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      1 //
      2 // Copyright (c) 2012-2014 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 "common/mathutil.h"
     14 #include "libGLESv2/renderer/d3d/HLSLCompiler.h"
     15 #include "libGLESv2/renderer/d3d/d3d9/ShaderCache.h"
     16 #include "libGLESv2/renderer/d3d/d3d9/VertexDeclarationCache.h"
     17 #include "libGLESv2/renderer/Renderer.h"
     18 #include "libGLESv2/renderer/RenderTarget.h"
     19 
     20 namespace gl
     21 {
     22 class FramebufferAttachment;
     23 }
     24 
     25 namespace rx
     26 {
     27 class VertexDataManager;
     28 class IndexDataManager;
     29 class StreamingIndexBufferInterface;
     30 class StaticIndexBufferInterface;
     31 struct TranslatedAttribute;
     32 class Blit9;
     33 
     34 class Renderer9 : public Renderer
     35 {
     36   public:
     37     Renderer9(egl::Display *display, EGLNativeDisplayType hDc, EGLint requestedDisplay);
     38     virtual ~Renderer9();
     39 
     40     static Renderer9 *makeRenderer9(Renderer *renderer);
     41 
     42     virtual EGLint initialize();
     43     virtual bool resetDevice();
     44 
     45     virtual int generateConfigs(ConfigDesc **configDescList);
     46     virtual void deleteConfigs(ConfigDesc *configDescList);
     47 
     48     void startScene();
     49     void endScene();
     50 
     51     virtual void sync(bool block);
     52 
     53     virtual SwapChain *createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat);
     54 
     55     IDirect3DQuery9* allocateEventQuery();
     56     void freeEventQuery(IDirect3DQuery9* query);
     57 
     58     // resource creation
     59     IDirect3DVertexShader9 *createVertexShader(const DWORD *function, size_t length);
     60     IDirect3DPixelShader9 *createPixelShader(const DWORD *function, size_t length);
     61     HRESULT createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer);
     62     HRESULT createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer);
     63     virtual void generateSwizzle(gl::Texture *texture);
     64     virtual void setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler);
     65     virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture);
     66 
     67     virtual bool setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[]);
     68 
     69     virtual void setRasterizerState(const gl::RasterizerState &rasterState);
     70     virtual void setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
     71                                unsigned int sampleMask);
     72     virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
     73                                       int stencilBackRef, bool frontFaceCCW);
     74 
     75     virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled);
     76     virtual void setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
     77                              bool ignoreViewport);
     78 
     79     virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer);
     80     virtual void applyShaders(gl::ProgramBinary *programBinary, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer,
     81                               bool rasterizerDiscard, bool transformFeedbackActive);
     82     virtual void applyUniforms(const gl::ProgramBinary &programBinary);
     83     virtual bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount);
     84     virtual gl::Error applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], const gl::VertexAttribCurrentValueData currentValues[],
     85                                         GLint first, GLsizei count, GLsizei instances);
     86     virtual gl::Error applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo);
     87 
     88     virtual void applyTransformFeedbackBuffers(gl::Buffer *transformFeedbackBuffers[], GLintptr offsets[]);
     89 
     90     virtual void drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive);
     91     virtual void drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
     92                               gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances);
     93 
     94     virtual gl::Error 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     IDirect3DDevice9 *getDevice() { return mDevice; }
    105     virtual DWORD getAdapterVendor() const;
    106     virtual std::string getRendererDescription() const;
    107     virtual GUID getAdapterIdentifier() const;
    108 
    109     virtual unsigned int getReservedVertexUniformVectors() const;
    110     virtual unsigned int getReservedFragmentUniformVectors() const;
    111     virtual unsigned int getReservedVertexUniformBuffers() const;
    112     virtual unsigned int getReservedFragmentUniformBuffers() const;
    113     virtual bool getShareHandleSupport() const;
    114     virtual bool getPostSubBufferSupport() const;
    115 
    116     virtual int getMajorShaderModel() const;
    117     DWORD getCapsDeclTypes() const;
    118     virtual int getMinSwapInterval() const;
    119     virtual int getMaxSwapInterval() const;
    120 
    121     // Pixel operations
    122     virtual bool copyToRenderTarget2D(TextureStorage *dest, TextureStorage *source);
    123     virtual bool copyToRenderTargetCube(TextureStorage *dest, TextureStorage *source);
    124     virtual bool copyToRenderTarget3D(TextureStorage *dest, TextureStorage *source);
    125     virtual bool copyToRenderTarget2DArray(TextureStorage *dest, TextureStorage *source);
    126 
    127     virtual bool copyImage2D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
