Hash :
53ea9cc6
Author :
Date :
2016-05-17T10:12:52
Replace rx::Renderer with rx::ContextImpl. Previously Context had no Impl class, but had a special relationship with the instanced Renderer class. Having a ContextImpl backing every Context will allow new designs to enable things like multithreading (where each ContextImpl stores a Context-specific device) or non- virtual Contexts on Android or other platforms where it is more efficient. A large refactoring patch that touches every back-end. BUG=angleproject:1363 Change-Id: Icb73a7d37447f08a664eeb499a310ba05d71a57e Reviewed-on: https://chromium-review.googlesource.com/342052 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327
// 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 "common/debug.h"
#include "common/MemoryBuffer.h"
#include "libANGLE/ContextState.h"
#include "libANGLE/Device.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/d3d/VertexDataManager.h"
#include "libANGLE/renderer/d3d/formatutilsD3D.h"
#include "libANGLE/renderer/d3d/WorkaroundsD3D.h"
//FIXME(jmadill): std::array is currently prohibited by Chromium style guide
#include <array>
namespace egl
{
class ConfigSet;
}
namespace gl
{
class DebugAnnotator;
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;
enum ShaderType
{
SHADER_VERTEX,
SHADER_PIXEL,
SHADER_GEOMETRY,
SHADER_TYPE_MAX
};
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;
virtual gl::ErrorOrResult<unsigned int> getVertexSpaceRequired(
const gl::VertexAttribute &attrib,
GLsizei count,
GLsizei instances) const = 0;
};
using AttribIndexArray = std::array<int, gl::MAX_VERTEX_ATTRIBS>;
class RendererD3D : public BufferFactoryD3D
{
public:
explicit RendererD3D(egl::Display *display);
virtual ~RendererD3D();
virtual egl::Error initialize() = 0;
virtual egl::ConfigSet generateConfigs() const = 0;
virtual void generateDisplayExtensions(egl::DisplayExtensions *outExtensions) const = 0;
virtual ContextImpl *createContext(const gl::ContextState &state) = 0;
bool isDeviceLost() const;
virtual bool testDeviceLost() = 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,
GLenum backBufferFormat,
GLenum depthBufferFormat,
EGLint orientation) = 0;
virtual gl::Error generateSwizzle(gl::Texture *texture) = 0;
virtual gl::Error setSamplerState(gl::SamplerType type, int index, gl::Texture *texture, const gl::SamplerState &sampler) = 0;
virtual gl::Error setTexture(gl::SamplerType type, int index, gl::Texture *texture) = 0;
virtual gl::Error setUniformBuffers(const gl::ContextState &data,
const std::vector<GLint> &vertexUniformBuffers,
const std::vector<GLint> &fragmentUniformBuffers) = 0;
virtual gl::Error applyUniforms(const ProgramD3D &programD3D,
GLenum drawMode,
const std::vector<D3DUniform *> &uniformArray) = 0;
virtual unsigned int getReservedVertexUniformVectors() const = 0;
virtual unsigned int getReservedFragmentUniformVectors() const = 0;
virtual unsigned int getReservedVertexUniformBuffers() const = 0;
virtual unsigned int getReservedFragmentUniformBuffers() const = 0;
virtual int getMajorShaderModel() const = 0;
const WorkaroundsD3D &getWorkarounds() const;
// Pixel operations
virtual gl::Error copyImage2D(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::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
const gl::Offset &destOffset, TextureStorage *storage, GLenum target, GLint level) = 0;
virtual gl::Error copyImage3D(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::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
const gl::Offset &destOffset, TextureStorage *storage, GLint level) = 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 void *function,
size_t length,
ShaderType type,
const std::vector<D3DVarying> &streamOutVaryings,
bool separatedOutputBuffers,
ShaderExecutableD3D **outExecutable) = 0;
virtual gl::Error compileToExecutable(gl::InfoLog &infoLog,
const std::string &shaderHLSL,
ShaderType type,
const std::vector<D3DVarying> &streamOutVaryings,
bool separatedOutputBuffers,
const D3DCompilerWorkarounds &workarounds,
ShaderExecutableD3D **outExectuable) = 0;
virtual UniformStorageD3D *createUniformStorage(size_t storageSize) = 0;
// Image operations
virtual ImageD3D *createImage() = 0;
