// 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 LIBANGLE_RENDERER_D3D_RENDERERD3D_H_ #define LIBANGLE_RENDERER_D3D_RENDERERD3D_H_ #include #include "common/Color.h" #include "common/MemoryBuffer.h" #include "common/debug.h" #include "libANGLE/ContextState.h" #include "libANGLE/Device.h" #include "libANGLE/Version.h" #include "libANGLE/WorkerThread.h" #include "libANGLE/angletypes.h" #include "libANGLE/formatutils.h" #include "libANGLE/renderer/d3d/VertexDataManager.h" #include "libANGLE/renderer/d3d/formatutilsD3D.h" #include "libANGLE/renderer/renderer_utils.h" #include "platform/WorkaroundsD3D.h" namespace egl { class ConfigSet; } namespace gl { class FramebufferState; class InfoLog; class Texture; struct LinkedVarying; } namespace rx { class ContextImpl; struct D3DUniform; struct D3DVarying; class DeviceD3D; class EGLImageD3D; class FramebufferImpl; class ImageD3D; class IndexBuffer; class NativeWindowD3D; class ProgramD3D; class RenderTargetD3D; class ShaderExecutableD3D; class SwapChainD3D; class TextureStorage; struct TranslatedIndexData; class UniformStorageD3D; class VertexBuffer; struct DeviceIdentifier { UINT VendorId; UINT DeviceId; UINT SubSysId; UINT Revision; UINT FeatureLevel; }; enum RendererClass { RENDERER_D3D11, RENDERER_D3D9 }; // Useful for unit testing class BufferFactoryD3D : angle::NonCopyable { public: BufferFactoryD3D() {} virtual ~BufferFactoryD3D() {} virtual VertexBuffer *createVertexBuffer() = 0; virtual IndexBuffer *createIndexBuffer() = 0; // TODO(jmadill): add VertexFormatCaps virtual VertexConversionType getVertexConversionType(gl::VertexFormatType vertexFormatType) const = 0; virtual GLenum getVertexComponentType(gl::VertexFormatType vertexFormatType) const = 0; // Warning: you should ensure binding really matches attrib.bindingIndex before using this // function. virtual gl::ErrorOrResult getVertexSpaceRequired( const gl::VertexAttribute &attrib, const gl::VertexBinding &binding, GLsizei count, GLsizei instances) const = 0; }; using AttribIndexArray = std::array; class RendererD3D : public BufferFactoryD3D, public MultisampleTextureInitializer { public: explicit RendererD3D(egl::Display *display); ~RendererD3D() override; virtual egl::Error initialize() = 0; virtual egl::ConfigSet generateConfigs() = 0; virtual void generateDisplayExtensions(egl::DisplayExtensions *outExtensions) const = 0; virtual ContextImpl *createContext(const gl::ContextState &state) = 0; std::string getVendorString() const; virtual int getMinorShaderModel() const = 0; virtual std::string getShaderModelSuffix() const = 0; // Direct3D Specific methods virtual DeviceIdentifier getAdapterIdentifier() const = 0; virtual bool isValidNativeWindow(EGLNativeWindowType window) const = 0; virtual NativeWindowD3D *createNativeWindow(EGLNativeWindowType window, const egl::Config *config, const egl::AttributeMap &attribs) const = 0; virtual SwapChainD3D *createSwapChain(NativeWindowD3D *nativeWindow, HANDLE shareHandle, IUnknown *d3dTexture, GLenum backBufferFormat, GLenum depthBufferFormat, EGLint orientation, EGLint samples) = 0; virtual egl::Error getD3DTextureInfo(const egl::Config *configuration, IUnknown *d3dTexture, EGLint *width, EGLint *height, GLenum *fboFormat) const = 0; virtual egl::Error validateShareHandle(const egl::Config *config, HANDLE shareHandle, const egl::AttributeMap &attribs) const = 0; virtual int getMajorShaderModel() const = 0; const angle::WorkaroundsD3D &getWorkarounds() const; // Pixel operations virtual gl::Error copyImage2D(const gl::Context *context, const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, const gl::Offset &destOffset, TextureStorage *storage, GLint level) = 0; virtual gl::Error copyImageCube(const gl::Context *context, const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, const gl::Offset &destOffset, TextureStorage *storage, GLenum target, GLint level) = 0; virtual gl::Error copyImage3D(const gl::Context *context, const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, const gl::Offset &destOffset, TextureStorage *storage, GLint level) = 0; virtual gl::Error copyImage2DArray(const gl::Context *context, const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, const gl::Offset &destOffset, TextureStorage *storage, GLint level) = 0; virtual gl::Error copyTexture(const gl::Context *context, const gl::Texture *source, GLint sourceLevel, const gl::Rectangle &sourceRect, GLenum destFormat, const gl::Offset &destOffset, TextureStorage *storage, GLenum destTarget, GLint destLevel, bool unpackFlipY, bool unpackPremultiplyAlpha, bool unpackUnmultiplyAlpha) = 0; virtual gl::Error copyCompressedTexture(const gl::Context *context, const gl::Texture *source, GLint sourceLevel, TextureStorage *storage, GLint destLevel) = 0; // RenderTarget creation virtual gl::Error createRenderTarget(int width, int height, GLenum format, GLsizei samples, RenderTargetD3D **outRT) = 0; virtual gl::Error createRenderTargetCopy(RenderTargetD3D *source, RenderTargetD3D **outRT) = 0; // Shader operations virtual gl::Error loadExecutable(const uint8_t *function, size_t length, gl::ShaderType type, const std::vector &streamOutVaryings, bool separatedOutputBuffers, ShaderExecutableD3D **outExecutable) = 0; virtual gl::Error compileToExecutable(gl::InfoLog &infoLog, const std::string &shaderHLSL, gl::ShaderType type, const std::vector &streamOutVaryings, bool separatedOutputBuffers, const angle::CompilerWorkaroundsD3D &workarounds, ShaderExecutableD3D **outExectuable) = 0; virtual gl::Error ensureHLSLCompilerInitialized() = 0; virtual UniformStorageD3D *createUniformStorage(size_t storageSize) = 0; // Image operations virtual ImageD3D *createImage() = 0; virtual gl::Error generateMipmap(const gl::Context *context, ImageD3D *dest, ImageD3D *source) = 0; virtual gl::Error generateMipmapUsingD3D(const gl::Context *context, TextureStorage *storage, const gl::TextureState &textureState) = 0; virtual gl::Error copyImage(const gl::Context *context, ImageD3D *dest, ImageD3D *source, const gl::Rectangle &sourceRect, const gl::Offset &destOffset, bool unpackFlipY, bool unpackPremultiplyAlpha, bool unpackUnmultiplyAlpha) = 0; virtual TextureStorage *createTextureStorage2D(SwapChainD3D *swapChain) = 0; virtual TextureStorage *createTextureStorageEGLImage(EGLImageD3D *eglImage, RenderTargetD3D *renderTargetD3D) = 0; virtual TextureStorage *createTextureStorageExternal( egl::Stream *stream, const egl::Stream::GLTextureDescription &desc) = 0; virtual TextureStorage *createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels, bool hintLevelZeroOnly) = 0; virtual TextureStorage *createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels, bool hintLevelZeroOnly) = 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; virtual TextureStorage *createTextureStorage2DMultisample(GLenum internalformat, GLsizei width, GLsizei height, int levels, int samples, bool fixedSampleLocations) = 0; // Buffer-to-texture and Texture-to-buffer copies virtual bool supportsFastCopyBufferToTexture(GLenum internalFormat) const = 0; virtual gl::Error fastCopyBufferToTexture(const gl::Context *context, const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *destRenderTarget, GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea) = 0; // Device lost GLenum getResetStatus(); void notifyDeviceLost(); virtual bool resetDevice() = 0; virtual bool testDeviceLost() = 0; virtual bool testDeviceResettable() = 0; virtual RendererClass getRendererClass() const = 0; virtual void *getD3DDevice() = 0; void setGPUDisjoint(); GLint getGPUDisjoint(); GLint64 getTimestamp(); virtual gl::Error clearRenderTarget(RenderTargetD3D *renderTarget, const gl::ColorF &clearColorValue, const float clearDepthValue, const unsigned int clearStencilValue) = 0; virtual egl::Error getEGLDevice(DeviceImpl **device) = 0; bool presentPathFastEnabled() const { return mPresentPathFastEnabled; } // Stream creation virtual StreamProducerImpl *createStreamProducerD3DTextureNV12( egl::Stream::ConsumerType consumerType, const egl::AttributeMap &attribs) = 0; const gl::Caps &getNativeCaps() const; const gl::TextureCapsMap &getNativeTextureCaps() const; const gl::Extensions &getNativeExtensions() const; const gl::Limitations &getNativeLimitations() const; // Necessary hack for default framebuffers in D3D. virtual FramebufferImpl *createDefaultFramebuffer(const gl::FramebufferState &state) = 0; virtual gl::Version getMaxSupportedESVersion() const = 0; gl::Error initRenderTarget(RenderTargetD3D *renderTarget); angle::WorkerThreadPool *getWorkerThreadPool(); gl::Error getIncompleteTexture(const gl::Context *context, GLenum type, gl::Texture **textureOut); Serial generateSerial(); virtual bool canSelectViewInVertexShader() const = 0; gl::Error initializeMultisampleTextureToBlack(const gl::Context *context, gl::Texture *glTexture) override; protected: virtual bool getLUID(LUID *adapterLuid) const = 0; virtual void generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions, gl::Limitations *outLimitations) const = 0; void cleanup(); bool skipDraw(const gl::State &glState, GLenum drawMode); egl::Display *mDisplay; bool mPresentPathFastEnabled; private: void ensureCapsInitialized() const; virtual angle::WorkaroundsD3D generateWorkarounds() const = 0; mutable bool mCapsInitialized; mutable gl::Caps mNativeCaps; mutable gl::TextureCapsMap mNativeTextureCaps; mutable gl::Extensions mNativeExtensions; mutable gl::Limitations mNativeLimitations; IncompleteTextureSet mIncompleteTextures; mutable bool mWorkaroundsInitialized; mutable angle::WorkaroundsD3D mWorkarounds; bool mDisjoint; bool mDeviceLost; angle::WorkerThreadPool mWorkerThreadPool; SerialFactory mSerialFactory; }; unsigned int GetBlendSampleMask(const gl::State &glState, int samples); bool InstancedPointSpritesActive(ProgramD3D *programD3D, GLenum mode); } // namespace rx #endif // LIBANGLE_RENDERER_D3D_RENDERERD3D_H_