// // Copyright (c) 2012-2013 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. // // Renderer11.h: Defines a back-end specific class for the D3D11 renderer. #ifndef LIBGLESV2_RENDERER_RENDERER11_H_ #define LIBGLESV2_RENDERER_RENDERER11_H_ #include "common/angleutils.h" #include "libGLESv2/angletypes.h" #include "libGLESv2/mathutil.h" #include "libGLESv2/renderer/Renderer.h" #include "libGLESv2/renderer/RenderStateCache.h" #include "libGLESv2/renderer/InputLayoutCache.h" #include "libGLESv2/renderer/RenderTarget.h" namespace gl { class Renderbuffer; } namespace rx { class VertexDataManager; class IndexDataManager; class StreamingIndexBufferInterface; enum { MAX_VERTEX_UNIFORM_VECTORS_D3D11 = 1024, MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 = 1024 }; class Renderer11 : public Renderer { public: Renderer11(egl::Display *display, HDC hDc); virtual ~Renderer11(); static Renderer11 *makeRenderer11(Renderer *renderer); virtual EGLint initialize(); virtual bool resetDevice(); virtual int generateConfigs(ConfigDesc **configDescList); virtual void deleteConfigs(ConfigDesc *configDescList); virtual void sync(bool block); virtual SwapChain *createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat); virtual void setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler); virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture); virtual void setRasterizerState(const gl::RasterizerState &rasterState); virtual void setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, unsigned int sampleMask); virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef, int stencilBackRef, bool frontFaceCCW); virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled); virtual bool setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace, bool ignoreViewport); virtual bool applyPrimitiveType(GLenum mode, GLsizei count); virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer); virtual void applyShaders(gl::ProgramBinary *programBinary); virtual void applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray); virtual GLenum applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances); virtual GLenum applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo); virtual void drawArrays(GLenum mode, GLsizei count, GLsizei instances); virtual void drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances); virtual void clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer); virtual void markAllStateDirty(); // lost device void notifyDeviceLost(); virtual bool isDeviceLost(); virtual bool testDeviceLost(bool notify); virtual bool testDeviceResettable(); // Renderer capabilities virtual DWORD getAdapterVendor() const; virtual std::string getRendererDescription() const; virtual GUID getAdapterIdentifier() const; virtual bool getBGRATextureSupport() const; virtual bool getDXT1TextureSupport(); virtual bool getDXT3TextureSupport(); virtual bool getDXT5TextureSupport(); virtual bool getEventQuerySupport(); virtual bool getFloat32TextureSupport(bool *filtering, bool *renderable); virtual bool getFloat16TextureSupport(bool *filtering, bool *renderable); virtual bool getLuminanceTextureSupport(); virtual bool getLuminanceAlphaTextureSupport(); virtual unsigned int getMaxVertexTextureImageUnits() const; virtual unsigned int getMaxCombinedTextureImageUnits() const; virtual unsigned int getReservedVertexUniformVectors() const; virtual unsigned int getReservedFragmentUniformVectors() const; virtual unsigned int getMaxVertexUniformVectors() const; virtual unsigned int getMaxFragmentUniformVectors() const; virtual unsigned int getMaxVaryingVectors() const; virtual bool getNonPower2TextureSupport() const; virtual bool getDepthTextureSupport() const; virtual bool getOcclusionQuerySupport() const; virtual bool getInstancingSupport() const; virtual bool getTextureFilterAnisotropySupport() const; virtual float getTextureMaxAnisotropy() const; virtual bool getShareHandleSupport() const; virtual bool getDerivativeInstructionSupport() const; virtual bool getPostSubBufferSupport() const; virtual int getMajorShaderModel() const; virtual float getMaxPointSize() const; virtual int getMaxViewportDimension() const; virtual int getMaxTextureWidth() const; virtual int getMaxTextureHeight() const; virtual bool get32BitIndexSupport() const; virtual int getMinSwapInterval() const; virtual int getMaxSwapInterval() const; virtual GLsizei getMaxSupportedSamples() const; int getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const; virtual unsigned int getMaxRenderTargets() const; // Pixel operations virtual bool copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source); virtual bool copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source); virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level); virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level); bool copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight, ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat); virtual bool blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect, bool blitRenderTarget, bool blitDepthStencil); virtual void readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels); // RenderTarget creation virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth); virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth); // Shader operations virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type); virtual ShaderExecutable *compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type); // Image operations virtual Image *createImage(); virtual void generateMipmap(Image *dest, Image *source); virtual TextureStorage *createTextureStorage2D(SwapChain *swapChain); virtual TextureStorage *createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height); virtual TextureStorage *createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size); // Buffer creation virtual VertexBuffer *createVertexBuffer(); virtual IndexBuffer *createIndexBuffer(); virtual BufferStorage *createBufferStorage(); // Query and Fence creation virtual QueryImpl *createQuery(GLenum type); virtual FenceImpl *createFence(); // D3D11-renderer specific methods ID3D11Device *getDevice() { return mDevice; } ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; }; IDXGIFactory *getDxgiFactory() { return mDxgiFactory; }; bool getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource); void unapplyRenderTargets(); void setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView); virtual bool getLUID(LUID *adapterLuid) const; private: DISALLOW_COPY_AND_ASSIGN(Renderer11); void drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer); void drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances); void readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void *pixels); void maskedClear(const gl::ClearParameters &clearParams, bool usingExtendedDrawBuffers); rx::Range getViewportBounds() const; bool blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget, RenderTarget *drawRenderTarget, bool wholeBufferCopy); ID3D11Texture2D *resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource); HMODULE mD3d11Module; HMODULE mDxgiModule; HDC mDc; bool mDeviceLost; void initializeDevice(); void releaseDeviceResources(); int getMinorShaderModel() const; void release(); RenderStateCache mStateCache; // Support flags bool mFloat16TextureSupport; bool mFloat16FilterSupport; bool mFloat16RenderSupport; bool mFloat32TextureSupport; bool mFloat32FilterSupport; bool mFloat32RenderSupport; bool mDXT1TextureSupport; bool mDXT3TextureSupport; bool mDXT5TextureSupport; bool mDepthTextureSupport; // Multisample format support struct MultisampleSupportInfo { unsigned int qualityLevels[D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT]; }; typedef std::unordered_map MultisampleSupportMap; MultisampleSupportMap mMultisampleSupportMap; unsigned int mMaxSupportedSamples; // current render target states unsigned int mAppliedRenderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS]; unsigned int mAppliedDepthbufferSerial; unsigned int mAppliedStencilbufferSerial; bool mDepthStencilInitialized; bool mRenderTargetDescInitialized; rx::RenderTarget::Desc mRenderTargetDesc; unsigned int mCurDepthSize; unsigned int mCurStencilSize; // Currently applied sampler states bool mForceSetVertexSamplerStates[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS]; gl::SamplerState mCurVertexSamplerStates[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS]; bool mForceSetPixelSamplerStates[gl::MAX_TEXTURE_IMAGE_UNITS]; gl::SamplerState mCurPixelSamplerStates[gl::MAX_TEXTURE_IMAGE_UNITS]; // Currently applied textures unsigned int mCurVertexTextureSerials[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS]; unsigned int mCurPixelTextureSerials[gl::MAX_TEXTURE_IMAGE_UNITS]; // Currently applied blend state bool mForceSetBlendState; gl::BlendState mCurBlendState; gl::Color mCurBlendColor; unsigned int mCurSampleMask; // Currently applied rasterizer state bool mForceSetRasterState; gl::RasterizerState mCurRasterState; // Currently applied depth stencil state bool mForceSetDepthStencilState; gl::DepthStencilState mCurDepthStencilState; int mCurStencilRef; int mCurStencilBackRef; // Currently applied scissor rectangle bool mForceSetScissor; bool mScissorEnabled; gl::Rectangle mCurScissor; // Currently applied viewport bool mForceSetViewport; gl::Rectangle mCurViewport; float mCurNear; float mCurFar; // Currently applied primitive topology D3D11_PRIMITIVE_TOPOLOGY mCurrentPrimitiveTopology; unsigned int mAppliedIBSerial; unsigned int mAppliedStorageIBSerial; unsigned int mAppliedIBOffset; unsigned int mAppliedProgramBinarySerial; bool mIsGeometryShaderActive; dx_VertexConstants mVertexConstants; dx_VertexConstants mAppliedVertexConstants; ID3D11Buffer *mDriverConstantBufferVS; ID3D11Buffer *mCurrentVertexConstantBuffer; dx_PixelConstants mPixelConstants; dx_PixelConstants mAppliedPixelConstants; ID3D11Buffer *mDriverConstantBufferPS; ID3D11Buffer *mCurrentPixelConstantBuffer; ID3D11Buffer *mCurrentGeometryConstantBuffer; // Vertex, index and input layouts VertexDataManager *mVertexDataManager; IndexDataManager *mIndexDataManager; InputLayoutCache mInputLayoutCache; StreamingIndexBufferInterface *mLineLoopIB; StreamingIndexBufferInterface *mTriangleFanIB; // Texture copy resources bool mCopyResourcesInitialized; ID3D11Buffer *mCopyVB; ID3D11SamplerState *mCopySampler; ID3D11InputLayout *mCopyIL; ID3D11VertexShader *mCopyVS; ID3D11PixelShader *mCopyRGBAPS; ID3D11PixelShader *mCopyRGBPS; ID3D11PixelShader *mCopyLumPS; ID3D11PixelShader *mCopyLumAlphaPS; // Masked clear resources bool mClearResourcesInitialized; ID3D11Buffer *mClearVB; ID3D11InputLayout *mClearIL; ID3D11VertexShader *mClearVS; ID3D11PixelShader *mClearSinglePS; ID3D11PixelShader *mClearMultiplePS; ID3D11RasterizerState *mClearScissorRS; ID3D11RasterizerState *mClearNoScissorRS; // Sync query ID3D11Query *mSyncQuery; ID3D11Device *mDevice; D3D_FEATURE_LEVEL mFeatureLevel; ID3D11DeviceContext *mDeviceContext; IDXGIAdapter *mDxgiAdapter; DXGI_ADAPTER_DESC mAdapterDescription; char mDescription[128]; IDXGIFactory *mDxgiFactory; // Cached device caps bool mBGRATextureSupport; }; } #endif // LIBGLESV2_RENDERER_RENDERER11_H_