Add a Renderer11 class for the d3d11 backend.

Trac #21925

Signed-off-by: Nicolas Capens

git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1396 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/renderer/Renderer11.cpp b/src/libGLESv2/renderer/Renderer11.cpp
new file mode 100644
index 0000000..b464364
--- /dev/null
+++ b/src/libGLESv2/renderer/Renderer11.cpp
@@ -0,0 +1,398 @@
+//
+// 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.cpp: Implements a back-end specific class for the D3D11 renderer.
+
+#include "common/debug.h"
+#include "libGLESv2/utilities.h"
+#include "libGLESv2/renderer/Renderer11.h"
+
+#include "libEGL/Config.h"
+#include "libEGL/Display.h"
+
+namespace rx
+{
+
+Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
+{
+    mD3d11Module = NULL;
+    mDxgiModule = NULL;
+
+    mD3d11 = NULL;
+    mDeviceContext = NULL;
+}
+
+Renderer11::~Renderer11()
+{
+    releaseDeviceResources();
+
+    if (mDeviceContext)
+    {
+        mDeviceContext->Release();
+        mDeviceContext = NULL;
+    }
+
+    if (mD3d11)
+    {
+        mD3d11->Release();
+        mD3d11 = NULL;
+    }
+
+    if (mD3d11Module)
+    {
+        mD3d11Module = NULL;
+    }
+
+    if (mDxgiModule)
+    {
+        mDxgiModule = NULL;
+    }
+
+}
+
+EGLint Renderer11::initialize()
+{
+
+    mDxgiModule = GetModuleHandle(TEXT("dxgi.dll"));
+    mD3d11Module = GetModuleHandle(TEXT("d3d11.dll"));
+
+    if (mD3d11Module == NULL || mDxgiModule == NULL)
+    {
+        ERR("No D3D11 or DXGI module found - aborting!\n");
+        return EGL_NOT_INITIALIZED;
+    }
+
+    // TODO: device creation, any one-time setup.
+    UNIMPLEMENTED();
+
+    initializeDevice();
+
+    return EGL_SUCCESS;
+}
+
+// do any one-time device initialization
+// NOTE: this is also needed after a device lost/reset
+// to reset the scene status and ensure the default states are reset.
+void Renderer11::initializeDevice()
+{
+    // Permanent non-default states
+    // TODO
+    UNIMPLEMENTED();
+}
+
+
+int Renderer11::generateConfigs(ConfigDesc **configDescList)
+{
+    // TODO
+    UNIMPLEMENTED();
+    return 0;
+}
+
+void Renderer11::deleteConfigs(ConfigDesc *configDescList)
+{
+    delete [] (configDescList);
+}
+
+void Renderer11::startScene()
+{
+    // TODO: nop in d3d11?
+}
+
+void Renderer11::endScene()
+{
+    // TODO: nop in d3d11?
+}
+
+void Renderer11::sync(bool block)
+{
+    // TODO
+    UNIMPLEMENTED();
+}
+
+void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
+{
+    // TODO
+    UNIMPLEMENTED();
+}
+
+void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
+{
+    // TODO
+    UNIMPLEMENTED();
+}
+
+
+void Renderer11::releaseDeviceResources()
+{
+    // TODO
+    UNIMPLEMENTED();
+}
+
+void Renderer11::markDeviceLost()
+{
+    mDeviceLost = true;
+}
+
+bool Renderer11::isDeviceLost()
+{
+    return mDeviceLost;
+}
+
+// set notify to true to broadcast a message to all contexts of the device loss
+bool Renderer11::testDeviceLost(bool notify)
+{
+    bool isLost = false;
+
+    // TODO
+    UNIMPLEMENTED();
+
+    if (isLost)
+    {
+        // ensure we note the device loss --
+        // we'll probably get this done again by markDeviceLost
+        // but best to remember it!
+        // Note that we don't want to clear the device loss status here
+        // -- this needs to be done by resetDevice
+        mDeviceLost = true;
+        if (notify)
+        {
+            mDisplay->notifyDeviceLost();
+        }
+    }
+
+    return isLost;
+}
+
+bool Renderer11::testDeviceResettable()
+{
+    HRESULT status = D3D_OK;
+
+    // TODO
+    UNIMPLEMENTED();
+
+    switch (status)
+    {
+      case D3DERR_DEVICENOTRESET:
+      case D3DERR_DEVICEHUNG:
+        return true;
+      default:
+        return false;
+    }
+}
+
+bool Renderer11::resetDevice()
+{
+    releaseDeviceResources();
+
+    // TODO
+    UNIMPLEMENTED();
+
+    // reset device defaults
+    initializeDevice();
+    mDeviceLost = false;
+
+    return true;
+}
+
+DWORD Renderer11::getAdapterVendor() const
+{
+    // TODO
+    UNIMPLEMENTED();
+    return 0;
+}
+
+const char *Renderer11::getAdapterDescription() const
+{
+    // TODO
+    UNIMPLEMENTED();
+    return "UNIMPLEMENTED";
+}
+
+GUID Renderer11::getAdapterIdentifier() const
+{
+    // TODO
+    UNIMPLEMENTED();
+    GUID foo = {};
+    return foo;
+}
+
+bool Renderer11::getDXT1TextureSupport()
+{
+    // TODO
+    UNIMPLEMENTED();
+    return false;
+}
+
+bool Renderer11::getDXT3TextureSupport()
+{
+    // TODO
