gfx/angle/src/libGLESv2/renderer/Renderer9.h

Sat, 03 Jan 2015 20:18:00 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Sat, 03 Jan 2015 20:18:00 +0100
branch
TOR_BUG_3246
changeset 7
129ffea94266
permissions
-rw-r--r--

Conditionally enable double key logic according to:
private browsing mode or privacy.thirdparty.isolate preference and
implement in GetCookieStringCommon and FindCookie where it counts...
With some reservations of how to convince FindCookie users to test
condition and pass a nullptr when disabling double key logic.

michael@0 1 //
michael@0 2 // Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
michael@0 3 // Use of this source code is governed by a BSD-style license that can be
michael@0 4 // found in the LICENSE file.
michael@0 5 //
michael@0 6
michael@0 7 // Renderer9.h: Defines a back-end specific class for the D3D9 renderer.
michael@0 8
michael@0 9 #ifndef LIBGLESV2_RENDERER_RENDERER9_H_
michael@0 10 #define LIBGLESV2_RENDERER_RENDERER9_H_
michael@0 11
michael@0 12 #include "common/angleutils.h"
michael@0 13 #include "libGLESv2/mathutil.h"
michael@0 14 #include "libGLESv2/renderer/ShaderCache.h"
michael@0 15 #include "libGLESv2/renderer/VertexDeclarationCache.h"
michael@0 16 #include "libGLESv2/renderer/Renderer.h"
michael@0 17 #include "libGLESv2/renderer/RenderTarget.h"
michael@0 18
michael@0 19 namespace gl
michael@0 20 {
michael@0 21 class Renderbuffer;
michael@0 22 }
michael@0 23
michael@0 24 namespace rx
michael@0 25 {
michael@0 26 class VertexDataManager;
michael@0 27 class IndexDataManager;
michael@0 28 class StreamingIndexBufferInterface;
michael@0 29 struct TranslatedAttribute;
michael@0 30
michael@0 31 class Renderer9 : public Renderer
michael@0 32 {
michael@0 33 public:
michael@0 34 Renderer9(egl::Display *display, HDC hDc, bool softwareDevice);
michael@0 35 virtual ~Renderer9();
michael@0 36
michael@0 37 static Renderer9 *makeRenderer9(Renderer *renderer);
michael@0 38
michael@0 39 virtual EGLint initialize();
michael@0 40 virtual bool resetDevice();
michael@0 41
michael@0 42 virtual int generateConfigs(ConfigDesc **configDescList);
michael@0 43 virtual void deleteConfigs(ConfigDesc *configDescList);
michael@0 44
michael@0 45 void startScene();
michael@0 46 void endScene();
michael@0 47
michael@0 48 virtual void sync(bool block);
michael@0 49
michael@0 50 virtual SwapChain *createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat);
michael@0 51
michael@0 52 IDirect3DQuery9* allocateEventQuery();
michael@0 53 void freeEventQuery(IDirect3DQuery9* query);
michael@0 54
michael@0 55 // resource creation
michael@0 56 IDirect3DVertexShader9 *createVertexShader(const DWORD *function, size_t length);
michael@0 57 IDirect3DPixelShader9 *createPixelShader(const DWORD *function, size_t length);
michael@0 58 HRESULT createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer);
michael@0 59 HRESULT createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer);
michael@0 60 #if 0
michael@0 61 void *createTexture2D();
michael@0 62 void *createTextureCube();
michael@0 63 void *createQuery();
michael@0 64 void *createIndexBuffer();
michael@0 65 void *createVertexbuffer();
michael@0 66
michael@0 67 // state setup
michael@0 68 void applyShaders();
michael@0 69 void applyConstants();
michael@0 70 #endif
michael@0 71 virtual void setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler);
michael@0 72 virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture);
michael@0 73
michael@0 74 virtual void setRasterizerState(const gl::RasterizerState &rasterState);
michael@0 75 virtual void setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
michael@0 76 unsigned int sampleMask);
michael@0 77 virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
michael@0 78 int stencilBackRef, bool frontFaceCCW);
michael@0 79
michael@0 80 virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled);
michael@0 81 virtual bool setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
michael@0 82 bool ignoreViewport);
michael@0 83
michael@0 84 virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer);
michael@0 85 virtual void applyShaders(gl::ProgramBinary *programBinary);
