// // 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. // // Context9: // D3D9-specific functionality associated with a GL Context. // #include "libANGLE/renderer/d3d/d3d9/Context9.h" #include "common/entry_points_enum_autogen.h" #include "common/string_utils.h" #include "libANGLE/renderer/OverlayImpl.h" #include "libANGLE/renderer/d3d/CompilerD3D.h" #include "libANGLE/renderer/d3d/ProgramD3D.h" #include "libANGLE/renderer/d3d/RenderbufferD3D.h" #include "libANGLE/renderer/d3d/SamplerD3D.h" #include "libANGLE/renderer/d3d/ShaderD3D.h" #include "libANGLE/renderer/d3d/TextureD3D.h" #include "libANGLE/renderer/d3d/d3d9/Buffer9.h" #include "libANGLE/renderer/d3d/d3d9/Fence9.h" #include "libANGLE/renderer/d3d/d3d9/Framebuffer9.h" #include "libANGLE/renderer/d3d/d3d9/Query9.h" #include "libANGLE/renderer/d3d/d3d9/Renderer9.h" #include "libANGLE/renderer/d3d/d3d9/StateManager9.h" #include "libANGLE/renderer/d3d/d3d9/VertexArray9.h" namespace rx { Context9::Context9(const gl::State &state, gl::ErrorSet *errorSet, Renderer9 *renderer) : ContextD3D(state, errorSet), mRenderer(renderer) {} Context9::~Context9() {} angle::Result Context9::initialize() { return angle::Result::Continue; } void Context9::onDestroy(const gl::Context *context) { mIncompleteTextures.onDestroy(context); } CompilerImpl *Context9::createCompiler() { return new CompilerD3D(SH_HLSL_3_0_OUTPUT); } ShaderImpl *Context9::createShader(const gl::ShaderState &data) { return new ShaderD3D(data, mRenderer); } ProgramImpl *Context9::createProgram(const gl::ProgramState &data) { return new ProgramD3D(data, mRenderer); } FramebufferImpl *Context9::createFramebuffer(const gl::FramebufferState &data) { return new Framebuffer9(data, mRenderer); } TextureImpl *Context9::createTexture(const gl::TextureState &state) { switch (state.getType()) { case gl::TextureType::_2D: // GL_TEXTURE_VIDEO_IMAGE_WEBGL maps to 2D texture on Windows platform. case gl::TextureType::VideoImage: return new TextureD3D_2D(state, mRenderer); case gl::TextureType::CubeMap: return new TextureD3D_Cube(state, mRenderer); case gl::TextureType::External: return new TextureD3D_External(state, mRenderer); default: UNREACHABLE(); } return nullptr; } RenderbufferImpl *Context9::createRenderbuffer(const gl::RenderbufferState &state) { return new RenderbufferD3D(state, mRenderer); } BufferImpl *Context9::createBuffer(const gl::BufferState &state) { return new Buffer9(state, mRenderer); } VertexArrayImpl *Context9::createVertexArray(const gl::VertexArrayState &data) { return new VertexArray9(data); } QueryImpl *Context9::createQuery(gl::QueryType type) { return new Query9(mRenderer, type); } FenceNVImpl *Context9::createFenceNV() { return new FenceNV9(mRenderer); } SyncImpl *Context9::createSync() { // D3D9 doesn't support ES 3.0 and its sync objects. UNREACHABLE(); return nullptr; } TransformFeedbackImpl *Context9::createTransformFeedback(const gl::TransformFeedbackState &state) { UNREACHABLE(); return nullptr; } SamplerImpl *Context9::createSampler(const gl::SamplerState &state) { return new SamplerD3D(state); } ProgramPipelineImpl *Context9::createProgramPipeline(const gl::ProgramPipelineState &data) { UNREACHABLE(); return nullptr; } MemoryObjectImpl *Context9::createMemoryObject() { UNREACHABLE(); return nullptr; } SemaphoreImpl *Context9::createSemaphore() { UNREACHABLE(); return nullptr; } OverlayImpl *Context9::createOverlay(const gl::OverlayState &state) { // Not implemented. return new OverlayImpl(state); } angle::Result Context9::flush(const gl::Context *context) { return mRenderer->flush(context); } angle::Result Context9::finish(const gl::Context *context) { return mRenderer->finish(context); } angle::Result Context9::drawArrays(const gl::Context *context, gl::PrimitiveMode mode, GLint first, GLsizei count) { return mRenderer->genericDrawArrays(context, mode, first, count, 0); } angle::Result Context9::drawArraysInstanced(const gl::Context *context, gl::PrimitiveMode mode, GLint first, GLsizei count, GLsizei instanceCount) { return mRenderer->genericDrawArrays(context, mode, first, count, instanceCount); } angle::Result Context9::drawArraysInstancedBaseInstance(const gl::Context *context, gl::PrimitiveMode mode, GLint first, GLsizei count, GLsizei instanceCount, GLuint baseInstance) { ANGLE_HR_UNREACHABLE(this); return angle::Result::Continue; } angle::Result Context9::drawElements(const gl::Context *context, gl::PrimitiveMode mode, GLsizei count, gl::DrawElementsType type, const void *indices) { return mRenderer->genericDrawElements(context, mode, count, type, indices, 0); } angle::Result Context9::drawElementsBaseVertex(const gl::Context *context, gl::PrimitiveMode mode, GLsizei count, gl::DrawElementsType type, const void *indices, GLint baseVertex) { ANGLE_HR_UNREACHABLE(this); return angle::Result::Continue; } angle::Result Context9::drawElementsInstanced(const gl::Context *context, gl::PrimitiveMode mode, GLsizei count, gl::DrawElementsType type, const void *indices, GLsizei instances) { return mRenderer->genericDrawElements(context, mode, count, type, indices, instances); } angle::Result Context9::drawElementsInstancedBaseVertex(const gl::Context *context, gl::PrimitiveMode mode, GLsizei count, gl::DrawElementsType type, const void *indices, GLsizei instances, GLint baseVertex) { ANGLE_HR_UNREACHABLE(this); return angle::Result::Continue; } angle::Result Context9::drawElementsInstancedBaseVertexBaseInstance(const gl::Context *context, gl::PrimitiveMode mode, GLsizei count, gl::DrawElementsType type, const void *indices, GLsizei instances, GLint baseVertex, GLuint baseInstance) { ANGLE_HR_UNREACHABLE(this); return angle::Result::Continue; } angle::Result Context9::drawRangeElements(const gl::Context *context, gl::PrimitiveMode mode, GLuint start, GLuint end, GLsizei count, gl::DrawElementsType type, const void *indices) { return mRenderer->genericDrawElements(context, mode, count, type, indices, 0); } angle::Result Context9::drawRangeElementsBaseVertex(const gl::Context *context, gl::PrimitiveMode mode, GLuint start, GLuint end, GLsizei count, gl::DrawElementsType type, const void *indices, GLint baseVertex) { ANGLE_HR_UNREACHABLE(this); return angle::Result::Continue; } angle::Result Context9::drawArraysIndirect(const gl::Context *context, gl::PrimitiveMode mode, const void *indirect) { ANGLE_HR_UNREACHABLE(this); return angle::Result::Stop; } angle::Result Context9::drawElementsIndirect(const gl::Context *context, gl::PrimitiveMode mode, gl::DrawElementsType type, const void *indirect) { ANGLE_HR_UNREACHABLE(this); return angle::Result::Stop; } angle::Result Context9::multiDrawArrays(const gl::Context *context, gl::PrimitiveMode mode, const GLint *firsts, const GLsizei *counts, GLsizei drawcount) { return rx::MultiDrawArraysGeneral(this, context, mode, firsts, counts, drawcount); } angle::Result Context9::multiDrawArraysInstanced(const gl::Context *context, gl::PrimitiveMode mode, const GLint *firsts, const GLsizei *counts, const GLsizei *instanceCounts, GLsizei drawcount) { return rx::MultiDrawArraysInstancedGeneral(this, context, mode, firsts, counts, instanceCounts, drawcount); } angle::Result Context9::multiDrawArraysIndirect(const gl::Context *context, gl::PrimitiveMode mode, const void *indirect, GLsizei drawcount, GLsizei stride) { UNREACHABLE(); return angle::Result::Stop; } angle::Result Context9::multiDrawElements(const gl::Context *context, gl::PrimitiveMode mode, const GLsizei *counts, gl::DrawElementsType type, const GLvoid *const *indices, GLsizei drawcount) { return rx::MultiDrawElementsGeneral(this, context, mode, counts, type, indices, drawcount); } angle::Result Context9::multiDrawElementsInstanced(const gl::Context *context, gl::PrimitiveMode mode, const GLsizei *counts, gl::DrawElementsType type, const GLvoid *const *indices, const GLsizei *instanceCounts, GLsizei drawcount) { return rx::MultiDrawElementsInstancedGeneral(this, context, mode, counts, type, indices, instanceCounts, drawcount); } angle::Result Context9::multiDrawElementsIndirect(const gl::Context *context, gl::PrimitiveMode mode, gl::DrawElementsType type, const void *indirect, GLsizei drawcount, GLsizei stride) { UNREACHABLE(); return angle::Result::Stop; } angle::Result Context9::multiDrawArraysInstancedBaseInstance(const gl::Context *context, gl::PrimitiveMode mode, const GLint *firsts, const