Hash :
5fb979d5
Author :
Date :
2013-01-25T21:53:04
Use a single set of constant buffers for the driver uniforms. TRAC #22327 Signed-off-by: Daniel Koch Signed-off-by: Geoff Lang Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1765 736b8ea6-26fd-11df-bfd4-992fa37f6226
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//
// Copyright (c) 2012-2013 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.
//
// Renderer11.h: Defines a back-end specific class for the D3D11 renderer.
#ifndef LIBGLESV2_RENDERER_RENDERER11_H_
#define LIBGLESV2_RENDERER_RENDERER11_H_
#define GL_APICALL
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#define EGLAPI
#include <EGL/egl.h>
#include <dxgi.h>
#include <d3d11.h>
#include <D3Dcompiler.h>
#include "common/angleutils.h"
#include "libGLESv2/angletypes.h"
#include "libGLESv2/renderer/Renderer.h"
#include "libGLESv2/renderer/RenderStateCache.h"
#include "libGLESv2/renderer/InputLayoutCache.h"
namespace rx
{
class VertexDataManager;
class IndexDataManager;
class StreamingIndexBufferInterface;
class Renderer11 : public Renderer
{
public:
Renderer11(egl::Display *display, HDC hDc);
virtual ~Renderer11();
static Renderer11 *makeRenderer11(Renderer *renderer);
virtual EGLint initialize();
virtual bool resetDevice();
virtual int generateConfigs(ConfigDesc **configDescList);
virtual void deleteConfigs(ConfigDesc *configDescList);
virtual void sync(bool block);
virtual SwapChain *createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat);
virtual void setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler);
virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture);
virtual void setRasterizerState(const gl::RasterizerState &rasterState);
virtual void setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
unsigned int sampleMask);
virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
int stencilBackRef, bool frontFaceCCW);
virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled);
virtual bool setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
bool ignoreViewport, gl::ProgramBinary *currentProgram);
virtual bool applyPrimitiveType(GLenum mode, GLsizei count);
virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer);
virtual void applyShaders(gl::ProgramBinary *programBinary);
virtual void applyUniforms(const gl::UniformArray *uniformArray);
virtual GLenum applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances);
virtual GLenum applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo);
virtual void drawArrays(GLenum mode, GLsizei count, GLsizei instances);
virtual void drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo);
virtual void clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer);
virtual void markAllStateDirty();
// lost device
virtual void markDeviceLost();
virtual bool isDeviceLost();
virtual bool testDeviceLost(bool notify);
virtual bool testDeviceResettable();
// Renderer capabilities
virtual DWORD getAdapterVendor() const;
virtual std::string getRendererDescription() const;
virtual GUID getAdapterIdentifier() const;
virtual bool getDXT1TextureSupport();
virtual bool getDXT3TextureSupport();
virtual bool getDXT5TextureSupport();
virtual bool getEventQuerySupport();
virtual bool getFloat32TextureSupport(bool *filtering, bool *renderable);
virtual bool getFloat16TextureSupport(bool *filtering, bool *renderable);
virtual bool getLuminanceTextureSupport();
virtual bool getLuminanceAlphaTextureSupport();
virtual unsigned int getMaxVertexTextureImageUnits() const;
virtual bool getNonPower2TextureSupport() const;
virtual bool getDepthTextureSupport() const;
virtual bool getOcclusionQuerySupport() const;
virtual bool getInstancingSupport() const;
virtual bool getTextureFilterAnisotropySupport() const;
virtual float getTextureMaxAnisotropy() const;
virtual bool getShareHandleSupport() const;
virtual bool getDerivativeInstructionSupport() const;
virtual int getMajorShaderModel() const;
virtual float getMaxPointSize() const;
virtual int getMaxTextureWidth() const;
virtual int getMaxTextureHeight() const;
virtual bool get32BitIndexSupport() const;
virtual int getMinSwapInterval() const;
virtual int getMaxSwapInterval() const;
virtual GLsizei getMaxSupportedSamples() const;
// Pixel operations
virtual bool copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source);
virtual bool copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source);
virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level);
virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level);
bool copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat);
virtual bool blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
