// // Copyright 2016 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. // // Context11: // D3D11-specific functionality associated with a GL Context. // #include "libANGLE/renderer/d3d/d3d11/Context11.h" #include "common/string_utils.h" #include "libANGLE/renderer/d3d/CompilerD3D.h" #include "libANGLE/renderer/d3d/ShaderD3D.h" #include "libANGLE/renderer/d3d/ProgramD3D.h" #include "libANGLE/renderer/d3d/RenderbufferD3D.h" #include "libANGLE/renderer/d3d/SamplerD3D.h" #include "libANGLE/renderer/d3d/TextureD3D.h" #include "libANGLE/renderer/d3d/d3d11/Buffer11.h" #include "libANGLE/renderer/d3d/d3d11/Fence11.h" #include "libANGLE/renderer/d3d/d3d11/Framebuffer11.h" #include "libANGLE/renderer/d3d/d3d11/Renderer11.h" #include "libANGLE/renderer/d3d/d3d11/StateManager11.h" #include "libANGLE/renderer/d3d/d3d11/TransformFeedback11.h" #include "libANGLE/renderer/d3d/d3d11/VertexArray11.h" namespace rx { Context11::Context11(const gl::ContextState &state, Renderer11 *renderer) : ContextImpl(state), mRenderer(renderer) { } Context11::~Context11() { } gl::Error Context11::initialize() { return gl::NoError(); } CompilerImpl *Context11::createCompiler() { if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3) { return new CompilerD3D(SH_HLSL_4_0_FL9_3_OUTPUT); } else { return new CompilerD3D(SH_HLSL_4_1_OUTPUT); } } ShaderImpl *Context11::createShader(const gl::ShaderState &data) { return new ShaderD3D(data, mRenderer->getWorkarounds()); } ProgramImpl *Context11::createProgram(const gl::ProgramState &data) { return new ProgramD3D(data, mRenderer); } FramebufferImpl *Context11::createFramebuffer(const gl::FramebufferState &data) { return new Framebuffer11(data, mRenderer); } TextureImpl *Context11::createTexture(const gl::TextureState &state) { switch (state.getTarget()) { case GL_TEXTURE_2D: return new TextureD3D_2D(state, mRenderer); case GL_TEXTURE_CUBE_MAP: return new TextureD3D_Cube(state, mRenderer); case GL_TEXTURE_3D: return new TextureD3D_3D(state, mRenderer); case GL_TEXTURE_2D_ARRAY: return new TextureD3D_2DArray(state, mRenderer); case GL_TEXTURE_EXTERNAL_OES: return new TextureD3D_External(state, mRenderer); default: UNREACHABLE(); } return nullptr; } RenderbufferImpl *Context11::createRenderbuffer() { return new RenderbufferD3D(mRenderer); } BufferImpl *Context11::createBuffer() { Buffer11 *buffer = new Buffer11(mRenderer); mRenderer->onBufferCreate(buffer); return buffer; } VertexArrayImpl *Context11::createVertexArray(const gl::VertexArrayState &data) { return new VertexArray11(data); } QueryImpl *Context11::createQuery(GLenum type) { return new Query11(mRenderer, type); } FenceNVImpl *Context11::createFenceNV() { return new FenceNV11(mRenderer); } FenceSyncImpl *Context11::createFenceSync() { return new FenceSync11(mRenderer); } TransformFeedbackImpl *Context11::createTransformFeedback(const gl::TransformFeedbackState &state) { return new TransformFeedback11(state, mRenderer); } SamplerImpl *Context11::createSampler() { return new SamplerD3D(); } std::vector Context11::createPaths(GLsizei) { return std::vector(); } gl::Error Context11::flush() { return mRenderer->flush(); } gl::Error Context11::finish() { return mRenderer->finish(); } gl::Error Context11::drawArrays(GLenum mode, GLint first, GLsizei count) { return mRenderer->genericDrawArrays(this, mode, first, count, 1); } gl::Error Context11::drawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) { return mRenderer->genericDrawArrays(this, mode, first, count, instanceCount); } gl::Error Context11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, const gl::IndexRange &indexRange) { return mRenderer->genericDrawElements(this, mode, count, type, indices, 1, indexRange); } gl::Error Context11::drawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instances, const gl::IndexRange &indexRange) { return mRenderer->genericDrawElements(this, mode, count, type, indices, instances, indexRange); } gl::Error Context11::drawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, const gl::IndexRange &indexRange) { return mRenderer->genericDrawElements(this, mode, count, type, indices, 1, indexRange); } GLenum Context11::getResetStatus() { return mRenderer->getResetStatus(); } std::string Context11::getVendorString() const { return mRenderer->getVendorString(); } std::string Context11::getRendererDescription() const { return mRenderer->getRendererDescription(); } void Context11::insertEventMarker(GLsizei length, const char *marker) { auto optionalString = angle::WidenString(static_cast(length), marker); if (optionalString.valid()) { mRenderer->getAnnotator()->setMarker(optionalString.value().data()); } } void Context11::pushGroupMarker(GLsizei length, const char *marker) { auto optionalString = angle::WidenString(static_cast(length), marker); if (optionalString.valid()) { mRenderer->getAnnotator()->beginEvent(optionalString.value().data()); } } void Context11::popGroupMarker() { mRenderer->getAnnotator()->endEvent(); } void Context11::syncState(const gl::State &state, const gl::State::DirtyBits &dirtyBits) { mRenderer->getStateManager()->syncState(state, dirtyBits); } GLint Context11::getGPUDisjoint() { return mRenderer->getGPUDisjoint(); } GLint64 Context11::getTimestamp() { return mRenderer->getTimestamp(); } void Context11::onMakeCurrent(const gl::ContextState &data) { mRenderer->getStateManager()->onMakeCurrent(data); } const gl::Caps &Context11::getNativeCaps() const { return mRenderer->getNativeCaps(); } const gl::TextureCapsMap &Context11::getNativeTextureCaps() const { return mRenderer->getNativeTextureCaps(); } const gl::Extensions &Context11::getNativeExtensions() const { return mRenderer->getNativeExtensions(); } const gl::Limitations &Context11::getNativeLimitations() const { return mRenderer->getNativeLimitations(); } } // namespace rx