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// Copyright 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 LIBANGLE_RENDERER_D3D_RENDERERD3D_H_
#define LIBANGLE_RENDERER_D3D_RENDERERD3D_H_
#include <array>
#include "common/Color.h"
#include "common/MemoryBuffer.h"
#include "common/debug.h"
#include "libANGLE/Device.h"
#include "libANGLE/State.h"
#include "libANGLE/Version.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/d3d/VertexDataManager.h"
#include "libANGLE/renderer/d3d/formatutilsD3D.h"
#include "libANGLE/renderer/renderer_utils.h"
#include "platform/FeaturesD3D.h"
namespace egl
{
class ConfigSet;
}
namespace gl
{
class ErrorSet;
class FramebufferState;
class InfoLog;
class Texture;
struct LinkedVarying;
} // namespace gl
namespace rx
{
class ContextImpl;
struct D3DUniform;
struct D3DVarying;
class DeviceD3D;
class EGLImageD3D;
class FramebufferImpl;
class ImageD3D;
class IndexBuffer;
class NativeWindowD3D;
class ProgramD3D;
class RenderTargetD3D;
class ShaderExecutableD3D;
class SwapChainD3D;
class TextureStorage;
struct TranslatedIndexData;
class UniformStorageD3D;
class VertexBuffer;
struct DeviceIdentifier
{
UINT VendorId;
UINT DeviceId;
UINT SubSysId;
UINT Revision;
UINT FeatureLevel;
};
enum RendererClass
{
RENDERER_D3D11,
RENDERER_D3D9
};
// A d3d::Context wraps error handling.
namespace d3d
{
class Context : angle::NonCopyable
{
public:
Context() {}
virtual ~Context() {}
virtual void handleResult(HRESULT hr,
const char *message,
const char *file,
const char *function,
unsigned int line) = 0;
};
} // namespace d3d
// ANGLE_TRY for HRESULT errors.
#define ANGLE_TRY_HR(CONTEXT, EXPR, MESSAGE) \
do \
{ \
auto ANGLE_LOCAL_VAR = (EXPR); \
if (ANGLE_UNLIKELY(FAILED(ANGLE_LOCAL_VAR))) \
{ \
CONTEXT->handleResult(ANGLE_LOCAL_VAR, MESSAGE, __FILE__, ANGLE_FUNCTION, __LINE__); \
return angle::Result::Stop; \
} \
} while (0)
#define ANGLE_CHECK_HR(CONTEXT, EXPR, MESSAGE, ERROR) \
do \
{ \
if (ANGLE_UNLIKELY(!(EXPR))) \
{ \
CONTEXT->handleResult(ERROR, MESSAGE, __FILE__, ANGLE_FUNCTION, __LINE__); \
return angle::Result::Stop; \
} \
} while (0)
#define ANGLE_HR_UNREACHABLE(context) \
UNREACHABLE(); \
ANGLE_CHECK_HR(context, false, "Unreachble code reached.", E_FAIL)
// Check if the device is lost every 10 failures to get the query data
constexpr unsigned int kPollingD3DDeviceLostCheckFrequency = 10;
// Useful for unit testing
class BufferFactoryD3D : angle::NonCopyable
{
public:
BufferFactoryD3D() {}
virtual ~BufferFactoryD3D() {}
virtual VertexBuffer *createVertexBuffer() = 0;
virtual IndexBuffer *createIndexBuffer() = 0;
// TODO(jmadill): add VertexFormatCaps
virtual VertexConversionType getVertexConversionType(angle::FormatID vertexFormatID) const = 0;
virtual GLenum getVertexComponentType(angle::FormatID vertexFormatID) const = 0;
// Warning: you should ensure binding really matches attrib.bindingIndex before using this
// function.
