| |
| // 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 LIBANGLE_RENDERER_D3D_RENDERERD3D_H_ |
| #define LIBANGLE_RENDERER_D3D_RENDERERD3D_H_ |
| |
| #include <array> |
| |
| #include "common/debug.h" |
| #include "common/MemoryBuffer.h" |
| #include "libANGLE/ContextState.h" |
| #include "libANGLE/Device.h" |
| #include "libANGLE/formatutils.h" |
| #include "libANGLE/renderer/d3d/VertexDataManager.h" |
| #include "libANGLE/renderer/d3d/formatutilsD3D.h" |
| #include "libANGLE/Version.h" |
| #include "libANGLE/WorkerThread.h" |
| #include "platform/WorkaroundsD3D.h" |
| |
| namespace egl |
| { |
| class ConfigSet; |
| } |
| |
| namespace gl |
| { |
| class FramebufferState; |
| class InfoLog; |
| class Texture; |
| struct LinkedVarying; |
| } |
| |
| 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 |
| }; |
| |
| enum ShaderType |
| { |
| SHADER_VERTEX, |
| SHADER_PIXEL, |
| SHADER_GEOMETRY, |
| SHADER_COMPUTE, |
| SHADER_TYPE_MAX |
| }; |
| |
| // 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(gl::VertexFormatType vertexFormatType) const = 0; |
| virtual GLenum getVertexComponentType(gl::VertexFormatType vertexFormatType) const = 0; |
| |
| // Warning: you should ensure binding really matches attrib.bindingIndex before using this |
| // function. |
| virtual gl::ErrorOrResult<unsigned int> getVertexSpaceRequired( |
| const gl::VertexAttribute &attrib, |
| const gl::VertexBinding &binding, |
| GLsizei count, |
| GLsizei instances) const = 0; |
| }; |
| |
| using AttribIndexArray = std::array<int, gl::MAX_VERTEX_ATTRIBS>; |
| |
| class RendererD3D : public BufferFactoryD3D |
| { |
| public: |
| explicit RendererD3D(egl::Display *display); |
| virtual ~RendererD3D(); |
| |
| virtual egl::Error initialize() = 0; |
| |
| virtual egl::ConfigSet generateConfigs() = 0; |
| virtual void generateDisplayExtensions(egl::DisplayExtensions *outExtensions) const = 0; |
| |
| virtual ContextImpl *createContext(const gl::ContextState &state) = 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, |
| EGLint *width, |
| EGLint *height, |
| GLenum *fboFormat) const = 0; |
| virtual egl::Error validateShareHandle(const egl::Config *config, |
| HANDLE shareHandle, |
| const egl::AttributeMap &attribs) const = 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::ContextState &data, |
| const std::vector<GLint> &vertexUniformBuffers, |
| const std::vector<GLint> &fragmentUniformBuffers) = 0; |
| |
| virtual gl::Error applyUniforms(const ProgramD3D &programD3D, |
| GLenum drawMode, |
| const std::vector<D3DUniform *> &uniformArray) = 0; |
| |
| virtual unsigned int getReservedVertexUniformBuffers() const = 0; |
| virtual unsigned int getReservedFragmentUniformBuffers() const = 0; |
| |
| virtual int getMajorShaderModel() const = 0; |
| |
| const angle::WorkaroundsD3D &getWorkarounds() const; |
| |
| // Pixel operations |
| virtual gl::Error copyImage2D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, |
| const gl::Offset &destOffset, TextureStorage *storage, GLint level) = 0; |
| virtual gl::Error copyImageCube(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, |
| const gl::Offset &destOffset, TextureStorage *storage, GLenum target, GLint level) = 0; |
| virtual gl::Error copyImage3D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, |
| const gl::Offset &destOffset, TextureStorage *storage, GLint level) = 0; |
| virtual gl::Error copyImage2DArray(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, |
| const gl::Offset &destOffset, TextureStorage *storage, GLint level) = 0; |
| |
| virtual gl::Error copyTexture(const gl::Texture *source, |
| GLint sourceLevel, |
| const gl::Rectangle &sourceRect, |
| GLenum destFormat, |
| const gl::Offset &destOffset, |
| TextureStorage *storage, |
| GLenum destTarget, |
| GLint destLevel, |
| bool unpackFlipY, |
| bool unpackPremultiplyAlpha, |
| bool unpackUnmultiplyAlpha) = 0; |
| virtual gl::Error copyCompressedTexture(const gl::Texture *source, |
| GLint sourceLevel, |
| TextureStorage *storage, |
