| // |
| // Copyright (c) 2012-2013 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_ |
| |
| #include "common/angleutils.h" |
| #include "libGLESv2/angletypes.h" |
| #include "common/mathutil.h" |
| |
| #include "libGLESv2/renderer/Renderer.h" |
| #include "libGLESv2/renderer/RenderStateCache.h" |
| #include "libGLESv2/renderer/InputLayoutCache.h" |
| #include "libGLESv2/renderer/RenderTarget.h" |
| |
| namespace gl |
| { |
| class Renderbuffer; |
| } |
| |
| namespace rx |
| { |
| |
| class VertexDataManager; |
| class IndexDataManager; |
| class StreamingIndexBufferInterface; |
| |
| enum |
| { |
| MAX_VERTEX_UNIFORM_VECTORS_D3D11 = 1024, |
| MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 = 1024 |
| }; |
| |
| 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 bool setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[]); |
| |
| 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, bool enabled); |
| virtual bool setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace, |
| bool ignoreViewport); |
| |
| virtual bool applyPrimitiveType(GLenum mode, GLsizei count); |
| virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer); |
| virtual void applyShaders(gl::ProgramBinary *programBinary); |
| virtual void applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray); |
| 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, 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 TranslatedIndexData &indexInfo, GLsizei instances); |
| |
| virtual void clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer); |
| |
| virtual void markAllStateDirty(); |
| |
| // lost device |
| void notifyDeviceLost(); |
| virtual bool isDeviceLost(); |
| virtual bool testDeviceLost(bool notify); |
| virtual bool testDeviceResettable(); |
| |
| // Renderer capabilities |
| virtual DWORD getAdapterVendor() const; |
| virtual std::string getRendererDescription() const; |
| virtual GUID getAdapterIdentifier() const; |
| |
| virtual bool getBGRATextureSupport() const; |
| virtual bool getDXT1TextureSupport() const; |
| virtual bool getDXT3TextureSupport() const; |
| virtual bool getDXT5TextureSupport() const; |
| virtual bool getEventQuerySupport() const; |
| virtual bool getFloat32TextureSupport() const; |
| virtual bool getFloat32TextureFilteringSupport() const; |
| virtual bool getFloat32TextureRenderingSupport() const; |
| virtual bool getFloat16TextureSupport() const; |
| virtual bool getFloat16TextureFilteringSupport() const; |
| virtual bool getFloat16TextureRenderingSupport() const; |
| virtual bool getLuminanceTextureSupport() const; |
| virtual bool getLuminanceAlphaTextureSupport() const; |
| virtual unsigned int getMaxVertexTextureImageUnits() const; |
| virtual unsigned int getMaxCombinedTextureImageUnits() const; |
| virtual unsigned int getReservedVertexUniformVectors() const; |
| virtual unsigned int getReservedFragmentUniformVectors() const; |
| virtual unsigned int getMaxVertexUniformVectors() const; |
| virtual unsigned int getMaxFragmentUniformVectors() const; |
| virtual unsigned int getMaxVaryingVectors() const; |
| virtual unsigned int getMaxVertexShaderUniformBuffers() const; |
| virtual unsigned int getMaxFragmentShaderUniformBuffers() const; |
| virtual unsigned int getReservedVertexUniformBuffers() const; |
| virtual unsigned int getReservedFragmentUniformBuffers() const; |
| virtual unsigned int getMaxTransformFeedbackBuffers() const; |
| virtual unsigned int getMaxUniformBufferSize() 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 getDerivativeInstructionSupport() const; |
| virtual bool getPostSubBufferSupport() const; |
| |
| virtual int getMajorShaderModel() const; |
| virtual float getMaxPointSize() const; |
| virtual int getMaxViewportDimension() const; |
| virtual int getMaxTextureWidth() const; |
| virtual int getMaxTextureHeight() const; |
| virtual int getMaxTextureDepth() const; |
| virtual int getMaxTextureArrayLayers() const; |
| virtual bool get32BitIndexSupport() const; |
| virtual int getMinSwapInterval() const; |
