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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /gfx/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.h | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.h')
-rwxr-xr-x | gfx/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.h | 487 |
1 files changed, 487 insertions, 0 deletions
diff --git a/gfx/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.h b/gfx/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.h new file mode 100755 index 000000000..9c3ae8b04 --- /dev/null +++ b/gfx/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.h @@ -0,0 +1,487 @@ +// +// 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. +// + +// Renderer9.h: Defines a back-end specific class for the D3D9 renderer. + +#ifndef LIBANGLE_RENDERER_D3D_D3D9_RENDERER9_H_ +#define LIBANGLE_RENDERER_D3D_D3D9_RENDERER9_H_ + +#include "common/angleutils.h" +#include "common/mathutil.h" +#include "libANGLE/renderer/d3d/HLSLCompiler.h" +#include "libANGLE/renderer/d3d/RendererD3D.h" +#include "libANGLE/renderer/d3d/RenderTargetD3D.h" +#include "libANGLE/renderer/d3d/d3d9/DebugAnnotator9.h" +#include "libANGLE/renderer/d3d/d3d9/ShaderCache.h" +#include "libANGLE/renderer/d3d/d3d9/VertexDeclarationCache.h" +#include "libANGLE/renderer/d3d/d3d9/StateManager9.h" +#include "libANGLE/renderer/driver_utils.h" + +namespace gl +{ +class FramebufferAttachment; +} + +namespace egl +{ +class AttributeMap; +} + +namespace rx +{ +class Blit9; +class Context9; +class IndexDataManager; +class ProgramD3D; +class StreamingIndexBufferInterface; +class StaticIndexBufferInterface; +class VertexDataManager; +struct ClearParameters; +struct D3DUniform; +struct TranslatedAttribute; + +enum D3D9InitError +{ + D3D9_INIT_SUCCESS = 0, + // Failed to load the D3D or ANGLE compiler + D3D9_INIT_COMPILER_ERROR, + // Failed to load a necessary DLL + D3D9_INIT_MISSING_DEP, + // Device creation error + D3D9_INIT_CREATE_DEVICE_ERROR, + // System does not meet minimum shader spec + D3D9_INIT_UNSUPPORTED_VERSION, + // System does not support stretchrect from textures + D3D9_INIT_UNSUPPORTED_STRETCHRECT, + // A call returned out of memory or device lost + D3D9_INIT_OUT_OF_MEMORY, + // Other unspecified error + D3D9_INIT_OTHER_ERROR, + NUM_D3D9_INIT_ERRORS +}; + +class Renderer9 : public RendererD3D +{ + public: + explicit Renderer9(egl::Display *display); + virtual ~Renderer9(); + + egl::Error initialize() override; + bool resetDevice() override; + + egl::ConfigSet generateConfigs() override; + void generateDisplayExtensions(egl::DisplayExtensions *outExtensions) const override; + + void startScene(); + void endScene(); + + gl::Error flush(); + gl::Error finish(); + + bool isValidNativeWindow(EGLNativeWindowType window) const override; + NativeWindowD3D *createNativeWindow(EGLNativeWindowType window, + const egl::Config *config, + const egl::AttributeMap &attribs) const override; + + SwapChainD3D *createSwapChain(NativeWindowD3D *nativeWindow, + HANDLE shareHandle, + IUnknown *d3dTexture, + GLenum backBufferFormat, + GLenum depthBufferFormat, + EGLint orientation) override; + egl::Error getD3DTextureInfo(IUnknown *d3dTexture, + EGLint *width, + EGLint *height, + GLenum *fboFormat) const override; + egl::Error validateShareHandle(const egl::Config *config, + HANDLE shareHandle, + const egl::AttributeMap &attribs) const override; + + ContextImpl *createContext(const gl::ContextState &state) override; + + gl::Error allocateEventQuery(IDirect3DQuery9 **outQuery); + void freeEventQuery(IDirect3DQuery9* query); + + // resource creation + gl::Error createVertexShader(const DWORD *function, size_t length, IDirect3DVertexShader9 **outShader); + gl::Error createPixelShader(const DWORD *function, size_t length, IDirect3DPixelShader9 **outShader); + HRESULT createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer); + HRESULT createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer); + gl::Error setSamplerState(gl::SamplerType