// // 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. // // 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/d3d/HLSLCompiler.h" #include "libGLESv2/renderer/d3d/d3d11/RenderStateCache.h" #include "libGLESv2/renderer/d3d/d3d11/InputLayoutCache.h" #include "libGLESv2/renderer/RenderTarget.h" namespace gl { class FramebufferAttachment; } namespace rx { class VertexDataManager; class IndexDataManager; class StreamingIndexBufferInterface; class Blit11; class Clear11; class PixelTransfer11; struct PackPixelsParams; enum { MAX_VERTEX_UNIFORM_VECTORS_D3D11 = 1024, MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 = 1024 }; class Renderer11 : public Renderer { public: Renderer11(egl::Display *display, EGLNativeDisplayType hDc, EGLint requestedDisplay); 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 generateSwizzle(gl::Texture *texture); 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(gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &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, const gl::VertexFormat inputLayout[], const gl::Framebuffer *framebuffer, bool rasterizerDiscard, bool transformFeedbackActive); virtual void applyUniforms(const gl::ProgramBinary &programBinary); virtual GLenum applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], const gl::VertexAttribCurrentValueData currentValues[], 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 applyTransformFeedbackBuffers(gl::Buffer *transformFeedbackBuffers[], GLintptr offsets[]); virtual void drawArrays(GLenum mode, GLsizei count, GLsizei instances, bool transformFeedbackActive); virtual void drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances); virtual gl::Error 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(); virtual DWORD getAdapterVendor() const; virtual std::string getRendererDescription() const; virtual GUID getAdapterIdentifier() const; virtual unsigned int getReservedVertexUniformVectors() const; virtual unsigned int getReservedFragmentUniformVectors() const; virtual unsigned int getReservedVertexUniformBuffers() const; virtual unsigned int getReservedFragmentUniformBuffers() const; virtual bool getShareHandleSupport() const; virtual bool getPostSubBufferSupport() const; virtual int getMajorShaderModel() const; virtual int getMinSwapInterval() const; virtual int getMaxSwapInterval() 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); 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); virtual gl::Error readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, uint8_t *pixels); // RenderTarget creation virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth); virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples); // Shader creation virtual ShaderImpl *createShader(GLenum type); virtual ProgramImpl *createProgram(); // Shader operations virtual void releaseShaderCompiler(); virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type, const std::vector &transformFeedbackVaryings, bool separatedOutputBuffers); virtual ShaderExecutable *compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type, const std::vector &transformFeedbackVaryings, bool separatedOutputBuffers, D3DWorkaroundType workaround); virtual UniformStorage *createUniformStorage(size_t storageSize); // Image operations virtual Image *createImage(); virtual void generateMipmap(Image *dest, Image *source); virtual TextureStorage *createTextureStorage2D(SwapChain *swapChain); virtual TextureStorage *createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels); virtual TextureStorage *createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels); virtual TextureStorage *createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels); virtual TextureStorage *createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels); // Texture creation virtual TextureImpl *createTexture(GLenum target); // Buffer creation virtual BufferImpl *createBuffer(); virtual VertexBuffer *createVertexBuffer(); virtual IndexBuffer *createIndexBuffer(); // Vertex Array creation virtual VertexArrayImpl *createVertexArray(); // Query and Fence creation virtual QueryImpl *createQuery(GLenum type); virtual FenceImpl *createFence(); // Transform Feedback creation virtual TransformFeedbackImpl* createTransformFeedback(); // D3D11-renderer specific methods ID3D11Device *getDevice() { return