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//
// Copyright 2016 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.
//
// Context9:
// D3D9-specific functionality associated with a GL Context.
//
#include "libANGLE/renderer/d3d/d3d9/Context9.h"
#include "common/entry_points_enum_autogen.h"
#include "common/string_utils.h"
#include "libANGLE/renderer/OverlayImpl.h"
#include "libANGLE/renderer/d3d/CompilerD3D.h"
#include "libANGLE/renderer/d3d/ProgramD3D.h"
#include "libANGLE/renderer/d3d/RenderbufferD3D.h"
#include "libANGLE/renderer/d3d/SamplerD3D.h"
#include "libANGLE/renderer/d3d/ShaderD3D.h"
#include "libANGLE/renderer/d3d/TextureD3D.h"
#include "libANGLE/renderer/d3d/d3d9/Buffer9.h"
#include "libANGLE/renderer/d3d/d3d9/Fence9.h"
#include "libANGLE/renderer/d3d/d3d9/Framebuffer9.h"
#include "libANGLE/renderer/d3d/d3d9/Query9.h"
#include "libANGLE/renderer/d3d/d3d9/Renderer9.h"
#include "libANGLE/renderer/d3d/d3d9/StateManager9.h"
#include "libANGLE/renderer/d3d/d3d9/VertexArray9.h"
namespace rx
{
Context9::Context9(const gl::State &state, gl::ErrorSet *errorSet, Renderer9 *renderer)
: ContextD3D(state, errorSet), mRenderer(renderer)
{}
Context9::~Context9() {}
angle::Result Context9::initialize()
{
return angle::Result::Continue;
}
void Context9::onDestroy(const gl::Context *context)
{
mIncompleteTextures.onDestroy(context);
}
CompilerImpl *Context9::createCompiler()
{
return new CompilerD3D(SH_HLSL_3_0_OUTPUT);
}
ShaderImpl *Context9::createShader(const gl::ShaderState &data)
{
return new ShaderD3D(data, mRenderer);
}
ProgramImpl *Context9::createProgram(const gl::ProgramState &data)
{
return new ProgramD3D(data, mRenderer);
}
FramebufferImpl *Context9::createFramebuffer(const gl::FramebufferState &data)
{
return new Framebuffer9(data, mRenderer);
}
TextureImpl *Context9::createTexture(const gl::TextureState &state)
{
switch (state.getType())
{
case gl::TextureType::_2D:
// GL_TEXTURE_VIDEO_IMAGE_WEBGL maps to 2D texture on Windows platform.
case gl::TextureType::VideoImage:
return new TextureD3D_2D(state, mRenderer);
case gl::TextureType::CubeMap:
return new TextureD3D_Cube(state, mRenderer);
case gl::TextureType::External:
return new TextureD3D_External(state, mRenderer);
default:
UNREACHABLE();
}
return nullptr;
}
RenderbufferImpl *Context9::createRenderbuffer(const gl::RenderbufferState &state)
{
return new RenderbufferD3D(state, mRenderer);
}
BufferImpl *Context9::createBuffer(const gl::BufferState &state)
{
return new Buffer9(state, mRenderer);
}
VertexArrayImpl *Context9::createVertexArray(const gl::VertexArrayState &data)
{
return new VertexArray9(data);
}
QueryImpl *Context9::createQuery(gl::QueryType type)
{
return new Query9(mRenderer, type);
}
FenceNVImpl *Context9::createFenceNV()
{
return new FenceNV9(mRenderer);
}
SyncImpl *Context9::createSync()
{
// D3D9 doesn't support ES 3.0 and its sync objects.
UNREACHABLE();
return nullptr;
}
TransformFeedbackImpl *Context9::createTransformFeedback(const gl::TransformFeedbackState &state)
{
UNREACHABLE();
return nullptr;
}
SamplerImpl *Context9::createSampler(const gl::SamplerState &state)
{
return new SamplerD3D(state);
}
ProgramPipelineImpl *Context9::createProgramPipeline(const gl::ProgramPipelineState &data)
{
UNREACHABLE();
return nullptr;
}
MemoryObjectImpl *Context9::createMemoryObject()
{
UNREACHABLE();
return nullptr;
}
SemaphoreImpl *Context9::createSemaphore()
{
UNREACHABLE();
return nullptr;
}
OverlayImpl *Context9::createOverlay(const gl::OverlayState &state)
{
// Not implemented.