bool blitRenderTarget, bool blitDepthStencil);
virtual void readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels);
// RenderTarget creation
virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth);
virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth);
// Shader operations
virtual ShaderExecutable *loadExecutable(const void *function, size_t length, GLenum type);
virtual ShaderExecutable *compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type);
// Image operations
virtual Image *createImage();
virtual void generateMipmap(Image *dest, Image *source);
virtual TextureStorage *createTextureStorage2D(SwapChain *swapChain);
virtual TextureStorage *createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height);
virtual TextureStorage *createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size);
// Buffer creation
virtual VertexBuffer *createVertexBuffer();
virtual IndexBuffer *createIndexBuffer();
// D3D11-renderer specific methods
ID3D11Device *getDevice() { return mDevice; }
ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; };
IDXGIFactory *getDxgiFactory() { return mDxgiFactory; };
bool getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource);
private:
DISALLOW_COPY_AND_ASSIGN(Renderer11);
void drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer);
void drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer);
void readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
GLint packAlignment, void *pixels);
void maskedClear(const gl::ClearParameters &clearParams);
HMODULE mD3d11Module;
HMODULE mDxgiModule;
HDC mDc;
bool mDeviceLost;
void initializeDevice();
void releaseDeviceResources();
int getMinorShaderModel() const;
RenderStateCache mStateCache;
// current render target states
unsigned int mAppliedRenderTargetSerial;
unsigned int mAppliedDepthbufferSerial;
unsigned int mAppliedStencilbufferSerial;
bool mDepthStencilInitialized;
bool mRenderTargetDescInitialized;
rx::RenderTarget::Desc mRenderTargetDesc;
unsigned int mCurDepthSize;
unsigned int mCurStencilSize;
// Currently applied sampler states
bool mForceSetVertexSamplerStates[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
gl::SamplerState mCurVertexSamplerStates[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
bool mForceSetPixelSamplerStates[gl::MAX_TEXTURE_IMAGE_UNITS];
gl::SamplerState mCurPixelSamplerStates[gl::MAX_TEXTURE_IMAGE_UNITS];
// Currently applied textures
unsigned int mCurVertexTextureSerials[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
unsigned int mCurPixelTextureSerials[gl::MAX_TEXTURE_IMAGE_UNITS];
// Currently applied blend state
bool mForceSetBlendState;
gl::BlendState mCurBlendState;
gl::Color mCurBlendColor;
unsigned int mCurSampleMask;
// Currently applied rasterizer state
bool mForceSetRasterState;
gl::RasterizerState mCurRasterState;
// Currently applied depth stencil state
bool mForceSetDepthStencilState;
gl::DepthStencilState mCurDepthStencilState;
int mCurStencilRef;
int mCurStencilBackRef;
// Currently applied scissor rectangle
bool mForceSetScissor;
bool mScissorEnabled;
gl::Rectangle mCurScissor;
// Currently applied viewport
bool mForceSetViewport;
gl::Rectangle mCurViewport;
float mCurNear;
float mCurFar;
unsigned int mAppliedIBSerial;
unsigned int mAppliedIBOffset;
unsigned int mAppliedProgramBinarySerial;
dx_VertexConstants mVertexConstants;
dx_VertexConstants mAppliedVertexConstants;
ID3D11Buffer *mDriverConstantBufferVS;
dx_PixelConstants mPixelConstants;
dx_PixelConstants mAppliedPixelConstants;
ID3D11Buffer *mDriverConstantBufferPS;
// Vertex, index and input layouts
VertexDataManager *mVertexDataManager;
IndexDataManager *mIndexDataManager;
InputLayoutCache mInputLayoutCache;
StreamingIndexBufferInterface *mLineLoopIB;
StreamingIndexBufferInterface *mTriangleFanIB;
// Texture copy resources
bool mCopyResourcesInitialized;
ID3D11Buffer *mCopyVB;
ID3D11SamplerState *mCopySampler;
ID3D11InputLayout *mCopyIL;
ID3D11VertexShader *mCopyVS;
ID3D11PixelShader *mCopyRGBAPS;
ID3D11PixelShader *mCopyRGBPS;
ID3D11PixelShader *mCopyLumPS;
ID3D11PixelShader *mCopyLumAlphaPS;
// Masked clear resources
bool mClearResourcesInitialized;
ID3D11Buffer *mClearVB;
ID3D11InputLayout *mClearIL;
ID3D11VertexShader *mClearVS;
ID3D11PixelShader *mClearPS;
ID3D11RasterizerState *mClearScissorRS;
ID3D11RasterizerState *mClearNoScissorRS;
ID3D11Device *mDevice;
D3D_FEATURE_LEVEL mFeatureLevel;
ID3D11DeviceContext *mDeviceContext;
IDXGIAdapter *mDxgiAdapter;
DXGI_ADAPTER_DESC mAdapterDescription;
char mDescription[128];
IDXGIFactory *mDxgiFactory;
};
}
#endif // LIBGLESV2_RENDERER_RENDERER11_H_