mDevice; } ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; }; IDXGIFactory *getDxgiFactory() { return mDxgiFactory; }; Blit11 *getBlitter() { return mBlit; } // Buffer-to-texture and Texture-to-buffer copies virtual bool supportsFastCopyBufferToTexture(GLenum internalFormat) const; virtual bool fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTarget *destRenderTarget, GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea); bool getRenderTargetResource(gl::FramebufferAttachment *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource); void unapplyRenderTargets(); void setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView); void packPixels(ID3D11Texture2D *readTexture, const PackPixelsParams ¶ms, uint8_t *pixelsOut); virtual bool getLUID(LUID *adapterLuid) const; virtual rx::VertexConversionType getVertexConversionType(const gl::VertexFormat &vertexFormat) const; virtual GLenum getVertexComponentType(const gl::VertexFormat &vertexFormat) const; private: DISALLOW_COPY_AND_ASSIGN(Renderer11); virtual void generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, gl::Extensions *outExtensions) const; 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); gl::Error readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, GLenum format, GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, uint8_t *pixels); bool blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget, RenderTarget *drawRenderTarget, GLenum filter, const gl::Rectangle *scissor, bool colorBlit, bool depthBlit, bool stencilBlit); ID3D11Texture2D *resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource); static void invalidateFBOAttachmentSwizzles(gl::FramebufferAttachment *attachment, int mipLevel); static void invalidateFramebufferSwizzles(gl::Framebuffer *framebuffer); HMODULE mD3d11Module; HMODULE mDxgiModule; HDC mDc; EGLint mRequestedDisplay; HLSLCompiler mCompiler; bool mDeviceLost; void initializeDevice(); void releaseDeviceResources(); int getMinorShaderModel() const; void release(); RenderStateCache mStateCache; // 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; // 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 ID3D11ShaderResourceView *mCurVertexSRVs[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS]; ID3D11ShaderResourceView *mCurPixelSRVs[gl::MAX_TEXTURE_IMAGE_UNITS]; // Currently applied blend state bool mForceSetBlendState; gl::BlendState mCurBlendState; gl::ColorF 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; // Currently applied primitive topology D3D11_PRIMITIVE_TOPOLOGY mCurrentPrimitiveTopology; // Currently applied index buffer ID3D11Buffer *mAppliedIB; DXGI_FORMAT mAppliedIBFormat; unsigned int mAppliedIBOffset; // Currently applied transform feedback buffers ID3D11Buffer *mAppliedTFBuffers[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS]; GLintptr mAppliedTFOffsets[gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS]; // Currently applied shaders ID3D11VertexShader *mAppliedVertexShader; ID3D11GeometryShader *mAppliedGeometryShader; ID3D11GeometryShader *mCurPointGeometryShader; ID3D11PixelShader *mAppliedPixelShader; dx_VertexConstants mVertexConstants; dx_VertexConstants mAppliedVertexConstants; ID3D11Buffer *mDriverConstantBufferVS; ID3D11Buffer *mCurrentVertexConstantBuffer; unsigned int mCurrentConstantBufferVS[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS]; dx_PixelConstants mPixelConstants; dx_PixelConstants mAppliedPixelConstants; ID3D11Buffer *mDriverConstantBufferPS; ID3D11Buffer *mCurrentPixelConstantBuffer; unsigned int mCurrentConstantBufferPS[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS]; ID3D11Buffer *mCurrentGeometryConstantBuffer; // Vertex, index and input layouts VertexDataManager *mVertexDataManager; IndexDataManager *mIndexDataManager; InputLayoutCache mInputLayoutCache; StreamingIndexBufferInterface *mLineLoopIB; StreamingIndexBufferInterface *mTriangleFanIB; // Texture copy resources Blit11 *mBlit; PixelTransfer11 *mPixelTransfer; // Masked clear resources Clear11 *mClear; // Sync query ID3D11Query *mSyncQuery; ID3D11Device *mDevice; D3D_FEATURE_LEVEL mFeatureLevel; ID3D11DeviceContext *mDeviceContext; IDXGIAdapter *mDxgiAdapter; DXGI_ADAPTER_DESC mAdapterDescription; char mDescription[128]; IDXGIFactory *mDxgiFactory; }; } #endif // LIBGLESV2_RENDERER_RENDERER11_H_