// // 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. // // Renderer9.h: Defines a back-end specific class for the D3D9 renderer. #ifndef LIBGLESV2_RENDERER_RENDERER9_H_ #define LIBGLESV2_RENDERER_RENDERER9_H_ #include "common/angleutils.h" #include "libGLESv2/mathutil.h" #include "libGLESv2/renderer/ShaderCache.h" #include "libGLESv2/renderer/VertexDeclarationCache.h" #include "libGLESv2/renderer/Renderer.h" #include "libGLESv2/renderer/RenderTarget.h" namespace gl { class Renderbuffer; } namespace rx { class VertexDataManager; class IndexDataManager; class StreamingIndexBufferInterface; struct TranslatedAttribute; class Renderer9 : public Renderer { public: Renderer9(egl::Display *display, HDC hDc, bool softwareDevice); virtual ~Renderer9(); static Renderer9 *makeRenderer9(Renderer *renderer); virtual EGLint initialize(); virtual bool resetDevice(); virtual int generateConfigs(ConfigDesc **configDescList); virtual void deleteConfigs(ConfigDesc *configDescList); void startScene(); void endScene(); virtual void sync(bool block); virtual SwapChain *createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat); IDirect3DQuery9* allocateEventQuery(); void freeEventQuery(IDirect3DQuery9* query); // resource creation IDirect3DVertexShader9 *createVertexShader(const DWORD *function, size_t length); IDirect3DPixelShader9 *createPixelShader(const DWORD *function, size_t length); HRESULT createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer); HRESULT createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer); #if 0 void *createTexture2D(); void *createTextureCube(); void *createQuery(); void *createIndexBuffer(); void *createVertexbuffer(); // state setup void applyShaders(); void applyConstants(); #endif 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 applyRenderTarget(gl::Framebuffer *frameBuffer); virtual void applyShaders(gl::ProgramBinary *programBinary); virtual void applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray); virtual bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount); 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 IDirect3DDevice9 *getDevice() { return mDevice; } 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; DWORD getCapsDeclTypes() const; virtual int getMinSwapInterval() const; virtual int getMaxSwapInterval() const; virtual GLsizei getMaxSupportedSamples() const; int getNearestSupportedSamples(D3DFORMAT format, int requested) const; virtual unsigned int getMaxRenderTargets() const; D3DFORMAT ConvertTextureInternalFormat(GLint internalformat); // 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); 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(); // D3D9-renderer specific methods bool boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest); D3DPOOL getTexturePool(DWORD usage) const; virtual bool getLUID(LUID *adapterLuid) const; private: DISALLOW_COPY_AND_ASSIGN(Renderer9); void applyUniformnfv(gl::Uniform *targetUniform, const GLfloat *v); void applyUniformniv(gl::Uniform *targetUniform, const GLint *v); void applyUniformnbv(gl::Uniform *targetUniform, const GLint *v); void drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer); void drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer); void getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray); bool copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged); gl::Renderbuffer *getNullColorbuffer(gl::Renderbuffer *depthbuffer); D3DPOOL getBufferPool(DWORD usage) const; HMODULE mD3d9Module; HDC mDc; void initializeDevice(); D3DPRESENT_PARAMETERS getDefaultPresentParameters(); void releaseDeviceResources(); UINT mAdapter; D3DDEVTYPE mDeviceType; bool mSoftwareDevice; // FIXME: Deprecate 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. Blit *mBlit; HWND mDeviceWindow; bool mDeviceLost; D3DCAPS9 mDeviceCaps; D3DADAPTER_IDENTIFIER9 mAdapterIdentifier; D3DPRIMITIVETYPE mPrimitiveType; int mPrimitiveCount; GLsizei mRepeatDraw; bool mSceneStarted; bool mSupportsNonPower2Textures; bool mSupportsTextureFilterAnisotropy; int mMinSwapInterval; int mMaxSwapInterval; bool mOcclusionQuerySupport; bool mEventQuerySupport; bool mVertexTextureSupport; bool mDepthTextureSupport; bool mFloat32TextureSupport; bool mFloat32FilterSupport; bool mFloat32RenderSupport; bool mFloat16TextureSupport; bool mFloat16FilterSupport; bool mFloat16RenderSupport; bool mDXT1TextureSupport; bool mDXT3TextureSupport; bool mDXT5TextureSupport; bool mLuminanceTextureSupport; bool mLuminanceAlphaTextureSupport; std::map mMultiSampleSupport; GLsizei mMaxSupportedSamples; // current render target states unsigned int mAppliedRenderTargetSerial; unsigned int mAppliedDepthbufferSerial; unsigned int mAppliedStencilbufferSerial; bool mDepthStencilInitialized; bool mRenderTargetDescInitialized; rx::RenderTarget::Desc mRenderTargetDesc; unsigned int mCurStencilSize; unsigned int mCurDepthSize; 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::Color mCurBlendColor; GLuint mCurSampleMask; // 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]; unsigned int mAppliedIBSerial; unsigned int mAppliedProgramBinarySerial; rx::dx_VertexConstants mVertexConstants; rx::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; enum { NUM_NULL_COLORBUFFER_CACHE_ENTRIES = 12 }; struct NullColorbufferCacheEntry { UINT lruCount; int width; int height; gl::Renderbuffer *buffer; } mNullColorbufferCache[NUM_NULL_COLORBUFFER_CACHE_ENTRIES]; UINT mMaxNullColorbufferLRU; }; } #endif // LIBGLESV2_RENDERER_RENDERER9_H_