virtual gl::Error generateMipmap(ImageD3D *dest, ImageD3D *source) = 0;
virtual gl::Error generateMipmapsUsingD3D(TextureStorage *storage,
const gl::TextureState &textureState) = 0;
virtual TextureStorage *createTextureStorage2D(SwapChainD3D *swapChain) = 0;
virtual TextureStorage *createTextureStorageEGLImage(EGLImageD3D *eglImage) = 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;
// Buffer-to-texture and Texture-to-buffer copies
virtual bool supportsFastCopyBufferToTexture(GLenum internalFormat) const = 0;
virtual gl::Error fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *destRenderTarget,
GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea) = 0;
// Device lost
void notifyDeviceLost();
virtual bool resetDevice() = 0;
virtual RendererClass getRendererClass() const = 0;
virtual void *getD3DDevice() = 0;
gl::Error getScratchMemoryBuffer(size_t requestedSize, MemoryBuffer **bufferOut);
// EXT_debug_marker
void insertEventMarker(GLsizei length, const char *marker);
void pushGroupMarker(GLsizei length, const char *marker);
void popGroupMarker();
void setGPUDisjoint();
GLint getGPUDisjoint();
GLint64 getTimestamp();
// In D3D11, faster than calling setTexture a jillion times
virtual gl::Error clearTextures(gl::SamplerType samplerType, size_t rangeStart, size_t rangeEnd) = 0;
virtual egl::Error getEGLDevice(DeviceImpl **device) = 0;
bool presentPathFastEnabled() const { return mPresentPathFastEnabled; }
// Stream creation
virtual StreamProducerImpl *createStreamProducerD3DTextureNV12(
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;
protected:
virtual bool getLUID(LUID *adapterLuid) const = 0;
virtual gl::Error applyShadersImpl(const gl::ContextState &data, GLenum drawMode) = 0;
virtual void generateCaps(gl::Caps *outCaps,
gl::TextureCapsMap *outTextureCaps,
gl::Extensions *outExtensions,
gl::Limitations *outLimitations) const = 0;
void cleanup();
virtual void createAnnotator() = 0;
static unsigned int GetBlendSampleMask(const gl::ContextState &data, int samples);
// dirtyPointer is a special value that will make the comparison with any valid pointer fail and force the renderer to re-apply the state.
gl::Error generateSwizzles(const gl::ContextState &data);
gl::Error applyShaders(const gl::ContextState &data, GLenum drawMode);
gl::Error applyTextures(GLImplFactory *implFactory, const gl::ContextState &data);
bool skipDraw(const gl::ContextState &data, GLenum drawMode);
gl::Error markTransformFeedbackUsage(const gl::ContextState &data);
egl::Display *mDisplay;
bool mDeviceLost;
void initializeDebugAnnotator();
gl::DebugAnnotator *mAnnotator;
bool mPresentPathFastEnabled;
private:
void ensureCapsInitialized() const;
virtual gl::Error drawArraysImpl(const gl::ContextState &data,
GLenum mode,
GLint startVertex,
GLsizei count,
GLsizei instances) = 0;
virtual gl::Error drawElementsImpl(const gl::ContextState &data,
const TranslatedIndexData &indexInfo,
GLenum mode,
GLsizei count,
GLenum type,
const GLvoid *indices,
GLsizei instances) = 0;
typedef std::array<gl::Texture*, gl::IMPLEMENTATION_MAX_FRAMEBUFFER_ATTACHMENTS> FramebufferTextureArray;
gl::Error generateSwizzles(const gl::ContextState &data, gl::SamplerType type);
gl::Error applyState(const gl::ContextState &data, GLenum drawMode);
gl::Error applyTextures(GLImplFactory *implFactory,
const gl::ContextState &data,
gl::SamplerType shaderType,
const FramebufferTextureArray &framebufferTextures,
size_t framebufferTextureCount);
size_t getBoundFramebufferTextures(const gl::ContextState &data,
FramebufferTextureArray *outTextureArray);
gl::Texture *getIncompleteTexture(GLImplFactory *implFactory, GLenum type);
gl::DebugAnnotator *getAnnotator();
virtual WorkaroundsD3D generateWorkarounds() const = 0;
mutable bool mCapsInitialized;
mutable gl::Caps mNativeCaps;
mutable gl::TextureCapsMap mNativeTextureCaps;
mutable gl::Extensions mNativeExtensions;
mutable gl::Limitations mNativeLimitations;
gl::TextureMap mIncompleteTextures;
MemoryBuffer mScratchMemoryBuffer;
unsigned int mScratchMemoryBufferResetCounter;
mutable bool mWorkaroundsInitialized;
mutable WorkaroundsD3D mWorkarounds;
bool mDisjoint;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_RENDERERD3D_H_