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      1 //
      2 // Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
      3 // Use of this source code is governed by a BSD-style license that can be
      4 // found in the LICENSE file.
      5 //
      6 
      7 // Renderer9.h: Defines a back-end specific class for the D3D9 renderer.
      8 
      9 #ifndef LIBGLESV2_RENDERER_RENDERER9_H_
     10 #define LIBGLESV2_RENDERER_RENDERER9_H_
     11 
     12 #include "common/angleutils.h"
     13 #include "libGLESv2/mathutil.h"
     14 #include "libGLESv2/renderer/ShaderCache.h"
     15 #include "libGLESv2/renderer/VertexDeclarationCache.h"
     16 #include "libGLESv2/renderer/Renderer.h"
     17 #include "libGLESv2/renderer/RenderTarget.h"
     18 
     19 namespace gl
     20 {
     21 class Renderbuffer;
     22 }
     23 
     24 namespace rx
     25 {
     26 class VertexDataManager;
     27 class IndexDataManager;
     28 class StreamingIndexBufferInterface;
     29 struct TranslatedAttribute;
     30 
     31 class Renderer9 : public Renderer
     32 {
     33   public:
     34     Renderer9(egl::Display *display, HDC hDc, bool softwareDevice);
     35     virtual ~Renderer9();
     36 
     37     static Renderer9 *makeRenderer9(Renderer *renderer);
     38 
     39     virtual EGLint initialize();
     40     virtual bool resetDevice();
     41 
     42     virtual int generateConfigs(ConfigDesc **configDescList);
     43     virtual void deleteConfigs(ConfigDesc *configDescList);
     44 
     45     void startScene();
     46     void endScene();
     47 
     48     virtual void sync(bool block);
     49 
     50     virtual SwapChain *createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat);
     51 
     52     IDirect3DQuery9* allocateEventQuery();
     53     void freeEventQuery(IDirect3DQuery9* query);
     54 
     55     // resource creation
     56     IDirect3DVertexShader9 *createVertexShader(const DWORD *function, size_t length);
     57     IDirect3DPixelShader9 *createPixelShader(const DWORD *function, size_t length);
     58     HRESULT createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer);
     59     HRESULT createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer);
     60 #if 0
     61     void *createTexture2D();
     62     void *createTextureCube();
     63     void *createQuery();
     64     void *createIndexBuffer();
     65     void *createVertexbuffer();
     66 
     67     // state setup
     68     void applyShaders();
     69     void applyConstants();
     70 #endif
     71     virtual void setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler);
     72     virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture);
     73 
     74     virtual void setRasterizerState(const gl::RasterizerState &rasterState);
     75     virtual void setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
     76                                unsigned int sampleMask);
     77     virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
     78                                       int stencilBackRef, bool frontFaceCCW);
     79 
     80     virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled);
     81     virtual bool setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
     82                              bool ignoreViewport);
     83 
     84     virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer);
     85     virtual void applyShaders(gl::ProgramBinary *programBinary);
     86     virtual void applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray);
     87     virtual bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount);
     88     virtual GLenum applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances);
     89     virtual GLenum applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo);
     90 
     91     virtual void drawArrays(GLenum mode, GLsizei count, GLsizei instances);
     92     virtual void drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances);
     93 
     94     virtual void clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer);
     95 
     96     virtual void markAllStateDirty();
     97 
     98     // lost device
     99     void notifyDeviceLost();
    100     virtual bool isDeviceLost();
    101     virtual bool testDeviceLost(bool notify);
    102     virtual bool testDeviceResettable();
    103 
    104     // Renderer capabilities
    105     IDirect3DDevice9 *getDevice() { return mDevice; }
    106     virtual DWORD getAdapterVendor() const;
    107     virtual std::string getRendererDescription() const;
    108     virtual GUID getAdapterIdentifier() const;
    109 
    110     virtual bool getBGRATextureSupport() const;
    111     virtual bool getDXT1TextureSupport();
    112     virtual bool getDXT3TextureSupport();
    113     virtual bool getDXT5TextureSupport();
    114     virtual bool getEventQuerySupport();
    115     virtual bool getFloat32TextureSupport(bool *filtering, bool *renderable);
    116     virtual bool getFloat16TextureSupport(bool *filtering, bool *renderable);
    117     virtual bool getLuminanceTextureSupport();
    118     virtual bool getLuminanceAlphaTextureSupport();
