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//
// 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 LIBANGLE_RENDERER_D3D_D3D9_RENDERER9_H_
#define LIBANGLE_RENDERER_D3D_D3D9_RENDERER9_H_
#include "common/angleutils.h"
#include "common/mathutil.h"
#include "libANGLE/renderer/d3d/HLSLCompiler.h"
#include "libANGLE/renderer/d3d/RenderTargetD3D.h"
#include "libANGLE/renderer/d3d/RendererD3D.h"
#include "libANGLE/renderer/d3d/d3d9/DebugAnnotator9.h"
#include "libANGLE/renderer/d3d/d3d9/ShaderCache.h"
#include "libANGLE/renderer/d3d/d3d9/StateManager9.h"
#include "libANGLE/renderer/d3d/d3d9/VertexDeclarationCache.h"
#include "libANGLE/renderer/driver_utils.h"
namespace gl
{
class FramebufferAttachment;
}
namespace egl
{
class AttributeMap;
}
namespace rx
{
class Blit9;
class Context9;
class IndexDataManager;
class ProgramD3D;
class StreamingIndexBufferInterface;
class StaticIndexBufferInterface;
class VertexDataManager;
struct ClearParameters;
struct D3DUniform;
struct TranslatedAttribute;
enum D3D9InitError
{
D3D9_INIT_SUCCESS = 0,
// Failed to load the D3D or ANGLE compiler
D3D9_INIT_COMPILER_ERROR,
// Failed to load a necessary DLL
D3D9_INIT_MISSING_DEP,
// Device creation error
D3D9_INIT_CREATE_DEVICE_ERROR,
// System does not meet minimum shader spec
D3D9_INIT_UNSUPPORTED_VERSION,
// System does not support stretchrect from textures
D3D9_INIT_UNSUPPORTED_STRETCHRECT,
// A call returned out of memory or device lost
D3D9_INIT_OUT_OF_MEMORY,
// Other unspecified error
D3D9_INIT_OTHER_ERROR,
NUM_D3D9_INIT_ERRORS
};
class Renderer9 : public RendererD3D
{
public:
explicit Renderer9(egl::Display *display);
virtual ~Renderer9();
egl::Error initialize() override;
bool resetDevice() override;
egl::ConfigSet generateConfigs() override;
void generateDisplayExtensions(egl::DisplayExtensions *outExtensions) const override;
void startScene();
void endScene();
gl::Error flush();
gl::Error finish();
bool isValidNativeWindow(EGLNativeWindowType window) const override;
NativeWindowD3D *createNativeWindow(EGLNativeWindowType window,
const egl::Config *config,
const egl::AttributeMap &attribs) const override;
SwapChainD3D *createSwapChain(NativeWindowD3D *nativeWindow,
HANDLE shareHandle,
IUnknown *d3dTexture,
GLenum backBufferFormat,
GLenum depthBufferFormat,
EGLint orientation,
EGLint samples) override;
egl::Error getD3DTextureInfo(const egl::Config *configuration,
IUnknown *d3dTexture,
EGLint *width,
EGLint *height,
GLenum *fboFormat) const override;
egl::Error validateShareHandle(const egl::Config *config,
HANDLE shareHandle,
const egl::AttributeMap &attribs) const override;
ContextImpl *createContext(const gl::ContextState &state) override;
gl::Error allocateEventQuery(IDirect3DQuery9 **outQuery);
void freeEventQuery(IDirect3DQuery9 *query);
// resource creation
gl::Error createVertexShader(const DWORD *function,
size_t length,
IDirect3DVertexShader9 **outShader);
gl::Error createPixelShader(const DWORD *function,
size_t length,
IDirect3DPixelShader9 **outShader);
HRESULT createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer);
HRESULT createIndexBuffer(UINT Length,
DWORD Usage,
D3DFORMAT Format,
IDirect3DIndexBuffer9 **ppIndexBuffer);
gl::Error setSamplerState(gl::SamplerType type,
int index,
gl::Texture *texture,
const gl::SamplerState &sampler) override;
gl::Error setTexture(gl::SamplerType type, int index, gl::Texture *texture) override;
gl::Error setUniformBuffers(const gl::ContextState &data,
const std::vector<GLint> &vertexUniformBuffers,
const std::vector<GLint> &fragmentUniformBuffers) override;
gl::Error updateState(Context9 *context, GLenum drawMode);
void setScissorRectangle(const gl::Rectangle &scissor, bool enabled);
void setViewport(const gl::Rectangle &viewport,
float zNear,
float zFar,
GLenum drawMode,
GLenum frontFace,
bool ignoreViewport);
gl::Error applyRenderTarget(GLImplFactory *implFactory, const gl::Framebuffer *frameBuffer);
gl::Error applyRenderTarget(GLImplFactory *implFactory,
const gl::FramebufferAttachment *colorAttachment,
const gl::FramebufferAttachment *depthStencilAttachment);
gl::Error applyUniforms(const ProgramD3D &programD3D,
GLenum drawMode,
const std::vector<D3DUniform *> &uniformArray) override;
bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount, bool usesPointSize);
gl::Error applyVertexBuffer(const gl::State &state,
GLenum mode,
GLint first,
GLsizei count,
GLsizei instances,
TranslatedIndexData *indexInfo);
gl::Error applyIndexBuffer(const gl::ContextState &data,
const void *indices,
GLsizei count,
GLenum mode,
GLenum type,
TranslatedIndexData *indexInfo);
