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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 00:47:55 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 00:47:55 +0000 |
commit | 26a029d407be480d791972afb5975cf62c9360a6 (patch) | |
tree | f435a8308119effd964b339f76abb83a57c29483 /gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d9/Renderer9.h | |
parent | Initial commit. (diff) | |
download | firefox-26a029d407be480d791972afb5975cf62c9360a6.tar.xz firefox-26a029d407be480d791972afb5975cf62c9360a6.zip |
Adding upstream version 124.0.1.upstream/124.0.1
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d9/Renderer9.h')
-rw-r--r-- | gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d9/Renderer9.h | 586 |
1 files changed, 586 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d9/Renderer9.h b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d9/Renderer9.h new file mode 100644 index 0000000000..67a20f56ba --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d9/Renderer9.h @@ -0,0 +1,586 @@ +// +// Copyright 2012 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/RenderTargetD3D.h" +#include "libANGLE/renderer/d3d/RendererD3D.h" +#include "libANGLE/renderer/d3d/d3d9/DebugAnnotator9.h" +#include "libANGLE/renderer/d3d/d3d9/ShaderCache.h" +#include "libANGLE/renderer/d3d/d3d9/StateManager9.h" +#include "libANGLE/renderer/d3d/d3d9/VertexDeclarationCache.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 RenderTarget9; +class StreamingIndexBufferInterface; +class StaticIndexBufferInterface; +class VertexDataManager; +struct ClearParameters; +struct D3DUniform; +struct TranslatedAttribute; + +class Renderer9 : public RendererD3D +{ + public: + explicit Renderer9(egl::Display *display); + ~Renderer9() override; + + egl::Error initialize() override; + bool resetDevice() override; + + egl::ConfigSet generateConfigs() override; + void generateDisplayExtensions(egl::DisplayExtensions *outExtensions) const override; + + void startScene(); + void endScene(); + + angle::Result flush(const gl::Context *context); + angle::Result finish(const gl::Context *context); + + 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, + EGLint samples) override; + egl::Error getD3DTextureInfo(const egl::Config *configuration, + IUnknown *d3dTexture, + const egl::AttributeMap &attribs, + EGLint *width, + EGLint *height, + GLsizei *samples, + gl::Format *glFormat, + const angle::Format **angleFormat, + UINT *arraySlice) const override; + egl::Error validateShareHandle(const egl::Config *config, + HANDLE shareHandle, + const egl::AttributeMap &attribs) const override; + + ContextImpl *createContext(const gl::State &state, gl::ErrorSet *errorSet) override; + + angle::Result allocateEventQuery(const gl::Context *context, IDirect3DQuery9 **outQuery); + void freeEventQuery(IDirect3DQuery9 *query); + + // resource creation + angle::Result createVertexShader(d3d::Context *context, + const DWORD *function, + size_t length, + IDirect3DVertexShader9 **outShader); + angle::Result createPixelShader(d3d::Context *context, + 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); + angle::Result setSamplerState(const gl::Context *context, + gl::ShaderType type, + int index, + gl::Texture *texture, + const gl::SamplerState &sampler); + angle::Result setTexture(const gl::Context *context, + gl::ShaderType type, + int index, + gl::Texture *texture); + + angle::Result updateState(const gl::Context *context, gl::PrimitiveMode drawMode); + + void setScissorRectangle(const gl::Rectangle &scissor, bool enabled); + void setViewport(const gl::Rectangle &viewport, + float zNear, + float zFar, + gl::PrimitiveMode drawMode, + GLenum frontFace, + bool ignoreViewport); + + angle::Result applyRenderTarget(const gl::Context *context, + const RenderTarget9 *colorRenderTarget, + const RenderTarget9 *depthStencilRenderTarget); + void applyUniforms(ProgramD3D *programD3D); + bool