GLsizei *counts, const GLsizei *instanceCounts, const GLuint *baseInstances, GLsizei drawcount) { ANGLE_HR_UNREACHABLE(this); return angle::Result::Stop; } angle::Result Context9::multiDrawElementsInstancedBaseVertexBaseInstance( const gl::Context *context, gl::PrimitiveMode mode, const GLsizei *counts, gl::DrawElementsType type, const GLvoid *const *indices, const GLsizei *instanceCounts, const GLint *baseVertices, const GLuint *baseInstances, GLsizei drawcount) { ANGLE_HR_UNREACHABLE(this); return angle::Result::Stop; } gl::GraphicsResetStatus Context9::getResetStatus() { return mRenderer->getResetStatus(); } angle::Result Context9::insertEventMarker(GLsizei length, const char *marker) { mRenderer->getAnnotator()->setMarker(/*context=*/nullptr, marker); return angle::Result::Continue; } angle::Result Context9::pushGroupMarker(GLsizei length, const char *marker) { mRenderer->getAnnotator()->beginEvent(nullptr, angle::EntryPoint::GLPushGroupMarkerEXT, marker, marker); mMarkerStack.push(std::string(marker)); return angle::Result::Continue; } angle::Result Context9::popGroupMarker() { const char *marker = nullptr; if (!mMarkerStack.empty()) { marker = mMarkerStack.top().c_str(); mMarkerStack.pop(); mRenderer->getAnnotator()->endEvent(nullptr, marker, angle::EntryPoint::GLPopGroupMarkerEXT); } return angle::Result::Continue; } angle::Result Context9::pushDebugGroup(const gl::Context *context, GLenum source, GLuint id, const std::string &message) { // Fall through to the EXT_debug_marker functions return pushGroupMarker(static_cast(message.size()), message.c_str()); } angle::Result Context9::popDebugGroup(const gl::Context *context) { // Fall through to the EXT_debug_marker functions return popGroupMarker(); } angle::Result Context9::syncState(const gl::Context *context, const gl::State::DirtyBits &dirtyBits, const gl::State::DirtyBits &bitMask, gl::Command command) { mRenderer->getStateManager()->syncState(mState, dirtyBits); return angle::Result::Continue; } GLint Context9::getGPUDisjoint() { return mRenderer->getGPUDisjoint(); } GLint64 Context9::getTimestamp() { return mRenderer->getTimestamp(); } angle::Result Context9::onMakeCurrent(const gl::Context *context) { mRenderer->getStateManager()->setAllDirtyBits(); return mRenderer->ensureVertexDataManagerInitialized(context); } gl::Caps Context9::getNativeCaps() const { return mRenderer->getNativeCaps(); } const gl::TextureCapsMap &Context9::getNativeTextureCaps() const { return mRenderer->getNativeTextureCaps(); } const gl::Extensions &Context9::getNativeExtensions() const { return mRenderer->getNativeExtensions(); } const gl::Limitations &Context9::getNativeLimitations() const { return mRenderer->getNativeLimitations(); } ShPixelLocalStorageType Context9::getNativePixelLocalStorageType() const { return mRenderer->getNativePixelLocalStorageType(); } angle::Result Context9::dispatchCompute(const gl::Context *context, GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ) { ANGLE_HR_UNREACHABLE(this); return angle::Result::Stop; } angle::Result Context9::dispatchComputeIndirect(const gl::Context *context, GLintptr indirect) { ANGLE_HR_UNREACHABLE(this); return angle::Result::Stop; } angle::Result Context9::memoryBarrier(const gl::Context *context, GLbitfield barriers) { ANGLE_HR_UNREACHABLE(this); return angle::Result::Stop; } angle::Result Context9::memoryBarrierByRegion(const gl::Context *context, GLbitfield barriers) { ANGLE_HR_UNREACHABLE(this); return angle::Result::Stop; } angle::Result Context9::getIncompleteTexture(const gl::Context *context, gl::TextureType type, gl::Texture **textureOut) { return mIncompleteTextures.getIncompleteTexture(context, type, gl::SamplerFormat::Float, nullptr, textureOut); } void Context9::handleResult(HRESULT hr, const char *message, const char *file, const char *function, unsigned int line) { ASSERT(FAILED(hr)); if (d3d9::isDeviceLostError(hr)) { mRenderer->notifyDeviceLost(); } GLenum glErrorCode = DefaultGLErrorCode(hr); std::stringstream errorStream; errorStream << "Internal D3D9 error: " << gl::FmtHR(hr) << ": " << message; mErrors->handleError(glErrorCode, errorStream.str().c_str(), file, function, line); } } // namespace rx