Sat, 03 Jan 2015 20:18:00 +0100
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.
1 //
2 // Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
7 // Renderer9.h: Defines a back-end specific class for the D3D9 renderer.
9 #ifndef LIBGLESV2_RENDERER_RENDERER9_H_
10 #define LIBGLESV2_RENDERER_RENDERER9_H_
12 #include "common/angleutils.h"
13 #include "libGLESv2/mathutil.h"
14 #include "libGLESv2/renderer/ShaderCache.h"
15 #include "libGLESv2/renderer/VertexDeclarationCache.h"
16 #include "libGLESv2/renderer/Renderer.h"
17 #include "libGLESv2/renderer/RenderTarget.h"
19 namespace gl
20 {
21 class Renderbuffer;
22 }
24 namespace rx
25 {
26 class VertexDataManager;
27 class IndexDataManager;
28 class StreamingIndexBufferInterface;
29 struct TranslatedAttribute;
31 class Renderer9 : public Renderer
32 {
33 public:
34 Renderer9(egl::Display *display, HDC hDc, bool softwareDevice);
35 virtual ~Renderer9();
37 static Renderer9 *makeRenderer9(Renderer *renderer);
39 virtual EGLint initialize();
40 virtual bool resetDevice();
42 virtual int generateConfigs(ConfigDesc **configDescList);
43 virtual void deleteConfigs(ConfigDesc *configDescList);
45 void startScene();
46 void endScene();
48 virtual void sync(bool block);
50 virtual SwapChain *createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat);
52 IDirect3DQuery9* allocateEventQuery();
53 void freeEventQuery(IDirect3DQuery9* query);
55 // resource creation
56 IDirect3DVertexShader9 *createVertexShader(const DWORD *function, size_t length);
57 IDirect3DPixelShader9 *createPixelShader(const DWORD *function, size_t length);
58 HRESULT createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer);
59 HRESULT createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer);
60 #if 0
61 void *createTexture2D();
62 void *createTextureCube();
63 void *createQuery();
64 void *createIndexBuffer();
65 void *createVertexbuffer();
67 // state setup
68 void applyShaders();
69 void applyConstants();
70 #endif
71 virtual void setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler);
72 virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture);
74 virtual void setRasterizerState(const gl::RasterizerState &rasterState);
75 virtual void setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
76 unsigned int sampleMask);
77 virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
78 int stencilBackRef, bool frontFaceCCW);
80 virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled);
81 virtual bool setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
82 bool ignoreViewport);
84 virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer);
85 virtual void applyShaders(gl::ProgramBinary *programBinary);
86 virtual void applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray);
87 virtual bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount);
88 virtual GLenum applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances);
89 virtual GLenum applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo);
91 virtual void drawArrays(GLenum mode, GLsizei count, GLsizei instances);
92 virtual void drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances);
94 virtual void clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer);
96 virtual void markAllStateDirty();
98 // lost device
99 void notifyDeviceLost();
100 virtual bool isDeviceLost();
101 virtual bool testDeviceLost(bool notify);
102 virtual bool testDeviceResettable();
104 // Renderer capabilities
105 IDirect3DDevice9 *getDevice() { return mDevice; }
106 virtual DWORD getAdapterVendor() const;
107 virtual std::string getRendererDescription() const;
108 virtual GUID getAdapterIdentifier() const;
110 virtual bool getBGRATextureSupport() const;
111 virtual bool getDXT1TextureSupport();
112 virtual bool getDXT3TextureSupport();
113 virtual bool getDXT5TextureSupport();
114 virtual bool getEventQuerySupport();
115 virtual bool getFloat32TextureSupport(bool *filtering, bool *renderable);
116 virtual bool getFloat16TextureSupport(bool *filtering, bool *renderable);
117 virtual bool getLuminanceTextureSupport();
118 virtual bool getLuminanceAlphaTextureSupport();
119 virtual unsigned int getMaxVertexTextureImageUnits() const;
