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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 enum D3DWorkaroundType
     97 {
     98     ANGLE_D3D_WORKAROUND_NONE,
     99     ANGLE_D3D_WORKAROUND_SM3_OPTIMIZER
    100 };
    101 
    102 class Renderer
    103 {
    104   public:
    105     explicit Renderer(egl::Display *display);
    106     virtual ~Renderer();
    107 
    108     virtual EGLint initialize() = 0;
    109     virtual bool resetDevice() = 0;
    110 
    111     virtual int generateConfigs(ConfigDesc **configDescList) = 0;
    112     virtual void deleteConfigs(ConfigDesc *configDescList) = 0;
    113 
    114     virtual void sync(bool block) = 0;
    115 
    116     virtual SwapChain *createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat) = 0;
    117 
    118     virtual void setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler) = 0;
    119     virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture) = 0;
    120 
    121     virtual void setRasterizerState(const gl::RasterizerState &rasterState) = 0;
    122     virtual void setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
    123                                unsigned int sampleMask) = 0;
    124     virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
    125                                       int stencilBackRef, bool frontFaceCCW) = 0;
    126 
    127     virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled) = 0;
    128     virtual bool setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
    129                              bool ignoreViewport) = 0;
    130 
    131     virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer) = 0;
    132     virtual void applyShaders(gl::ProgramBinary *programBinary) = 0;
    133     virtual void applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray) = 0;
    134     virtual bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount) = 0;
    135     virtual GLenum applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances) = 0;
    136     virtual GLenum applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) = 0;
    137 
    138     virtual void drawArrays(GLenum mode, GLsizei count, GLsizei instances) = 0;
    139     virtual void drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances) = 0;
    140 
    141     virtual void clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer) = 0;
    142 
    143     virtual void markAllStateDirty() = 0;
    144 
    145     // lost device
    146     virtual void notifyDeviceLost() = 0;
    147     virtual bool isDeviceLost() = 0;
    148     virtual bool testDeviceLost(bool notify) = 0;
    149     virtual bool testDeviceResettable() = 0;
    150 
    151     // Renderer capabilities
    152     virtual DWORD getAdapterVendor() const = 0;
    153     virtual std::string getRendererDescription() const = 0;
    154     virtual GUID getAdapterIdentifier() const = 0;
    155 
    156     virtual bool getBGRATextureSupport() const = 0;
    157     virtual bool getDXT1TextureSupport() = 0;
    158     virtual bool getDXT3TextureSupport() = 0;
    159     virtual bool getDXT5TextureSupport() = 0;
    160     virtual bool getEventQuerySupport() = 0;
    161     virtual bool getFloat32TextureSupport(bool *filtering, bool *renderable) = 0;
    162     virtual bool getFloat16TextureSupport(bool *filtering, bool *renderable) = 0;
    163     virtual bool getLuminanceTextureSupport() = 0;
    164     virtual bool getLuminanceAlphaTextureSupport() = 0;
    165     bool getVertexTextureSupport() const { return getMaxVertexTextureImageUnits() > 0; }
    166     virtual unsigned int getMaxVertexTextureImageUnits() const = 0;
    167     virtual unsigned int getMaxCombinedTextureImageUnits() const = 0;
    168     virtual unsigned int getReservedVertexUniformVectors() const = 0;
    169     virtual unsigned int getReservedFragmentUniformVectors() const = 0;
    170     virtual unsigned int getMaxVertexUniformVectors() const = 0;
    171     virtual unsigned int getMaxFragmentUniformVectors() const = 0;
    172     virtual unsigned int getMaxVaryingVectors() const = 0;
    173     virtual bool getNonPower2TextureSupport() const = 0;
    174     virtual bool getDepthTextureSupport() const = 0;
    175     virtual bool getOcclusionQuerySupport() const = 0;
    176     virtual bool getInstancingSupport() const = 0;
    177     virtual bool getTextureFilterAnisotropySupport() const = 0;
    178     virtual float getTextureMaxAnisotropy() const = 0;
    179     virtual bool getShareHandleSupport() const = 0;
    180     virtual bool getDerivativeInstructionSupport() const = 0;
    181     virtual bool getPostSubBufferSupport() const = 0;
    182 
    183     virtual int getMajorShaderModel() const = 0;
    184     virtual float getMaxPointSize() const = 0;
    185     virtual int getMaxViewportDimension() const = 0;
    186     virtual int getMaxTextureWidth() const = 0;
    187     virtual int getMaxTextureHeight() const = 0;
    188     virtual bool get32BitIndexSupport() const = 0;
    189     virtual int getMinSwapInterval() const = 0;
    190     virtual int getMaxSwapInterval() const = 0;
    191 
    192     virtual GLsizei getMaxSupportedSamples() const = 0;
    193 
    194     virtual unsigned int getMaxRenderTargets() const = 0;
    195 
    196     // Pixel operations
    197     virtual bool copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source) = 0;
    198     virtual bool copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source) = 0;
    199 
    200     virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
    201                            GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level) = 0;
    202     virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
    203                            GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level) = 0;
    204 
    205     virtual bool blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
    206                           bool blitRenderTarget, bool blitDepthStencil) = 0;
    207     virtual void readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
    208                             GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels) = 0;
    209 
    210     // RenderTarget creation
    211     virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth) = 0;
    212     virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth) = 0;
    213 
    214     // Shader operations
    215     virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type) = 0;
    216     virtual ShaderExecutable *compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type, D3DWorkaroundType workaround) = 0;
    217 
    218     // Image operations
    219     virtual Image *createImage() = 0;
    220     virtual void generateMipmap(Image *dest, Image *source) = 0;
    221     virtual TextureStorage *createTextureStorage2D(SwapChain *swapChain) = 0;
    222     virtual TextureStorage *createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height) = 0;
    223     virtual TextureStorage *createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size) = 0;
    224 
    225     // Buffer creation
    226     virtual VertexBuffer *createVertexBuffer() = 0;
    227     virtual IndexBuffer *createIndexBuffer() = 0;
    228     virtual BufferStorage *createBufferStorage() = 0;
    229 
    230     // Query and Fence creation
    231     virtual QueryImpl *createQuery(GLenum type) = 0;
    232     virtual FenceImpl *createFence() = 0;
    233 
    234     virtual bool getLUID(LUID *adapterLuid) const = 0;
    235 
    236   protected:
    237     bool initializeCompiler();
    238     ShaderBlob *compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile, UINT optimizationFlags, bool alternateFlags);
    239 
    240     egl::Display *mDisplay;
    241 
    242   private:
    243     DISALLOW_COPY_AND_ASSIGN(Renderer);
    244 
    245     HMODULE mD3dCompilerModule;
    246     pCompileFunc mD3DCompileFunc;
    247 };
    248 
    249 }
    250 #endif // LIBGLESV2_RENDERER_RENDERER_H_
    251