// 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 "common/MemoryBuffer.h" #include "libANGLE/Data.h" #include "libANGLE/renderer/Renderer.h" #include "libANGLE/renderer/d3d/formatutilsD3D.h" #include "libANGLE/renderer/d3d/d3d11/NativeWindow.h" //FIXME(jmadill): std::array is currently prohibited by Chromium style guide #include namespace egl { class ConfigSet; } namespace gl { class InfoLog; struct LinkedVarying; class Texture; } namespace rx { class ImageD3D; class IndexBuffer; class RenderTargetD3D; class ShaderExecutableD3D; class SwapChainD3D; class TextureStorage; class UniformStorageD3D; class VertexBuffer; enum ShaderType { SHADER_VERTEX, SHADER_PIXEL, SHADER_GEOMETRY }; enum RendererClass { RENDERER_D3D11, RENDERER_D3D9, }; // Useful for unit testing class BufferFactoryD3D { public: BufferFactoryD3D() {} virtual ~BufferFactoryD3D() {} virtual VertexBuffer *createVertexBuffer() = 0; virtual IndexBuffer *createIndexBuffer() = 0; // TODO(jmadill): add VertexFormatCaps virtual VertexConversionType getVertexConversionType(const gl::VertexFormat &vertexFormat) const = 0; virtual GLenum getVertexComponentType(const gl::VertexFormat &vertexFormat) const = 0; }; class RendererD3D : public Renderer, public BufferFactoryD3D { public: explicit RendererD3D(egl::Display *display); virtual ~RendererD3D(); virtual egl::Error initialize() = 0; static RendererD3D *makeRendererD3D(Renderer *renderer); virtual egl::ConfigSet generateConfigs() const = 0; 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; bool isDeviceLost() const override; std::string getVendorString() const override; virtual int getMinorShaderModel() const = 0; virtual std::string getShaderModelSuffix() const = 0; // Direct3D Specific methods virtual GUID getAdapterIdentifier() const = 0; virtual SwapChainD3D *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::Data &data, const GLint vertexUniformBuffers[], const GLint 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::Program *program, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer, bool rasterizerDiscard, bool transformFeedbackActive) = 0; virtual gl::Error applyUniforms(const ProgramImpl &program, const std::vector &uniformArray) = 0; virtual bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount, bool usesPointSize) = 0; virtual gl::Error applyVertexBuffer(const gl::State &state, GLenum mode, 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; virtual int getMajorShaderModel() const = 0; // Pixel operations virtual gl::Error copyImage2D(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::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::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, const gl::Offset &destOffset, TextureStorage *storage, GLint level) = 0; virtual gl::Error copyImage2DArray(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, const gl::Offset &destOffset, TextureStorage *storage, GLint level) = 0; // RenderTarget creation virtual gl::Error createRenderTarget(int width, int height, GLenum format, GLsizei samples, RenderTargetD3D **outRT) = 0; // Shader operations virtual gl::Error loadExecutable(const void *function, size_t length, ShaderType type, const std::vector &transformFeedbackVaryings, bool separatedOutputBuffers, ShaderExecutableD3D **outExecutable) = 0; virtual gl::Error compileToExecutable(gl::InfoLog &infoLog, const std::string &shaderHLSL, ShaderType type, const std::vector &transformFeedbackVaryings, bool separatedOutputBuffers, const D3DCompilerWorkarounds &workarounds, ShaderExecutableD3D **outExectuable) = 0; virtual UniformStorageD3D *createUniformStorage(size_t storageSize) = 0; // Image operations virtual ImageD3D *createImage() = 0; virtual gl::Error generateMipmap(ImageD3D *dest, ImageD3D *source) = 0; virtual TextureStorage *createTextureStorage2D(SwapChainD3D *swapChain) = 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; // 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, RenderTargetD3D *destRenderTarget, GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea) = 0; // Device lost void notifyDeviceLost() override; virtual bool resetDevice() = 0; virtual RendererClass getRendererClass() const = 0; gl::Error getScratchMemoryBuffer(size_t requestedSize, MemoryBuffer **bufferOut); protected: virtual gl::Error drawArrays(const gl::Data &data, GLenum mode, GLsizei count, GLsizei instances, bool usesPointSize) = 0; virtual gl::Error drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances) = 0; virtual bool getLUID(LUID *adapterLuid) const = 0; void cleanup(); egl::Display *mDisplay; bool mDeviceLost; private: //FIXME(jmadill): std::array is currently prohibited by Chromium style guide typedef std::array 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); gl::Error applyShaders(const gl::Data &data); gl::Error applyTextures(const gl::Data &data, gl::SamplerType shaderType, const FramebufferTextureSerialArray &framebufferSerials, size_t framebufferSerialCount); gl::Error applyTextures(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; MemoryBuffer mScratchMemoryBuffer; unsigned int mScratchMemoryBufferResetCounter; }; struct dx_VertexConstants { float depthRange[4]; float viewAdjust[4]; float viewCoords[4]; }; struct dx_PixelConstants { float depthRange[4]; float viewCoords[4]; float depthFront[4]; }; } #endif // LIBANGLE_RENDERER_D3D_RENDERERD3D_H_