| // |
| // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| |
| // Renderer11.h: Defines a back-end specific class for the D3D11 renderer. |
| |
| #ifndef LIBGLESV2_RENDERER_RENDERER11_H_ |
| #define LIBGLESV2_RENDERER_RENDERER11_H_ |
| |
| #define GL_APICALL |
| #include <GLES2/gl2.h> |
| #include <GLES2/gl2ext.h> |
| #define EGLAPI |
| #include <EGL/egl.h> |
| |
| #include <dxgi.h> |
| #include <d3d11.h> |
| #include <D3Dcompiler.h> |
| |
| #include "common/angleutils.h" |
| #include "libGLESv2/angletypes.h" |
| |
| #include "libGLESv2/renderer/Renderer.h" |
| #include "libGLESv2/renderer/RenderStateCache.h" |
| |
| namespace rx |
| { |
| |
| class Renderer11 : public Renderer |
| { |
| public: |
| Renderer11(egl::Display *display, HDC hDc); |
| virtual ~Renderer11(); |
| |
| static Renderer11 *makeRenderer11(Renderer *renderer); |
| |
| virtual EGLint initialize(); |
| virtual bool resetDevice(); |
| |
| virtual int generateConfigs(ConfigDesc **configDescList); |
| virtual void deleteConfigs(ConfigDesc *configDescList); |
| |
| virtual void sync(bool block); |
| |
| virtual SwapChain *createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat); |
| |
| virtual void setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler); |
| virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture); |
| |
| virtual void setRasterizerState(const gl::RasterizerState &rasterState); |
| virtual void setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, |
| unsigned int sampleMask); |
| virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef, |
| int stencilBackRef, bool frontFaceCCW); |
| |
| virtual void setScissorRectangle(const gl::Rectangle &scissor); |
| virtual bool setViewport(const gl::Rectangle &viewport, float zNear, float zFar, bool ignoreViewport, |
| gl::ProgramBinary *currentProgram, bool forceSetUniforms); |
| |
| virtual bool applyPrimitiveType(GLenum mode, GLsizei count); |
| virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer); |
| virtual void applyShaders(gl::ProgramBinary *programBinary); |
| virtual GLenum applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances); |
| virtual GLenum applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, gl::TranslatedIndexData *indexInfo); |
| |
| virtual void drawArrays(GLenum mode, GLsizei count, GLsizei instances); |
| virtual void drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const gl::TranslatedIndexData &indexInfo); |
| |
| virtual void clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer); |
| |
| virtual void markAllStateDirty(); |
| |
| // lost device |
| virtual void markDeviceLost(); |
| virtual bool isDeviceLost(); |
| virtual bool testDeviceLost(bool notify); |
| virtual bool testDeviceResettable(); |
| |
| // Renderer capabilities |
| virtual DWORD getAdapterVendor() const; |
| virtual const char *getAdapterDescription() const; |
| virtual GUID getAdapterIdentifier() const; |
| |
| virtual bool getDXT1TextureSupport(); |
| virtual bool getDXT3TextureSupport(); |
| virtual bool getDXT5TextureSupport(); |
| virtual bool getEventQuerySupport(); |
| virtual bool getFloat32TextureSupport(bool *filtering, bool *renderable); |
| virtual bool getFloat16TextureSupport(bool *filtering, bool *renderable); |
| virtual bool getLuminanceTextureSupport(); |
| virtual bool getLuminanceAlphaTextureSupport(); |
| virtual bool getVertexTextureSupport() const; |
| virtual bool getNonPower2TextureSupport() const; |
| virtual bool getDepthTextureSupport() const; |
| virtual bool getOcclusionQuerySupport() const; |
| virtual bool getInstancingSupport() const; |
| virtual bool getTextureFilterAnisotropySupport() const; |