return new OverlayImpl(state);
}
angle::Result Context9::flush(const gl::Context *context)
{
return mRenderer->flush(context);
}
angle::Result Context9::finish(const gl::Context *context)
{
return mRenderer->finish(context);
}
angle::Result Context9::drawArrays(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count)
{
return mRenderer->genericDrawArrays(context, mode, first, count, 0);
}
angle::Result Context9::drawArraysInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instanceCount)
{
return mRenderer->genericDrawArrays(context, mode, first, count, instanceCount);
}
angle::Result Context9::drawArraysInstancedBaseInstance(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instanceCount,
GLuint baseInstance)
{
ANGLE_HR_UNREACHABLE(this);
return angle::Result::Continue;
}
angle::Result Context9::drawElements(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices)
{
return mRenderer->genericDrawElements(context, mode, count, type, indices, 0);
}
angle::Result Context9::drawElementsBaseVertex(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLint baseVertex)
{
ANGLE_HR_UNREACHABLE(this);
return angle::Result::Continue;
}
angle::Result Context9::drawElementsInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instances)
{
return mRenderer->genericDrawElements(context, mode, count, type, indices, instances);
}
angle::Result Context9::drawElementsInstancedBaseVertex(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instances,
GLint baseVertex)
{
ANGLE_HR_UNREACHABLE(this);
return angle::Result::Continue;
}
angle::Result Context9::drawElementsInstancedBaseVertexBaseInstance(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instances,
GLint baseVertex,
GLuint baseInstance)
{
ANGLE_HR_UNREACHABLE(this);
return angle::Result::Continue;
}
angle::Result Context9::drawRangeElements(const gl::Context *context,
gl::PrimitiveMode mode,
GLuint start,
GLuint end,
GLsizei count,
gl::DrawElementsType type,
const void *indices)
{
return mRenderer->genericDrawElements(context, mode, count, type, indices, 0);
}
angle::Result Context9::drawRangeElementsBaseVertex(const gl::Context *context,
gl::PrimitiveMode mode,
GLuint start,
GLuint end,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLint baseVertex)
{
ANGLE_HR_UNREACHABLE(this);
return angle::Result::Continue;
}
angle::Result Context9::drawArraysIndirect(const gl::Context *context,
gl::PrimitiveMode mode,
const void *indirect)
{
ANGLE_HR_UNREACHABLE(this);
return angle::Result::Stop;
}
angle::Result Context9::drawElementsIndirect(const gl::Context *context,
gl::PrimitiveMode mode,
gl::DrawElementsType type,
const void *indirect)
{
ANGLE_HR_UNREACHABLE(this);
return angle::Result::Stop;
}
angle::Result Context9::multiDrawArrays(const gl::Context *context,
gl::PrimitiveMode mode,
const GLint *firsts,
const GLsizei *counts,
GLsizei drawcount)
{
return rx::MultiDrawArraysGeneral(this, context, mode, firsts, counts, drawcount);
}
angle::Result Context9::multiDrawArraysInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
const GLint *firsts,
const GLsizei *counts,
const GLsizei *instanceCounts,
GLsizei drawcount)
{
return rx::MultiDrawArraysInstancedGeneral(this, context, mode, firsts, counts, instanceCounts,
drawcount);
}
angle::Result Context9::multiDrawArraysIndirect(const gl::Context *context,
gl::PrimitiveMode mode,
const void *indirect,
GLsizei drawcount,
GLsizei stride)
{
UNREACHABLE();
return angle::Result::Stop;
}
angle::Result Context9::multiDrawElements(const gl::Context *context,
gl::PrimitiveMode mode,
const GLsizei *counts,
gl::DrawElementsType type,
const GLvoid *const *indices,
GLsizei drawcount)
{
return rx::MultiDrawElementsGeneral(this, context, mode, counts, type, indices, drawcount);
}
angle::Result Context9::multiDrawElementsInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
const GLsizei *counts,
gl::DrawElementsType type,
const GLvoid *const *indices,
const GLsizei *instanceCounts,
GLsizei drawcount)
{
return rx::MultiDrawElementsInstancedGeneral(this, context, mode, counts, type, indices,
instanceCounts, drawcount);
}
angle::Result Context9::multiDrawElementsIndirect(const gl::Context *context,
gl::PrimitiveMode mode,
gl::DrawElementsType type,
const void *indirect,
GLsizei drawcount,
GLsizei stride)
{
UNREACHABLE();
return angle::Result::Stop;
}
