// // 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. // // Renderer9.h: Defines a back-end specific class for the D3D9 renderer. #ifndef LIBANGLE_RENDERER_D3D_D3D9_RENDERER9_H_ #define LIBANGLE_RENDERER_D3D_D3D9_RENDERER9_H_ #include "common/angleutils.h" #include "common/mathutil.h" #include "libANGLE/renderer/d3d/HLSLCompiler.h" #include "libANGLE/renderer/d3d/RendererD3D.h" #include "libANGLE/renderer/d3d/RenderTargetD3D.h" #include "libANGLE/renderer/d3d/d3d9/DebugAnnotator9.h" #include "libANGLE/renderer/d3d/d3d9/ShaderCache.h" #include "libANGLE/renderer/d3d/d3d9/VertexDeclarationCache.h" namespace gl { class FramebufferAttachment; } namespace egl { class AttributeMap; } namespace rx { class Blit9; class IndexDataManager; class StreamingIndexBufferInterface; class StaticIndexBufferInterface; class VertexDataManager; struct ClearParameters; struct TranslatedAttribute; enum D3D9InitError { D3D9_INIT_SUCCESS = 0, // Failed to load the D3D or ANGLE compiler D3D9_INIT_COMPILER_ERROR, // Failed to load a necessary DLL D3D9_INIT_MISSING_DEP, // Device creation error D3D9_INIT_CREATE_DEVICE_ERROR, // System does not meet minimum shader spec D3D9_INIT_UNSUPPORTED_VERSION, // System does not support stretchrect from textures D3D9_INIT_UNSUPPORTED_STRETCHRECT, // A call returned out of memory or device lost D3D9_INIT_OUT_OF_MEMORY, // Other unspecified error D3D9_INIT_OTHER_ERROR, NUM_D3D9_INIT_ERRORS }; class Renderer9 : public RendererD3D { public: explicit Renderer9(egl::Display *display); virtual ~Renderer9(); static Renderer9 *makeRenderer9(Renderer *renderer); egl::Error initialize() override; virtual bool resetDevice(); egl::ConfigSet generateConfigs() const override; void startScene(); void endScene(); gl::Error flush() override; gl::Error finish() override; virtual SwapChainD3D *createSwapChain(NativeWindow nativeWindow, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat); gl::Error allocateEventQuery(IDirect3DQuery9 **outQuery); void freeEventQuery(IDirect3DQuery9* query); // resource creation gl::Error createVertexShader(const DWORD *function, size_t length, IDirect3DVertexShader9 **outShader); gl::Error createPixelShader(const DWORD *function, size_t length, IDirect3DPixelShader9 **outShader); HRESULT createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer); HRESULT createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer); 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); gl::Error setUniformBuffers(const gl::Data &data, const GLint vertexUniformBuffers[], const GLint fragmentUniformBuffers[]) override; 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); gl::Error applyRenderTarget(const gl::Framebuffer *frameBuffer) override; gl::Error applyRenderTarget(const gl::FramebufferAttachment *colorBuffer, const gl::FramebufferAttachment *depthStencilBuffer); virtual gl::Error applyShaders(gl::Program *program, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer, bool rasterizerDiscard, bool transformFeedbackActive); virtual gl::Error applyUniforms(const ProgramImpl &program, const std::vector &uniformArray); virtual bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount, bool usesPointSize); virtual gl::Error applyVertexBuffer(const gl::State &state, GLenum mode, GLint first, GLsizei count, GLsizei instances); virtual gl::Error applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo); void applyTransformFeedbackBuffers(const gl::State &state) override; gl::Error drawArrays(const gl::Data &data, GLenum mode, GLsizei count, GLsizei instances, bool usesPointSize) override; 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 ClearParameters &clearParams, const gl::FramebufferAttachment *colorBuffer, const gl::FramebufferAttachment *depthStencilBuffer); virtual void markAllStateDirty(); // lost device bool testDeviceLost() override; bool testDeviceResettable() override; VendorID getVendorId() const override; std::string getRendererDescription() const override; GUID getAdapterIdentifier() const override; IDirect3DDevice9 *getDevice() { return mDevice; } 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; int getMinorShaderModel() const override; std::string getShaderModelSuffix() const override; DWORD getCapsDeclTypes() const; // Pixel operations virtual gl::Error copyImage2D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, const gl::Offset &destOffset, TextureStorage *storage, GLint level); virtual gl::Error copyImageCube(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, const gl::Offset &destOffset, TextureStorage *storage, GLenum target, GLint level); virtual gl::Error copyImage3D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, const gl::Offset &destOffset, TextureStorage *storage, GLint level); virtual gl::Error copyImage2DArray(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, const gl::Offset &destOffset, TextureStorage *storage, GLint level); // RenderTarget creation virtual gl::Error createRenderTarget(int width, int height, GLenum format, GLsizei samples, RenderTargetD3D **outRT); // Framebuffer creation FramebufferImpl *createDefaultFramebuffer(const gl::Framebuffer::Data &data) override; FramebufferImpl *createFramebuffer(const gl::Framebuffer::Data &data) override; // Shader creation virtual CompilerImpl *createCompiler(const gl::Data &data); virtual ShaderImpl *createShader(GLenum type); virtual ProgramImpl *createProgram(); // Shader operations virtual gl::Error loadExecutable(const