| virtual float getTextureMaxAnisotropy() const; |
| virtual bool getShareHandleSupport() const; |
| |
| virtual int getMajorShaderModel() const; |
| virtual float getMaxPointSize() const; |
| virtual int getMaxTextureWidth() const; |
| virtual int getMaxTextureHeight() const; |
| virtual bool get32BitIndexSupport() const; |
| virtual int getMinSwapInterval() const; |
| virtual int getMaxSwapInterval() const; |
| |
| virtual GLsizei getMaxSupportedSamples() const; |
| |
| // Pixel operations |
| virtual bool copyToRenderTarget(TextureStorage2D *dest, TextureStorage2D *source); |
| virtual bool copyToRenderTarget(TextureStorageCubeMap *dest, TextureStorageCubeMap *source); |
| |
| virtual bool copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat, |
| GLint xoffset, GLint yoffset, TextureStorage2D *storage, GLint level); |
| virtual bool copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat, |
| GLint xoffset, GLint yoffset, TextureStorageCubeMap *storage, GLenum target, GLint level); |
| |
| virtual bool blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect, |
| bool blitRenderTarget, bool blitDepthStencil); |
| virtual void readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, |
| GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels); |
| |
| // RenderTarget creation |
| virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth); |
| virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth); |
| |
| // Shader operations |
| virtual ShaderExecutable *loadExecutable(const DWORD *function, size_t length, GLenum type, void *data); |
| virtual ShaderExecutable *compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type); |
| |
| // D3D11-renderer specific methods |
| ID3D11Device *getDevice() { return mDevice; } |
| ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; }; |
| IDXGIFactory *getDxgiFactory() { return mDxgiFactory; }; |
| |
| private: |
| DISALLOW_COPY_AND_ASSIGN(Renderer11); |
| |
| HMODULE mD3d11Module; |
| HMODULE mDxgiModule; |
| HDC mDc; |
| |
| HMODULE mD3dCompilerModule; |
| pD3DCompile mD3DCompileFunc; |
| |
| bool mDeviceLost; |
| |
| ID3DBlob *compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile); |
| |
| void initializeDevice(); |
| void releaseDeviceResources(); |
| |
| RenderStateCache mStateCache; |
| |
| // current render target states |
| unsigned int mAppliedRenderTargetSerial; |
| unsigned int mAppliedDepthbufferSerial; |
| unsigned int mAppliedStencilbufferSerial; |
| bool mDepthStencilInitialized; |
| bool mRenderTargetDescInitialized; |
| rx::RenderTarget::Desc mRenderTargetDesc; |
| unsigned int mCurDepthSize; |
| unsigned int mCurStencilSize; |
| |
| // Currently applied blend state |
| bool mForceSetBlendState; |
| gl::BlendState mCurBlendState; |
| gl::Color mCurBlendColor; |
| unsigned int mCurSampleMask; |
| |
| // Currently applied rasterizer state |
| bool mForceSetRasterState; |
| gl::RasterizerState mCurRasterState; |
| |
| // Currently applied depth stencil state |
| bool mForceSetDepthStencilState; |
| gl::DepthStencilState mCurDepthStencilState; |
| int mCurStencilRef; |
| int mCurStencilBackRef; |
| |
| // Currently applied scissor rectangle |
| bool mForceSetScissor; |
| gl::Rectangle mCurScissor; |
| |
| // Currently applied viewport |
| bool mForceSetViewport; |
| gl::Rectangle mCurViewport; |
| float mCurNear; |
| float mCurFar; |
| |
| ID3D11Device *mDevice; |
| D3D_FEATURE_LEVEL mFeatureLevel; |
| ID3D11DeviceContext *mDeviceContext; |
| IDXGIAdapter *mDxgiAdapter; |
| DXGI_ADAPTER_DESC mAdapterDescription; |
| char mDescription[128]; |
| IDXGIFactory *mDxgiFactory; |
| }; |
| |
| } |
| #endif // LIBGLESV2_RENDERER_RENDERER11_H_ |