blob: b2a05d92d2c2e3ac988b744984653becea2d9da1 [file] [log] [blame]
//
// Copyright (c) 2012-2014 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.
//
// Renderer.h: Defines a back-end specific class that hides the details of the
// implementation-specific renderer.
#ifndef LIBGLESV2_RENDERER_RENDERER_H_
#define LIBGLESV2_RENDERER_RENDERER_H_
#include "libGLESv2/Uniform.h"
#include "libGLESv2/angletypes.h"
#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
// WARNING: D3DCOMPILE_OPTIMIZATION_LEVEL3 may lead to a DX9 shader compiler hang.
// It should only be used selectively to work around specific bugs.
#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL1
#endif
namespace egl
{
class Display;
}
namespace gl
{
class InfoLog;
class ProgramBinary;
struct LinkedVarying;
class VertexAttribute;
class Buffer;
class Texture;
class Framebuffer;
struct VertexAttribCurrentValueData;
}
namespace rx
{
class TextureStorageInterface2D;
class TextureStorageInterfaceCube;
class TextureStorageInterface3D;
class TextureStorageInterface2DArray;
class VertexBuffer;
class IndexBuffer;
class QueryImpl;
class FenceImpl;
class BufferStorage;
struct TranslatedIndexData;
class ShaderExecutable;
class SwapChain;
class RenderTarget;
class Image;
class TextureStorage;
class UniformStorage;
struct ConfigDesc
{
GLenum renderTargetFormat;
GLenum depthStencilFormat;
GLint multiSample;
bool fastConfig;
bool es3Capable;
};
struct dx_VertexConstants
{
float depthRange[4];
float viewAdjust[4];
};
struct dx_PixelConstants
{
float depthRange[4];
float viewCoords[4];
float depthFront[4];
};
enum ShaderType
{
SHADER_VERTEX,
SHADER_PIXEL,
SHADER_GEOMETRY
};
class Renderer
{
public:
explicit Renderer(egl::Display *display);
virtual ~Renderer();
virtual EGLint initialize() = 0;
virtual bool resetDevice() = 0;
virtual int generateConfigs(ConfigDesc **configDescList) = 0;
virtual void deleteConfigs(ConfigDesc *configDescList) = 0;
virtual void sync(bool block) = 0;
virtual SwapChain *createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat) = 0;
virtual void generateSwizzle(gl::Texture *texture) = 0;
virtual void setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler) = 0;
virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture) = 0;
virtual bool setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[]) = 0;
virtual void setRasterizerState(const gl::RasterizerState &rasterState) = 0;
virtual void setBlendState(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
unsigned int sampleMask) = 0;
virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
int stencilBackRef, bool frontFaceCCW) = 0;
virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled) = 0;
virtual bool setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
bool ignoreViewport) = 0;
virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer) = 0;
virtual void applyShaders(gl::ProgramBinary *programBinary, bool rasterizerDiscard, bool transformFeedbackActive, const gl::VertexFormat inputLayout[]) = 0;
virtual void applyUniforms(const gl::ProgramBinary &programBinary) = 0;
virtual bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount) = 0;
virtual GLenum applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], gl::VertexAttribCurrentValueData currentValues[],
GLint first, GLsizei count, GLsizei instances) = 0;
virtual GLenum applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) = 0;
virtual void applyTransformFeedbackBuffers(gl::Buffer *transformFeedbackBuffers[], GLintptr offsets[]) = 0;
virtual void drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive) = 0;
virtual void drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices,
gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances) = 0;
virtual void clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer) = 0;
virtual void markAllStateDirty() = 0;
// lost device
virtual void notifyDeviceLost() = 0;
virtual bool isDeviceLost() = 0;
virtual bool testDeviceLost(bool notify) = 0;
virtual bool testDeviceResettable() = 0;
// Renderer capabilities
virtual DWORD getAdapterVendor() const = 0;
virtual std::string getRendererDescription() const = 0;
virtual GUID getAdapterIdentifier() const = 0;
virtual bool getBGRATextureSupport() const = 0;
virtual bool getDXT1TextureSupport() const = 0;
virtual bool getDXT3TextureSupport() const = 0;
virtual bool getDXT5TextureSupport() const = 0;
virtual bool getEventQuerySupport() const = 0;
virtual bool getFloat32TextureSupport() const = 0;
virtual bool getFloat32TextureFilteringSupport() const= 0;
virtual bool getFloat32TextureRenderingSupport() const= 0;
virtual bool getFloat16TextureSupport() const= 0;
virtual bool getFloat16TextureFilteringSupport() const= 0;
virtual bool getFloat16TextureRenderingSupport() const = 0;
virtual bool getRGB565TextureSupport() const = 0;
virtual bool getLuminanceTextureSupport() const = 0;
virtual bool getLuminanceAlphaTextureSupport() const = 0;
virtual bool getRGTextureSupport() const = 0;
bool getVertexTextureSupport() const { return getMaxVertexTextureImageUnits() > 0; }
virtual unsigned int getMaxVertexTextureImageUnits() const = 0;
virtual unsigned int getMaxCombinedTextureImageUnits() const = 0;
virtual unsigned int getReservedVertexUniformVectors() const = 0;
virtual unsigned int getReservedFragmentUniformVectors() const = 0;
virtual unsigned int getMaxVertexUniformVectors() const = 0;
