// Copyright (c) 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. // // RendererD3D.h: Defines a back-end specific class for the DirectX renderer. #ifndef LIBGLESV2_RENDERER_RENDERERD3D_H_ #define LIBGLESV2_RENDERER_RENDERERD3D_H_ #include "libGLESv2/renderer/Renderer.h" #include "libGLESv2/Data.h" //FIXME(jmadill): std::array is currently prohibited by Chromium style guide #include namespace gl { class InfoLog; struct LinkedVarying; class Texture; } namespace rx { class TextureStorage; class VertexBuffer; class IndexBuffer; class ShaderExecutable; class SwapChain; class RenderTarget; class Image; class TextureStorage; class UniformStorage; class RendererD3D : public Renderer { public: explicit RendererD3D(egl::Display *display); virtual ~RendererD3D(); static RendererD3D *makeRendererD3D(Renderer *renderer); gl::Error drawArrays(const gl::Data &data, GLenum mode, GLint first, GLsizei count, GLsizei instances) override; gl::Error drawElements(const gl::Data &data, GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instances, const RangeUI &indexRange) override; gl::Error clear(const gl::Data &data, GLbitfield mask) override; gl::Error clearBufferfv(const gl::Data &data, GLenum buffer, int drawbuffer, const GLfloat *values) override; gl::Error clearBufferuiv(const gl::Data &data, GLenum buffer, int drawbuffer, const GLuint *values) override; gl::Error clearBufferiv(const gl::Data &data, GLenum buffer, int drawbuffer, const GLint *values) override; gl::Error clearBufferfi(const gl::Data &data, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) override; gl::Error readPixels(const gl::Data &data, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels) override; gl::Error blitFramebuffer(const gl::Data &data, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) override; // Direct3D Specific methods virtual SwapChain *createSwapChain(NativeWindow nativeWindow, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat) = 0; virtual gl::Error generateSwizzle(gl::Texture *texture) = 0; virtual gl::Error setSamplerState(gl::SamplerType type, int index, gl::Texture *texture, 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(const 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(const 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 ProgramImpl &program, const std::vector &uniformArray) = 0; virtual bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount) = 0; virtual gl::Error applyVertexBuffer(const gl::State &state, 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(const gl::State& state) = 0; virtual void markAllStateDirty() = 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; // Pixel operations virtual gl::Error copyImage2D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorage *storage, GLint level) = 0; virtual gl::Error copyImageCube(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorage *storage, GLenum target, GLint level) = 0; virtual gl::Error copyImage3D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, GLint zOffset, TextureStorage *storage, GLint level) = 0; virtual gl::Error copyImage2DArray(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, GLint zOffset, TextureStorage *storage, GLint level) = 0; virtual gl::Error readPixels(const 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 gl::Error createRenderTarget(SwapChain *swapChain, bool depth, RenderTarget **outRT) = 0; virtual gl::Error createRenderTarget(int width, int height, GLenum format, GLsizei samples, RenderTarget **outRT) = 0; // Shader operations virtual void releaseShaderCompiler() = 0; virtual gl::Error loadExecutable(const void *function, size_t length, ShaderType type, const std::vector &transformFeedbackVaryings, bool separatedOutputBuffers, ShaderExecutable **outExecutable) = 0; virtual gl::Error compileToExecutable(gl::InfoLog &infoLog, const std::string &shaderHLSL, ShaderType type, const std::vector &transformFeedbackVaryings, bool separatedOutputBuffers, D3DWorkaroundType workaround, ShaderExecutable **outExectuable) = 0; virtual UniformStorage *createUniformStorage(size_t storageSize) = 0; // Image operations virtual Image *createImage() = 0; virtual gl::Error 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; // Buffer-to-texture and Texture-to-buffer copies virtual bool supportsFastCopyBufferToTexture(GLenum internalFormat) const = 0; virtual gl::Error fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget, GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea) = 0; virtual VertexConversionType getVertexConversionType(const gl::VertexFormat &vertexFormat) const = 0; virtual GLenum getVertexComponentType(const gl::VertexFormat &vertexFormat) const = 0; virtual VertexBuffer *createVertexBuffer() = 0; virtual IndexBuffer *createIndexBuffer() = 0; protected: 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, const gl::Framebuffer *frameBuffer) = 0; virtual gl::Error blitRect(const gl::Framebuffer *readTarget, const gl::Rectangle &readRect, const gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect, const gl::Rectangle *scissor, bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter) = 0; egl::Display *mDisplay; private: DISALLOW_COPY_AND_ASSIGN(RendererD3D); //FIXME(jmadill): std::array is currently prohibited by Chromium style guide typedef std::array FramebufferTextureSerialArray; gl::Error generateSwizzles(const gl::Data &data, gl::SamplerType type); gl::Error generateSwizzles(const gl::Data &data); gl::Error applyRenderTarget(const gl::Data &data, GLenum drawMode, bool ignoreViewport); gl::Error applyState(const gl::Data &data, GLenum drawMode); bool applyTransformFeedbackBuffers(const gl::Data &data); gl::Error applyShaders(const gl::Data &data, bool transformFeedbackActive); gl::Error applyTextures(const gl::Data &data, gl::SamplerType shaderType, const FramebufferTextureSerialArray &framebufferSerials, size_t framebufferSerialCount); gl::Error applyTextures(const gl::Data &data); gl::Error applyUniformBuffers(const gl::Data &data); bool skipDraw(const gl::Data &data, GLenum drawMode); void markTransformFeedbackUsage(const gl::Data &data); size_t getBoundFramebufferTextureSerials(const gl::Data &data, FramebufferTextureSerialArray *outSerialArray); gl::Texture *getIncompleteTexture(GLenum type); gl::TextureMap mIncompleteTextures; }; } #endif // LIBGLESV2_RENDERER_RENDERERD3D_H_