+    UNIMPLEMENTED();
+    return false;
+}
+
+bool Renderer11::getDXT5TextureSupport()
+{
+    // TODO
+    UNIMPLEMENTED();
+    return false;
+}
+
+bool Renderer11::getDepthTextureSupport() const
+{
+    // TODO
+    UNIMPLEMENTED();
+    return false;
+}
+
+bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
+{
+    // TODO
+    UNIMPLEMENTED();
+
+    *filtering = false;
+    *renderable = false;
+    return false;
+}
+
+bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
+{
+    // TODO
+    UNIMPLEMENTED();
+
+    *filtering = false;
+    *renderable = false;
+    return false;
+}
+
+bool Renderer11::getLuminanceTextureSupport()
+{
+    // TODO
+    UNIMPLEMENTED();
+    return false;
+}
+
+bool Renderer11::getLuminanceAlphaTextureSupport()
+{
+    // TODO
+    UNIMPLEMENTED();
+    return false;
+}
+
+bool Renderer11::getTextureFilterAnisotropySupport() const
+{
+    // TODO
+    UNIMPLEMENTED();
+    return false;
+}
+
+float Renderer11::getTextureMaxAnisotropy() const
+{
+    // TODO
+    UNIMPLEMENTED();
+    return 1.0f;
+}
+
+bool Renderer11::getEventQuerySupport()
+{
+    // TODO
+    UNIMPLEMENTED();
+    return false;
+}
+
+bool Renderer11::getVertexTextureSupport() const
+{
+    // TODO
+    UNIMPLEMENTED();
+    return false;
+}
+
+bool Renderer11::getNonPower2TextureSupport() const
+{
+    // TODO
+    UNIMPLEMENTED();
+    return false;
+}
+
+bool Renderer11::getOcclusionQuerySupport() const
+{
+    // TODO
+    UNIMPLEMENTED();
+    return false;
+}
+
+bool Renderer11::getInstancingSupport() const
+{
+    // TODO
+    UNIMPLEMENTED();
+    return false;
+}
+
+bool Renderer11::getShareHandleSupport() const
+{
+    // TODO
+    UNIMPLEMENTED();
+
+    // PIX doesn't seem to support using share handles, so disable them.
+    return false && !gl::perfActive();
+}
+
+bool Renderer11::getShaderModel3Support() const
+{
+    // TODO
+    UNIMPLEMENTED();
+    return true;
+}
+
+float Renderer11::getMaxPointSize() const
+{
+    // TODO
+    UNIMPLEMENTED();
+    return 1.0f;
+}
+
+int Renderer11::getMaxTextureWidth() const
+{
+    // TODO
+    UNIMPLEMENTED();
+    return 1024;
+}
+
+int Renderer11::getMaxTextureHeight() const
+{
+    // TODO
+    UNIMPLEMENTED();
+    return 1024;
+}
+
+bool Renderer11::get32BitIndexSupport() const
+{
+    // TODO
+    UNIMPLEMENTED();
+    return true;
+}
+
+int Renderer11::getMinSwapInterval() const
+{
+    // TODO
+    UNIMPLEMENTED();
+    return 1;
+}
+
+int Renderer11::getMaxSwapInterval() const
+{
+    // TODO
+    UNIMPLEMENTED();
+    return 1;
+}
+
+int Renderer11::getMaxSupportedSamples() const
+{
+    // TODO
+    UNIMPLEMENTED();
+    return 1;
+}
+
+}
\ No newline at end of file
diff --git a/src/libGLESv2/renderer/Renderer11.h b/src/libGLESv2/renderer/Renderer11.h
new file mode 100644
index 0000000..d0a88f3
--- /dev/null
+++ b/src/libGLESv2/renderer/Renderer11.h
@@ -0,0 +1,107 @@
+//
+// 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 "common/angleutils.h"
+
+#include "libGLESv2/renderer/Renderer.h"
+
+namespace rx
+{
+
+class Renderer11 : public Renderer
+{
+  public:
+    Renderer11(egl::Display *display, HDC hDc);
+    virtual ~Renderer11();
+
+    virtual EGLint initialize();
+    virtual bool resetDevice();
+
+    virtual int generateConfigs(ConfigDesc **configDescList);
+    virtual void deleteConfigs(ConfigDesc *configDescList);
+
+    virtual void startScene();
+    virtual void endScene();
+
+    virtual void sync(bool block);
+
+    virtual void setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler);
+    virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture);
+
+    // 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 bool getShaderModel3Support() 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;
+
+    // D3D11-renderer specific methods
+    ID3D11Device *getDevice() { return mD3d11; }
+    ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; };
+
+  private:
+    DISALLOW_COPY_AND_ASSIGN(Renderer11);
+
+    HMODULE mD3d11Module;
+    HMODULE mDxgiModule;
+    HDC mDc;
+
+    bool mDeviceLost;
+
+    void initializeDevice();
+    void releaseDeviceResources();
+
+    ID3D11Device *mD3d11;
+    ID3D11DeviceContext *mDeviceContext;
+};
+
+}
+#endif // LIBGLESV2_RENDERER_RENDERER11_H_
diff --git a/src/libGLESv2/renderer/Renderer9.cpp b/src/libGLESv2/renderer/Renderer9.cpp
index c34befb..7b306b5 100644
--- a/src/libGLESv2/renderer/Renderer9.cpp
+++ b/src/libGLESv2/renderer/Renderer9.cpp
@@ -4,8 +4,7 @@
 // found in the LICENSE file.
 //
 