virtual angle::Result getVertexSpaceRequired(const gl::Context *context,
const gl::VertexAttribute &attrib,
const gl::VertexBinding &binding,
size_t count,
GLsizei instances,
unsigned int *bytesRequiredOut) const = 0;
};
using AttribIndexArray = gl::AttribArray<int>;
class RendererD3D : public BufferFactoryD3D
{
public:
explicit RendererD3D(egl::Display *display);
~RendererD3D() override;
virtual egl::Error initialize() = 0;
virtual egl::ConfigSet generateConfigs() = 0;
virtual void generateDisplayExtensions(egl::DisplayExtensions *outExtensions) const = 0;
virtual ContextImpl *createContext(const gl::State &state, gl::ErrorSet *errorSet) = 0;
std::string getVendorString() const;
virtual int getMinorShaderModel() const = 0;
virtual std::string getShaderModelSuffix() const = 0;
// Direct3D Specific methods
virtual DeviceIdentifier getAdapterIdentifier() const = 0;
virtual bool isValidNativeWindow(EGLNativeWindowType window) const = 0;
virtual NativeWindowD3D *createNativeWindow(EGLNativeWindowType window,
const egl::Config *config,
const egl::AttributeMap &attribs) const = 0;
virtual SwapChainD3D *createSwapChain(NativeWindowD3D *nativeWindow,
HANDLE shareHandle,
IUnknown *d3dTexture,
GLenum backBufferFormat,
GLenum depthBufferFormat,
EGLint orientation,
EGLint samples) = 0;
virtual egl::Error getD3DTextureInfo(const egl::Config *configuration,
IUnknown *d3dTexture,
const egl::AttributeMap &attribs,
EGLint *width,
EGLint *height,
GLsizei *samples,
gl::Format *glFormat,
const angle::Format **angleFormat) const = 0;
virtual egl::Error validateShareHandle(const egl::Config *config,
HANDLE shareHandle,
const egl::AttributeMap &attribs) const = 0;
virtual int getMajorShaderModel() const = 0;
const angle::FeaturesD3D &getFeatures() const;
// Pixel operations
virtual angle::Result copyImage2D(const gl::Context *context,
const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLint level) = 0;
virtual angle::Result copyImageCube(const gl::Context *context,
const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
gl::TextureTarget target,
GLint level) = 0;
virtual angle::Result copyImage3D(const gl::Context *context,
const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLint level) = 0;
virtual angle::Result copyImage2DArray(const gl::Context *context,
const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLint level) = 0;
virtual angle::Result copyTexture(const gl::Context *context,
const gl::Texture *source,
GLint sourceLevel,
gl::TextureTarget srcTarget,
const gl::Box &sourceBox,
GLenum destFormat,
GLenum destType,
const gl::Offset &destOffset,
TextureStorage *storage,
gl::TextureTarget destTarget,
GLint destLevel,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha) = 0;
virtual angle::Result copyCompressedTexture(const gl::Context *context,
const gl::Texture *source,
GLint sourceLevel,
TextureStorage *storage,
GLint destLevel) = 0;
// RenderTarget creation
virtual angle::Result createRenderTarget(const gl::Context *context,
int width,
int height,
GLenum format,
GLsizei samples,
RenderTargetD3D **outRT) = 0;
virtual angle::Result createRenderTargetCopy(const gl::Context *context,
RenderTargetD3D *source,
RenderTargetD3D **outRT) = 0;
// Shader operations
virtual angle::Result loadExecutable(d3d::Context *context,
const uint8_t *function,
size_t length,
gl::ShaderType type,
const std::vector<D3DVarying> &streamOutVaryings,
bool separatedOutputBuffers,
ShaderExecutableD3D **outExecutable) = 0;
virtual angle::Result compileToExecutable(d3d::Context *context,
gl::InfoLog &infoLog,
const std::string &shaderHLSL,
gl::ShaderType type,
const std::vector<D3DVarying> &streamOutVaryings,
bool separatedOutputBuffers,
const angle::CompilerWorkaroundsD3D &workarounds,
ShaderExecutableD3D **outExectuable) = 0;
virtual angle::Result ensureHLSLCompilerInitialized(d3d::Context *context) = 0;
virtual UniformStorageD3D *createUniformStorage(size_t storageSize) = 0;
// Image operations
virtual ImageD3D *createImage() = 0;
virtual ExternalImageSiblingImpl *createExternalImageSibling(
const gl::Context *context,
EGLenum target,
EGLClientBuffer buffer,
const egl::AttributeMap &attribs) = 0;
virtual angle::Result generateMipmap(const gl::Context *context,
ImageD3D *dest,
ImageD3D *source) = 0;
virtual angle::Result generateMipmapUsingD3D(const gl::Context *context,
TextureStorage *storage,
