPixelTextureSerials[gl::MAX_TEXTURE_IMAGE_UNITS]; + + // Currently applied blend state + bool mForceSetBlendState; + gl::BlendState mCurBlendState; + gl::Color 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; + + unsigned int mAppliedIBSerial; + unsigned int mAppliedStorageIBSerial; + unsigned int mAppliedIBOffset; + + unsigned int mAppliedProgramBinarySerial; + bool mIsGeometryShaderActive; + + dx_VertexConstants mVertexConstants; + dx_VertexConstants mAppliedVertexConstants; + ID3D11Buffer *mDriverConstantBufferVS; + ID3D11Buffer *mCurrentVertexConstantBuffer; + + dx_PixelConstants mPixelConstants; + dx_PixelConstants mAppliedPixelConstants; + ID3D11Buffer *mDriverConstantBufferPS; + ID3D11Buffer *mCurrentPixelConstantBuffer; + + ID3D11Buffer *mCurrentGeometryConstantBuffer; + + // Vertex, index and input layouts + VertexDataManager *mVertexDataManager; + IndexDataManager *mIndexDataManager; + InputLayoutCache mInputLayoutCache; + + StreamingIndexBufferInterface *mLineLoopIB; + StreamingIndexBufferInterface *mTriangleFanIB; + + // Texture copy resources + bool mCopyResourcesInitialized; + ID3D11Buffer *mCopyVB; + ID3D11SamplerState *mCopySampler; + ID3D11InputLayout *mCopyIL; + ID3D11VertexShader *mCopyVS; + ID3D11PixelShader *mCopyRGBAPS; + ID3D11PixelShader *mCopyRGBPS; + ID3D11PixelShader *mCopyLumPS; + ID3D11PixelShader *mCopyLumAlphaPS; + + // Masked clear resources + bool mClearResourcesInitialized; + ID3D11Buffer *mClearVB; + ID3D11InputLayout *mClearIL; + ID3D11VertexShader *mClearVS; + ID3D11PixelShader *mClearSinglePS; + ID3D11PixelShader *mClearMultiplePS; + ID3D11RasterizerState *mClearScissorRS; + ID3D11RasterizerState *mClearNoScissorRS; + + // Sync query + ID3D11Query *mSyncQuery; + + ID3D11Device *mDevice; + D3D_FEATURE_LEVEL mFeatureLevel; + ID3D11DeviceContext *mDeviceContext; + IDXGIAdapter *mDxgiAdapter; + DXGI_ADAPTER_DESC mAdapterDescription; + char mDescription[128]; + IDXGIFactory *mDxgiFactory; + + // Cached device caps + bool mBGRATextureSupport; +}; + +} +#endif // LIBGLESV2_RENDERER_RENDERER11_H_ |