120 virtual unsigned int getMaxCombinedTextureImageUnits() const;
121 virtual unsigned int getReservedVertexUniformVectors() const;
122 virtual unsigned int getReservedFragmentUniformVectors() const;
123 virtual unsigned int getMaxVertexUniformVectors() const;
124 virtual unsigned int getMaxFragmentUniformVectors() const;
125 virtual unsigned int getMaxVaryingVectors() const;
126 virtual bool getNonPower2TextureSupport() const;
127 virtual bool getDepthTextureSupport() const;
128 virtual bool getOcclusionQuerySupport() const;
129 virtual bool getInstancingSupport() const;
130 virtual bool getTextureFilterAnisotropySupport() const;
131 virtual float getTextureMaxAnisotropy() const;
132 virtual bool getShareHandleSupport() const;
133 virtual bool getDerivativeInstructionSupport() const;
134 virtual bool getPostSubBufferSupport() const;
136 virtual int getMajorShaderModel() const;
137 virtual float getMaxPointSize() const;
138 virtual int getMaxViewportDimension() const;
139 virtual int getMaxTextureWidth() const;
140 virtual int getMaxTextureHeight() const;
141 virtual bool get32BitIndexSupport() const;
142 DWORD getCapsDeclTypes() const;
143 virtual int getMinSwapInterval() const;
144 virtual int getMaxSwapInterval() const;
146 virtual GLsizei getMaxSupportedSamples() const;
147 int getNearestSupportedSamples(D3DFORMAT format, int requested) const;
149 virtual unsigned int getMaxRenderTargets() const;
151 D3DFORMAT ConvertTextureInternalFormat(GLint internalformat);
153 // Pixel operations
154 virtual bool copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source);
155 virtual bool copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source);
157 virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
158 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level);
159 virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
160 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level);
162 virtual bool blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
163 bool blitRenderTarget, bool blitDepthStencil);
164 virtual void readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
165 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels);
167 // RenderTarget creation
168 virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth);
169 virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth);
171 // Shader operations
172 virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type);
173 virtual ShaderExecutable *compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type);
175 // Image operations
176 virtual Image *createImage();
177 virtual void generateMipmap(Image *dest, Image *source);
178 virtual TextureStorage *createTextureStorage2D(SwapChain *swapChain);
179 virtual TextureStorage *createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height);
180 virtual TextureStorage *createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size);
182 // Buffer creation
183 virtual VertexBuffer *createVertexBuffer();
184 virtual IndexBuffer *createIndexBuffer();
185 virtual BufferStorage *createBufferStorage();
187 // Query and Fence creation
188 virtual QueryImpl *createQuery(GLenum type);
189 virtual FenceImpl *createFence();
191 // D3D9-renderer specific methods
192 bool boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest);
194 D3DPOOL getTexturePool(DWORD usage) const;
196 virtual bool getLUID(LUID *adapterLuid) const;
198 private:
199 DISALLOW_COPY_AND_ASSIGN(Renderer9);
201 void applyUniformnfv(gl::Uniform *targetUniform, const GLfloat *v);
202 void applyUniformniv(gl::Uniform *targetUniform, const GLint *v);
203 void applyUniformnbv(gl::Uniform *targetUniform, const GLint *v);
205 void drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer);
206 void drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer);
208 void getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray);
209 bool copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged);
210 gl::Renderbuffer *getNullColorbuffer(gl::Renderbuffer *depthbuffer);
212 D3DPOOL getBufferPool(DWORD usage) const;
214 HMODULE mD3d9Module;
215 HDC mDc;
217 void initializeDevice();
218 D3DPRESENT_PARAMETERS getDefaultPresentParameters();
219 void releaseDeviceResources();
