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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/RendererD3D.h | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/libANGLE/renderer/d3d/RendererD3D.h')
-rwxr-xr-x | gfx/angle/src/libANGLE/renderer/d3d/RendererD3D.h | 317 |
1 files changed, 317 insertions, 0 deletions
diff --git a/gfx/angle/src/libANGLE/renderer/d3d/RendererD3D.h b/gfx/angle/src/libANGLE/renderer/d3d/RendererD3D.h new file mode 100755 index 000000000..b63aba8a9 --- /dev/null +++ b/gfx/angle/src/libANGLE/renderer/d3d/RendererD3D.h @@ -0,0 +1,317 @@ + +// Copyright (c) 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. +// + +// RendererD3D.h: Defines a back-end specific class for the DirectX renderer. + +#ifndef LIBANGLE_RENDERER_D3D_RENDERERD3D_H_ +#define LIBANGLE_RENDERER_D3D_RENDERERD3D_H_ + +#include "common/debug.h" +#include "common/MemoryBuffer.h" +#include "libANGLE/ContextState.h" +#include "libANGLE/Device.h" +#include "libANGLE/formatutils.h" +#include "libANGLE/renderer/d3d/VertexDataManager.h" +#include "libANGLE/renderer/d3d/formatutilsD3D.h" +#include "libANGLE/renderer/d3d/WorkaroundsD3D.h" +#include "libANGLE/Version.h" + +//FIXME(jmadill): std::array is currently prohibited by Chromium style guide +#include <array> + +namespace egl +{ +class ConfigSet; +} + +namespace gl +{ +class FramebufferState; +class InfoLog; +class Texture; +struct LinkedVarying; +} + +namespace rx +{ +class ContextImpl; +struct D3DUniform; +struct D3DVarying; +class DeviceD3D; +class EGLImageD3D; +class FramebufferImpl; +class ImageD3D; +class IndexBuffer; +class NativeWindowD3D; +class ProgramD3D; +class RenderTargetD3D; +class ShaderExecutableD3D; +class SwapChainD3D; +class TextureStorage; +struct TranslatedIndexData; +class UniformStorageD3D; +class VertexBuffer; + +enum ShaderType +{ + SHADER_VERTEX, + SHADER_PIXEL, + SHADER_GEOMETRY, + SHADER_TYPE_MAX +}; + +struct DeviceIdentifier +{ + UINT VendorId; + UINT DeviceId; + UINT SubSysId; + UINT Revision; + UINT FeatureLevel; +}; + +enum RendererClass +{ + RENDERER_D3D11, + RENDERER_D3D9 +}; + +// Useful for unit testing +class BufferFactoryD3D : angle::NonCopyable +{ + public: + BufferFactoryD3D() {} + virtual ~BufferFactoryD3D() {} + + virtual VertexBuffer *createVertexBuffer() = 0; + virtual IndexBuffer *createIndexBuffer() = 0; + + // TODO(jmadill): add VertexFormatCaps + virtual VertexConversionType getVertexConversionType(gl::VertexFormatType vertexFormatType) const = 0; + virtual GLenum getVertexComponentType(gl::VertexFormatType vertexFormatType) const = 0; + virtual gl::ErrorOrResult<unsigned int> getVertexSpaceRequired( + const gl::VertexAttribute &attrib, + GLsizei count, + GLsizei instances) const = 0; +}; + +using AttribIndexArray = std::array<int, gl::MAX_VERTEX_ATTRIBS>; + +class RendererD3D : public BufferFactoryD3D +{ + public: + explicit RendererD3D(egl::Display *display); + virtual ~RendererD3D(); + + virtual egl::Error initialize() = 0; + + virtual egl::ConfigSet generateConfigs() = 0; + virtual void generateDisplayExtensions(egl::DisplayExtensions *outExtensions) const = 0; + + virtual ContextImpl *createContext(const gl::ContextState &state) = 0; + + std::string getVendorString() const; + + virtual int getMinorShaderModel() const = 0; + virtual std::string getShaderModelSuffix() const = 0; + + // Direct3D Specific methods + virtual DeviceIdentifier getAdapterIdentifier() const = 0; + + virtual bool isValidNativeWindow(EGLNativeWindowType window) const = 0; + virtual NativeWindowD3D *createNativeWindow(EGLNativeWindowType window, + const egl::Config *config, + const egl::AttributeMap &attribs) const = 0; + + virtual SwapChainD3D *createSwapChain(NativeWindowD3D *nativeWindow, + HANDLE shareHandle, + IUnknown *d3dTexture, + GLenum backBufferFormat, + GLenum depthBufferFormat, + EGLint orientation) = 0; + virtual egl::Error getD3DTextureInfo(IUnknown *d3dTexture, + EGLint *width, + EGLint *height, + GLenum *fboFormat) const = 0; + virtual egl::Error validateShareHandle(const egl::Config *config, + HANDLE shareHandle, + const egl::AttributeMap &attribs) const = 0; + + virtual gl::Error setSamplerState(gl::SamplerType type, int index, gl::Texture *texture, const gl::SamplerState &sampler) = 0; + virtual gl::Error setTexture(gl::SamplerType type, int index, gl::Texture *texture) = 0; + + virtual gl::Error setUniformBuffers(const gl::ContextState &data, + const std::vector<GLint> &vertexUniformBuffers, + const std::vector<GLint> &fragmentUniformBuffers) = 0; + + virtual gl::Error applyUniforms(const ProgramD3D &programD3D, + GLenum drawMode, + const std::vector<D3DUniform *> &uniformArray) = 0; + + virtual unsigned int getReservedVertexUniformBuffers() const = 0; + virtual unsigned int getReservedFragmentUniformBuffers() const = 0; + + virtual int getMajorShaderModel() const = 0; + + const WorkaroundsD3D &getWorkarounds() const; + + // Pixel operations + virtual gl::Error copyImage2D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, + const gl::Offset &destOffset, TextureStorage *storage, GLint level) = 0; + virtual gl::Error copyImageCube(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, + const gl::Offset &destOffset, TextureStorage *storage, GLenum target, GLint level) = 0; + virtual gl::Error copyImage3D(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, + const gl::Offset &destOffset, TextureStorage *storage, GLint level) = 0; + virtual gl::Error copyImage2DArray(const gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, + const gl::Offset &destOffset, TextureStorage *storage, GLint level) = 0; + + virtual 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) = 0; + virtual gl::Error copyCompressedTexture(const gl::Texture *source, + GLint sourceLevel, + TextureStorage *storage, + GLint destLevel) = 0; + + // RenderTarget creation + virtual gl::Error createRenderTarget(int width, int height, GLenum format, GLsizei samples, RenderTargetD3D **outRT) = 0; + virtual gl::Error createRenderTargetCopy(RenderTargetD3D *source, RenderTargetD3D **outRT) = 0; + + // Shader operations + virtual gl::Error loadExecutable(const void *function, + size_t length, + ShaderType type, + const std::vector<D3DVarying> &streamOutVaryings, + bool separatedOutputBuffers, + ShaderExecutableD3D **outExecutable) = 0; + virtual gl::Error compileToExecutable(gl::InfoLog &infoLog, + const std::string &shaderHLSL, + ShaderType type, + const std::vector<D3DVarying> &streamOutVaryings, + bool separatedOutputBuffers, + const D3DCompilerWorkarounds &workarounds, + ShaderExecutableD3D **outExectuable) = 0; + virtual UniformStorageD3D *createUniformStorage(size_t storageSize) = 0; + + // Image operations + virtual ImageD3D *createImage() = 0; + virtual gl::Error generateMipmap(ImageD3D *dest, ImageD3D *source) = 0; + virtual gl::Error generateMipmapUsingD3D(TextureStorage *storage, + const gl::TextureState &textureState) = 0; + virtual TextureStorage *createTextureStorage2D(SwapChainD3D *swapChain) = 0; + virtual TextureStorage *createTextureStorageEGLImage(EGLImageD3D *eglImage, + RenderTargetD3D *renderTargetD3D) = 0; + virtual TextureStorage *createTextureStorageExternal( + egl::Stream *stream, + const egl::Stream::GLTextureDescription &desc) = 0; + virtual TextureStorage *createTextureStorage2D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, int levels, bool hintLevelZeroOnly) = 0; + virtual TextureStorage *createTextureStorageCube(GLenum