michael@0 86 virtual void applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray);
michael@0 87 virtual bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount);
michael@0 88 virtual GLenum applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances);
michael@0 89 virtual GLenum applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo);
michael@0 90
michael@0 91 virtual void drawArrays(GLenum mode, GLsizei count, GLsizei instances);
michael@0 92 virtual void drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances);
michael@0 93
michael@0 94 virtual void clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer);
michael@0 95
michael@0 96 virtual void markAllStateDirty();
michael@0 97
michael@0 98 // lost device
michael@0 99 void notifyDeviceLost();
michael@0 100 virtual bool isDeviceLost();
michael@0 101 virtual bool testDeviceLost(bool notify);
michael@0 102 virtual bool testDeviceResettable();
michael@0 103
michael@0 104 // Renderer capabilities
michael@0 105 IDirect3DDevice9 *getDevice() { return mDevice; }
michael@0 106 virtual DWORD getAdapterVendor() const;
michael@0 107 virtual std::string getRendererDescription() const;
michael@0 108 virtual GUID getAdapterIdentifier() const;
michael@0 109
michael@0 110 virtual bool getBGRATextureSupport() const;
michael@0 111 virtual bool getDXT1TextureSupport();
michael@0 112 virtual bool getDXT3TextureSupport();
michael@0 113 virtual bool getDXT5TextureSupport();
michael@0 114 virtual bool getEventQuerySupport();
michael@0 115 virtual bool getFloat32TextureSupport(bool *filtering, bool *renderable);
michael@0 116 virtual bool getFloat16TextureSupport(bool *filtering, bool *renderable);
michael@0 117 virtual bool getLuminanceTextureSupport();
michael@0 118 virtual bool getLuminanceAlphaTextureSupport();
michael@0 119 virtual unsigned int getMaxVertexTextureImageUnits() const;
michael@0 120 virtual unsigned int getMaxCombinedTextureImageUnits() const;
michael@0 121 virtual unsigned int getReservedVertexUniformVectors() const;
michael@0 122 virtual unsigned int getReservedFragmentUniformVectors() const;
michael@0 123 virtual unsigned int getMaxVertexUniformVectors() const;
michael@0 124 virtual unsigned int getMaxFragmentUniformVectors() const;
michael@0 125 virtual unsigned int getMaxVaryingVectors() const;
michael@0 126 virtual bool getNonPower2TextureSupport() const;
michael@0 127 virtual bool getDepthTextureSupport() const;
michael@0 128 virtual bool getOcclusionQuerySupport() const;
michael@0 129 virtual bool getInstancingSupport() const;
michael@0 130 virtual bool getTextureFilterAnisotropySupport() const;
michael@0 131 virtual float getTextureMaxAnisotropy() const;
michael@0 132 virtual bool getShareHandleSupport() const;
michael@0 133 virtual bool getDerivativeInstructionSupport() const;
michael@0 134 virtual bool getPostSubBufferSupport() const;
michael@0 135
michael@0 136 virtual int getMajorShaderModel() const;
michael@0 137 virtual float getMaxPointSize() const;
michael@0 138 virtual int getMaxViewportDimension() const;
michael@0 139 virtual int getMaxTextureWidth() const;
michael@0 140 virtual int getMaxTextureHeight() const;
michael@0 141 virtual bool get32BitIndexSupport() const;
michael@0 142 DWORD getCapsDeclTypes() const;
michael@0 143 virtual int getMinSwapInterval() const;
michael@0 144 virtual int getMaxSwapInterval() const;
michael@0 145
michael@0 146 virtual GLsizei getMaxSupportedSamples() const;
michael@0 147 int getNearestSupportedSamples(D3DFORMAT format, int requested) const;
michael@0 148
michael@0 149 virtual unsigned int getMaxRenderTargets() const;
michael@0 150
michael@0 151 D3DFORMAT ConvertTextureInternalFormat(GLint internalformat);
michael@0 152
michael@0 153 // Pixel operations
michael@0 154 virtual bool copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source);
michael@0 155 virtual bool copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source);
michael@0 156
michael@0 157 virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
michael@0 158 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level);
michael@0 159 virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