applyPrimitiveType(gl::PrimitiveMode primitiveType, + GLsizei elementCount, + bool usesPointSize); + angle::Result applyVertexBuffer(const gl::Context *context, + gl::PrimitiveMode mode, + GLint first, + GLsizei count, + GLsizei instances, + TranslatedIndexData *indexInfo); + angle::Result applyIndexBuffer(const gl::Context *context, + const void *indices, + GLsizei count, + gl::PrimitiveMode mode, + gl::DrawElementsType type, + TranslatedIndexData *indexInfo); + + void clear(const ClearParameters &clearParams, + const RenderTarget9 *colorRenderTarget, + const RenderTarget9 *depthStencilRenderTarget); + + void markAllStateDirty(); + + // lost device + bool testDeviceLost() override; + bool testDeviceResettable() override; + + VendorID getVendorId() const; + DeviceIdentifier getAdapterIdentifier() const override; + + IDirect3DDevice9 *getDevice() { return mDevice; } + void *getD3DDevice() override; + + unsigned int getReservedVertexUniformVectors() const; + unsigned int getReservedFragmentUniformVectors() const; + + bool getShareHandleSupport() const; + + int getMajorShaderModel() const override; + int getMinorShaderModel() const override; + std::string getShaderModelSuffix() const override; + + DWORD getCapsDeclTypes() const; + + // Pixel operations + angle::Result copyImage2D(const gl::Context *context, + const gl::Framebuffer *framebuffer, + const gl::Rectangle &sourceRect, + GLenum destFormat, + const gl::Offset &destOffset, + TextureStorage *storage, + GLint level) override; + angle::Result copyImageCube(const gl::Context *context, + const gl::Framebuffer *framebuffer, + const gl::Rectangle &sourceRect, + GLenum destFormat, + const gl::Offset &destOffset, + TextureStorage *storage, + gl::TextureTarget target, + GLint level) override; + angle::Result copyImage3D(const gl::Context *context, + const gl::Framebuffer *framebuffer, + const gl::Rectangle &sourceRect, + GLenum destFormat, + const gl::Offset &destOffset, + TextureStorage *storage, + GLint level) override; + angle::Result copyImage2DArray(const gl::Context *context, + const gl::Framebuffer *framebuffer, + const gl::Rectangle &sourceRect, + GLenum destFormat, + const gl::Offset &destOffset, + TextureStorage *storage, + GLint level) override; + + angle::Result copyTexture(const gl::Context *context, + const gl::Texture *source, + GLint sourceLevel, + gl::TextureTarget srcTarget, + const gl::Box &sourceBox, + GLenum destFormat, + GLenum destType, + const gl::Offset &destOffset, + TextureStorage *storage, + gl::TextureTarget destTarget, + GLint destLevel, + bool unpackFlipY, + bool unpackPremultiplyAlpha, + bool unpackUnmultiplyAlpha) override; + angle::Result copyCompressedTexture(const gl::Context *context, + const gl::Texture *source, + GLint sourceLevel, + TextureStorage *storage, + GLint destLevel) override; + + // RenderTarget creation + angle::Result createRenderTarget(const gl::Context *context, + int width, + int height, + GLenum format, + GLsizei samples, + RenderTargetD3D **outRT) override; + angle::Result createRenderTargetCopy(const gl::Context *context, + RenderTargetD3D *source, + RenderTargetD3D **outRT) override; + + // Shader operations + angle::Result loadExecutable(d3d::Context *context, + const uint8_t *function, + size_t length, + gl::ShaderType type, + const std::vector<D3DVarying> &streamOutVaryings, + bool separatedOutputBuffers, + ShaderExecutableD3D **outExecutable) override; + angle::Result compileToExecutable(d3d::Context *context, + gl::InfoLog &infoLog, + const std::string &shaderHLSL, + gl::ShaderType type, + const std::vector<D3DVarying> &streamOutVaryings, + bool separatedOutputBuffers, + const CompilerWorkaroundsD3D &workarounds, + ShaderExecutableD3D **outExectuable) override; + angle::Result ensureHLSLCompilerInitialized(d3d::Context *context) override; + + UniformStorageD3D *createUniformStorage(size_t storageSize) override; + + // Image operations + ImageD3D *createImage() override; + ExternalImageSiblingImpl *createExternalImageSibling(const gl::Context *context, + EGLenum target, + EGLClientBuffer buffer, + const egl::AttributeMap &attribs) override; + angle::Result generateMipmap(const gl::Context *context, + ImageD3D *dest, + ImageD3D *source) override; + angle::Result generateMipmapUsingD3D(const gl::Context *context, + TextureStorage *storage, + const gl::TextureState &textureState) override; + angle::Result copyImage(const gl::Context *context, + ImageD3D *dest, + ImageD3D *source, + const gl::Box &sourceBox, + const gl::Offset &destOffset, + bool unpackFlipY, + bool unpackPremultiplyAlpha, + bool unpackUnmultiplyAlpha) override; + TextureStorage *createTextureStorage2D(SwapChainD3D *swapChain, + const std::string &label) override; + TextureStorage *createTextureStorageEGLImage(EGLImageD3D *eglImage, + RenderTargetD3D *renderTargetD3D, + const std::string &label) override; + + TextureStorage *createTextureStorageBuffer(const gl::OffsetBindingPointer<gl::Buffer> &buffer, + GLenum internalFormat, + const std::string &label) override; + + TextureStorage *createTextureStorageExternal(egl::Stream *stream, + const egl::Stream::GLTextureDescription &desc, + const std::string &label) override; + + TextureStorage *createTextureStorage2D(GLenum internalformat, + BindFlags bindFlags, + GLsizei width, + GLsizei height, + int levels, + const std::string &label, + bool hintLevelZeroOnly) override; + TextureStorage *createTextureStorageCube(GLenum internalformat, + BindFlags bindFlags, + int size, + int levels, + bool hintLevelZeroOnly, + const std::string &label) override; + TextureStorage *createTextureStorage3D(GLenum internalformat, + BindFlags bindFlags, + GLsizei width, + GLsizei height, + GLsizei depth, + int levels, + const std::string &label) override; + TextureStorage *createTextureStorage2DArray(GLenum internalformat, + BindFlags bindFlags, + GLsizei width, + GLsizei height, + GLsizei depth, + int levels, + const std::string &label) override; + + TextureStorage *createTextureStorage2DMultisample(GLenum internalformat, + GLsizei width, + GLsizei height, + int levels, + int samples, + bool fixedSampleLocations, + const std::string &label) override; + TextureStorage *createTextureStorage2DMultisampleArray(GLenum internalformat, + GLsizei width, + GLsizei height, + GLsizei depth, + int levels, + int samples, + bool fixedSampleLocations, + const std::string &label) override; + + // Buffer creation + VertexBuffer *createVertexBuffer() override; + IndexBuffer *createIndexBuffer() override; + + // Stream Creation + StreamProducerImpl *createStreamProducerD3DTexture(egl::Stream::ConsumerType consumerType, + const egl::AttributeMap &attribs) override; + + // Buffer-to-texture and Texture-to-buffer copies + bool supportsFastCopyBufferToTexture(GLenum internalFormat) const override; + angle::Result fastCopyBufferToTexture(const gl::Context *context, + const gl::PixelUnpackState &unpack, + gl::Buffer *unpackBuffer, + unsigned int offset, + RenderTargetD3D *destRenderTarget, + GLenum destinationFormat, + GLenum sourcePixelsType, + const gl::Box &destArea) override; + + // D3D9-renderer specific methods + angle::Result boxFilter(Context9 *context9, IDirect3DSurface9 *source, IDirect3DSurface9 *dest); + + D3DPOOL getTexturePool(DWORD usage) const; + + bool getLUID(LUID *adapterLuid) const override; + VertexConversionType getVertexConversionType(angle::FormatID vertexFormatID) const override; + GLenum getVertexComponentType(angle::FormatID vertexFormatID) const override; + + // Warning: you should ensure binding really matches attrib.bindingIndex before using this + // function. + angle::Result getVertexSpaceRequired(const gl::Context *context, + const gl::VertexAttribute &attrib, + const gl::VertexBinding &binding, + size_t count, + GLsizei instances, + GLuint baseInstance, + unsigned int *bytesRequiredOut) const override; + + angle::Result