-// Renderer.cpp: Implements a back-end specific class that hides the details of the
-// implementation-specific renderer.
+// Renderer9.cpp: Implements a back-end specific class for the D3D9 renderer.
 
 #include "common/debug.h"
 #include "libGLESv2/utilities.h"
diff --git a/src/libGLESv2/renderer/Renderer9.h b/src/libGLESv2/renderer/Renderer9.h
index 943b011..26db5b8 100644
--- a/src/libGLESv2/renderer/Renderer9.h
+++ b/src/libGLESv2/renderer/Renderer9.h
@@ -4,8 +4,7 @@
 // found in the LICENSE file.
 //
 
-// Renderer.h: Defines a back-end specific class that hides the details of the
-// implementation-specific renderer.
+// Renderer9.h: Defines a back-end specific class for the D3D9 renderer.
 
 #ifndef LIBGLESV2_RENDERER_RENDERER9_H_
 #define LIBGLESV2_RENDERER_RENDERER9_H_
@@ -20,7 +19,7 @@
 #define EGLAPI
 #include <EGL/egl.h>
 
-#include <d3d9.h>  // D3D9_REPLACE
+#include <d3d9.h>
 
 #include "common/angleutils.h"
 #include "libGLESv2/renderer/ShaderCache.h"
@@ -76,7 +75,7 @@
     virtual bool testDeviceResettable();
 
     // Renderer capabilities
-    IDirect3DDevice9 *getDevice() {return mDevice;};  // D3D9_REPLACE
+    IDirect3DDevice9 *getDevice() { return mDevice; }
     virtual DWORD getAdapterVendor() const;
     virtual const char *getAdapterDescription() const;
     virtual GUID getAdapterIdentifier() const;