| virtual int getMaxSwapInterval() const; |
| |
| virtual GLsizei getMaxSupportedSamples() const; |
| int getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const; |
| |
| virtual unsigned int getMaxRenderTargets() const; |
| |
| // Pixel operations |
| virtual bool copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source); |
| virtual bool copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source); |
| virtual bool copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source); |
| virtual bool copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source); |
| |
| virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, |
| GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level); |
| virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, |
| GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level); |
| virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, |
| GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level); |
| virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, |
| GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level); |
| |
| bool copyTexture(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight, unsigned int sourceDepth, |
| ID3D11RenderTargetView *dest, const gl::Box &destArea, unsigned int destWidth, unsigned int destHeight, unsigned int destDepth, |
| GLenum destFormat); |
| |
| virtual bool blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const 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 void *function, size_t length, rx::ShaderType type); |
| virtual ShaderExecutable *compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type); |
| |
| // Image operations |
| virtual Image *createImage(); |
| virtual void generateMipmap(Image *dest, Image *source); |
| virtual TextureStorage *createTextureStorage2D(SwapChain *swapChain); |
| virtual TextureStorage *createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height); |
| virtual TextureStorage *createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size); |
| virtual TextureStorage *createTextureStorage3D(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth); |
| virtual TextureStorage *createTextureStorage2DArray(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth); |
| |
| // Buffer creation |
| virtual VertexBuffer *createVertexBuffer(); |
| virtual IndexBuffer *createIndexBuffer(); |
| virtual BufferStorage *createBufferStorage(); |
| |
| // Query and Fence creation |
| virtual QueryImpl *createQuery(GLenum type); |
| virtual FenceImpl *createFence(); |
| |
| // D3D11-renderer specific methods |
| ID3D11Device *getDevice() { return mDevice; } |
| ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; }; |
| IDXGIFactory *getDxgiFactory() { return mDxgiFactory; }; |
| |
| bool getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource); |
| void unapplyRenderTargets(); |
| void setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView); |
| |
| private: |
| DISALLOW_COPY_AND_ASSIGN(Renderer11); |
| |
| void drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer); |
| void drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances); |
| |
| void readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, |
| GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder, |
| GLint packAlignment, void *pixels); |
| |
| void maskedClear(const gl::ClearParameters &clearParams, bool usingExtendedDrawBuffers); |
| rx::Range getViewportBounds() const; |
| |
| bool blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget, |
| RenderTarget *drawRenderTarget, bool wholeBufferCopy); |
| ID3D11Texture2D *resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource); |
| |
| HMODULE mD3d11Module; |
| HMODULE mDxgiModule; |
| HDC mDc; |
| |
| bool mDeviceLost; |
| |
| void initializeDevice(); |
| void releaseDeviceResources(); |
| int getMinorShaderModel() const; |
| void release(); |
| |
| RenderStateCache mStateCache; |
| |
| // Support flags |
| bool mFloat16TextureSupport; |
