summaryrefslogtreecommitdiffstats
path: root/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d9/Renderer9.h
blob: 070623c9dbc36cd5b6b2cea77d3f39e43e539f10 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
//
// 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;
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 void generateSwizzle(gl::Texture *texture);
    virtual void setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler);
    virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture);

    virtual bool setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[]);

    virtual void setRasterizerState(const gl::RasterizerState &rasterState);
    virtual void setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &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, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
                              bool rasterizerDiscard, bool transformFeedbackActive);
    virtual void applyUniforms(const gl::ProgramBinary &programBinary);
    virtual bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount);
    virtual GLenum applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], const gl::VertexAttribCurrentValueData currentValues[],
                                     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 applyTransformFeedbackBuffers(gl::Buffer *transformFeedbackBuffers[], GLintptr offsets[]);

    virtual void drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive);
    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();

    IDirect3DDevice9 *getDevice() { return mDevice; }
    virtual DWORD getAdapterVendor() const;
    virtual std::string getRendererDescription() const;
    virtual GUID getAdapterIdentifier() const;

    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 unsigned int getMaxVertexShaderUniformBuffers() const;
    virtual unsigned int getMaxFragmentShaderUniformBuffers() const;
    virtual unsigned int getReservedVertexUniformBuffers() const;
    virtual unsigned int getReservedFragmentUniformBuffers() const;
    virtual unsigned int getMaxTransformFeedbackBuffers() const;
    virtual unsigned int getMaxTransformFeedbackSeparateComponents() const;
    virtual unsigned int getMaxTransformFeedbackInterleavedComponents() const;
    virtual unsigned int getMaxUniformBufferSize() const;
    virtual bool getShareHandleSupport() const;
    virtual bool getPostSubBufferSupport() const;
    virtual int getMaxRecommendedElementsIndices() const;
    virtual int getMaxRecommendedElementsVertices() const;
    virtual bool getSRGBTextureSupport() const;

    virtual int getMajorShaderModel() const;
    DWORD getCapsDeclTypes() const;
    virtual int getMinSwapInterval() const;
    virtual int getMaxSwapInterval() const;

    virtual GLsizei getMaxSupportedSamples() const;
    virtual GLsizei getMaxSupportedFormatSamples(GLenum internalFormat) const;
    virtual GLsizei getNumSampleCounts(GLenum internalFormat) const;
    virtual void getSampleCounts(GLenum internalFormat, GLsizei bufSize, GLint *params) const;
    int getNearestSupportedSamples(D3DFORMAT format, int requested) const;

    // Pixel operations
    virtual bool copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source);
    virtual bool copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source);
    virtual bool copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source);
    virtual bool copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *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 copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
                           GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level);
    virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
                           GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *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 void readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
                            GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, void* pixels);

    // RenderTarget creation
    virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth);
    virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples);

    // Shader operations
    virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type,
                                             const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
                                             bool separatedOutputBuffers);
    virtual ShaderExecutable *compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type,
                                                  const std::vector<gl::LinkedVarying> &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 Texture2DImpl *createTexture2D();
    virtual TextureCubeImpl *createTextureCube();
    virtual Texture3DImpl *createTexture3D();
    virtual Texture2DArrayImpl *createTexture2DArray();

    // 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();

    // 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 GLenum getNativeTextureFormat(GLenum internalFormat) 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);

    void drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer);
    void drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer);

    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;

    struct MultisampleSupportInfo
    {
        bool supportedSamples[D3DMULTISAMPLE_16_SAMPLES + 1];
        unsigned int maxSupportedSamples;
    };
    typedef std::map<D3DFORMAT, MultisampleSupportInfo> MultisampleSupportMap;
    MultisampleSupportMap mMultiSampleSupport;
    unsigned int mMaxSupportedSamples;

    MultisampleSupportInfo getMultiSampleSupport(D3DFORMAT format);

    // 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
    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;
    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<IDirect3DQuery9*> 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::FramebufferAttachment *buffer;
    } mNullColorbufferCache[NUM_NULL_COLORBUFFER_CACHE_ENTRIES];
    UINT mMaxNullColorbufferLRU;

};

}
#endif // LIBGLESV2_RENDERER_RENDERER9_H_