// // 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 &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 &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 &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 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 NullRenderTargetCacheEntry { UINT lruCount; int width; int height; RenderTarget9 *renderTarget; }; std::array mNullRenderTargetCache; UINT mMaxNullColorbufferLRU; std::vector mTranslatedAttribCache; DebugAnnotator9 mAnnotator; }; } // namespace rx #endif // LIBANGLE_RENDERER_D3D_D3D9_RENDERER9_H_