| bool mFloat16FilterSupport; |
| bool mFloat16RenderSupport; |
| |
| bool mFloat32TextureSupport; |
| bool mFloat32FilterSupport; |
| bool mFloat32RenderSupport; |
| |
| bool mDXT1TextureSupport; |
| bool mDXT3TextureSupport; |
| bool mDXT5TextureSupport; |
| |
| bool mDepthTextureSupport; |
| |
| // Multisample format support |
| struct MultisampleSupportInfo |
| { |
| unsigned int qualityLevels[D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT]; |
| }; |
| |
| typedef std::unordered_map<DXGI_FORMAT, MultisampleSupportInfo> MultisampleSupportMap; |
| MultisampleSupportMap mMultisampleSupportMap; |
| |
| unsigned int mMaxSupportedSamples; |
| |
| // current render target states |
| unsigned int mAppliedRenderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS]; |
| unsigned int mAppliedDepthbufferSerial; |
| unsigned int mAppliedStencilbufferSerial; |
| bool mDepthStencilInitialized; |
| bool mRenderTargetDescInitialized; |
| rx::RenderTarget::Desc mRenderTargetDesc; |
| unsigned int mCurDepthSize; |
| unsigned int mCurStencilSize; |
| |
| // Currently applied sampler states |
| bool mForceSetVertexSamplerStates[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS]; |
| gl::SamplerState mCurVertexSamplerStates[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS]; |
| |
| bool mForceSetPixelSamplerStates[gl::MAX_TEXTURE_IMAGE_UNITS]; |
| gl::SamplerState mCurPixelSamplerStates[gl::MAX_TEXTURE_IMAGE_UNITS]; |
| |
| // Currently applied textures |
| unsigned int mCurVertexTextureSerials[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS]; |
| unsigned int mCurPixelTextureSerials[gl::MAX_TEXTURE_IMAGE_UNITS]; |
| |
| // 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; |
| bool mScissorEnabled; |
| gl::Rectangle mCurScissor; |
| |
| // Currently applied viewport |
| bool mForceSetViewport; |
| gl::Rectangle mCurViewport; |
| float mCurNear; |
| float mCurFar; |
| |
| unsigned int mAppliedIBSerial; |
| unsigned int mAppliedStorageIBSerial; |
| unsigned int mAppliedIBOffset; |
| |
| unsigned int mAppliedProgramBinarySerial; |
| bool mIsGeometryShaderActive; |
| |
| dx_VertexConstants mVertexConstants; |
| dx_VertexConstants mAppliedVertexConstants; |
| ID3D11Buffer *mDriverConstantBufferVS; |
| |
| dx_PixelConstants mPixelConstants; |
| dx_PixelConstants mAppliedPixelConstants; |
| ID3D11Buffer *mDriverConstantBufferPS; |
| |
| // Vertex, index and input layouts |
| VertexDataManager *mVertexDataManager; |
| IndexDataManager *mIndexDataManager; |
| InputLayoutCache mInputLayoutCache; |
| |
| StreamingIndexBufferInterface *mLineLoopIB; |
| StreamingIndexBufferInterface *mTriangleFanIB; |
| |
| // Texture copy resources |
| bool mCopyResourcesInitialized; |
| ID3D11Buffer *mCopyVB; |
| ID3D11SamplerState *mCopySampler; |
| |
| ID3D11InputLayout *mCopy2DIL; |
| ID3D11VertexShader *mCopy2DVS; |
| ID3D11PixelShader *mCopyRGBA2DPS; |
| ID3D11PixelShader *mCopyRGB2DPS; |
| ID3D11PixelShader *mCopyLum2DPS; |
| ID3D11PixelShader *mCopyLumAlpha2DPS; |
| |
| ID3D11InputLayout *mCopy3DIL; |
| ID3D11VertexShader *mCopy3DVS; |
| ID3D11GeometryShader *mCopy3DGS; |
| ID3D11PixelShader *mCopyRGBA3DPS; |
| ID3D11PixelShader *mCopyRGB3DPS; |
| ID3D11PixelShader *mCopyLum3DPS; |
| ID3D11PixelShader *mCopyLumAlpha3DPS; |
| |
| // Masked clear resources |
| bool mClearResourcesInitialized; |
| ID3D11Buffer *mClearVB; |
| ID3D11InputLayout *mClearIL; |
| ID3D11VertexShader *mClearVS; |
| ID3D11PixelShader *mClearSinglePS; |
| ID3D11PixelShader *mClearMultiplePS; |
| ID3D11RasterizerState *mClearScissorRS; |
| ID3D11RasterizerState *mClearNoScissorRS; |
| |
| // Sync query |
| ID3D11Query *mSyncQuery; |
| |
| ID3D11Device *mDevice; |
| D3D_FEATURE_LEVEL mFeatureLevel; |
| ID3D11DeviceContext *mDeviceContext; |
| IDXGIAdapter *mDxgiAdapter; |
| DXGI_ADAPTER_DESC mAdapterDescription; |
| char mDescription[128]; |
| IDXGIFactory *mDxgiFactory; |
| |
| // Cached device caps |
| bool mBGRATextureSupport; |
| }; |
| |
| } |
| #endif // LIBGLESV2_RENDERER_RENDERER11_H_ |