// // Copyright 2016 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. // // Context9: // D3D9-specific functionality associated with a GL Context. // #include "libANGLE/renderer/d3d/d3d9/Context9.h" #include "common/string_utils.h" #include "libANGLE/renderer/d3d/CompilerD3D.h" #include "libANGLE/renderer/d3d/ProgramD3D.h" #include "libANGLE/renderer/d3d/RenderbufferD3D.h" #include "libANGLE/renderer/d3d/SamplerD3D.h" #include "libANGLE/renderer/d3d/ShaderD3D.h" #include "libANGLE/renderer/d3d/TextureD3D.h" #include "libANGLE/renderer/d3d/d3d9/Buffer9.h" #include "libANGLE/renderer/d3d/d3d9/Fence9.h" #include "libANGLE/renderer/d3d/d3d9/Framebuffer9.h" #include "libANGLE/renderer/d3d/d3d9/Query9.h" #include "libANGLE/renderer/d3d/d3d9/Renderer9.h" #include "libANGLE/renderer/d3d/d3d9/StateManager9.h" #include "libANGLE/renderer/d3d/d3d9/VertexArray9.h" namespace rx { Context9::Context9(const gl::ContextState &state, Renderer9 *renderer) : ContextImpl(state), mRenderer(renderer) { } Context9::~Context9() { } gl::Error Context9::initialize() { return gl::NoError(); } CompilerImpl *Context9::createCompiler() { return new CompilerD3D(SH_HLSL_3_0_OUTPUT); } ShaderImpl *Context9::createShader(const gl::ShaderState &data) { return new ShaderD3D(data, mRenderer->getWorkarounds(), mRenderer->getNativeExtensions()); } ProgramImpl *Context9::createProgram(const gl::ProgramState &data) { return new ProgramD3D(data, mRenderer); } FramebufferImpl *Context9::createFramebuffer(const gl::FramebufferState &data) { return new Framebuffer9(data, mRenderer); } TextureImpl *Context9::createTexture(const gl::TextureState &state) { switch (state.getTarget()) { case GL_TEXTURE_2D: return new TextureD3D_2D(state, mRenderer); case GL_TEXTURE_CUBE_MAP: return new TextureD3D_Cube(state, mRenderer); case GL_TEXTURE_EXTERNAL_OES: return new TextureD3D_External(state, mRenderer); default: UNREACHABLE(); } return nullptr; } RenderbufferImpl *Context9::createRenderbuffer() { return new RenderbufferD3D(mRenderer); } BufferImpl *Context9::createBuffer(const gl::BufferState &state) { return new Buffer9(state, mRenderer); } VertexArrayImpl *Context9::createVertexArray(const gl::VertexArrayState &data) { return new VertexArray9(data); } QueryImpl *Context9::createQuery(GLenum type) { return new Query9(mRenderer, type); } FenceNVImpl *Context9::createFenceNV() { return new FenceNV9(mRenderer); } SyncImpl *Context9::createSync() { // D3D9 doesn't support ES 3.0 and its sync objects. UNREACHABLE(); return nullptr; } TransformFeedbackImpl *Context9::createTransformFeedback(const gl::TransformFeedbackState &state) { UNREACHABLE(); return nullptr; } SamplerImpl *Context9::createSampler(const gl::SamplerState &state) { return new SamplerD3D(state); } ProgramPipelineImpl *Context9::createProgramPipeline(const gl::ProgramPipelineState &data) { UNREACHABLE(); return nullptr; } std::vector Context9::createPaths(GLsizei) { return std::vector(); } gl::Error Context9::flush(const gl::Context *context) { return mRenderer->flush(); } gl::Error Context9::finish(const gl::Context *context) { return mRenderer->finish(); } gl::Error Context9::drawArrays(const gl::Context *context, GLenum mode, GLint first, GLsizei count) { return mRenderer->genericDrawArrays(context, mode, first, count, 0); } gl::Error Context9::drawArraysInstanced(const gl::Context *context, GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) { return mRenderer->genericDrawArrays(context, mode, first, count, instanceCount); } gl::Error Context9::drawElements(const gl::Context *context, GLenum mode, GLsizei count, GLenum type, const void *indices) { return mRenderer->genericDrawElements(context, mode, count, type, indices, 0); } gl::Error Context9::drawElementsInstanced(const gl::Context *context, GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instances) { return mRenderer->genericDrawElements(context, mode, count, type, indices, instances); } gl::Error Context9::drawRangeElements(const gl::Context *context, GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices) { return mRenderer->genericDrawElements(context, mode, count, type, indices, 0); } gl::Error Context9::drawArraysIndirect(const gl::Context *context, GLenum mode, const void *indirect) { UNREACHABLE(); return gl::InternalError() << "D3D9 doesn't support ES 3.1 DrawArraysIndirect API"; } gl::Error Context9::drawElementsIndirect(const gl::Context *context, GLenum mode, GLenum type, const void *indirect) { UNREACHABLE(); return gl::InternalError() << "D3D9 doesn't support ES 3.1 DrawElementsIndirect API"; } GLenum Context9::getResetStatus() { return mRenderer->getResetStatus(); } std::string Context9::getVendorString() const { return mRenderer->getVendorString(); } std::string Context9::getRendererDescription() const { return mRenderer->getRendererDescription(); } void Context9::insertEventMarker(GLsizei length, const char *marker) { auto optionalString = angle::WidenString(static_cast(length), marker); if (optionalString.valid()) { mRenderer->getAnnotator()->setMarker(optionalString.value().data()); } } void Context9::pushGroupMarker(GLsizei length, const char *marker) { auto optionalString = angle::WidenString(static_cast(length), marker); if (optionalString.valid()) { mRenderer->getAnnotator()->beginEvent(optionalString.value().data()); } } void Context9::popGroupMarker() { mRenderer->getAnnotator()->endEvent(); } void Context9::pushDebugGroup(GLenum source, GLuint id, GLsizei length, const char *message) { // Fall through to the EXT_debug_marker functions pushGroupMarker(length, message); } void Context9::popDebugGroup() { // Fall through to the EXT_debug_marker functions popGroupMarker(); } void Context9::syncState(const gl::Context *context, const gl::State::DirtyBits &dirtyBits) { mRenderer->getStateManager()->syncState(mState.getState(), dirtyBits); } GLint Context9::getGPUDisjoint() { return mRenderer->getGPUDisjoint(); } GLint64 Context9::getTimestamp() { return mRenderer->getTimestamp(); } void Context9::onMakeCurrent(const gl::Context *context) { } const gl::Caps &Context9::getNativeCaps() const { return mRenderer->getNativeCaps(); } const gl::TextureCapsMap &Context9::getNativeTextureCaps() const { return mRenderer->getNativeTextureCaps(); } const gl::Extensions &Context9::getNativeExtensions() const { return mRenderer->getNativeExtensions(); } const gl::Limitations &Context9::getNativeLimitations() const { return mRenderer->getNativeLimitations(); } gl::Error Context9::dispatchCompute(const gl::Context *context, GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ) { UNREACHABLE(); return gl::InternalError() << "D3D9 doesn't support ES 3.1 DispatchCompute API"; } } // namespace rx