gl::Error applyTransformFeedbackBuffers(const gl::State &state);
gl::Error clear(const ClearParameters &clearParams,
const gl::FramebufferAttachment *colorBuffer,
const gl::FramebufferAttachment *depthStencilBuffer);
void markAllStateDirty();
// lost device
bool testDeviceLost() override;
bool testDeviceResettable();
VendorID getVendorId() const;
std::string getRendererDescription() const;
DeviceIdentifier getAdapterIdentifier() const override;
IDirect3DDevice9 *getDevice() { return mDevice; }
void *getD3DDevice() override;
unsigned int getReservedVertexUniformVectors() const;
unsigned int getReservedFragmentUniformVectors() const;
unsigned int getReservedVertexUniformBuffers() const override;
unsigned int getReservedFragmentUniformBuffers() const override;
bool getShareHandleSupport() const;
int getMajorShaderModel() const override;
int getMinorShaderModel() const override;
std::string getShaderModelSuffix() const override;
DWORD getCapsDeclTypes() const;
// Pixel operations
gl::Error copyImage2D(const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLint level) override;
gl::Error copyImageCube(const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLenum target,
GLint level) override;
gl::Error copyImage3D(const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLint level) override;
gl::Error copyImage2DArray(const gl::Framebuffer *framebuffer,
const gl::Rectangle &sourceRect,
GLenum destFormat,
const gl::Offset &destOffset,
TextureStorage *storage,
GLint level) override;
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) override;
gl::Error copyCompressedTexture(const gl::Texture *source,
GLint sourceLevel,
TextureStorage *storage,
GLint destLevel) override;
// RenderTarget creation
gl::Error createRenderTarget(int width,
int height,
GLenum format,
GLsizei samples,
RenderTargetD3D **outRT) override;
gl::Error createRenderTargetCopy(RenderTargetD3D *source, RenderTargetD3D **outRT) override;
// Shader operations
gl::Error loadExecutable(const void *function,
size_t length,
ShaderType type,
const std::vector<D3DVarying> &streamOutVaryings,
bool separatedOutputBuffers,
ShaderExecutableD3D **outExecutable) override;
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) override;
gl::Error ensureHLSLCompilerInitialized() override;
UniformStorageD3D *createUniformStorage(size_t storageSize) override;
// Image operations
ImageD3D *createImage() override;
gl::Error generateMipmap(ImageD3D *dest, ImageD3D *source) override;
gl::Error generateMipmapUsingD3D(TextureStorage *storage,
const gl::TextureState &textureState) override;
TextureStorage *createTextureStorage2D(SwapChainD3D *swapChain) override;
TextureStorage *createTextureStorageEGLImage(EGLImageD3D *eglImage,
RenderTargetD3D *renderTargetD3D) override;
TextureStorage *createTextureStorageExternal(
egl::Stream *stream,
const egl::Stream::GLTextureDescription &desc) override;
TextureStorage *createTextureStorage2D(GLenum internalformat,
bool renderTarget,
GLsizei width,
GLsizei height,
int levels,
bool hintLevelZeroOnly) override;
TextureStorage *createTextureStorageCube(GLenum internalformat,
bool renderTarget,
int size,
int levels,
bool hintLevelZeroOnly) override;
TextureStorage *createTextureStorage3D(GLenum internalformat,
bool renderTarget,
GLsizei width,
GLsizei height,
GLsizei depth,
int levels) override;
TextureStorage *createTextureStorage2DArray(GLenum internalformat,
bool renderTarget,
GLsizei width,
GLsizei height,
GLsizei depth,
int levels) override;
// Buffer creation
VertexBuffer *createVertexBuffer() override;
IndexBuffer *createIndexBuffer() override;
// Stream Creation
StreamProducerImpl *createStreamProducerD3DTextureNV12(
egl::Stream::ConsumerType consumerType,
const egl::AttributeMap &attribs) override;
// Buffer-to-texture and Texture-to-buffer copies
bool supportsFastCopyBufferToTexture(GLenum internalFormat) const override;
gl::Error fastCopyBufferToTexture(const gl::PixelUnpackState &unpack,
unsigned int offset,
RenderTargetD3D *destRenderTarget,
GLenum destinationFormat,
GLenum sourcePixelsType,
const gl::Box &destArea) override;
// D3D9-renderer specific methods
gl::Error boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest);
D3DPOOL getTexturePool(DWORD usage) const;
bool getLUID(LUID *adapterLuid) const override;
VertexConversionType getVertexConversionType(
gl::VertexFormatType vertexFormatType) const override;
GLenum getVertexComponentType(gl::VertexFormatType vertexFormatType) const override;
// Warning: you should ensure binding really matches attrib.bindingIndex before using this
// function.