michael@0 160 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level);
michael@0 161
michael@0 162 virtual bool blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
michael@0 163 bool blitRenderTarget, bool blitDepthStencil);
michael@0 164 virtual void readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
michael@0 165 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels);
michael@0 166
michael@0 167 // RenderTarget creation
michael@0 168 virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth);
michael@0 169 virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth);
michael@0 170
michael@0 171 // Shader operations
michael@0 172 virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type);
michael@0 173 virtual ShaderExecutable *compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type);
michael@0 174
michael@0 175 // Image operations
michael@0 176 virtual Image *createImage();
michael@0 177 virtual void generateMipmap(Image *dest, Image *source);
michael@0 178 virtual TextureStorage *createTextureStorage2D(SwapChain *swapChain);
michael@0 179 virtual TextureStorage *createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height);
michael@0 180 virtual TextureStorage *createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size);
michael@0 181
michael@0 182 // Buffer creation
michael@0 183 virtual VertexBuffer *createVertexBuffer();
michael@0 184 virtual IndexBuffer *createIndexBuffer();
michael@0 185 virtual BufferStorage *createBufferStorage();
michael@0 186
michael@0 187 // Query and Fence creation
michael@0 188 virtual QueryImpl *createQuery(GLenum type);
michael@0 189 virtual FenceImpl *createFence();
michael@0 190
michael@0 191 // D3D9-renderer specific methods
michael@0 192 bool boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest);
michael@0 193
michael@0 194 D3DPOOL getTexturePool(DWORD usage) const;
michael@0 195
michael@0 196 virtual bool getLUID(LUID *adapterLuid) const;
michael@0 197
michael@0 198 private:
michael@0 199 DISALLOW_COPY_AND_ASSIGN(Renderer9);
michael@0 200
michael@0 201 void applyUniformnfv(gl::Uniform *targetUniform, const GLfloat *v);
michael@0 202 void applyUniformniv(gl::Uniform *targetUniform, const GLint *v);
michael@0 203 void applyUniformnbv(gl::Uniform *targetUniform, const GLint *v);
michael@0 204
michael@0 205 void drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer);
michael@0 206 void drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer);
michael@0 207
michael@0 208 void getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray);
michael@0 209 bool copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged);
michael@0 210 gl::Renderbuffer *getNullColorbuffer(gl::Renderbuffer *depthbuffer);
michael@0 211
michael@0 212 D3DPOOL getBufferPool(DWORD usage) const;
michael@0 213
michael@0 214 HMODULE mD3d9Module;
michael@0 215 HDC mDc;
michael@0 216
michael@0 217 void initializeDevice();
michael@0 218 D3DPRESENT_PARAMETERS getDefaultPresentParameters();
michael@0 219 void releaseDeviceResources();
michael@0 220
michael@0 221 UINT mAdapter;
michael@0 222 D3DDEVTYPE mDeviceType;
michael@0 223 bool mSoftwareDevice; // FIXME: Deprecate
michael@0 224 IDirect3D9 *mD3d9; // Always valid after successful initialization.
michael@0 225 IDirect3D9Ex *mD3d9Ex; // Might be null if D3D9Ex is not supported.
michael@0 226 IDirect3DDevice9 *mDevice;
michael@0 227 IDirect3DDevice9Ex *mDeviceEx; // Might be null if D3D9Ex is not supported.
michael@0 228
michael@0 229 Blit *mBlit;
michael@0 230
michael@0 231 HWND mDeviceWindow;
michael@0 232
michael@0 233 bool mDeviceLost;
michael@0 234 D3DCAPS9 mDeviceCaps;
michael@0 235 D3DADAPTER_IDENTIFIER9 mAdapterIdentifier;
michael@0 236
michael@0 237 D3DPRIMITIVETYPE mPrimitiveType;
michael@0 238 int mPrimitiveCount;
michael@0 239 GLsizei mRepeatDraw;
michael@0 240
michael@0 241 bool mSceneStarted;
michael@0 242 bool mSupportsNonPower2Textures;
michael@0 243 bool mSupportsTextureFilterAnisotropy;
michael@0 244 int mMinSwapInterval;
michael@0 245 int mMaxSwapInterval;
michael@0 246
michael@0 247 bool mOcclusionQuerySupport;
michael@0 248 bool mEventQuerySupport;
