michael@0: // michael@0: // Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved. michael@0: // Use of this source code is governed by a BSD-style license that can be michael@0: // found in the LICENSE file. michael@0: // michael@0: michael@0: // Renderer11.h: Defines a back-end specific class for the D3D11 renderer. michael@0: michael@0: #ifndef LIBGLESV2_RENDERER_RENDERER11_H_ michael@0: #define LIBGLESV2_RENDERER_RENDERER11_H_ michael@0: michael@0: #include "common/angleutils.h" michael@0: #include "libGLESv2/angletypes.h" michael@0: #include "libGLESv2/mathutil.h" michael@0: michael@0: #include "libGLESv2/renderer/Renderer.h" michael@0: #include "libGLESv2/renderer/RenderStateCache.h" michael@0: #include "libGLESv2/renderer/InputLayoutCache.h" michael@0: #include "libGLESv2/renderer/RenderTarget.h" michael@0: michael@0: namespace gl michael@0: { michael@0: class Renderbuffer; michael@0: } michael@0: michael@0: namespace rx michael@0: { michael@0: michael@0: class VertexDataManager; michael@0: class IndexDataManager; michael@0: class StreamingIndexBufferInterface; michael@0: michael@0: enum michael@0: { michael@0: MAX_VERTEX_UNIFORM_VECTORS_D3D11 = 1024, michael@0: MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 = 1024 michael@0: }; michael@0: michael@0: class Renderer11 : public Renderer michael@0: { michael@0: public: michael@0: Renderer11(egl::Display *display, HDC hDc); michael@0: virtual ~Renderer11(); michael@0: michael@0: static Renderer11 *makeRenderer11(Renderer *renderer); michael@0: michael@0: virtual EGLint initialize(); michael@0: virtual bool resetDevice(); michael@0: michael@0: virtual int generateConfigs(ConfigDesc **configDescList); michael@0: virtual void deleteConfigs(ConfigDesc *configDescList); michael@0: michael@0: virtual void sync(bool block); michael@0: michael@0: virtual SwapChain *createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat); michael@0: michael@0: virtual void setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler); michael@0: virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture); michael@0: michael@0: virtual void setRasterizerState(const gl::RasterizerState &rasterState); michael@0: virtual void setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, michael@0: unsigned int sampleMask); michael@0: virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef, michael@0: int stencilBackRef, bool frontFaceCCW); michael@0: michael@0: virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled); michael@0: virtual bool setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace, michael@0: bool ignoreViewport); michael@0: michael@0: virtual bool applyPrimitiveType(GLenum mode, GLsizei count); michael@0: virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer); michael@0: virtual void applyShaders(gl::ProgramBinary *programBinary); michael@0: virtual void applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray); michael@0: virtual GLenum applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances); michael@0: virtual GLenum applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo); michael@0: michael@0: virtual void drawArrays(GLenum mode, GLsizei count, GLsizei instances); michael@0: virtual void drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances); michael@0: michael@0: virtual void clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer); michael@0: michael@0: virtual void markAllStateDirty(); michael@0: michael@0: // lost device michael@0: void notifyDeviceLost(); michael@0: virtual bool isDeviceLost(); michael@0: virtual bool testDeviceLost(bool notify); michael@0: virtual bool testDeviceResettable(); michael@0: michael@0: // Renderer capabilities michael@0: virtual DWORD getAdapterVendor() const; michael@0: virtual std::string getRendererDescription() const; michael@0: virtual GUID getAdapterIdentifier() const; michael@0: michael@0: virtual bool getBGRATextureSupport() const; michael@0: virtual bool getDXT1TextureSupport(); michael@0: virtual bool getDXT3TextureSupport(); michael@0: virtual bool getDXT5TextureSupport(); michael@0: virtual bool getEventQuerySupport(); michael@0: virtual bool getFloat32TextureSupport(bool *filtering, bool *renderable); michael@0: virtual bool getFloat16TextureSupport(bool *filtering, bool *renderable); michael@0: virtual bool getLuminanceTextureSupport(); michael@0: virtual bool getLuminanceAlphaTextureSupport(); michael@0: virtual unsigned int getMaxVertexTextureImageUnits() const; michael@0: virtual unsigned int getMaxCombinedTextureImageUnits() const; michael@0: virtual unsigned int getReservedVertexUniformVectors() const; michael@0: virtual unsigned int getReservedFragmentUniformVectors() const; michael@0: virtual unsigned int getMaxVertexUniformVectors() const; michael@0: virtual unsigned int getMaxFragmentUniformVectors() const; michael@0: virtual unsigned int getMaxVaryingVectors() const; michael@0: virtual bool getNonPower2TextureSupport() const; michael@0: virtual bool getDepthTextureSupport() const; michael@0: virtual bool getOcclusionQuerySupport() const; michael@0: virtual bool getInstancingSupport() const; michael@0: virtual bool