// // 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" 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, GLenum backBufferFormat, GLenum depthBufferFormat, EGLint orientation) 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 &vertexUniformBuffers, const std::vector &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 &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; // 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 &streamOutVaryings, bool separatedOutputBuffers, ShaderExecutableD3D **outExecutable) override; gl::Error compileToExecutable(gl::InfoLog &infoLog, const std::string &shaderHLSL, ShaderType type, const std::vector &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 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 mCurVertexSamplerStates; std::vector mCurPixelSamplerStates; // Currently applied textures std::vector mCurVertexTextures; std::vector mCurPixelTextures; unsigned int mAppliedIBSerial; IDirect3DVertexShader9 *mAppliedVertexShader; IDirect3DPixelShader9 *mAppliedPixelShader; unsigned int mAppliedProgramSerial; // A pool of event queries that are currently unused. std::vector 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 mTranslatedAttribCache; DebugAnnotator9 mAnnotator; }; } // namespace rx #endif // LIBANGLE_RENDERER_D3D_D3D9_RENDERER9_H_