// // 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 LIBGLESV2_RENDERER_RENDERER9_H_ #define LIBGLESV2_RENDERER_RENDERER9_H_ #include "common/angleutils.h" #include "common/mathutil.h" #include "libGLESv2/renderer/d3d/HLSLCompiler.h" #include "libGLESv2/renderer/d3d/d3d9/ShaderCache.h" #include "libGLESv2/renderer/d3d/d3d9/VertexDeclarationCache.h" #include "libGLESv2/renderer/Renderer.h" #include "libGLESv2/renderer/RenderTarget.h" namespace gl { class FramebufferAttachment; } namespace rx { class VertexDataManager; class IndexDataManager; class StreamingIndexBufferInterface; class StaticIndexBufferInterface; struct TranslatedAttribute; class Blit9; class Renderer9 : public Renderer { public: Renderer9(egl::Display *display, EGLNativeDisplayType hDc, EGLint requestedDisplay); 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); virtual gl::Error generateSwizzle(gl::Texture *texture); virtual gl::Error setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler); virtual gl::Error setTexture(gl::SamplerType type, int index, gl::Texture *texture); virtual gl::Error setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[]); virtual gl::Error setRasterizerState(const gl::RasterizerState &rasterState); virtual gl::Error setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor, unsigned int sampleMask); 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); virtual gl::Error applyRenderTarget(gl::Framebuffer *frameBuffer); virtual gl::Error applyShaders(gl::ProgramBinary *programBinary, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer, bool rasterizerDiscard, bool transformFeedbackActive); virtual gl::Error applyUniforms(const gl::ProgramBinary &programBinary); virtual bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount); virtual gl::Error applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], const gl::VertexAttribCurrentValueData currentValues[], GLint first, GLsizei count, GLsizei instances); virtual gl::Error applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo); virtual void applyTransformFeedbackBuffers(gl::Buffer *transformFeedbackBuffers[], GLintptr offsets[]); virtual gl::Error drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive); virtual gl::Error drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances); virtual gl::Error 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(); IDirect3DDevice9 *getDevice() { return mDevice; } virtual DWORD getAdapterVendor() const; virtual std::string getRendererDescription() const; virtual GUID getAdapterIdentifier() const; 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; DWORD getCapsDeclTypes() const; virtual int getMinSwapInterval() const; virtual int getMaxSwapInterval() const; // Pixel operations virtual bool copyToRenderTarget2D(TextureStorage *dest, TextureStorage *source); virtual bool copyToRenderTargetCube(TextureStorage *dest, TextureStorage *source); virtual bool copyToRenderTarget3D(TextureStorage *dest, TextureStorage *source); virtual bool copyToRenderTarget2DArray(TextureStorage *dest, TextureStorage *source); virtual bool copyImage2D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorage *storage, GLint level); virtual bool copyImageCube(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorage *storage, GLenum target, GLint level); virtual bool copyImage3D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, GLint zOffset, TextureStorage *storage, GLint level); virtual bool copyImage2DArray(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, GLint zOffset, TextureStorage *storage, GLint level); 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); 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); // RenderTarget creation virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth); virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples); // Shader creation virtual ShaderImpl *createShader(GLenum type); virtual ProgramImpl *createProgram(); // Shader operations virtual void releaseShaderCompiler(); virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type, const std::vector &transformFeedbackVaryings, bool separatedOutputBuffers); virtual ShaderExecutable *compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type, const std::vector &transformFeedbackVaryings, bool separatedOutputBuffers, D3DWorkaroundType workaround); virtual UniformStorage *createUniformStorage(size_t storageSize); // Image operations virtual Image *createImage(); virtual void generateMipmap(Image *dest, Image *source); virtual TextureStorage *createTextureStorage2D(SwapChain *swapChain); virtual TextureStorage *createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels); virtual TextureStorage *createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels); 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); // 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 FenceImpl *createFence(); // Transform Feedback creation virtual TransformFeedbackImpl* createTransformFeedback(); // Buffer-to-texture and Texture-to-buffer copies virtual bool supportsFastCopyBufferToTexture(GLenum internalFormat) const; virtual bool fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget, GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea); // D3D9-renderer specific methods bool boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest); D3DPOOL getTexturePool(DWORD usage) const; virtual bool getLUID(LUID *adapterLuid) const; virtual rx::VertexConversionType getVertexConversionType(const gl::VertexFormat &vertexFormat) const; virtual GLenum getVertexComponentType(const gl::VertexFormat &vertexFormat) const; private: DISALLOW_COPY_AND_ASSIGN(Renderer9); virtual void generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions) const; 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); bool copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged); gl::FramebufferAttachment *getNullColorbuffer(gl::FramebufferAttachment *depthbuffer); D3DPOOL getBufferPool(DWORD usage) const; HMODULE mD3d9Module; HDC mDc; 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; bool mDeviceLost; D3DCAPS9 mDeviceCaps; D3DADAPTER_IDENTIFIER9 mAdapterIdentifier; D3DPRIMITIVETYPE mPrimitiveType; int mPrimitiveCount; GLsizei mRepeatDraw; bool mSceneStarted; int mMinSwapInterval; int mMaxSwapInterval; bool mVertexTextureSupport; // 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::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; 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; 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; }; } #endif // LIBGLESV2_RENDERER_RENDERER9_H_