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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 // Renderer.h: Defines a back-end specific class that hides the details of the
      8 // implementation-specific renderer.
      9 
     10 #ifndef LIBGLESV2_RENDERER_RENDERER_H_
     11 #define LIBGLESV2_RENDERER_RENDERER_H_
     12 
     13 #include "libGLESv2/Uniform.h"
     14 #include "libGLESv2/angletypes.h"
     15 
     16 #if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
     17 #define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3
     18 #endif
     19 
     20 const int versionWindowsVista = MAKEWORD(0x00, 0x06);
     21 const int versionWindows7 = MAKEWORD(0x01, 0x06);
     22 
     23 // Return the version of the operating system in a format suitable for ordering
     24 // comparison.
     25 inline int getComparableOSVersion()
     26 {
     27     DWORD version = GetVersion();
     28     int majorVersion = LOBYTE(LOWORD(version));
     29     int minorVersion = HIBYTE(LOWORD(version));
     30     return MAKEWORD(minorVersion, majorVersion);
     31 }
     32 
     33 namespace egl
     34 {
     35 class Display;
     36 }
     37 
     38 namespace gl
     39 {
     40 class InfoLog;
     41 class ProgramBinary;
     42 class VertexAttribute;
     43 class Buffer;
     44 class Texture;
     45 class Framebuffer;
     46 }
     47 
     48 namespace rx
     49 {
     50 class TextureStorageInterface2D;
     51 class TextureStorageInterfaceCube;
     52 class VertexBuffer;
     53 class IndexBuffer;
     54 class QueryImpl;
     55 class FenceImpl;
     56 class BufferStorage;
     57 class Blit;
     58 struct TranslatedIndexData;
     59 class ShaderExecutable;
     60 class SwapChain;
     61 class RenderTarget;
     62 class Image;
     63 class TextureStorage;
     64 
     65 typedef void * ShaderBlob;
     66 typedef void (*pCompileFunc)();
     67 
     68 struct ConfigDesc
     69 {
     70     GLenum  renderTargetFormat;
     71     GLenum  depthStencilFormat;
     72     GLint   multiSample;
     73     bool    fastConfig;
     74 };
     75 
     76 struct dx_VertexConstants
     77 {
     78     float depthRange[4];
     79     float viewAdjust[4];
     80 };
     81 
     82 struct dx_PixelConstants
     83 {
     84     float depthRange[4];
     85     float viewCoords[4];
     86     float depthFront[4];
     87 };
     88 
     89 enum ShaderType
     90 {
     91     SHADER_VERTEX,
     92     SHADER_PIXEL,
     93     SHADER_GEOMETRY
     94 };
     95 
     96 class Renderer
     97 {
     98   public:
     99     explicit Renderer(egl::Display *display);
    100     virtual ~Renderer();
    101 
    102     virtual EGLint initialize() = 0;
    103     virtual bool resetDevice() = 0;
    104 
    105     virtual int generateConfigs(ConfigDesc **configDescList) = 0;
    106     virtual void deleteConfigs(ConfigDesc *configDescList) = 0;
    107 
    108     virtual void sync(bool block) = 0;
    109 
    110     virtual SwapChain *createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat) = 0;
    111 
    112     virtual void setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler) = 0;
    113     virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture) = 0;
    114 
    115     virtual void setRasterizerState(const gl::RasterizerState &rasterState) = 0;
    116     virtual void setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
    117                                unsigned int sampleMask) = 0;
    118     virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
    119                                       int stencilBackRef, bool frontFaceCCW) = 0;
    120 
    121     virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled) = 0;
    122     virtual bool setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
    123                              bool ignoreViewport) = 0;
    124 
    125     virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer) = 0;
    126     virtual void applyShaders(gl::ProgramBinary *programBinary) = 0;
    127     virtual void applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray) = 0;
    128     virtual bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount) = 0;
    129     virtual GLenum applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances) = 0;
    130     virtual GLenum applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) = 0;
    131 
    132     virtual void drawArrays(GLenum mode, GLsizei count, GLsizei instances) = 0;
    133     virtual void drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances) = 0;
    134 
    135     virtual void clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer) = 0;
    136 
    137     virtual void markAllStateDirty() = 0;
    138 
    139     // lost device
    140     virtual void notifyDeviceLost() = 0;
    141     virtual bool isDeviceLost() = 0;
    142     virtual bool testDeviceLost(bool notify) = 0;
    143     virtual bool testDeviceResettable() = 0;
    144 
    145     // Renderer capabilities
    146     virtual DWORD getAdapterVendor() const = 0;
    147     virtual std::string getRendererDescription() const = 0;
