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authorAllan Sandfeld Jensen <allan.jensen@theqtcompany.com>2016-01-25 11:39:07 +0100
committerOswald Buddenhagen <oswald.buddenhagen@theqtcompany.com>2016-01-25 15:20:42 +0000
commit6c91641271e536ffaa88a1dff5127e42ee99a91e (patch)
tree703d9dd49602377ddc90cbf886aad37913f2496b /chromium/third_party/angle/src/libANGLE/renderer/d3d/RendererD3D.h
parentb145b7fafd36f0c260d6a768c81fc14e32578099 (diff)
downloadqtwebengine-chromium-6c91641271e536ffaa88a1dff5127e42ee99a91e.tar.gz
BASELINE: Update Chromium to 49.0.2623.23
Also adds missing printing sources. Change-Id: I3726b8f0c7d6751c9fc846096c571fadca7108cd Reviewed-by: Oswald Buddenhagen <oswald.buddenhagen@theqtcompany.com>
Diffstat (limited to 'chromium/third_party/angle/src/libANGLE/renderer/d3d/RendererD3D.h')
-rw-r--r--chromium/third_party/angle/src/libANGLE/renderer/d3d/RendererD3D.h83
1 files changed, 44 insertions, 39 deletions
diff --git a/chromium/third_party/angle/src/libANGLE/renderer/d3d/RendererD3D.h b/chromium/third_party/angle/src/libANGLE/renderer/d3d/RendererD3D.h
index b6c29b934b9..4a90fd12d94 100644
--- a/chromium/third_party/angle/src/libANGLE/renderer/d3d/RendererD3D.h
+++ b/chromium/third_party/angle/src/libANGLE/renderer/d3d/RendererD3D.h
@@ -12,7 +12,8 @@
#include "common/debug.h"
#include "common/MemoryBuffer.h"
#include "libANGLE/Data.h"
-#include "libANGLe/formatutils.h"
+#include "libANGLE/Device.h"
+#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/Renderer.h"
#include "libANGLE/renderer/d3d/VertexDataManager.h"
#include "libANGLE/renderer/d3d/formatutilsD3D.h"
@@ -29,15 +30,17 @@ class ConfigSet;
namespace gl
{
+class DebugAnnotator;
class InfoLog;
-struct LinkedVarying;
class Texture;
-class DebugAnnotator;
+struct LinkedVarying;
}
namespace rx
{
struct D3DUniform;
+struct D3DVarying;
+class DeviceD3D;
class EGLImageD3D;
class ImageD3D;
class IndexBuffer;
@@ -53,7 +56,8 @@ enum ShaderType
{
SHADER_VERTEX,
SHADER_PIXEL,
- SHADER_GEOMETRY
+ SHADER_GEOMETRY,
+ SHADER_TYPE_MAX
};
struct DeviceIdentifier
@@ -139,7 +143,11 @@ class RendererD3D : public Renderer, public BufferFactoryD3D
// Direct3D Specific methods
virtual DeviceIdentifier getAdapterIdentifier() const = 0;
- virtual SwapChainD3D *createSwapChain(NativeWindow nativeWindow, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat) = 0;
+ virtual SwapChainD3D *createSwapChain(NativeWindow 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;
@@ -149,26 +157,21 @@ class RendererD3D : public Renderer, public BufferFactoryD3D
const std::vector<GLint> &vertexUniformBuffers,
const std::vector<GLint> &fragmentUniformBuffers) = 0;
- virtual gl::Error setRasterizerState(const gl::RasterizerState &rasterState) = 0;
- virtual gl::Error setBlendState(const gl::Framebuffer *framebuffer, const gl::BlendState &blendState, const gl::ColorF &blendColor,
- unsigned int sampleMask) = 0;
- virtual gl::Error setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
- int stencilBackRef, bool frontFaceCCW) = 0;
-
- virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled) = 0;
- virtual void setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
- bool ignoreViewport) = 0;
+ virtual gl::Error updateState(const gl::Data &data, GLenum drawMode) = 0;
virtual gl::Error applyRenderTarget(const gl::Framebuffer *frameBuffer) = 0;
- virtual gl::Error applyShaders(gl::Program *program,