virtual unsigned int getMaxFragmentUniformVectors() const = 0;
virtual unsigned int getMaxVaryingVectors() const = 0;
virtual unsigned int getMaxVertexShaderUniformBuffers() const = 0;
virtual unsigned int getMaxFragmentShaderUniformBuffers() const = 0;
virtual unsigned int getReservedVertexUniformBuffers() const = 0;
virtual unsigned int getReservedFragmentUniformBuffers() const = 0;
virtual unsigned int getMaxTransformFeedbackBuffers() const = 0;
virtual unsigned int getMaxTransformFeedbackSeparateComponents() const = 0;
virtual unsigned int getMaxTransformFeedbackInterleavedComponents() const = 0;
virtual unsigned int getMaxUniformBufferSize() const = 0;
virtual bool getNonPower2TextureSupport() const = 0;
virtual bool getDepthTextureSupport() const = 0;
virtual bool getOcclusionQuerySupport() const = 0;
virtual bool getInstancingSupport() const = 0;
virtual bool getTextureFilterAnisotropySupport() const = 0;
virtual bool getPBOSupport() const = 0;
virtual float getTextureMaxAnisotropy() const = 0;
virtual bool getShareHandleSupport() const = 0;
virtual bool getDerivativeInstructionSupport() const = 0;
virtual bool getPostSubBufferSupport() const = 0;
virtual int getMaxRecommendedElementsIndices() const = 0;
virtual int getMaxRecommendedElementsVertices() const = 0;
virtual int getMajorShaderModel() const = 0;
virtual float getMaxPointSize() const = 0;
virtual int getMaxViewportDimension() const = 0;
virtual int getMaxTextureWidth() const = 0;
virtual int getMaxTextureHeight() const = 0;
virtual int getMaxTextureDepth() const = 0;
virtual int getMaxTextureArrayLayers() const = 0;
virtual bool get32BitIndexSupport() const = 0;
virtual int getMinSwapInterval() const = 0;
virtual int getMaxSwapInterval() const = 0;
virtual GLsizei getMaxSupportedSamples() const = 0;
virtual GLsizei getMaxSupportedFormatSamples(GLenum internalFormat) const = 0;
virtual GLsizei getNumSampleCounts(GLenum internalFormat) const = 0;
virtual void getSampleCounts(GLenum internalFormat, GLsizei bufSize, GLint *params) const = 0;
virtual unsigned int getMaxRenderTargets() const = 0;
// Pixel operations
virtual bool copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source) = 0;
virtual bool copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source) = 0;
virtual bool copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source) = 0;
virtual bool copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source) = 0;
virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level) = 0;
virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level) = 0;
virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level) = 0;
virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level) = 0;
virtual bool blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
const gl::Rectangle *scissor, bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter) = 0;
virtual void readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, void* pixels) = 0;
// RenderTarget creation
virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth) = 0;
virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples) = 0;
// Shader operations
virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type,
const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
bool separatedOutputBuffers) = 0;
virtual ShaderExecutable *compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type,
const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
bool separatedOutputBuffers, D3DWorkaroundType workaround) = 0;
virtual UniformStorage *createUniformStorage(size_t storageSize) = 0;
// Image operations
virtual Image *createImage() = 0;
virtual void generateMipmap(Image *dest, Image *source) = 0;
virtual TextureStorage *createTextureStorage2D(SwapChain *swapChain) = 0;
virtual TextureStorage *createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels) = 0;
virtual TextureStorage *createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels) = 0;
virtual TextureStorage *createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels) = 0;
virtual TextureStorage *createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels) = 0;
// Buffer creation
virtual VertexBuffer *createVertexBuffer() = 0;
virtual IndexBuffer *createIndexBuffer() = 0;
virtual BufferStorage *createBufferStorage() = 0;
// Query and Fence creation
virtual QueryImpl *createQuery(GLenum type) = 0;
virtual FenceImpl *createFence() = 0;
// Current GLES client version
void setCurrentClientVersion(int clientVersion) { mCurrentClientVersion = clientVersion; }
int getCurrentClientVersion() const { return mCurrentClientVersion; }
// Buffer-to-texture and Texture-to-buffer copies
virtual bool supportsFastCopyBufferToTexture(GLenum internalFormat) const = 0;
virtual bool fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget,
GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea) = 0;
virtual bool getLUID(LUID *adapterLuid) const = 0;
virtual GLenum getNativeTextureFormat(GLenum internalFormat) const = 0;
virtual rx::VertexConversionType getVertexConversionType(const gl::VertexFormat &vertexFormat) const = 0;
virtual GLenum getVertexComponentType(const gl::VertexFormat &vertexFormat) const = 0;
protected:
egl::Display *mDisplay;
private:
DISALLOW_COPY_AND_ASSIGN(Renderer);
int mCurrentClientVersion;
};
}
#endif // LIBGLESV2_RENDERER_RENDERER_H_