michael@0 249 bool mVertexTextureSupport;
michael@0 250
michael@0 251 bool mDepthTextureSupport;
michael@0 252
michael@0 253 bool mFloat32TextureSupport;
michael@0 254 bool mFloat32FilterSupport;
michael@0 255 bool mFloat32RenderSupport;
michael@0 256
michael@0 257 bool mFloat16TextureSupport;
michael@0 258 bool mFloat16FilterSupport;
michael@0 259 bool mFloat16RenderSupport;
michael@0 260
michael@0 261 bool mDXT1TextureSupport;
michael@0 262 bool mDXT3TextureSupport;
michael@0 263 bool mDXT5TextureSupport;
michael@0 264
michael@0 265 bool mLuminanceTextureSupport;
michael@0 266 bool mLuminanceAlphaTextureSupport;
michael@0 267
michael@0 268 std::map<D3DFORMAT, bool *> mMultiSampleSupport;
michael@0 269 GLsizei mMaxSupportedSamples;
michael@0 270
michael@0 271 // current render target states
michael@0 272 unsigned int mAppliedRenderTargetSerial;
michael@0 273 unsigned int mAppliedDepthbufferSerial;
michael@0 274 unsigned int mAppliedStencilbufferSerial;
michael@0 275 bool mDepthStencilInitialized;
michael@0 276 bool mRenderTargetDescInitialized;
michael@0 277 rx::RenderTarget::Desc mRenderTargetDesc;
michael@0 278 unsigned int mCurStencilSize;
michael@0 279 unsigned int mCurDepthSize;
michael@0 280
michael@0 281 IDirect3DStateBlock9 *mMaskedClearSavedState;
michael@0 282
michael@0 283 // previously set render states
michael@0 284 bool mForceSetDepthStencilState;
michael@0 285 gl::DepthStencilState mCurDepthStencilState;
michael@0 286 int mCurStencilRef;
michael@0 287 int mCurStencilBackRef;
michael@0 288 bool mCurFrontFaceCCW;
michael@0 289
michael@0 290 bool mForceSetRasterState;
michael@0 291 gl::RasterizerState mCurRasterState;
michael@0 292
michael@0 293 bool mForceSetScissor;
michael@0 294 gl::Rectangle mCurScissor;
michael@0 295 bool mScissorEnabled;
michael@0 296
michael@0 297 bool mForceSetViewport;
michael@0 298 gl::Rectangle mCurViewport;
michael@0 299 float mCurNear;
michael@0 300 float mCurFar;
michael@0 301
michael@0 302 bool mForceSetBlendState;
michael@0 303 gl::BlendState mCurBlendState;
michael@0 304 gl::Color mCurBlendColor;
michael@0 305 GLuint mCurSampleMask;
michael@0 306
michael@0 307 // Currently applied sampler states
michael@0 308 bool mForceSetVertexSamplerStates[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
michael@0 309 gl::SamplerState mCurVertexSamplerStates[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
michael@0 310
michael@0 311 bool mForceSetPixelSamplerStates[gl::MAX_TEXTURE_IMAGE_UNITS];
michael@0 312 gl::SamplerState mCurPixelSamplerStates[gl::MAX_TEXTURE_IMAGE_UNITS];
michael@0 313
michael@0 314 // Currently applied textures
michael@0 315 unsigned int mCurVertexTextureSerials[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
michael@0 316 unsigned int mCurPixelTextureSerials[gl::MAX_TEXTURE_IMAGE_UNITS];
michael@0 317
michael@0 318 unsigned int mAppliedIBSerial;
michael@0 319 unsigned int mAppliedProgramBinarySerial;
michael@0 320
michael@0 321 rx::dx_VertexConstants mVertexConstants;
michael@0 322 rx::dx_PixelConstants mPixelConstants;
michael@0 323 bool mDxUniformsDirty;
michael@0 324
michael@0 325 // A pool of event queries that are currently unused.
michael@0 326 std::vector<IDirect3DQuery9*> mEventQueryPool;
michael@0 327 VertexShaderCache mVertexShaderCache;
michael@0 328 PixelShaderCache mPixelShaderCache;
michael@0 329
michael@0 330 VertexDataManager *mVertexDataManager;
michael@0 331 VertexDeclarationCache mVertexDeclarationCache;
michael@0 332
michael@0 333 IndexDataManager *mIndexDataManager;
michael@0 334 StreamingIndexBufferInterface *mLineLoopIB;
michael@0 335
michael@0 336 enum { NUM_NULL_COLORBUFFER_CACHE_ENTRIES = 12 };
michael@0 337 struct NullColorbufferCacheEntry
michael@0 338 {
michael@0 339 UINT lruCount;
michael@0 340 int width;
michael@0 341 int height;
michael@0 342 gl::Renderbuffer *buffer;
michael@0 343 } mNullColorbufferCache[NUM_NULL_COLORBUFFER_CACHE_ENTRIES];
michael@0 344 UINT mMaxNullColorbufferLRU;
michael@0 345
michael@0 346 };
michael@0 347
michael@0 348 }
michael@0 349 #endif // LIBGLESV2_RENDERER_RENDERER9_H_

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