type, + int index, + gl::Texture *texture, + const gl::SamplerState &sampler) override; + gl::Error setTexture(gl::SamplerType type, int index, gl::Texture *texture) override; + + gl::Error setUniformBuffers(const gl::ContextState &data, + const std::vector<GLint> &vertexUniformBuffers, + const std::vector<GLint> &fragmentUniformBuffers) override; + + gl::Error updateState(Context9 *context, GLenum drawMode); + + void setScissorRectangle(const gl::Rectangle &scissor, bool enabled); + void setViewport(const gl::Rectangle &viewport, + float zNear, + float zFar, + GLenum drawMode, + GLenum frontFace, + bool ignoreViewport); + + gl::Error applyRenderTarget(GLImplFactory *implFactory, const gl::Framebuffer *frameBuffer); + gl::Error applyRenderTarget(GLImplFactory *implFactory, + const gl::FramebufferAttachment *colorAttachment, + const gl::FramebufferAttachment *depthStencilAttachment); + gl::Error applyUniforms(const ProgramD3D &programD3D, + GLenum drawMode, + const std::vector<D3DUniform *> &uniformArray) override; + bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount, bool usesPointSize); + gl::Error applyVertexBuffer(const gl::State &state, + GLenum mode, + GLint first, + GLsizei count, + GLsizei instances, + TranslatedIndexData *indexInfo); + gl::Error applyIndexBuffer(const gl::ContextState &data, + const GLvoid *indices, + GLsizei count, + GLenum mode, + GLenum type, + TranslatedIndexData *indexInfo); + + gl::Error applyTransformFeedbackBuffers(const gl::State &state); + + gl::Error clear(const ClearParameters &clearParams, + const gl::FramebufferAttachment *colorBuffer, + const gl::FramebufferAttachment *depthStencilBuffer); + + void markAllStateDirty(); + + // lost device + bool testDeviceLost() override; + bool testDeviceResettable(); + + VendorID getVendorId() const; + std::string getRendererDescription() const; + DeviceIdentifier getAdapterIdentifier() const override; + + IDirect3DDevice9 *getDevice() { return mDevice; } + void *getD3DDevice() override; + + unsigned int getReservedVertexUniformVectors() const; + unsigned int getReservedFragmentUniformVectors() const; + unsigned int getReservedVertexUniformBuffers() const override; + unsigned int getReservedFragmentUniformBuffers() const override; + + bool getShareHandleSupport() const; + + int getMajorShaderModel() const override; + int getMinorShaderModel() const override; + std::string getShaderModelSuffix() const override; + + DWORD getCapsDeclTypes() const; + + // Pixel operations + gl::Error copyImage2D(const gl::Framebuffer *framebuffer, + const gl::Rectangle &sourceRect, + GLenum destFormat, + const gl::Offset &destOffset, + TextureStorage *storage, + GLint level) override; + gl::Error copyImageCube(const gl::Framebuffer *framebuffer, + const gl::Rectangle &sourceRect, + GLenum destFormat, + const gl::Offset &destOffset, + TextureStorage *storage, + GLenum target, + GLint level) override; + gl::Error copyImage3D(const gl::Framebuffer *framebuffer, + const gl::Rectangle &sourceRect, + GLenum destFormat, + const gl::Offset &destOffset, + TextureStorage *storage, + GLint level) override; + gl::Error copyImage2DArray(const gl::Framebuffer *framebuffer, + const gl::Rectangle &sourceRect, + GLenum destFormat, + const gl::Offset &destOffset, + TextureStorage *storage, + GLint level) override; + + gl::Error copyTexture(const gl::Texture *source, + GLint sourceLevel, + const gl::Rectangle &sourceRect, + GLenum destFormat, + const gl::Offset &destOffset, + TextureStorage *storage, + GLint destLevel, + bool unpackFlipY, + bool unpackPremultiplyAlpha, + bool unpackUnmultiplyAlpha) override; + gl::Error copyCompressedTexture(const gl::Texture *source, + GLint sourceLevel, + TextureStorage *storage, + GLint destLevel) override; + + // RenderTarget creation + gl::Error createRenderTarget(int width, + int height, + GLenum format, + GLsizei samples, + RenderTargetD3D **outRT) override; + gl::Error createRenderTargetCopy(RenderTargetD3D *source, RenderTargetD3D **outRT) override; + + // Shader operations + gl::Error loadExecutable(const void *function, + size_t length, + ShaderType type, + const std::vector<D3DVarying> &streamOutVaryings, + bool separatedOutputBuffers, + ShaderExecutableD3D **outExecutable) override; + gl::Error compileToExecutable(gl::InfoLog &infoLog, + const std::string &shaderHLSL, + ShaderType type, + const std::vector<D3DVarying> &streamOutVaryings, + bool separatedOutputBuffers, + const D3DCompilerWorkarounds &workarounds, + ShaderExecutableD3D **outExectuable) override; + UniformStorageD3D *createUniformStorage(size_t storageSize) override; + + // Image operations + ImageD3D *createImage() override; + gl::Error generateMipmap(ImageD3D *dest, ImageD3D *source) override; + gl::Error generateMipmapUsingD3D(TextureStorage *storage, + const gl::TextureState &textureState) override; + TextureStorage *createTextureStorage2D(SwapChainD3D *swapChain) override; + TextureStorage *createTextureStorageEGLImage(EGLImageD3D *eglImage, + RenderTargetD3D *renderTargetD3D) override; + TextureStorage *createTextureStorageExternal( + egl::Stream *stream, + const egl::Stream::GLTextureDescription &desc) override; + TextureStorage *createTextureStorage2D(GLenum internalformat, + bool renderTarget, + GLsizei width, + GLsizei height, + int levels, + bool hintLevelZeroOnly) override; + TextureStorage *createTextureStorageCube(GLenum internalformat, + bool renderTarget, + int size, + int levels, + bool hintLevelZeroOnly) override; + TextureStorage *createTextureStorage3D(GLenum internalformat, + bool renderTarget, + GLsizei width, + GLsizei height, + GLsizei depth, + int levels) override; + TextureStorage *createTextureStorage2DArray(GLenum internalformat, + bool renderTarget, + GLsizei width, + GLsizei height, + GLsizei depth, + int levels) override; + + // Buffer creation + VertexBuffer *createVertexBuffer() override; + IndexBuffer *createIndexBuffer() override; + + // Stream Creation + StreamProducerImpl *createStreamProducerD3DTextureNV12( + egl::Stream::ConsumerType consumerType, + const egl::AttributeMap &attribs) override; + + // Buffer-to-texture and Texture-to-buffer copies + bool supportsFastCopyBufferToTexture(GLenum internalFormat) const override; + gl::Error fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, + unsigned int offset, + RenderTargetD3D *destRenderTarget, + GLenum destinationFormat, + GLenum sourcePixelsType, + const gl::Box &destArea) override; + + // D3D9-renderer specific methods + gl::Error boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest); + + D3DPOOL getTexturePool(DWORD usage) const; + + bool getLUID(LUID *adapterLuid) const override; + VertexConversionType getVertexConversionType(gl::VertexFormatType vertexFormatType) const override; + GLenum getVertexComponentType(gl::VertexFormatType vertexFormatType) const override; + gl::ErrorOrResult<unsigned int> getVertexSpaceRequired(const gl::VertexAttribute &attrib, + GLsizei count, + GLsizei instances) const override; + + gl::Error copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged); + + RendererClass getRendererClass() const override { return RENDERER_D3D9; } + + D3DDEVTYPE getD3D9DeviceType() const { return mDeviceType; } + + egl::Error getEGLDevice(DeviceImpl **device) override; + + StateManager9 *getStateManager() { return &mStateManager; } + + gl::Error genericDrawArrays(Context9 *context, + GLenum mode, + GLint first, + GLsizei count, + GLsizei instances); + + gl::Error genericDrawElements(Context9 *context, + GLenum mode, + GLsizei count, + GLenum type, + const GLvoid *indices, + GLsizei instances, + const gl::IndexRange &indexRange); + + // Necessary hack for default framebuffers in D3D. + FramebufferImpl *createDefaultFramebuffer(const gl::FramebufferState &state) override; + + DebugAnnotator9 *getAnnotator() { return &mAnnotator; } + + gl::Version getMaxSupportedESVersion() const override; + + protected: + gl::Error clearTextures(gl::SamplerType