copyToRenderTarget(const gl::Context *context, + IDirect3DSurface9 *dest, + IDirect3DSurface9 *source, + bool fromManaged); + + RendererClass getRendererClass() const override; + + D3DDEVTYPE getD3D9DeviceType() const { return mDeviceType; } + + DeviceImpl *createEGLDevice() override; + + StateManager9 *getStateManager() { return &mStateManager; } + + angle::Result genericDrawArrays(const gl::Context *context, + gl::PrimitiveMode mode, + GLint first, + GLsizei count, + GLsizei instances); + + angle::Result genericDrawElements(const gl::Context *context, + gl::PrimitiveMode mode, + GLsizei count, + gl::DrawElementsType type, + const void *indices, + GLsizei instances); + + // Necessary hack for default framebuffers in D3D. + FramebufferImpl *createDefaultFramebuffer(const gl::FramebufferState &state) override; + + DebugAnnotator9 *getAnnotator() { return &mAnnotator; } + + gl::Version getMaxSupportedESVersion() const override; + gl::Version getMaxConformantESVersion() const override; + + angle::Result clearRenderTarget(const gl::Context *context, + RenderTargetD3D *renderTarget, + const gl::ColorF &clearColorValue, + const float clearDepthValue, + const unsigned int clearStencilValue) override; + + bool canSelectViewInVertexShader() const override; + + angle::Result getIncompleteTexture(const gl::Context *context, + gl::TextureType type, + gl::Texture **textureOut) override; + + angle::Result ensureVertexDataManagerInitialized(const gl::Context *context); + + void setGlobalDebugAnnotator() override; + + std::string getRendererDescription() const override; + std::string getVendorString() const override; + std::string getVersionString(bool includeFullVersion) const override; + + private: + angle::Result drawArraysImpl(const gl::Context *context, + gl::PrimitiveMode mode, + GLint startVertex, + GLsizei count, + GLsizei instances); + angle::Result drawElementsImpl(const gl::Context *context, + gl::PrimitiveMode mode, + GLsizei count, + gl::DrawElementsType type, + const void *indices, + GLsizei instances); + + angle::Result applyShaders(const gl::Context *context, gl::PrimitiveMode drawMode); + + angle::Result applyTextures(const gl::Context *context); + angle::Result applyTextures(const gl::Context *context, gl::ShaderType shaderType); + + void generateCaps(gl::Caps *outCaps, + gl::TextureCapsMap *outTextureCaps, + gl::Extensions *outExtensions, + gl::Limitations *outLimitations) const override; + + void initializeFeatures(angle::FeaturesD3D *features) const override; + + void initializeFrontendFeatures(angle::FrontendFeatures *features) const override; + + angle::Result setBlendDepthRasterStates(const gl::Context *context, gl::PrimitiveMode 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); + + angle::Result drawLineLoop(const gl::Context *context, + GLsizei count, + gl::DrawElementsType type, + const void *indices, + int minIndex, + gl::Buffer *elementArrayBuffer); + angle::Result drawIndexedPoints(const gl::Context *context, + GLsizei count, + gl::DrawElementsType type, + const void *indices, + int minIndex, + gl::Buffer *elementArrayBuffer); + + angle::Result getCountingIB(const gl::Context *context, + size_t count, + StaticIndexBufferInterface **outIB); + + angle::Result getNullColorRenderTarget(const gl::Context *context, + const RenderTarget9 *depthRenderTarget, + const RenderTarget9 **outColorRenderTarget); + + D3DPOOL getBufferPool(DWORD usage) const; + + HMODULE mD3d9Module; + + egl::Error 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 NullRenderTargetCacheEntry + { + UINT lruCount; + int width; + int height; + RenderTarget9 *renderTarget; + }; + + std::array<NullRenderTargetCacheEntry, NUM_NULL_COLORBUFFER_CACHE_ENTRIES> + mNullRenderTargetCache; + UINT mMaxNullColorbufferLRU; + + std::vector<TranslatedAttribute> mTranslatedAttribCache; + + DebugAnnotator9 mAnnotator; +}; + +} // namespace rx + +#endif // LIBANGLE_RENDERER_D3D_D3D9_RENDERER9_H_ |