Hash :
42832a65
Author :
Date :
2013-02-28T23:18:38
Scale the vertex coordinates when the viewport has been clamped. TRAC #22649 Signed-off-by: Geoff Lang Signed-off-by: Shannon Woods Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1952 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.
//
// Renderer.h: Defines a back-end specific class that hides the details of the
// implementation-specific renderer.
#ifndef LIBGLESV2_RENDERER_RENDERER_H_
#define LIBGLESV2_RENDERER_RENDERER_H_
#include "libGLESv2/Uniform.h"
#include "libGLESv2/angletypes.h"
const int versionWindowsVista = MAKEWORD(0x00, 0x06);
const int versionWindows7 = MAKEWORD(0x01, 0x06);
// Return the version of the operating system in a format suitable for ordering
// comparison.
inline int getComparableOSVersion()
{
DWORD version = GetVersion();
int majorVersion = LOBYTE(LOWORD(version));
int minorVersion = HIBYTE(LOWORD(version));
return MAKEWORD(minorVersion, majorVersion);
}
namespace egl
{
class Display;
}
namespace gl
{
class InfoLog;
class ProgramBinary;
class VertexAttribute;
class Buffer;
class Texture;
class Framebuffer;
}
namespace rx
{
class TextureStorageInterface2D;
class TextureStorageInterfaceCube;
class VertexBuffer;
class IndexBuffer;
class QueryImpl;
class FenceImpl;
class BufferStorage;
class Blit;
struct TranslatedIndexData;
class ShaderExecutable;
class SwapChain;
class RenderTarget;
class Image;
class TextureStorage;
typedef void * ShaderBlob;
typedef void (*pCompileFunc)();
struct ConfigDesc
{
GLenum renderTargetFormat;
GLenum depthStencilFormat;
GLint multiSample;
bool fastConfig;
};
struct dx_VertexConstants
{
float depthRange[4];
float viewAdjust[4];
};
struct dx_PixelConstants
{
float depthRange[4];
float viewCoords[4];
float depthFront[4];
};
enum ShaderType
{
SHADER_VERTEX,
SHADER_PIXEL,
SHADER_GEOMETRY
};
class Renderer
{
public:
explicit Renderer(egl::Display *display);
virtual ~Renderer();
virtual EGLint initialize() = 0;
virtual bool resetDevice() = 0;
virtual int generateConfigs(ConfigDesc **configDescList) = 0;
virtual void deleteConfigs(ConfigDesc *configDescList) = 0;
virtual void sync(bool block) = 0;
virtual SwapChain *createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat) = 0;
virtual void setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler) = 0;
virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture) = 0;
virtual void setRasterizerState(const gl::RasterizerState &rasterState) = 0;
virtual void setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
unsigned int sampleMask) = 0;
virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
int stencilBackRef, bool frontFaceCCW) = 0;
virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled) = 0;
virtual bool setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
bool ignoreViewport) = 0;
virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer) = 0;
virtual void applyShaders(gl::ProgramBinary *programBinary) = 0;
virtual void applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray) = 0;
virtual bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount) = 0;
virtual GLenum applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances) = 0;
virtual GLenum applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) = 0;
virtual void drawArrays(GLenum mode, GLsizei count, GLsizei instances) = 0;
virtual void drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances) = 0;
virtual void clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer) = 0;
virtual void markAllStateDirty() = 0;
// lost device
virtual void notifyDeviceLost() = 0;
virtual bool isDeviceLost() = 0;
virtual bool testDeviceLost(bool notify) = 0;
virtual bool testDeviceResettable() = 0;
// Renderer capabilities
virtual DWORD getAdapterVendor() const = 0;
virtual std::string getRendererDescription() const = 0;
virtual GUID getAdapterIdentifier() const = 0;
virtual bool getBGRATextureSupport() const = 0;
virtual bool getDXT1TextureSupport() = 0;
virtual bool getDXT3TextureSupport() = 0;
virtual bool getDXT5TextureSupport() = 0;
virtual bool getEventQuerySupport() = 0;
virtual bool getFloat32TextureSupport(bool *filtering, bool *renderable) = 0;
virtual bool getFloat16TextureSupport(bool *filtering, bool *renderable) = 0;
virtual bool getLuminanceTextureSupport() = 0;
virtual bool getLuminanceAlphaTextureSupport() = 0;
bool getVertexTextureSupport() const { return getMaxVertexTextureImageUnits() > 0; }
virtual unsigned int getMaxVertexTextureImageUnits() const = 0;
virtual unsigned int getMaxCombinedTextureImageUnits() const = 0;
virtual unsigned int getReservedVertexUniformVectors() const = 0;
virtual unsigned int getReservedFragmentUniformVectors() const = 0;
virtual unsigned int getMaxVertexUniformVectors() const = 0;
virtual unsigned int getMaxFragmentUniformVectors() const = 0;
virtual unsigned int getMaxVaryingVectors() const = 0;
virtual bool getNonPower2TextureSupport() const = 0;
virtual bool getDepthTextureSupport() const = 0;
virtual bool getOcclusionQuerySupport() const = 0;
virtual bool getInstancingSupport() const = 0;
virtual bool getTextureFilterAnisotropySupport() const = 0;
virtual float getTextureMaxAnisotropy() const = 0;
virtual bool getShareHandleSupport() const = 0;
virtual bool getDerivativeInstructionSupport() const = 0;
virtual bool getPostSubBufferSupport() const = 0;
virtual int getMajorShaderModel() const = 0;
virtual float getMaxPointSize() const = 0;
virtual int getMaxViewportDimension() const = 0;
virtual int getMaxTextureWidth() const = 0;
virtual int getMaxTextureHeight() const = 0;
virtual bool get32BitIndexSupport() const = 0;
virtual int getMinSwapInterval() const = 0;
virtual int getMaxSwapInterval() const = 0;
virtual GLsizei getMaxSupportedSamples() const = 0;
// Pixel operations
virtual bool copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source) = 0;
virtual bool copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source) = 0;
virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level) = 0;
virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level) = 0;
virtual bool blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
bool blitRenderTarget, bool blitDepthStencil) = 0;
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) = 0;
// RenderTarget creation
virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth) = 0;
virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth) = 0;
// Shader operations
virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type) = 0;
virtual ShaderExecutable *compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type) = 0;
// Image operations
virtual Image *createImage() = 0;
virtual void generateMipmap(Image *dest, Image *source) = 0;
virtual TextureStorage *createTextureStorage2D(SwapChain *swapChain) = 0;
virtual TextureStorage *createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height) = 0;
virtual TextureStorage *createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size) = 0;
// Buffer creation
virtual VertexBuffer *createVertexBuffer() = 0;
virtual IndexBuffer *createIndexBuffer() = 0;
virtual BufferStorage *createBufferStorage() = 0;
// Query and Fence creation
virtual QueryImpl *createQuery(GLenum type) = 0;
virtual FenceImpl *createFence() = 0;
protected:
bool initializeCompiler();
ShaderBlob *compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile, UINT optimizationFlags, bool alternateFlags);
egl::Display *mDisplay;
private:
DISALLOW_COPY_AND_ASSIGN(Renderer);
HMODULE mD3dCompilerModule;
pCompileFunc mD3DCompileFunc;
};
}
#endif // LIBGLESV2_RENDERER_RENDERER_H_