void *function, size_t length, ShaderType type, const std::vector &transformFeedbackVaryings, bool separatedOutputBuffers, ShaderExecutableD3D **outExecutable); virtual gl::Error compileToExecutable(gl::InfoLog &infoLog, const std::string &shaderHLSL, ShaderType type, const std::vector &transformFeedbackVaryings, bool separatedOutputBuffers, const D3DCompilerWorkarounds &workarounds, ShaderExecutableD3D **outExectuable); virtual UniformStorageD3D *createUniformStorage(size_t storageSize); // Image operations virtual ImageD3D *createImage(); gl::Error generateMipmap(ImageD3D *dest, ImageD3D *source) override; virtual TextureStorage *createTextureStorage2D(SwapChainD3D *swapChain); virtual TextureStorage *createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels, bool hintLevelZeroOnly); virtual TextureStorage *createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels, bool hintLevelZeroOnly); 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(); // 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(); // 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, RenderTargetD3D *destRenderTarget, GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea); // D3D9-renderer specific methods gl::Error boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest); D3DPOOL getTexturePool(DWORD usage) const; bool getLUID(LUID *adapterLuid) const override; virtual VertexConversionType getVertexConversionType(const gl::VertexFormat &vertexFormat) const; virtual GLenum getVertexComponentType(const gl::VertexFormat &vertexFormat) const; gl::Error copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged); RendererClass getRendererClass() const override { return RENDERER_D3D9; } D3DDEVTYPE getD3D9DeviceType() const { return mDeviceType; } private: void generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions) const override; Workarounds generateWorkarounds() const override; void release(); void applyUniformnfv(gl::LinkedUniform *targetUniform, const GLfloat *v); void applyUniformniv(gl::LinkedUniform *targetUniform, const GLint *v); void applyUniformnbv(gl::LinkedUniform *targetUniform, const GLint *v); gl::Error drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer); gl::Error drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer); gl::Error getCountingIB(size_t count, StaticIndexBufferInterface **outIB); gl::Error getNullColorbuffer(const gl::FramebufferAttachment *depthbuffer, const gl::FramebufferAttachment **outColorBuffer); D3DPOOL getBufferPool(DWORD usage) const; HMODULE mD3d9Module; void initializeDevice(); D3DPRESENT_PARAMETERS getDefaultPresentParameters(); void releaseDeviceResources(); HRESULT getDeviceStatusCode(); bool isRemovedDeviceResettable() const; bool resetRemovedDevice(); UINT mAdapter; D3DDEVTYPE mDeviceType; IDirect3D9 *mD3d9; // Always valid after successful initialization. IDirect3D9Ex *mD3d9Ex; // Might be null if D3D9Ex is not supported. IDirect3DDevice9 *mDevice; IDirect3DDevice9Ex *mDeviceEx; // Might be null if D3D9Ex is not supported. HLSLCompiler mCompiler; Blit9 *mBlit; HWND mDeviceWindow; D3DCAPS9 mDeviceCaps; D3DADAPTER_IDENTIFIER9 mAdapterIdentifier; D3DPRIMITIVETYPE mPrimitiveType; int mPrimitiveCount; GLsizei mRepeatDraw; bool mSceneStarted; bool mVertexTextureSupport; // current render target states unsigned int mAppliedRenderTargetSerial; unsigned int mAppliedDepthStencilSerial; bool mDepthStencilInitialized; bool mRenderTargetDescInitialized; unsigned int mCurStencilSize; unsigned int mCurDepthSize; struct RenderTargetDesc { size_t width; size_t height; D3DFORMAT format; }; RenderTargetDesc mRenderTargetDesc; IDirect3DStateBlock9 *mMaskedClearSavedState; // previously set render states bool mForceSetDepthStencilState; gl::DepthStencilState mCurDepthStencilState; int mCurStencilRef; int mCurStencilBackRef; bool mCurFrontFaceCCW; bool mForceSetRasterState; gl::RasterizerState mCurRasterState; bool mForceSetScissor; gl::Rectangle mCurScissor; bool mScissorEnabled; bool mForceSetViewport; gl::Rectangle mCurViewport; float mCurNear; float mCurFar; float mCurDepthFront; bool mForceSetBlendState; gl::BlendState mCurBlendState; gl::ColorF mCurBlendColor; GLuint mCurSampleMask; // Currently applied sampler states std::vector mForceSetVertexSamplerStates; std::vector mCurVertexSamplerStates; std::vector mForceSetPixelSamplerStates; std::vector mCurPixelSamplerStates; // Currently applied textures std::vector mCurVertexTextureSerials; std::vector mCurPixelTextureSerials; unsigned int mAppliedIBSerial; IDirect3DVertexShader9 *mAppliedVertexShader; IDirect3DPixelShader9 *mAppliedPixelShader; unsigned int mAppliedProgramSerial; dx_VertexConstants mVertexConstants; dx_PixelConstants mPixelConstants; bool mDxUniformsDirty; // A pool of event queries that are currently unused. std::vector mEventQueryPool; VertexShaderCache mVertexShaderCache; PixelShaderCache mPixelShaderCache; VertexDataManager *mVertexDataManager; VertexDeclarationCache mVertexDeclarationCache; IndexDataManager *mIndexDataManager; StreamingIndexBufferInterface *mLineLoopIB; StaticIndexBufferInterface *mCountingIB; enum { NUM_NULL_COLORBUFFER_CACHE_ENTRIES = 12 }; struct NullColorbufferCacheEntry { UINT lruCount; int width; int height; gl::FramebufferAttachment *buffer; } mNullColorbufferCache[NUM_NULL_COLORBUFFER_CACHE_ENTRIES]; UINT mMaxNullColorbufferLRU; DebugAnnotator9 mAnnotator; }; } #endif // LIBANGLE_RENDERER_D3D_D3D9_RENDERER9_H_