    148     virtual GUID getAdapterIdentifier() const = 0;
    149 
    150     virtual bool getBGRATextureSupport() const = 0;
    151     virtual bool getDXT1TextureSupport() = 0;
    152     virtual bool getDXT3TextureSupport() = 0;
    153     virtual bool getDXT5TextureSupport() = 0;
    154     virtual bool getEventQuerySupport() = 0;
    155     virtual bool getFloat32TextureSupport(bool *filtering, bool *renderable) = 0;
    156     virtual bool getFloat16TextureSupport(bool *filtering, bool *renderable) = 0;
    157     virtual bool getLuminanceTextureSupport() = 0;
    158     virtual bool getLuminanceAlphaTextureSupport() = 0;
    159     bool getVertexTextureSupport() const { return getMaxVertexTextureImageUnits() > 0; }
    160     virtual unsigned int getMaxVertexTextureImageUnits() const = 0;
    161     virtual unsigned int getMaxCombinedTextureImageUnits() const = 0;
    162     virtual unsigned int getReservedVertexUniformVectors() const = 0;
    163     virtual unsigned int getReservedFragmentUniformVectors() const = 0;
    164     virtual unsigned int getMaxVertexUniformVectors() const = 0;
    165     virtual unsigned int getMaxFragmentUniformVectors() const = 0;
    166     virtual unsigned int getMaxVaryingVectors() const = 0;
    167     virtual bool getNonPower2TextureSupport() const = 0;
    168     virtual bool getDepthTextureSupport() const = 0;
    169     virtual bool getOcclusionQuerySupport() const = 0;
    170     virtual bool getInstancingSupport() const = 0;
    171     virtual bool getTextureFilterAnisotropySupport() const = 0;
    172     virtual float getTextureMaxAnisotropy() const = 0;
    173     virtual bool getShareHandleSupport() const = 0;
    174     virtual bool getDerivativeInstructionSupport() const = 0;
    175     virtual bool getPostSubBufferSupport() const = 0;
    176 
    177     virtual int getMajorShaderModel() const = 0;
    178     virtual float getMaxPointSize() const = 0;
    179     virtual int getMaxViewportDimension() const = 0;
    180     virtual int getMaxTextureWidth() const = 0;
    181     virtual int getMaxTextureHeight() const = 0;
    182     virtual bool get32BitIndexSupport() const = 0;
    183     virtual int getMinSwapInterval() const = 0;
    184     virtual int getMaxSwapInterval() const = 0;
    185 
    186     virtual GLsizei getMaxSupportedSamples() const = 0;
    187 
    188     virtual unsigned int getMaxRenderTargets() const = 0;
    189 
    190     // Pixel operations
    191     virtual bool copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source) = 0;
    192     virtual bool copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source) = 0;
    193 
    194     virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
    195                            GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level) = 0;
    196     virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
    197                            GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level) = 0;
    198 
    199     virtual bool blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
    200                           bool blitRenderTarget, bool blitDepthStencil) = 0;
    201     virtual void readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
    202                             GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels) = 0;
    203 
    204     // RenderTarget creation
    205     virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth) = 0;
    206     virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth) = 0;
    207 
    208     // Shader operations
    209     virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type) = 0;
    210     virtual ShaderExecutable *compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type) = 0;
    211 
    212     // Image operations
    213     virtual Image *createImage() = 0;
    214     virtual void generateMipmap(Image *dest, Image *source) = 0;
    215     virtual TextureStorage *createTextureStorage2D(SwapChain *swapChain) = 0;
    216     virtual TextureStorage *createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height) = 0;
    217     virtual TextureStorage *createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size) = 0;
    218 
    219     // Buffer creation
    220     virtual VertexBuffer *createVertexBuffer() = 0;
    221     virtual IndexBuffer *createIndexBuffer() = 0;
    222     virtual BufferStorage *createBufferStorage() = 0;
    223 
    224     // Query and Fence creation
    225     virtual QueryImpl *createQuery(GLenum type) = 0;
    226     virtual FenceImpl *createFence() = 0;
    227 
    228     virtual bool getLUID(LUID *adapterLuid) const = 0;
    229 
    230   protected:
    231     bool initializeCompiler();
    232     ShaderBlob *compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile, UINT optimizationFlags, bool alternateFlags);
    233 
    234     egl::Display *mDisplay;
    235 
    236   private:
    237     DISALLOW_COPY_AND_ASSIGN(Renderer);
    238 
    239     HMODULE mD3dCompilerModule;
    240     pCompileFunc mD3DCompileFunc;
    241 };
    242 
    243 }
    244 #endif // LIBGLESV2_RENDERER_RENDERER_H_
    245