| GLint destLevel) = 0; |
| |
| // RenderTarget creation |
| virtual gl::Error createRenderTarget(int width, int height, GLenum format, GLsizei samples, RenderTargetD3D **outRT) = 0; |
| virtual gl::Error createRenderTargetCopy(RenderTargetD3D *source, RenderTargetD3D **outRT) = 0; |
| |
| // Shader operations |
| virtual gl::Error loadExecutable(const void *function, |
| size_t length, |
| ShaderType type, |
| const std::vector<D3DVarying> &streamOutVaryings, |
| bool separatedOutputBuffers, |
| ShaderExecutableD3D **outExecutable) = 0; |
| virtual gl::Error compileToExecutable(gl::InfoLog &infoLog, |
| const std::string &shaderHLSL, |
| ShaderType type, |
| const std::vector<D3DVarying> &streamOutVaryings, |
| bool separatedOutputBuffers, |
| const angle::CompilerWorkaroundsD3D &workarounds, |
| ShaderExecutableD3D **outExectuable) = 0; |
| virtual gl::Error ensureHLSLCompilerInitialized() = 0; |
| |
| virtual UniformStorageD3D *createUniformStorage(size_t storageSize) = 0; |
| |
| // Image operations |
| virtual ImageD3D *createImage() = 0; |
| virtual gl::Error generateMipmap(ImageD3D *dest, ImageD3D *source) = 0; |
| virtual gl::Error generateMipmapUsingD3D(TextureStorage *storage, |
| const gl::TextureState &textureState) = 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; |
| |
| // 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, RenderTargetD3D *destRenderTarget, |
| GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea) = 0; |
| |
| // Device lost |
| GLenum 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(); |
| |
| // In D3D11, faster than calling setTexture a jillion times |
| virtual gl::Error clearTextures(gl::SamplerType samplerType, size_t rangeStart, size_t rangeEnd) = 0; |
| |
| virtual egl::Error getEGLDevice(DeviceImpl **device) = 0; |
| |
| bool presentPathFastEnabled() const { return mPresentPathFastEnabled; } |
| |
| // Stream creation |
| virtual StreamProducerImpl *createStreamProducerD3DTextureNV12( |
| 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; |
| |
| angle::WorkerThreadPool *getWorkerThreadPool(); |
| |
| virtual gl::Error applyComputeUniforms(const ProgramD3D &programD3D, |
| const std::vector<D3DUniform *> &uniformArray) = 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; |
| |
| void cleanup(); |
| |
| static unsigned int GetBlendSampleMask(const gl::ContextState &data, int samples); |
| // dirtyPointer is a special value that will make the comparison with any valid pointer fail and force the renderer to re-apply the state. |
| |
| gl::Error applyTextures(GLImplFactory *implFactory, const gl::ContextState &data); |
| bool skipDraw(const gl::ContextState &data, GLenum drawMode); |
| gl::Error markTransformFeedbackUsage(const gl::ContextState &data); |
| |
| egl::Display *mDisplay; |
| |
| bool mPresentPathFastEnabled; |
| |
| private: |
| void ensureCapsInitialized() const; |
| |
| typedef std::array<gl::Texture*, gl::IMPLEMENTATION_MAX_FRAMEBUFFER_ATTACHMENTS> FramebufferTextureArray; |
| |
| gl::Error applyTextures(GLImplFactory *implFactory, |
| const gl::ContextState &data, |
| gl::SamplerType shaderType, |
| const FramebufferTextureArray &framebufferTextures, |
| size_t framebufferTextureCount); |
| |
| size_t getBoundFramebufferTextures(const gl::ContextState &data, |
| FramebufferTextureArray *outTextureArray); |
| gl::Texture *getIncompleteTexture(GLImplFactory *implFactory, GLenum type); |
| |
| virtual angle::WorkaroundsD3D generateWorkarounds() const = 0; |
| |
| mutable bool mCapsInitialized; |
| mutable gl::Caps mNativeCaps; |
| mutable gl::TextureCapsMap mNativeTextureCaps; |
| mutable gl::Extensions mNativeExtensions; |
| mutable gl::Limitations mNativeLimitations; |
| |
| gl::TextureMap mIncompleteTextures; |
| |
| mutable bool mWorkaroundsInitialized; |
| mutable angle::WorkaroundsD3D mWorkarounds; |
| |
| bool mDisjoint; |
| bool mDeviceLost; |
| |
| angle::WorkerThreadPool mWorkerThreadPool; |
| }; |
| |
| } // namespace rx |
| |
| #endif // LIBANGLE_RENDERER_D3D_RENDERERD3D_H_ |