    119     virtual unsigned int getMaxVertexTextureImageUnits() const;
    120     virtual unsigned int getMaxCombinedTextureImageUnits() const;
    121     virtual unsigned int getReservedVertexUniformVectors() const;
    122     virtual unsigned int getReservedFragmentUniformVectors() const;
    123     virtual unsigned int getMaxVertexUniformVectors() const;
    124     virtual unsigned int getMaxFragmentUniformVectors() const;
    125     virtual unsigned int getMaxVaryingVectors() const;
    126     virtual bool getNonPower2TextureSupport() const;
    127     virtual bool getDepthTextureSupport() const;
    128     virtual bool getOcclusionQuerySupport() const;
    129     virtual bool getInstancingSupport() const;
    130     virtual bool getTextureFilterAnisotropySupport() const;
    131     virtual float getTextureMaxAnisotropy() const;
    132     virtual bool getShareHandleSupport() const;
    133     virtual bool getDerivativeInstructionSupport() const;
    134     virtual bool getPostSubBufferSupport() const;
    135 
    136     virtual int getMajorShaderModel() const;
    137     virtual float getMaxPointSize() const;
    138     virtual int getMaxViewportDimension() const;
    139     virtual int getMaxTextureWidth() const;
    140     virtual int getMaxTextureHeight() const;
    141     virtual bool get32BitIndexSupport() const;
    142     DWORD getCapsDeclTypes() const;
    143     virtual int getMinSwapInterval() const;
    144     virtual int getMaxSwapInterval() const;
    145 
    146     virtual GLsizei getMaxSupportedSamples() const;
    147     int getNearestSupportedSamples(D3DFORMAT format, int requested) const;
    148 
    149     virtual unsigned int getMaxRenderTargets() const;
    150 
    151     D3DFORMAT ConvertTextureInternalFormat(GLint internalformat);
    152 
    153     // Pixel operations
    154     virtual bool copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source);
    155     virtual bool copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source);
    156 
    157     virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
    158                            GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level);
    159     virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
    160                            GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level);
    161 
    162     virtual bool blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
    163                           bool blitRenderTarget, bool blitDepthStencil);
    164     virtual void readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
    165                             GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels);
    166 
    167     // RenderTarget creation
    168     virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth);
    169     virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth);
    170 
    171     // Shader operations
    172     virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type);
    173     virtual ShaderExecutable *compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type);
    174 
    175     // Image operations
    176     virtual Image *createImage();
    177     virtual void generateMipmap(Image *dest, Image *source);
    178     virtual TextureStorage *createTextureStorage2D(SwapChain *swapChain);
    179     virtual TextureStorage *createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height);
    180     virtual TextureStorage *createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size);
    181 
    182     // Buffer creation
    183     virtual VertexBuffer *createVertexBuffer();
    184     virtual IndexBuffer *createIndexBuffer();
    185     virtual BufferStorage *createBufferStorage();
    186 
    187     // Query and Fence creation
    188     virtual QueryImpl *createQuery(GLenum type);
    189     virtual FenceImpl *createFence();
    190 
    191     // D3D9-renderer specific methods
    192     bool boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest);
    193 
    194     D3DPOOL getTexturePool(DWORD usage) const;
    195 
    196     virtual bool getLUID(LUID *adapterLuid) const;
    197 
    198   private:
    199     DISALLOW_COPY_AND_ASSIGN(Renderer9);
    200 
    201     void applyUniformnfv(gl::Uniform *targetUniform, const GLfloat *v);
    202     void applyUniformniv(gl::Uniform *targetUniform, const GLint *v);
    203     void applyUniformnbv(gl::Uniform *targetUniform, const GLint *v);
    204 
    205     void drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer);
    206     void drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer);
    207 
    208     void getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray);
    209     bool copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged);
    210     gl::Renderbuffer *getNullColorbuffer(gl::Renderbuffer *depthbuffer);
    211 
    212     D3DPOOL getBufferPool(DWORD usage) const;
    213 
    214     HMODULE mD3d9Module;
    215     HDC mDc;
    216 
    217     void initializeDevice();
    218     D3DPRESENT_PARAMETERS getDefaultPresentParameters();
    219     void releaseDeviceResources();