gl::ErrorOrResult<unsigned int> getVertexSpaceRequired(const gl::VertexAttribute &attrib,
const gl::VertexBinding &binding,
GLsizei count,
GLsizei instances) const override;
gl::Error copyToRenderTarget(IDirect3DSurface9 *dest,
IDirect3DSurface9 *source,
bool fromManaged);
RendererClass getRendererClass() const override { return RENDERER_D3D9; }
D3DDEVTYPE getD3D9DeviceType() const { return mDeviceType; }
egl::Error getEGLDevice(DeviceImpl **device) override;
StateManager9 *getStateManager() { return &mStateManager; }
gl::Error genericDrawArrays(Context9 *context,
GLenum mode,
GLint first,
GLsizei count,
GLsizei instances);
gl::Error genericDrawElements(Context9 *context,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instances,
const gl::IndexRange &indexRange);
// Necessary hack for default framebuffers in D3D.
FramebufferImpl *createDefaultFramebuffer(const gl::FramebufferState &state) override;
DebugAnnotator9 *getAnnotator() { return &mAnnotator; }
gl::Version getMaxSupportedESVersion() const override;
gl::Error applyComputeUniforms(const ProgramD3D &programD3D,
const std::vector<D3DUniform *> &uniformArray) override;
protected:
gl::Error clearTextures(gl::SamplerType samplerType,
size_t rangeStart,
size_t rangeEnd) override;
private:
gl::Error drawArraysImpl(const gl::ContextState &data,
GLenum mode,
GLint startVertex,
GLsizei count,
GLsizei instances);
gl::Error drawElementsImpl(const gl::ContextState &data,
const TranslatedIndexData &indexInfo,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instances);
gl::Error applyShaders(const gl::ContextState &data, GLenum drawMode);
void generateCaps(gl::Caps *outCaps,
gl::TextureCapsMap *outTextureCaps,
gl::Extensions *outExtensions,
gl::Limitations *outLimitations) const override;
angle::WorkaroundsD3D generateWorkarounds() const override;
gl::Error setBlendDepthRasterStates(const gl::ContextState &glData, GLenum drawMode);
void release();
void applyUniformnfv(const D3DUniform *targetUniform, const GLfloat *v);
void applyUniformniv(const D3DUniform *targetUniform, const GLint *v);
void applyUniformnbv(const D3DUniform *targetUniform, const GLint *v);
gl::Error drawLineLoop(GLsizei count,
GLenum type,
const void *indices,
int minIndex,
gl::Buffer *elementArrayBuffer);
gl::Error drawIndexedPoints(GLsizei count,
GLenum type,
const void *indices,
int minIndex,
gl::Buffer *elementArrayBuffer);
gl::Error getCountingIB(size_t count, StaticIndexBufferInterface **outIB);
gl::Error getNullColorbuffer(GLImplFactory *implFactory,
const gl::FramebufferAttachment *depthbuffer,
const gl::FramebufferAttachment **outColorBuffer);
D3DPOOL getBufferPool(DWORD usage) const;
HMODULE mD3d9Module;
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;
D3DCAPS9 mDeviceCaps;
D3DADAPTER_IDENTIFIER9 mAdapterIdentifier;
D3DPRIMITIVETYPE mPrimitiveType;
int mPrimitiveCount;
GLsizei mRepeatDraw;
bool mSceneStarted;
bool mVertexTextureSupport;
// current render target states
unsigned int mAppliedRenderTargetSerial;
unsigned int mAppliedDepthStencilSerial;
bool mDepthStencilInitialized;
bool mRenderTargetDescInitialized;
IDirect3DStateBlock9 *mMaskedClearSavedState;
StateManager9 mStateManager;
// Currently applied sampler states
struct CurSamplerState
{
CurSamplerState();
bool forceSet;
size_t baseLevel;
gl::SamplerState samplerState;
};
std::vector<CurSamplerState> mCurVertexSamplerStates;
std::vector<CurSamplerState> mCurPixelSamplerStates;
// Currently applied textures
std::vector<uintptr_t> mCurVertexTextures;
std::vector<uintptr_t> mCurPixelTextures;
unsigned int mAppliedIBSerial;
IDirect3DVertexShader9 *mAppliedVertexShader;
IDirect3DPixelShader9 *mAppliedPixelShader;
unsigned int mAppliedProgramSerial;
// 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;
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;
DeviceD3D *mEGLDevice;
std::vector<TranslatedAttribute> mTranslatedAttribCache;
DebugAnnotator9 mAnnotator;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_D3D9_RENDERER9_H_