getTextureFilterAnisotropySupport() const; michael@0: virtual float getTextureMaxAnisotropy() const; michael@0: virtual bool getShareHandleSupport() const; michael@0: virtual bool getDerivativeInstructionSupport() const; michael@0: virtual bool getPostSubBufferSupport() const; michael@0: michael@0: virtual int getMajorShaderModel() const; michael@0: virtual float getMaxPointSize() const; michael@0: virtual int getMaxViewportDimension() const; michael@0: virtual int getMaxTextureWidth() const; michael@0: virtual int getMaxTextureHeight() const; michael@0: virtual bool get32BitIndexSupport() const; michael@0: virtual int getMinSwapInterval() const; michael@0: virtual int getMaxSwapInterval() const; michael@0: michael@0: virtual GLsizei getMaxSupportedSamples() const; michael@0: int getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const; michael@0: michael@0: virtual unsigned int getMaxRenderTargets() const; michael@0: michael@0: // Pixel operations michael@0: virtual bool copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source); michael@0: virtual bool copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source); michael@0: michael@0: virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, michael@0: GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level); michael@0: virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, michael@0: GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level); michael@0: michael@0: bool copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight, michael@0: ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat); michael@0: michael@0: virtual bool blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect, michael@0: bool blitRenderTarget, bool blitDepthStencil); michael@0: virtual void readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, michael@0: GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels); michael@0: michael@0: // RenderTarget creation michael@0: virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth); michael@0: virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth); michael@0: michael@0: // Shader operations michael@0: virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type); michael@0: virtual ShaderExecutable *compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type); michael@0: michael@0: // Image operations michael@0: virtual Image *createImage(); michael@0: virtual void generateMipmap(Image *dest, Image *source); michael@0: virtual TextureStorage *createTextureStorage2D(SwapChain *swapChain); michael@0: virtual TextureStorage *createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height); michael@0: virtual TextureStorage *createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size); michael@0: michael@0: // Buffer creation michael@0: virtual VertexBuffer *createVertexBuffer(); michael@0: virtual IndexBuffer *createIndexBuffer(); michael@0: virtual BufferStorage *createBufferStorage(); michael@0: michael@0: // Query and Fence creation michael@0: virtual QueryImpl *createQuery(GLenum type); michael@0: virtual FenceImpl *createFence(); michael@0: michael@0: // D3D11-renderer specific methods michael@0: ID3D11Device *getDevice() { return mDevice; } michael@0: ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; }; michael@0: IDXGIFactory *getDxgiFactory() { return mDxgiFactory; }; michael@0: michael@0: bool getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource); michael@0: void unapplyRenderTargets(); michael@0: void setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView); michael@0: michael@0: virtual bool getLUID(LUID *adapterLuid) const; michael@0: michael@0: private: michael@0: DISALLOW_COPY_AND_ASSIGN(Renderer11); michael@0: michael@0: void drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer); michael@0: void drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances); michael@0: michael@0: void readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, michael@0: GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder, michael@0: GLint packAlignment, void *pixels); michael@0: michael@0: void maskedClear(const gl::ClearParameters &clearParams, bool usingExtendedDrawBuffers); michael@0: rx::Range getViewportBounds() const; michael@0: michael@0: bool blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget, michael@0: RenderTarget *drawRenderTarget, bool wholeBufferCopy); michael@0: ID3D11Texture2D *resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource); michael@0: michael@0: HMODULE mD3d11Module; michael@0: HMODULE mDxgiModule; michael@0: HDC mDc; michael@0: michael@0: bool mDeviceLost; michael@0: michael@0: void initializeDevice(); michael@0: void releaseDeviceResources(); michael@0: int getMinorShaderModel() const; michael@0: void release(); michael@0: michael@0: RenderStateCache mStateCache; michael@0: michael@0: // Support flags michael@0: bool mFloat16TextureSupport; michael@0: bool mFloat16FilterSupport; michael@0: bool mFloat16RenderSupport; michael@0: michael@0: bool mFloat32TextureSupport; michael@0: bool mFloat32FilterSupport; michael@0: bool mFloat32RenderSupport; michael@0: michael@0: bool mDXT1TextureSupport; michael@0: bool mDXT3TextureSupport; michael@0: bool mDXT5TextureSupport; michael@0: michael@0: bool mDepthTextureSupport; michael@0: michael@0: // Multisample format support michael@0: struct MultisampleSupportInfo michael@0: { michael@0: unsigned int qualityLevels[D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT]; michael@0: }; michael@0: michael@0: typedef std::unordered_map > MultisampleSupportMap; michael@0: MultisampleSupportMap mMultisampleSupportMap; michael@0: michael@0: unsigned int mMaxSupportedSamples; michael@0: michael@0: // current render target states michael@0: unsigned int mAppliedRenderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS]; michael@0: unsigned int mAppliedDepthbufferSerial; michael@0: unsigned int mAppliedStencilbufferSerial; michael@0: bool mDepthStencilInitialized; michael@0: bool mRenderTargetDescInitialized; michael@0: rx::RenderTarget::Desc mRenderTargetDesc; michael@0: unsigned int mCurDepthSize; michael@0: unsigned int mCurStencilSize; michael@0: michael@0: // Currently applied sampler states michael@0: bool mForceSetVertexSamplerStates[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS]; michael@0: gl::SamplerState mCurVertexSamplerStates[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS]; michael@0: michael@0: bool mForceSetPixelSamplerStates[gl::MAX_TEXTURE_IMAGE_UNITS]; michael@0: gl::SamplerState mCurPixelSamplerStates[gl::MAX_TEXTURE_IMAGE_UNITS]; michael@0: michael@0: // Currently applied textures michael@0: unsigned int mCurVertexTextureSerials[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS]; michael@0: unsigned int mCurPixelTextureSerials[gl::MAX_TEXTURE_IMAGE_UNITS]; michael@0: michael@0: // Currently applied blend state michael@0: bool mForceSetBlendState; michael@0: gl::BlendState mCurBlendState; michael@0: gl::Color mCurBlendColor; michael@0: unsigned int mCurSampleMask; michael@0: michael@0: // Currently applied rasterizer state michael@0: bool mForceSetRasterState; michael@0: gl::RasterizerState mCurRasterState; michael@0: michael@0: // Currently applied depth stencil state michael@0: bool mForceSetDepthStencilState; michael@0: gl::DepthStencilState mCurDepthStencilState; michael@0: int mCurStencilRef; michael@0: int mCurStencilBackRef; michael@0: michael@0: // Currently applied scissor rectangle michael@0: bool mForceSetScissor; michael@0: bool mScissorEnabled; michael@0: gl::Rectangle mCurScissor; michael@0: michael@0: // Currently applied viewport michael@0: bool mForceSetViewport; michael@0: gl::Rectangle mCurViewport; michael@0: float mCurNear; michael@0: float mCurFar; michael@0: michael@0: // Currently applied primitive topology michael@0: D3D11_PRIMITIVE_TOPOLOGY mCurrentPrimitiveTopology; michael@0: michael@0: unsigned int mAppliedIBSerial; michael@0: unsigned int mAppliedStorageIBSerial; michael@0: unsigned int mAppliedIBOffset; michael@0: michael@0: unsigned int mAppliedProgramBinarySerial; michael@0: bool mIsGeometryShaderActive; michael@0: michael@0: dx_VertexConstants mVertexConstants; michael@0: dx_VertexConstants mAppliedVertexConstants; michael@0: ID3D11Buffer *mDriverConstantBufferVS; michael@0: ID3D11Buffer *mCurrentVertexConstantBuffer; michael@0: michael@0: dx_PixelConstants mPixelConstants; michael@0: dx_PixelConstants mAppliedPixelConstants; michael@0: ID3D11Buffer *mDriverConstantBufferPS; michael@0: ID3D11Buffer *mCurrentPixelConstantBuffer; michael@0: michael@0: ID3D11Buffer *mCurrentGeometryConstantBuffer; michael@0: michael@0: // Vertex, index and input layouts michael@0: VertexDataManager *mVertexDataManager; michael@0: IndexDataManager *mIndexDataManager; michael@0: InputLayoutCache mInputLayoutCache; michael@0: michael@0: StreamingIndexBufferInterface *mLineLoopIB; michael@0: StreamingIndexBufferInterface *mTriangleFanIB; michael@0: michael@0: // Texture copy resources michael@0: bool mCopyResourcesInitialized; michael@0: ID3D11Buffer *mCopyVB; michael@0: ID3D11SamplerState *mCopySampler; michael@0: ID3D11InputLayout *mCopyIL; michael@0: ID3D11VertexShader *mCopyVS; michael@0: ID3D11PixelShader *mCopyRGBAPS; michael@0: ID3D11PixelShader *mCopyRGBPS; michael@0: ID3D11PixelShader *mCopyLumPS; michael@0: ID3D11PixelShader *mCopyLumAlphaPS; michael@0: michael@0: // Masked clear resources michael@0: bool mClearResourcesInitialized; michael@0: ID3D11Buffer *mClearVB; michael@0: ID3D11InputLayout *mClearIL; michael@0: ID3D11VertexShader *mClearVS; michael@0: ID3D11PixelShader *mClearSinglePS; michael@0: ID3D11PixelShader *mClearMultiplePS; michael@0: ID3D11RasterizerState *mClearScissorRS; michael@0: ID3D11RasterizerState *mClearNoScissorRS; michael@0: michael@0: // Sync query michael@0: ID3D11Query *mSyncQuery; michael@0: michael@0: ID3D11Device *mDevice; michael@0: D3D_FEATURE_LEVEL mFeatureLevel; michael@0: ID3D11DeviceContext *mDeviceContext; michael@0: IDXGIAdapter *mDxgiAdapter; michael@0: DXGI_ADAPTER_DESC mAdapterDescription; michael@0: char mDescription[128]; michael@0: IDXGIFactory *mDxgiFactory; michael@0: michael@0: // Cached device caps michael@0: bool mBGRATextureSupport; michael@0: }; michael@0: michael@0: } michael@0: #endif // LIBGLESV2_RENDERER_RENDERER11_H_