Hash :
99d492c2
        
        Author :
  
        
        Date :
2018-02-27T15:17:10
        
      
Use packed enums for the texture types and targets, part 2 This completes the refactor by using the packed enums in the gl:: layer and in the backends. The packed enum code generation is modified to support explicitly assigning values to the packed enums so that the TextureTarget cube map faces are in the correct order and easy to iterate over. BUG=angleproject:2169 Change-Id: I5903235e684ccf382e92a8a1e10c5c85b4b16a04 Reviewed-on: https://chromium-review.googlesource.com/939994 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
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// 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 <array>
#include "common/Color.h"
#include "common/MemoryBuffer.h"
#include "common/debug.h"
#include "libANGLE/ContextState.h"
#include "libANGLE/Device.h"
#include "libANGLE/Version.h"
#include "libANGLE/WorkerThread.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/d3d/VertexDataManager.h"
#include "libANGLE/renderer/d3d/formatutilsD3D.h"
#include "libANGLE/renderer/renderer_utils.h"
#include "platform/WorkaroundsD3D.h"
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;
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;
    // Warning: you should ensure binding really matches attrib.bindingIndex before using this
    // function.
    virtual gl::ErrorOrResult<unsigned int> getVertexSpaceRequired(
        const gl::VertexAttribute &attrib,
        const gl::VertexBinding &binding,
        GLsizei count,
        GLsizei instances) const = 0;
};
using AttribIndexArray = gl::AttribArray<int>;
class RendererD3D : public BufferFactoryD3D, public MultisampleTextureInitializer
{
  public:
    explicit RendererD3D(egl::Display *display);
    ~RendererD3D() override;
    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,
                                          EGLint samples) = 0;
    virtual egl::Error getD3DTextureInfo(const egl::Config *configuration,
                                         IUnknown *d3dTexture,
                                         EGLint *width,
                                         EGLint *height,
                                         const angle::Format **angleFormat) const  = 0;
    virtual egl::Error validateShareHandle(const egl::Config *config,
                                           HANDLE shareHandle,
                                           const egl::AttributeMap &attribs) const = 0;
    virtual int getMajorShaderModel() const = 0;
    const angle::WorkaroundsD3D &getWorkarounds() const;
    // Pixel operations
    virtual gl::Error copyImage2D(const gl::Context *context,
                                  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::Context *context,
                                    const gl::Framebuffer *framebuffer,
                                    const gl::Rectangle &sourceRect,
                                    GLenum destFormat,
                                    const gl::Offset &destOffset,
                                    TextureStorage *storage,
                                    gl::TextureTarget target,
                                    GLint level)    = 0;
    virtual gl::Error copyImage3D(const gl::Context *context,
                                  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::Context *context,
                                       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::Context *context,
                                  const gl::Texture *source,
                                  GLint sourceLevel,
                                  const gl::Rectangle &sourceRect,
                                  GLenum destFormat,
                                  GLenum destType,
                                  const gl::Offset &destOffset,
                                  TextureStorage *storage,
                                  gl::TextureTarget destTarget,
                                  GLint destLevel,
                                  bool unpackFlipY,
                                  bool unpackPremultiplyAlpha,
                                  bool unpackUnmultiplyAlpha) = 0;
    virtual gl::Error copyCompressedTexture(const gl::Context *context,
                                            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 uint8_t *function,
                                     size_t length,
                                     gl::ShaderType type,
                                     const std::vector<D3DVarying> &streamOutVaryings,
                                     bool separatedOutputBuffers,
                                     ShaderExecutableD3D **outExecutable)      = 0;
    virtual gl::Error compileToExecutable(gl::InfoLog &infoLog,
                                          const std::string &shaderHLSL,
                                          gl::ShaderType type,
                                          const std::vector<D3DVarying> &streamOutVaryings,
                                          bool separatedOutputBuffers,
                                          const angle::CompilerWorkaroundsD3D &workarounds,
                                          ShaderExecutableD3D **outExectuable) = 0;
    virtual gl::Error ensureHLSLCompilerInitialized()                          = 0;
    virtual UniformStorageD3D *createUniformStorage(size_t storageSize) = 0;
    // Image operations
    virtual ImageD3D *createImage() = 0;
    virtual gl::Error generateMipmap(const gl::Context *context,
                                     ImageD3D *dest,
                                     ImageD3D *source) = 0;
    virtual gl::Error generateMipmapUsingD3D(const gl::Context *context,
                                             TextureStorage *storage,
                                             const gl::TextureState &textureState) = 0;
    virtual gl::Error copyImage(const gl::Context *context,
                                ImageD3D *dest,
                                ImageD3D *source,
                                const gl::Rectangle &sourceRect,
                                const gl::Offset &destOffset,
                                bool unpackFlipY,
                                bool unpackPremultiplyAlpha,
                                bool unpackUnmultiplyAlpha)                 = 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;
    virtual TextureStorage *createTextureStorage2DMultisample(GLenum internalformat,
                                                              GLsizei width,
                                                              GLsizei height,
                                                              int levels,
                                                              int samples,
                                                              bool fixedSampleLocations) = 0;
    // Buffer-to-texture and Texture-to-buffer copies
    virtual bool supportsFastCopyBufferToTexture(GLenum internalFormat) const = 0;
    virtual gl::Error fastCopyBufferToTexture(const gl::Context *context,
                                              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();
    virtual gl::Error clearRenderTarget(RenderTargetD3D *renderTarget,
                                        const gl::ColorF &clearColorValue,
                                        const float clearDepthValue,
                                        const unsigned int clearStencilValue) = 0;
    virtual DeviceImpl *createEGLDevice() = 0;
    bool presentPathFastEnabled() const { return mPresentPathFastEnabled; }
    // Stream creation
    virtual StreamProducerImpl *createStreamProducerD3DTexture(
        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;
    gl::Error initRenderTarget(RenderTargetD3D *renderTarget);
    angle::WorkerThreadPool *getWorkerThreadPool();
    gl::Error getIncompleteTexture(const gl::Context *context,
                                   gl::TextureType type,
                                   gl::Texture **textureOut);
    Serial generateSerial();
    virtual bool canSelectViewInVertexShader() const = 0;
    gl::Error initializeMultisampleTextureToBlack(const gl::Context *context,
                                                  gl::Texture *glTexture) override;
    // Should really be handled by Program dirty bits, but that requires splitting Program9/11.
    virtual void onDirtyUniformBlockBinding(GLuint uniformBlockIndex);
  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();
    bool skipDraw(const gl::State &glState, GLenum drawMode);
    egl::Display *mDisplay;
    bool mPresentPathFastEnabled;
  private:
    void ensureCapsInitialized() const;
    virtual angle::WorkaroundsD3D generateWorkarounds() const = 0;
    mutable bool mCapsInitialized;
    mutable gl::Caps mNativeCaps;
    mutable gl::TextureCapsMap mNativeTextureCaps;
    mutable gl::Extensions mNativeExtensions;
    mutable gl::Limitations mNativeLimitations;
    IncompleteTextureSet mIncompleteTextures;
    mutable bool mWorkaroundsInitialized;
    mutable angle::WorkaroundsD3D mWorkarounds;
    bool mDisjoint;
    bool mDeviceLost;
    angle::WorkerThreadPool mWorkerThreadPool;
    SerialFactory mSerialFactory;
};
unsigned int GetBlendSampleMask(const gl::State &glState, int samples);
bool InstancedPointSpritesActive(ProgramD3D *programD3D, GLenum mode);
}  // namespace rx
#endif // LIBANGLE_RENDERER_D3D_RENDERERD3D_H_