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 // 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 #include "libGLESv2/Caps.h" 16 #include "libGLESv2/Error.h" 17 18 #include <cstdint> 19 20 #include <EGL/egl.h> 21 22 #if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL) 23 // WARNING: D3DCOMPILE_OPTIMIZATION_LEVEL3 may lead to a DX9 shader compiler hang. 24 // It should only be used selectively to work around specific bugs. 25 #define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL1 26 #endif 27 28 namespace egl 29 { 30 class Display; 31 } 32 33 namespace gl 34 { 35 class InfoLog; 36 class ProgramBinary; 37 struct LinkedVarying; 38 struct VertexAttribute; 39 class Buffer; 40 class Texture; 41 class Framebuffer; 42 struct VertexAttribCurrentValueData; 43 } 44 45 namespace rx 46 { 47 class TextureStorage; 48 class VertexBuffer; 49 class IndexBuffer; 50 class QueryImpl; 51 class FenceImpl; 52 class BufferImpl; 53 class VertexArrayImpl; 54 class BufferStorage; 55 struct TranslatedIndexData; 56 class ShaderImpl; 57 class ProgramImpl; 58 class ShaderExecutable; 59 class SwapChain; 60 class RenderTarget; 61 class Image; 62 class TextureStorage; 63 class UniformStorage; 64 class TextureImpl; 65 class TransformFeedbackImpl; 66 67 struct ConfigDesc 68 { 69 GLenum renderTargetFormat; 70 GLenum depthStencilFormat; 71 GLint multiSample; 72 bool fastConfig; 73 bool es3Capable; 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 generateSwizzle(gl::Texture *texture) = 0; 113 virtual void setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler) = 0; 114 virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture) = 0; 115 116 virtual bool setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[]) = 0; 117 118 virtual void setRasterizerState(const gl::RasterizerState &rasterState) = 0; 119 virtual void setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor, 120 unsigned int sampleMask) = 0; 121 virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef, 122 int stencilBackRef, bool frontFaceCCW) = 0; 123 124 virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled) = 0; 125 virtual void setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace, 126 bool ignoreViewport) = 0; 127 128 virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer) = 0; 129 virtual void applyShaders(gl::ProgramBinary *programBinary, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer, 130 bool rasterizerDiscard, bool transformFeedbackActive) = 0; 131 virtual void applyUniforms(const gl::ProgramBinary &programBinary) = 0; 132 virtual bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount) = 0; 133 virtual gl::Error applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], const gl::VertexAttribCurrentValueData currentValues[], 134 GLint first, GLsizei count, GLsizei instances) = 0; 135 virtual gl::Error applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) = 0; 136 virtual void applyTransformFeedbackBuffers(gl::Buffer *transformFeedbackBuffers[], GLintptr offsets[]) = 0; 137 138 virtual void drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive) = 0; 139 virtual void drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, 140 gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances) = 0; 141 142 virtual gl::Error clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer) = 0; 143 144 virtual void markAllStateDirty() = 0; 145 146 // lost device 147 virtual void notifyDeviceLost() = 0; 148 virtual bool isDeviceLost() = 0; 149 virtual bool testDeviceLost(bool notify) = 0; 150 virtual bool testDeviceResettable() = 0; 151 152 // Renderer capabilities (virtual because it is used by egl::Display, do not override) 153 virtual const gl::Caps &getRendererCaps() const; 154 virtual const gl::TextureCapsMap &getRendererTextureCaps() const; 155 virtual const gl::Extensions &getRendererExtensions() const; 156 157 virtual DWORD getAdapterVendor() const = 0; 158 virtual std::string getRendererDescription() const = 0; 159 virtual GUID getAdapterIdentifier() const = 0; 160 161 virtual unsigned int getReservedVertexUniformVectors() const = 0; 162 virtual unsigned int getReservedFragmentUniformVectors() const = 0; 163 virtual unsigned int getReservedVertexUniformBuffers() const = 0; 164 virtual unsigned int getReservedFragmentUniformBuffers() const = 0; 165 virtual bool getShareHandleSupport() const = 0; 166 virtual bool getPostSubBufferSupport() const = 0; 167 168 virtual int getMajorShaderModel() const = 0; 169 virtual int getMinSwapInterval() const = 0; 170 virtual int getMaxSwapInterval() const = 0; 171 172 // Pixel operations 173 virtual bool