const gl::TextureState &textureState) = 0;
virtual angle::Result copyImage(const gl::Context *context,
ImageD3D *dest,
ImageD3D *source,
const gl::Box &sourceBox,
const gl::Offset &destOffset,
bool unpackFlipY,
bool unpackPremultiplyAlpha,
bool unpackUnmultiplyAlpha) = 0;
virtual TextureStorage *createTextureStorage2D(SwapChainD3D *swapChain) = 0;
virtual TextureStorage *createTextureStorage2D(IUnknown *texture, bool bindChroma) = 0;
virtual TextureStorage *createTextureStorageEGLImage(EGLImageD3D *eglImage,
RenderTargetD3D *renderTargetD3D) = 0;
virtual TextureStorage *createTextureStorageExternal(
egl::Stream *stream,
const egl::Stream::GLTextureDescription &desc) = 0;
virtual TextureStorage *createTextureStorage2D(GLenum internalformat,
bool renderTarget,
GLsizei width,
GLsizei height,
int levels,
bool hintLevelZeroOnly) = 0;
virtual TextureStorage *createTextureStorageCube(GLenum internalformat,
bool renderTarget,
int size,
int levels,
bool hintLevelZeroOnly) = 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;
virtual TextureStorage *createTextureStorage2DMultisample(GLenum internalformat,
GLsizei width,
GLsizei height,
int levels,
int samples,
bool fixedSampleLocations) = 0;
virtual TextureStorage *createTextureStorage2DMultisampleArray(GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
int levels,
int samples,
bool fixedSampleLocations) = 0;
// Buffer-to-texture and Texture-to-buffer copies
virtual bool supportsFastCopyBufferToTexture(GLenum internalFormat) const = 0;
virtual angle::Result fastCopyBufferToTexture(const gl::Context *context,
const gl::PixelUnpackState &unpack,
unsigned int offset,
RenderTargetD3D *destRenderTarget,
GLenum destinationFormat,
GLenum sourcePixelsType,
const gl::Box &destArea) = 0;
// Device lost
gl::GraphicsResetStatus getResetStatus();
void notifyDeviceLost();
virtual bool resetDevice() = 0;
virtual bool testDeviceLost() = 0;
virtual bool testDeviceResettable() = 0;
virtual RendererClass getRendererClass() const = 0;
virtual void *getD3DDevice() = 0;
void setGPUDisjoint();
GLint getGPUDisjoint();
GLint64 getTimestamp();
virtual angle::Result clearRenderTarget(const gl::Context *context,
RenderTargetD3D *renderTarget,
const gl::ColorF &clearColorValue,
const float clearDepthValue,
const unsigned int clearStencilValue) = 0;
virtual DeviceImpl *createEGLDevice() = 0;
bool presentPathFastEnabled() const { return mPresentPathFastEnabled; }
// Stream creation
virtual StreamProducerImpl *createStreamProducerD3DTexture(
egl::Stream::ConsumerType consumerType,
const egl::AttributeMap &attribs) = 0;
const gl::Caps &getNativeCaps() const;
const gl::TextureCapsMap &getNativeTextureCaps() const;
const gl::Extensions &getNativeExtensions() const;
const gl::Limitations &getNativeLimitations() const;
// Necessary hack for default framebuffers in D3D.
virtual FramebufferImpl *createDefaultFramebuffer(const gl::FramebufferState &state) = 0;
virtual gl::Version getMaxSupportedESVersion() const = 0;
virtual gl::Version getMaxConformantESVersion() const = 0;
angle::Result initRenderTarget(const gl::Context *context, RenderTargetD3D *renderTarget);
virtual angle::Result getIncompleteTexture(const gl::Context *context,
gl::TextureType type,
gl::Texture **textureOut) = 0;
Serial generateSerial();
virtual bool canSelectViewInVertexShader() const = 0;
protected:
virtual bool getLUID(LUID *adapterLuid) const = 0;
virtual void generateCaps(gl::Caps *outCaps,
gl::TextureCapsMap *outTextureCaps,
gl::Extensions *outExtensions,
gl::Limitations *outLimitations) const = 0;
bool skipDraw(const gl::State &glState, gl::PrimitiveMode drawMode);
egl::Display *mDisplay;
bool mPresentPathFastEnabled;
private:
void ensureCapsInitialized() const;
virtual void initializeFeatures(angle::FeaturesD3D *features) const = 0;
mutable bool mCapsInitialized;
mutable gl::Caps mNativeCaps;
mutable gl::TextureCapsMap mNativeTextureCaps;
mutable gl::Extensions mNativeExtensions;
mutable gl::Limitations mNativeLimitations;
mutable bool mFeaturesInitialized;
mutable angle::FeaturesD3D mFeatures;
bool mDisjoint;
bool mDeviceLost;
SerialFactory mSerialFactory;
};
unsigned int GetBlendSampleMask(const gl::State &glState, int samples);
bool InstancedPointSpritesActive(ProgramD3D *programD3D, gl::PrimitiveMode mode);
GLenum DefaultGLErrorCode(HRESULT hr);
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_RENDERERD3D_H_