internalformat, bool renderTarget, int size, int levels, bool hintLevelZeroOnly) = 0; + virtual TextureStorage *createTextureStorage3D(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels) = 0; + virtual TextureStorage *createTextureStorage2DArray(GLenum internalformat, bool renderTarget, GLsizei width, GLsizei height, GLsizei depth, int levels) = 0; + + // Buffer-to-texture and Texture-to-buffer copies + virtual bool supportsFastCopyBufferToTexture(GLenum internalFormat) const = 0; + virtual gl::Error fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *destRenderTarget, + GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea) = 0; + + // Device lost + GLenum getResetStatus(); + void notifyDeviceLost(); + virtual bool resetDevice() = 0; + virtual bool testDeviceLost() = 0; + virtual bool testDeviceResettable() = 0; + + virtual RendererClass getRendererClass() const = 0; + virtual void *getD3DDevice() = 0; + + void setGPUDisjoint(); + + GLint getGPUDisjoint(); + GLint64 getTimestamp(); + + // In D3D11, faster than calling setTexture a jillion times + virtual gl::Error clearTextures(gl::SamplerType samplerType, size_t rangeStart, size_t rangeEnd) = 0; + + virtual egl::Error getEGLDevice(DeviceImpl **device) = 0; + + bool presentPathFastEnabled() const { return mPresentPathFastEnabled; } + + // Stream creation + virtual StreamProducerImpl *createStreamProducerD3DTextureNV12( + egl::Stream::ConsumerType consumerType, + const egl::AttributeMap &attribs) = 0; + + const gl::Caps &getNativeCaps() const; + const gl::TextureCapsMap &getNativeTextureCaps() const; + const gl::Extensions &getNativeExtensions() const; + const gl::Limitations &getNativeLimitations() const; + + // Necessary hack for default framebuffers in D3D. + virtual FramebufferImpl *createDefaultFramebuffer(const gl::FramebufferState &state) = 0; + + virtual gl::Version getMaxSupportedESVersion() const = 0; + + protected: + virtual bool getLUID(LUID *adapterLuid) const = 0; + virtual void generateCaps(gl::Caps *outCaps, + gl::TextureCapsMap *outTextureCaps, + gl::Extensions *outExtensions, + gl::Limitations *outLimitations) const = 0; + + void cleanup(); + + static unsigned int GetBlendSampleMask(const gl::ContextState &data, int samples); + // dirtyPointer is a special value that will make the comparison with any valid pointer fail and force the renderer to re-apply the state. + + gl::Error applyTextures(GLImplFactory *implFactory, const gl::ContextState &data); + bool skipDraw(const gl::ContextState &data, GLenum drawMode); + gl::Error markTransformFeedbackUsage(const gl::ContextState &data); + + egl::Display *mDisplay; + + bool mPresentPathFastEnabled; + + private: + void ensureCapsInitialized() const; + + typedef std::array<gl::Texture*, gl::IMPLEMENTATION_MAX_FRAMEBUFFER_ATTACHMENTS> FramebufferTextureArray; + + gl::Error applyTextures(GLImplFactory *implFactory, + const gl::ContextState &data, + gl::SamplerType shaderType, + const FramebufferTextureArray &framebufferTextures, + size_t framebufferTextureCount); + + size_t getBoundFramebufferTextures(const gl::ContextState &data, + FramebufferTextureArray *outTextureArray); + gl::Texture *getIncompleteTexture(GLImplFactory *implFactory, GLenum type); + + virtual WorkaroundsD3D generateWorkarounds() const = 0; + + mutable bool mCapsInitialized; + mutable gl::Caps mNativeCaps; + mutable gl::TextureCapsMap mNativeTextureCaps; + mutable gl::Extensions mNativeExtensions; + mutable gl::Limitations mNativeLimitations; + + gl::TextureMap mIncompleteTextures; + + mutable bool mWorkaroundsInitialized; + mutable WorkaroundsD3D mWorkarounds; + + bool mDisjoint; + bool mDeviceLost; +}; + +} // namespace rx + +#endif // LIBANGLE_RENDERER_D3D_RENDERERD3D_H_ |