// // 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. // // Renderer.h: Defines a back-end specific class that hides the details of the // implementation-specific renderer. #ifndef LIBGLESV2_RENDERER_RENDERER_H_ #define LIBGLESV2_RENDERER_RENDERER_H_ #include "libGLESv2/Uniform.h" #include "libGLESv2/angletypes.h" #include "libGLESv2/Caps.h" #include "libGLESv2/Error.h" #include #include #if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL) // WARNING: D3DCOMPILE_OPTIMIZATION_LEVEL3 may lead to a DX9 shader compiler hang. // It should only be used selectively to work around specific bugs. #define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL1 #endif namespace egl { class Display; } namespace gl { class InfoLog; class ProgramBinary; struct LinkedVarying; struct VertexAttribute; class Buffer; class Texture; class Framebuffer; struct VertexAttribCurrentValueData; } namespace rx { class TextureStorage; class VertexBuffer; class IndexBuffer; class QueryImpl; class FenceImpl; class BufferImpl; class VertexArrayImpl; class BufferStorage; struct TranslatedIndexData; class ShaderImpl; class ProgramImpl; class ShaderExecutable; class SwapChain; class RenderTarget; class Image; class TextureStorage; class UniformStorage; class TextureImpl; class TransformFeedbackImpl; struct ConfigDesc { GLenum renderTargetFormat; GLenum depthStencilFormat; GLint multiSample; bool fastConfig; bool es3Capable; }; struct dx_VertexConstants { float depthRange[4]; float viewAdjust[4]; }; struct dx_PixelConstants { float depthRange[4]; float viewCoords[4]; float depthFront[4]; }; enum ShaderType { SHADER_VERTEX, SHADER_PIXEL, SHADER_GEOMETRY }; class Renderer { public: explicit Renderer(egl::Display *display); virtual ~Renderer(); virtual EGLint initialize() = 0; virtual bool resetDevice() = 0; virtual int generateConfigs(ConfigDesc **configDescList) = 0; virtual void deleteConfigs(ConfigDesc *configDescList) = 0; virtual void sync(bool block) = 0; virtual SwapChain *createSwapChain(EGLNativeWindowType window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat) = 0; virtual gl::Error generateSwizzle(gl::Texture *texture) = 0; virtual gl::Error setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler) = 0; virtual gl::Error setTexture(gl::SamplerType type, int index, gl::Texture *texture) = 0; virtual gl::Error setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[]) = 0; virtual gl::Error setRasterizerState(const gl::RasterizerState &rasterState) = 0; virtual gl::Error setBlendState(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(gl::Framebuffer *frameBuffer) = 0; virtual gl::Error applyShaders(gl::ProgramBinary *programBinary, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer, bool rasterizerDiscard, bool transformFeedbackActive) = 0; virtual gl::Error applyUniforms(const gl::ProgramBinary &programBinary) = 0; virtual bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount) = 0; virtual gl::Error applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], const gl::VertexAttribCurrentValueData currentValues[], 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(gl::Buffer *transformFeedbackBuffers[], GLintptr offsets[]) = 0; virtual gl::Error drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive) = 0; virtual gl::Error drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances) = 0; virtual gl::Error clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer) = 0; virtual void markAllStateDirty() = 0; // lost device virtual void notifyDeviceLost() = 0; virtual bool isDeviceLost() = 0; virtual bool testDeviceLost(bool notify) = 0; virtual bool testDeviceResettable() = 0; // Renderer capabilities (virtual because it is used by egl::Display, do not override) virtual const gl::Caps &getRendererCaps() const; virtual const gl::TextureCapsMap &getRendererTextureCaps() const; virtual const gl::Extensions &getRendererExtensions() const; virtual DWORD getAdapterVendor() const = 0; virtual std::string getRendererDescription() const = 0; virtual GUID getAdapterIdentifier() const = 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; virtual int getMinSwapInterval() const = 0; virtual int getMaxSwapInterval() const = 0; // Pixel operations virtual bool copyToRenderTarget2D(TextureStorage *dest, TextureStorage *source) = 0; virtual bool copyToRenderTargetCube(TextureStorage *dest, TextureStorage *source) = 0; virtual bool copyToRenderTarget3D(TextureStorage *dest, TextureStorage *source) = 0; virtual bool copyToRenderTarget2DArray(TextureStorage *dest, TextureStorage *source) = 0; virtual bool copyImage2D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorage *storage, GLint level) = 0; virtual bool copyImageCube(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorage *storage, GLenum target, GLint level) = 0; virtual bool copyImage3D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, GLint zOffset, TextureStorage *storage, GLint level) = 0; virtual bool copyImage2DArray(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, GLint zOffset, TextureStorage *storage, GLint level) = 0; virtual bool blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect, const gl::Rectangle *scissor, bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter) = 0; virtual gl::Error readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, uint8_t *pixels) = 0; // RenderTarget creation virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth) = 0; virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples) = 0; // Shader creation virtual ShaderImpl *createShader(GLenum type) = 0; virtual ProgramImpl *createProgram() = 0; // Shader operations virtual void releaseShaderCompiler() = 0; virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type, const std::vector &transformFeedbackVaryings, bool separatedOutputBuffers) = 0; virtual ShaderExecutable *compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type, const std::vector &transformFeedbackVaryings, bool separatedOutputBuffers, D3DWorkaroundType workaround) = 0; virtual UniformStorage *createUniformStorage(size_t storageSize) = 0; // Image operations virtual Image *createImage() = 0; virtual void generateMipmap(Image *dest, Image *source) = 0; virtual TextureStorage *createTextureStorage2D(SwapChain *swapChain) = 0; virtual TextureStorage *createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels) = 0; virtual TextureStorage *createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels) = 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; // Texture creation virtual TextureImpl *createTexture(GLenum target) = 0; // Buffer creation virtual BufferImpl *createBuffer() = 0; virtual VertexBuffer *createVertexBuffer() = 0; virtual IndexBuffer *createIndexBuffer() = 0; // Vertex Array creation virtual VertexArrayImpl *createVertexArray() = 0; // Query and Fence creation virtual QueryImpl *createQuery(GLenum type) = 0; virtual FenceImpl *createFence() = 0; // Transform Feedback creation virtual TransformFeedbackImpl* createTransformFeedback() = 0; // Current GLES client version void setCurrentClientVersion(int clientVersion) { mCurrentClientVersion = clientVersion; } int getCurrentClientVersion() const { return mCurrentClientVersion; } // Buffer-to-texture and Texture-to-buffer copies virtual bool supportsFastCopyBufferToTexture(GLenum internalFormat) const = 0; virtual bool fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget, GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea) = 0; virtual bool getLUID(LUID *adapterLuid) const = 0; virtual rx::VertexConversionType getVertexConversionType(const gl::VertexFormat &vertexFormat) const = 0; virtual GLenum getVertexComponentType(const gl::VertexFormat &vertexFormat) const = 0; protected: egl::Display *mDisplay; private: DISALLOW_COPY_AND_ASSIGN(Renderer); virtual void generateCaps(gl::Caps *outCaps, gl::TextureCapsMap* outTextureCaps, gl::Extensions *outExtensions) const = 0; mutable bool mCapsInitialized; mutable gl::Caps mCaps; mutable gl::TextureCapsMap mTextureCaps; mutable gl::Extensions mExtensions; int mCurrentClientVersion; }; } #endif // LIBGLESV2_RENDERER_RENDERER_H_