    128                              GLint xoffset, GLint yoffset, TextureStorage *storage, GLint level);
    129     virtual bool copyImageCube(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
    130                                GLint xoffset, GLint yoffset, TextureStorage *storage, GLenum target, GLint level);
    131     virtual bool copyImage3D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
    132                              GLint xoffset, GLint yoffset, GLint zOffset, TextureStorage *storage, GLint level);
    133     virtual bool copyImage2DArray(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
    134                                   GLint xoffset, GLint yoffset, GLint zOffset, TextureStorage *storage, GLint level);
    135 
    136     virtual bool blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
    137                           const gl::Rectangle *scissor, bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter);
    138 
    139     virtual gl::Error readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
    140                                  GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, uint8_t *pixels);
    141 
    142     // RenderTarget creation
    143     virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth);
    144     virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples);
    145 
    146     // Shader creation
    147     virtual ShaderImpl *createShader(GLenum type);
    148     virtual ProgramImpl *createProgram();
    149 
    150     // Shader operations
    151     virtual void releaseShaderCompiler();
    152     virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type,
    153                                              const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
    154                                              bool separatedOutputBuffers);
    155     virtual ShaderExecutable *compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type,
    156                                                   const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
    157                                                   bool separatedOutputBuffers, D3DWorkaroundType workaround);
    158     virtual UniformStorage *createUniformStorage(size_t storageSize);
    159 
    160     // Image operations
    161     virtual Image *createImage();
    162     virtual void generateMipmap(Image *dest, Image *source);
    163     virtual TextureStorage *createTextureStorage2D(SwapChain *swapChain);
    164     virtual TextureStorage *createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels);
    165     virtual TextureStorage *createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels);
    166     virtual TextureStorage *createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels);
    167     virtual TextureStorage *createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels);
    168 
    169     // Texture creation
    170     virtual TextureImpl *createTexture(GLenum target);
    171 
    172     // Buffer creation
    173     virtual BufferImpl *createBuffer();
    174     virtual VertexBuffer *createVertexBuffer();
    175     virtual IndexBuffer *createIndexBuffer();
    176 
    177     // Vertex Array creation
    178     virtual VertexArrayImpl *createVertexArray();
    179 
    180     // Query and Fence creation
    181     virtual QueryImpl *createQuery(GLenum type);
    182     virtual FenceImpl *createFence();
    183 
    184     // Transform Feedback creation
    185     virtual TransformFeedbackImpl* createTransformFeedback();
    186 
    187     // Buffer-to-texture and Texture-to-buffer copies
    188     virtual bool supportsFastCopyBufferToTexture(GLenum internalFormat) const;
    189     virtual bool fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget,
    190                                          GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea);
    191 
    192     // D3D9-renderer specific methods
    193     bool boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest);
    194 
    195     D3DPOOL getTexturePool(DWORD usage) const;
    196 
    197     virtual bool getLUID(LUID *adapterLuid) const;
    198     virtual rx::VertexConversionType getVertexConversionType(const gl::VertexFormat &vertexFormat) const;
    199     virtual GLenum getVertexComponentType(const gl::VertexFormat &vertexFormat) const;
    200 
    201   private:
    202     DISALLOW_COPY_AND_ASSIGN(Renderer9);
    203 
    204     virtual void generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions) const;
    205 
    206     void release();
    207 
    208     void applyUniformnfv(gl::LinkedUniform *targetUniform, const GLfloat *v);
    209     void applyUniformniv(gl::LinkedUniform *targetUniform, const GLint *v);
    210     void applyUniformnbv(gl::LinkedUniform *targetUniform, const GLint *v);
    211 
    212     void drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer);
    213     void drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer);
    214 
    215     StaticIndexBufferInterface *getCountingIB(size_t count);
    216 
    217     bool copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged);
    218     gl::FramebufferAttachment *getNullColorbuffer(gl::FramebufferAttachment *depthbuffer);
    219 
    220     D3DPOOL getBufferPool(DWORD usage) const;
    221 
    222     HMODULE mD3d9Module;
    223     HDC mDc;
    224 
    225     void initializeDevice();
    226     D3DPRESENT_PARAMETERS getDefaultPresentParameters();
    227     void releaseDeviceResources();
    228 
    229     HRESULT getDeviceStatusCode();
    230     bool isRemovedDeviceResettable() const;
    231     bool resetRemovedDevice();