copyToRenderTarget2D(TextureStorage *dest, TextureStorage *source) = 0; 174 virtual bool copyToRenderTargetCube(TextureStorage *dest, TextureStorage *source) = 0; 175 virtual bool copyToRenderTarget3D(TextureStorage *dest, TextureStorage *source) = 0; 176 virtual bool copyToRenderTarget2DArray(TextureStorage *dest, TextureStorage *source) = 0; 177 178 virtual bool copyImage2D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, 179 GLint xoffset, GLint yoffset, TextureStorage *storage, GLint level) = 0; 180 virtual bool copyImageCube(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, 181 GLint xoffset, GLint yoffset, TextureStorage *storage, GLenum target, GLint level) = 0; 182 virtual bool copyImage3D(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, 183 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorage *storage, GLint level) = 0; 184 virtual bool copyImage2DArray(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, 185 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorage *storage, GLint level) = 0; 186 187 virtual bool blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect, 188 const gl::Rectangle *scissor, bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter) = 0; 189 190 virtual gl::Error readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, 191 GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, uint8_t *pixels) = 0; 192 193 // RenderTarget creation 194 virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth) = 0; 195 virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples) = 0; 196 197 // Shader creation 198 virtual ShaderImpl *createShader(GLenum type) = 0; 199 virtual ProgramImpl *createProgram() = 0; 200 201 // Shader operations 202 virtual void releaseShaderCompiler() = 0; 203 virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type, 204 const std::vector<gl::LinkedVarying> &transformFeedbackVaryings, 205 bool separatedOutputBuffers) = 0; 206 virtual ShaderExecutable *compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type, 207 const std::vector<gl::LinkedVarying> &transformFeedbackVaryings, 208 bool separatedOutputBuffers, D3DWorkaroundType workaround) = 0; 209 virtual UniformStorage *createUniformStorage(size_t storageSize) = 0; 210 211 // Image operations 212 virtual Image *createImage() = 0; 213 virtual void generateMipmap(Image *dest, Image *source) = 0; 214 virtual TextureStorage *createTextureStorage2D(SwapChain *swapChain) = 0; 215 virtual TextureStorage *createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels) = 0; 216 virtual TextureStorage *createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels) = 0; 217 virtual TextureStorage *createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels) = 0; 218 virtual TextureStorage *createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels) = 0; 219 220 // Texture creation 221 virtual TextureImpl *createTexture(GLenum target) = 0; 222 223 // Buffer creation 224 virtual BufferImpl *createBuffer() = 0; 225 virtual VertexBuffer *createVertexBuffer() = 0; 226 virtual IndexBuffer *createIndexBuffer() = 0; 227 228 // Vertex Array creation 229 virtual VertexArrayImpl *createVertexArray() = 0; 230 231 // Query and Fence creation 232 virtual QueryImpl *createQuery(GLenum type) = 0; 233 virtual FenceImpl *createFence() = 0; 234 235 // Transform Feedback creation 236 virtual TransformFeedbackImpl* createTransformFeedback() = 0; 237 238 // Current GLES client version 239 void setCurrentClientVersion(int clientVersion) { mCurrentClientVersion = clientVersion; } 240 int getCurrentClientVersion() const { return mCurrentClientVersion; } 241 242 // Buffer-to-texture and Texture-to-buffer copies 243 virtual bool supportsFastCopyBufferToTexture(GLenum internalFormat) const = 0; 244 virtual bool fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget, 245 GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea) = 0; 246 247 virtual bool getLUID(LUID *adapterLuid) const = 0; 248 virtual rx::VertexConversionType getVertexConversionType(const gl::VertexFormat &vertexFormat) const = 0; 249 virtual GLenum getVertexComponentType(const gl::VertexFormat &vertexFormat) const = 0; 250 251 protected: 252 egl::Display *mDisplay; 253 254 private: 255 DISALLOW_COPY_AND_ASSIGN(Renderer); 256 257 virtual void generateCaps(gl::Caps *outCaps, gl::TextureCapsMap* outTextureCaps, gl::Extensions *outExtensions) const = 0; 258 259 mutable bool mCapsInitialized; 260 mutable gl::Caps mCaps; 261 mutable gl::TextureCapsMap mTextureCaps; 262 mutable gl::Extensions mExtensions; 263 264 int mCurrentClientVersion; 265 }; 266 267 } 268 #endif // LIBGLESV2_RENDERER_RENDERER_H_ 269