221 UINT mAdapter;
222 D3DDEVTYPE mDeviceType;
223 bool mSoftwareDevice; // FIXME: Deprecate
224 IDirect3D9 *mD3d9; // Always valid after successful initialization.
225 IDirect3D9Ex *mD3d9Ex; // Might be null if D3D9Ex is not supported.
226 IDirect3DDevice9 *mDevice;
227 IDirect3DDevice9Ex *mDeviceEx; // Might be null if D3D9Ex is not supported.
229 Blit *mBlit;
231 HWND mDeviceWindow;
233 bool mDeviceLost;
234 D3DCAPS9 mDeviceCaps;
235 D3DADAPTER_IDENTIFIER9 mAdapterIdentifier;
237 D3DPRIMITIVETYPE mPrimitiveType;
238 int mPrimitiveCount;
239 GLsizei mRepeatDraw;
241 bool mSceneStarted;
242 bool mSupportsNonPower2Textures;
243 bool mSupportsTextureFilterAnisotropy;
244 int mMinSwapInterval;
245 int mMaxSwapInterval;
247 bool mOcclusionQuerySupport;
248 bool mEventQuerySupport;
249 bool mVertexTextureSupport;
251 bool mDepthTextureSupport;
253 bool mFloat32TextureSupport;
254 bool mFloat32FilterSupport;
255 bool mFloat32RenderSupport;
257 bool mFloat16TextureSupport;
258 bool mFloat16FilterSupport;
259 bool mFloat16RenderSupport;
261 bool mDXT1TextureSupport;
262 bool mDXT3TextureSupport;
263 bool mDXT5TextureSupport;
265 bool mLuminanceTextureSupport;
266 bool mLuminanceAlphaTextureSupport;
268 std::map<D3DFORMAT, bool *> mMultiSampleSupport;
269 GLsizei mMaxSupportedSamples;
271 // current render target states
272 unsigned int mAppliedRenderTargetSerial;
273 unsigned int mAppliedDepthbufferSerial;
274 unsigned int mAppliedStencilbufferSerial;
275 bool mDepthStencilInitialized;
276 bool mRenderTargetDescInitialized;
277 rx::RenderTarget::Desc mRenderTargetDesc;
278 unsigned int mCurStencilSize;
279 unsigned int mCurDepthSize;
281 IDirect3DStateBlock9 *mMaskedClearSavedState;
283 // previously set render states
284 bool mForceSetDepthStencilState;
285 gl::DepthStencilState mCurDepthStencilState;
286 int mCurStencilRef;
287 int mCurStencilBackRef;
288 bool mCurFrontFaceCCW;
290 bool mForceSetRasterState;
291 gl::RasterizerState mCurRasterState;
293 bool mForceSetScissor;
294 gl::Rectangle mCurScissor;
295 bool mScissorEnabled;
297 bool mForceSetViewport;
298 gl::Rectangle mCurViewport;
299 float mCurNear;
300 float mCurFar;
302 bool mForceSetBlendState;
303 gl::BlendState mCurBlendState;
304 gl::Color mCurBlendColor;
305 GLuint mCurSampleMask;
307 // Currently applied sampler states
308 bool mForceSetVertexSamplerStates[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
309 gl::SamplerState mCurVertexSamplerStates[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
311 bool mForceSetPixelSamplerStates[gl::MAX_TEXTURE_IMAGE_UNITS];
312 gl::SamplerState mCurPixelSamplerStates[gl::MAX_TEXTURE_IMAGE_UNITS];
314 // Currently applied textures
315 unsigned int mCurVertexTextureSerials[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
316 unsigned int mCurPixelTextureSerials[gl::MAX_TEXTURE_IMAGE_UNITS];
318 unsigned int mAppliedIBSerial;
319 unsigned int mAppliedProgramBinarySerial;
321 rx::dx_VertexConstants mVertexConstants;
322 rx::dx_PixelConstants mPixelConstants;
323 bool mDxUniformsDirty;
325 // A pool of event queries that are currently unused.
326 std::vector<IDirect3DQuery9*> mEventQueryPool;
327 VertexShaderCache mVertexShaderCache;
328 PixelShaderCache mPixelShaderCache;
330 VertexDataManager *mVertexDataManager;
331 VertexDeclarationCache mVertexDeclarationCache;
333 IndexDataManager *mIndexDataManager;
334 StreamingIndexBufferInterface *mLineLoopIB;
336 enum { NUM_NULL_COLORBUFFER_CACHE_ENTRIES = 12 };
337 struct NullColorbufferCacheEntry
338 {
339 UINT lruCount;
340 int width;
341 int height;
342 gl::Renderbuffer *buffer;
343 } mNullColorbufferCache[NUM_NULL_COLORBUFFER_CACHE_ENTRIES];
344 UINT mMaxNullColorbufferLRU;
346 };
348 }
349 #endif // LIBGLESV2_RENDERER_RENDERER9_H_