blob: 326398076fb2d9ab296d49f3857882b6a25d518c [file] [log] [blame]
//
// Copyright 2016 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.
//
// Context9:
// D3D9-specific functionality associated with a GL Context.
//
#include "libANGLE/renderer/d3d/d3d9/Context9.h"
#include "common/string_utils.h"
#include "libANGLE/renderer/d3d/CompilerD3D.h"
#include "libANGLE/renderer/d3d/ProgramD3D.h"
#include "libANGLE/renderer/d3d/RenderbufferD3D.h"
#include "libANGLE/renderer/d3d/SamplerD3D.h"
#include "libANGLE/renderer/d3d/ShaderD3D.h"
#include "libANGLE/renderer/d3d/TextureD3D.h"
#include "libANGLE/renderer/d3d/d3d9/Buffer9.h"
#include "libANGLE/renderer/d3d/d3d9/Fence9.h"
#include "libANGLE/renderer/d3d/d3d9/Framebuffer9.h"
#include "libANGLE/renderer/d3d/d3d9/Query9.h"
#include "libANGLE/renderer/d3d/d3d9/Renderer9.h"
#include "libANGLE/renderer/d3d/d3d9/StateManager9.h"
#include "libANGLE/renderer/d3d/d3d9/VertexArray9.h"
namespace rx
{
Context9::Context9(const gl::ContextState &state, Renderer9 *renderer)
: ContextImpl(state), mRenderer(renderer)
{
}
Context9::~Context9()
{
}
gl::Error Context9::initialize()
{
return gl::NoError();
}
CompilerImpl *Context9::createCompiler()
{
return new CompilerD3D(SH_HLSL_3_0_OUTPUT);
}
ShaderImpl *Context9::createShader(const gl::ShaderState &data)
{
return new ShaderD3D(data, mRenderer->getWorkarounds());
}
ProgramImpl *Context9::createProgram(const gl::ProgramState &data)
{
return new ProgramD3D(data, mRenderer);
}
FramebufferImpl *Context9::createFramebuffer(const gl::FramebufferState &data)
{
return new Framebuffer9(data, mRenderer);
}
TextureImpl *Context9::createTexture(const gl::TextureState &state)
{
switch (state.getTarget())
{
case GL_TEXTURE_2D:
return new TextureD3D_2D(state, mRenderer);
case GL_TEXTURE_CUBE_MAP:
return new TextureD3D_Cube(state, mRenderer);
case GL_TEXTURE_EXTERNAL_OES:
return new TextureD3D_External(state, mRenderer);
default:
UNREACHABLE();
}
return nullptr;
}
RenderbufferImpl *Context9::createRenderbuffer()
{
return new RenderbufferD3D(mRenderer);
}
BufferImpl *Context9::createBuffer(const gl::BufferState &state)
{
return new Buffer9(state, mRenderer);
}
VertexArrayImpl *Context9::createVertexArray(const gl::VertexArrayState &data)
{
return new VertexArray9(data);
}
QueryImpl *Context9::createQuery(GLenum type)
{
return new Query9(mRenderer, type);
}
FenceNVImpl *Context9::createFenceNV()
{
return new FenceNV9(mRenderer);
}
FenceSyncImpl *Context9::createFenceSync()
{
// D3D9 doesn't support ES 3.0 and its sync objects.
UNREACHABLE();
return nullptr;
}
TransformFeedbackImpl *Context9::createTransformFeedback(const gl::TransformFeedbackState &state)
{
UNREACHABLE();
return nullptr;
}
SamplerImpl *Context9::createSampler()
{
return new SamplerD3D();
}
std::vector<PathImpl *> Context9::createPaths(GLsizei)
{
return std::vector<PathImpl *>();
}
gl::Error Context9::flush()
{
return mRenderer->flush();
}
gl::Error Context9::finish()
{
return mRenderer->finish();
}
gl::Error Context9::drawArrays(GLenum mode, GLint first, GLsizei count)
{
return mRenderer->genericDrawArrays(this, mode, first, count, 0);
}
gl::Error Context9::drawArraysInstanced(GLenum mode,
GLint first,
GLsizei count,
GLsizei instanceCount)
{
return mRenderer->genericDrawArrays(this, mode, first, count, instanceCount);
}
gl::Error Context9::drawElements(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
const gl::IndexRange &indexRange)
{
return mRenderer->genericDrawElements(this, mode, count, type, indices, 0, indexRange);
}
gl::Error Context9::drawElementsInstanced(GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instances,
const gl::IndexRange &indexRange)
{
return mRenderer->genericDrawElements(this, mode, count, type, indices, instances, indexRange);
}
gl::Error Context9::drawRangeElements(GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const void *indices,
const gl::IndexRange &indexRange)
{
return mRenderer->genericDrawElements(this, mode, count, type, indices, 0, indexRange);
}
gl::Error Context9::drawArraysIndirect(GLenum mode, const void *indirect)
{
UNREACHABLE();
return gl::InternalError() << "D3D9 doesn't support ES 3.1 DrawArraysIndirect API";
}
gl::Error Context9::drawElementsIndirect(GLenum mode, GLenum type, const void *indirect)
{
UNREACHABLE();
return gl::InternalError() << "D3D9 doesn't support ES 3.1 DrawElementsIndirect API";
}
GLenum Context9::getResetStatus()
{
return mRenderer->getResetStatus();
}
std::string Context9::getVendorString() const
{
return mRenderer->getVendorString();
}
std::string Context9::getRendererDescription() const
{
return mRenderer->getRendererDescription();
}
void Context9::insertEventMarker(GLsizei length, const char *marker)
{
auto optionalString = angle::WidenString(static_cast<size_t>(length), marker);
if (optionalString.valid())
{
mRenderer->getAnnotator()->setMarker(optionalString.value().data());
}
}
void Context9::pushGroupMarker(GLsizei length, const char *marker)
{
auto optionalString = angle::WidenString(static_cast<size_t>(length), marker);
if (optionalString.valid())
{
mRenderer->getAnnotator()->beginEvent(optionalString.value().data());
}
}
void Context9::popGroupMarker()
{
mRenderer->getAnnotator()->endEvent();
}
void Context9::syncState(const gl::State::DirtyBits &dirtyBits)
{
mRenderer->getStateManager()->syncState(mState.getState(), dirtyBits);
}
GLint Context9::getGPUDisjoint()
{
return mRenderer->getGPUDisjoint();
}
GLint64 Context9::getTimestamp()
{
return mRenderer->getTimestamp();
}
void Context9::onMakeCurrent(const gl::ContextState &data)
{
}
const gl::Caps &Context9::getNativeCaps() const
{
return mRenderer->getNativeCaps();
}
const gl::TextureCapsMap &Context9::getNativeTextureCaps() const
{
return mRenderer->getNativeTextureCaps();
}
const gl::Extensions &Context9::getNativeExtensions() const
{
return mRenderer->getNativeExtensions();
}
const gl::Limitations &Context9::getNativeLimitations() const
{
return mRenderer->getNativeLimitations();
}
gl::Error Context9::dispatchCompute(GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ)
{
UNREACHABLE();
return gl::InternalError() << "D3D9 doesn't support ES 3.1 DispatchCompute API";
}
} // namespace rx