samplerType, size_t rangeStart, size_t rangeEnd) override; + + private: + gl::Error drawArraysImpl(const gl::ContextState &data, + GLenum mode, + GLint startVertex, + GLsizei count, + GLsizei instances); + gl::Error drawElementsImpl(const gl::ContextState &data, + const TranslatedIndexData &indexInfo, + GLenum mode, + GLsizei count, + GLenum type, + const GLvoid *indices, + GLsizei instances); + + gl::Error applyShaders(const gl::ContextState &data, GLenum drawMode); + + void generateCaps(gl::Caps *outCaps, gl::TextureCapsMap *outTextureCaps, + gl::Extensions *outExtensions, + gl::Limitations *outLimitations) const override; + + WorkaroundsD3D generateWorkarounds() const override; + + gl::Error setBlendDepthRasterStates(const gl::ContextState &glData, GLenum drawMode); + + void release(); + + void applyUniformnfv(const D3DUniform *targetUniform, const GLfloat *v); + void applyUniformniv(const D3DUniform *targetUniform, const GLint *v); + void applyUniformnbv(const D3DUniform *targetUniform, const GLint *v); + + gl::Error drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer); + gl::Error drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer); + + gl::Error getCountingIB(size_t count, StaticIndexBufferInterface **outIB); + + gl::Error getNullColorbuffer(GLImplFactory *implFactory, + const gl::FramebufferAttachment *depthbuffer, + const gl::FramebufferAttachment **outColorBuffer); + + D3DPOOL getBufferPool(DWORD usage) const; + + HMODULE mD3d9Module; + + void initializeDevice(); + D3DPRESENT_PARAMETERS getDefaultPresentParameters(); + void releaseDeviceResources(); + + HRESULT getDeviceStatusCode(); + bool isRemovedDeviceResettable() const; + bool resetRemovedDevice(); + + UINT mAdapter; + D3DDEVTYPE mDeviceType; + IDirect3D9 *mD3d9; // Always valid after successful initialization. + IDirect3D9Ex *mD3d9Ex; // Might be null if D3D9Ex is not supported. + IDirect3DDevice9 *mDevice; + IDirect3DDevice9Ex *mDeviceEx; // Might be null if D3D9Ex is not supported. + + HLSLCompiler mCompiler; + + Blit9 *mBlit; + + HWND mDeviceWindow; + + D3DCAPS9 mDeviceCaps; + D3DADAPTER_IDENTIFIER9 mAdapterIdentifier; + + D3DPRIMITIVETYPE mPrimitiveType; + int mPrimitiveCount; + GLsizei mRepeatDraw; + + bool mSceneStarted; + + bool mVertexTextureSupport; + + // current render target states + unsigned int mAppliedRenderTargetSerial; + unsigned int mAppliedDepthStencilSerial; + bool mDepthStencilInitialized; + bool mRenderTargetDescInitialized; + + IDirect3DStateBlock9 *mMaskedClearSavedState; + + StateManager9 mStateManager; + + // Currently applied sampler states + struct CurSamplerState + { + CurSamplerState(); + + bool forceSet; + size_t baseLevel; + gl::SamplerState samplerState; + }; + std::vector<CurSamplerState> mCurVertexSamplerStates; + std::vector<CurSamplerState> mCurPixelSamplerStates; + + // Currently applied textures + std::vector<uintptr_t> mCurVertexTextures; + std::vector<uintptr_t> mCurPixelTextures; + + unsigned int mAppliedIBSerial; + IDirect3DVertexShader9 *mAppliedVertexShader; + IDirect3DPixelShader9 *mAppliedPixelShader; + unsigned int mAppliedProgramSerial; + + // A pool of event queries that are currently unused. + std::vector<IDirect3DQuery9*> mEventQueryPool; + VertexShaderCache mVertexShaderCache; + PixelShaderCache mPixelShaderCache; + + VertexDataManager *mVertexDataManager; + VertexDeclarationCache mVertexDeclarationCache; + + IndexDataManager *mIndexDataManager; + StreamingIndexBufferInterface *mLineLoopIB; + StaticIndexBufferInterface *mCountingIB; + + enum { NUM_NULL_COLORBUFFER_CACHE_ENTRIES = 12 }; + struct NullColorbufferCacheEntry + { + UINT lruCount; + int width; + int height; + gl::FramebufferAttachment *buffer; + } mNullColorbufferCache[NUM_NULL_COLORBUFFER_CACHE_ENTRIES]; + UINT mMaxNullColorbufferLRU; + + DeviceD3D *mEGLDevice; + std::vector<TranslatedAttribute> mTranslatedAttribCache; + + DebugAnnotator9 mAnnotator; +}; + +} // namespace rx + +#endif // LIBANGLE_RENDERER_D3D_D3D9_RENDERER9_H_ |