    220 
    221     UINT mAdapter;
    222     D3DDEVTYPE mDeviceType;
    223     bool mSoftwareDevice;   // FIXME: Deprecate
    224     IDirect3D9 *mD3d9;  // Always valid after successful initialization.
    225     IDirect3D9Ex *mD3d9Ex;  // Might be null if D3D9Ex is not supported.
    226     IDirect3DDevice9 *mDevice;
    227     IDirect3DDevice9Ex *mDeviceEx;  // Might be null if D3D9Ex is not supported.
    228 
    229     Blit *mBlit;
    230 
    231     HWND mDeviceWindow;
    232 
    233     bool mDeviceLost;
    234     D3DCAPS9 mDeviceCaps;
    235     D3DADAPTER_IDENTIFIER9 mAdapterIdentifier;
    236 
    237     D3DPRIMITIVETYPE mPrimitiveType;
    238     int mPrimitiveCount;
    239     GLsizei mRepeatDraw;
    240 
    241     bool mSceneStarted;
    242     bool mSupportsNonPower2Textures;
    243     bool mSupportsTextureFilterAnisotropy;
    244     int mMinSwapInterval;
    245     int mMaxSwapInterval;
    246 
    247     bool mOcclusionQuerySupport;
    248     bool mEventQuerySupport;
    249     bool mVertexTextureSupport;
    250 
    251     bool mDepthTextureSupport;
    252 
    253     bool mFloat32TextureSupport;
    254     bool mFloat32FilterSupport;
    255     bool mFloat32RenderSupport;
    256 
    257     bool mFloat16TextureSupport;
    258     bool mFloat16FilterSupport;
    259     bool mFloat16RenderSupport;
    260 
    261     bool mDXT1TextureSupport;
    262     bool mDXT3TextureSupport;
    263     bool mDXT5TextureSupport;
    264 
    265     bool mLuminanceTextureSupport;
    266     bool mLuminanceAlphaTextureSupport;
    267 
    268     std::map<D3DFORMAT, bool *> mMultiSampleSupport;
    269     GLsizei mMaxSupportedSamples;
    270 
    271     // current render target states
    272     unsigned int mAppliedRenderTargetSerial;
    273     unsigned int mAppliedDepthbufferSerial;
    274     unsigned int mAppliedStencilbufferSerial;
    275     bool mDepthStencilInitialized;
    276     bool mRenderTargetDescInitialized;
    277     rx::RenderTarget::Desc mRenderTargetDesc;
    278     unsigned int mCurStencilSize;
    279     unsigned int mCurDepthSize;
    280 
    281     IDirect3DStateBlock9 *mMaskedClearSavedState;
    282 
    283     // previously set render states
    284     bool mForceSetDepthStencilState;
    285     gl::DepthStencilState mCurDepthStencilState;
    286     int mCurStencilRef;
    287     int mCurStencilBackRef;
    288     bool mCurFrontFaceCCW;
    289 
    290     bool mForceSetRasterState;
    291     gl::RasterizerState mCurRasterState;
    292 
    293     bool mForceSetScissor;
    294     gl::Rectangle mCurScissor;
    295     bool mScissorEnabled;
    296 
    297     bool mForceSetViewport;
    298     gl::Rectangle mCurViewport;
    299     float mCurNear;
    300     float mCurFar;
    301 
    302     bool mForceSetBlendState;
    303     gl::BlendState mCurBlendState;
    304     gl::Color mCurBlendColor;
    305     GLuint mCurSampleMask;
    306 
    307     // Currently applied sampler states
    308     bool mForceSetVertexSamplerStates[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
    309     gl::SamplerState mCurVertexSamplerStates[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
    310 
    311     bool mForceSetPixelSamplerStates[gl::MAX_TEXTURE_IMAGE_UNITS];
    312     gl::SamplerState mCurPixelSamplerStates[gl::MAX_TEXTURE_IMAGE_UNITS];
    313 
    314     // Currently applied textures
    315     unsigned int mCurVertexTextureSerials[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
    316     unsigned int mCurPixelTextureSerials[gl::MAX_TEXTURE_IMAGE_UNITS];
    317 
    318     unsigned int mAppliedIBSerial;
    319     unsigned int mAppliedProgramBinarySerial;
    320 
    321     rx::dx_VertexConstants mVertexConstants;
    322     rx::dx_PixelConstants mPixelConstants;
    323     bool mDxUniformsDirty;
    324 
    325     // A pool of event queries that are currently unused.
    326     std::vector<IDirect3DQuery9*> mEventQueryPool;
    327     VertexShaderCache mVertexShaderCache;
    328     PixelShaderCache mPixelShaderCache;
    329 
    330     VertexDataManager *mVertexDataManager;
    331     VertexDeclarationCache mVertexDeclarationCache;
    332 
    333     IndexDataManager *mIndexDataManager;
    334     StreamingIndexBufferInterface *mLineLoopIB;
    335 
    336     enum { NUM_NULL_COLORBUFFER_CACHE_ENTRIES = 12 };
    337     struct NullColorbufferCacheEntry
    338     {
    339         UINT lruCount;
    340         int width;
    341         int height;
    342         gl::Renderbuffer *buffer;
    343     } mNullColorbufferCache[NUM_NULL_COLORBUFFER_CACHE_ENTRIES];
    344     UINT mMaxNullColorbufferLRU;
    345 
    346 };
    347 
    348 }
    349 #endif // LIBGLESV2_RENDERER_RENDERER9_H_
    350