    232 
    233     UINT mAdapter;
    234     D3DDEVTYPE mDeviceType;
    235     IDirect3D9 *mD3d9;  // Always valid after successful initialization.
    236     IDirect3D9Ex *mD3d9Ex;  // Might be null if D3D9Ex is not supported.
    237     IDirect3DDevice9 *mDevice;
    238     IDirect3DDevice9Ex *mDeviceEx;  // Might be null if D3D9Ex is not supported.
    239 
    240     HLSLCompiler mCompiler;
    241 
    242     Blit9 *mBlit;
    243 
    244     HWND mDeviceWindow;
    245 
    246     bool mDeviceLost;
    247     D3DCAPS9 mDeviceCaps;
    248     D3DADAPTER_IDENTIFIER9 mAdapterIdentifier;
    249 
    250     D3DPRIMITIVETYPE mPrimitiveType;
    251     int mPrimitiveCount;
    252     GLsizei mRepeatDraw;
    253 
    254     bool mSceneStarted;
    255     int mMinSwapInterval;
    256     int mMaxSwapInterval;
    257 
    258     bool mVertexTextureSupport;
    259 
    260     // current render target states
    261     unsigned int mAppliedRenderTargetSerial;
    262     unsigned int mAppliedDepthbufferSerial;
    263     unsigned int mAppliedStencilbufferSerial;
    264     bool mDepthStencilInitialized;
    265     bool mRenderTargetDescInitialized;
    266     rx::RenderTarget::Desc mRenderTargetDesc;
    267     unsigned int mCurStencilSize;
    268     unsigned int mCurDepthSize;
    269 
    270     IDirect3DStateBlock9 *mMaskedClearSavedState;
    271 
    272     // previously set render states
    273     bool mForceSetDepthStencilState;
    274     gl::DepthStencilState mCurDepthStencilState;
    275     int mCurStencilRef;
    276     int mCurStencilBackRef;
    277     bool mCurFrontFaceCCW;
    278 
    279     bool mForceSetRasterState;
    280     gl::RasterizerState mCurRasterState;
    281 
    282     bool mForceSetScissor;
    283     gl::Rectangle mCurScissor;
    284     bool mScissorEnabled;
    285 
    286     bool mForceSetViewport;
    287     gl::Rectangle mCurViewport;
    288     float mCurNear;
    289     float mCurFar;
    290     float mCurDepthFront;
    291 
    292     bool mForceSetBlendState;
    293     gl::BlendState mCurBlendState;
    294     gl::ColorF mCurBlendColor;
    295     GLuint mCurSampleMask;
    296 
    297     // Currently applied sampler states
    298     std::vector<bool> mForceSetVertexSamplerStates;
    299     std::vector<gl::SamplerState> mCurVertexSamplerStates;
    300 
    301     std::vector<bool> mForceSetPixelSamplerStates;
    302     std::vector<gl::SamplerState> mCurPixelSamplerStates;
    303 
    304     // Currently applied textures
    305     std::vector<unsigned int> mCurVertexTextureSerials;
    306     std::vector<unsigned int> mCurPixelTextureSerials;
    307 
    308     unsigned int mAppliedIBSerial;
    309     IDirect3DVertexShader9 *mAppliedVertexShader;
    310     IDirect3DPixelShader9 *mAppliedPixelShader;
    311     unsigned int mAppliedProgramSerial;
    312 
    313     rx::dx_VertexConstants mVertexConstants;
    314     rx::dx_PixelConstants mPixelConstants;
    315     bool mDxUniformsDirty;
    316 
    317     // A pool of event queries that are currently unused.
    318     std::vector<IDirect3DQuery9*> mEventQueryPool;
    319     VertexShaderCache mVertexShaderCache;
    320     PixelShaderCache mPixelShaderCache;
    321 
    322     VertexDataManager *mVertexDataManager;
    323     VertexDeclarationCache mVertexDeclarationCache;
    324 
    325     IndexDataManager *mIndexDataManager;
    326     StreamingIndexBufferInterface *mLineLoopIB;
    327     StaticIndexBufferInterface *mCountingIB;
    328 
    329     enum { NUM_NULL_COLORBUFFER_CACHE_ENTRIES = 12 };
    330     struct NullColorbufferCacheEntry
    331     {
    332         UINT lruCount;
    333         int width;
    334         int height;
    335         gl::FramebufferAttachment *buffer;
    336     } mNullColorbufferCache[NUM_NULL_COLORBUFFER_CACHE_ENTRIES];
    337     UINT mMaxNullColorbufferLRU;
    338 
    339 };
    340 
    341 }
    342 #endif // LIBGLESV2_RENDERER_RENDERER9_H_
    343