angle::Result Context9::multiDrawArraysInstancedBaseInstance(const gl::Context *context,
gl::PrimitiveMode mode,
const GLint *firsts,
const GLsizei *counts,
const GLsizei *instanceCounts,
const GLuint *baseInstances,
GLsizei drawcount)
{
ANGLE_HR_UNREACHABLE(this);
return angle::Result::Stop;
}
angle::Result Context9::multiDrawElementsInstancedBaseVertexBaseInstance(
const gl::Context *context,
gl::PrimitiveMode mode,
const GLsizei *counts,
gl::DrawElementsType type,
const GLvoid *const *indices,
const GLsizei *instanceCounts,
const GLint *baseVertices,
const GLuint *baseInstances,
GLsizei drawcount)
{
ANGLE_HR_UNREACHABLE(this);
return angle::Result::Stop;
}
gl::GraphicsResetStatus Context9::getResetStatus()
{
return mRenderer->getResetStatus();
}
angle::Result Context9::insertEventMarker(GLsizei length, const char *marker)
{
mRenderer->getAnnotator()->setMarker(/*context=*/nullptr, marker);
return angle::Result::Continue;
}
angle::Result Context9::pushGroupMarker(GLsizei length, const char *marker)
{
mRenderer->getAnnotator()->beginEvent(nullptr, angle::EntryPoint::GLPushGroupMarkerEXT, marker,
marker);
mMarkerStack.push(std::string(marker));
return angle::Result::Continue;
}
angle::Result Context9::popGroupMarker()
{
const char *marker = nullptr;
if (!mMarkerStack.empty())
{
marker = mMarkerStack.top().c_str();
mMarkerStack.pop();
mRenderer->getAnnotator()->endEvent(nullptr, marker,
angle::EntryPoint::GLPopGroupMarkerEXT);
}
return angle::Result::Continue;
}
angle::Result Context9::pushDebugGroup(const gl::Context *context,
GLenum source,
GLuint id,
const std::string &message)
{
// Fall through to the EXT_debug_marker functions
return pushGroupMarker(static_cast<GLsizei>(message.size()), message.c_str());
}
angle::Result Context9::popDebugGroup(const gl::Context *context)
{
// Fall through to the EXT_debug_marker functions
return popGroupMarker();
}
angle::Result Context9::syncState(const gl::Context *context,
const gl::State::DirtyBits &dirtyBits,
const gl::State::DirtyBits &bitMask,
gl::Command command)
{
mRenderer->getStateManager()->syncState(mState, dirtyBits);
return angle::Result::Continue;
}
GLint Context9::getGPUDisjoint()
{
return mRenderer->getGPUDisjoint();
}
GLint64 Context9::getTimestamp()
{
return mRenderer->getTimestamp();
}
angle::Result Context9::onMakeCurrent(const gl::Context *context)
{
mRenderer->getStateManager()->setAllDirtyBits();
return mRenderer->ensureVertexDataManagerInitialized(context);
}
gl::Caps Context9::getNativeCaps() const
{
return mRenderer->getNativeCaps();
}
const gl::TextureCapsMap &Context9::getNativeTextureCaps() const
{
return mRenderer->getNativeTextureCaps();
}
const gl::Extensions &Context9::getNativeExtensions() const
{
return mRenderer->getNativeExtensions();
}
const gl::Limitations &Context9::getNativeLimitations() const
{
return mRenderer->getNativeLimitations();
}
ShPixelLocalStorageType Context9::getNativePixelLocalStorageType() const
{
return mRenderer->getNativePixelLocalStorageType();
}
angle::Result Context9::dispatchCompute(const gl::Context *context,
GLuint numGroupsX,
GLuint numGroupsY,
GLuint numGroupsZ)
{
ANGLE_HR_UNREACHABLE(this);
return angle::Result::Stop;
}
angle::Result Context9::dispatchComputeIndirect(const gl::Context *context, GLintptr indirect)
{
ANGLE_HR_UNREACHABLE(this);
return angle::Result::Stop;
}
angle::Result Context9::memoryBarrier(const gl::Context *context, GLbitfield barriers)
{
ANGLE_HR_UNREACHABLE(this);
return angle::Result::Stop;
}
angle::Result Context9::memoryBarrierByRegion(const gl::Context *context, GLbitfield barriers)
{
ANGLE_HR_UNREACHABLE(this);
return angle::Result::Stop;
}
angle::Result Context9::getIncompleteTexture(const gl::Context *context,
gl::TextureType type,
gl::Texture **textureOut)
{
return mIncompleteTextures.getIncompleteTexture(context, type, gl::SamplerFormat::Float,
nullptr, textureOut);
}
void Context9::handleResult(HRESULT hr,
const char *message,
const char *file,
const char *function,
unsigned int line)
{
ASSERT(FAILED(hr));
if (d3d9::isDeviceLostError(hr))
{
mRenderer->notifyDeviceLost();
}
GLenum glErrorCode = DefaultGLErrorCode(hr);
std::stringstream errorStream;
errorStream << "Internal D3D9 error: " << gl::FmtHR(hr) << ": " << message;
mErrors->handleError(glErrorCode, errorStream.str().c_str(), file, function, line);
}
} // namespace rx