- const gl::Framebuffer *framebuffer,
- bool rasterizerDiscard,
- bool transformFeedbackActive) = 0;
virtual gl::Error applyUniforms(const ProgramD3D &programD3D,
+ GLenum drawMode,
const std::vector<D3DUniform *> &uniformArray) = 0;
virtual bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount, bool usesPointSize) = 0;
virtual gl::Error applyVertexBuffer(const gl::State &state, GLenum mode, GLint first, GLsizei count, GLsizei instances, SourceIndexData *sourceIndexInfo) = 0;
- virtual gl::Error applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo, SourceIndexData *sourceIndexInfo) = 0;
+ virtual gl::Error applyIndexBuffer(const gl::Data &data,
+ const GLvoid *indices,
+ GLsizei count,
+ GLenum mode,
+ GLenum type,
+ TranslatedIndexData *indexInfo,
+ SourceIndexData *sourceIndexInfo) = 0;
virtual void applyTransformFeedbackBuffers(const gl::State& state) = 0;
virtual void markAllStateDirty() = 0;
@@ -197,12 +200,18 @@ class RendererD3D : public Renderer, public BufferFactoryD3D
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<gl::LinkedVarying> &transformFeedbackVaryings,
- bool separatedOutputBuffers, ShaderExecutableD3D **outExecutable) = 0;
- virtual gl::Error compileToExecutable(gl::InfoLog &infoLog, const std::string &shaderHLSL, ShaderType type,
- const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
- bool separatedOutputBuffers, const D3DCompilerWorkarounds &workarounds,
+ 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;
@@ -223,11 +232,6 @@ class RendererD3D : public Renderer, public BufferFactoryD3D
virtual gl::Error fastCopyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *destRenderTarget,
GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea) = 0;
- void syncState(const gl::State & /*state*/, const gl::State::DirtyBits &bitmask) override
- {
- // TODO(jmadill): implement state sync for D3D renderers;
- }
-
// Device lost
void notifyDeviceLost() override;
virtual bool resetDevice() = 0;
@@ -244,13 +248,17 @@ class RendererD3D : public Renderer, public BufferFactoryD3D
// 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;
+
protected:
virtual bool getLUID(LUID *adapterLuid) const = 0;
+ virtual gl::Error applyShadersImpl(const gl::Data &data, GLenum drawMode) = 0;
void cleanup();
virtual void createAnnotator() = 0;
+ static unsigned int GetBlendSampleMask(const gl::Data &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.
static const uintptr_t DirtyPointer;
@@ -280,16 +288,14 @@ class RendererD3D : public Renderer, public BufferFactoryD3D
virtual gl::Error drawArraysImpl(const gl::Data &data,
GLenum mode,
GLsizei count,
- GLsizei instances,
- bool usesPointSize) = 0;
- virtual gl::Error drawElementsImpl(GLenum mode,
+ GLsizei instances) = 0;
+ virtual gl::Error drawElementsImpl(const gl::Data &data,
+ const TranslatedIndexData &indexInfo,
+ GLenum mode,
GLsizei count,
GLenum type,
const GLvoid *indices,
- gl::Buffer *elementArrayBuffer,
- const TranslatedIndexData &indexInfo,
- GLsizei instances,
- bool usesPointSize) = 0;
+ GLsizei instances) = 0;
//FIXME(jmadill): std::array is currently prohibited by Chromium style guide
typedef std::array<gl::Texture*, gl::IMPLEMENTATION_MAX_FRAMEBUFFER_ATTACHMENTS> FramebufferTextureArray;
@@ -297,9 +303,8 @@ class RendererD3D : public Renderer, public BufferFactoryD3D
gl::Error generateSwizzles(const gl::Data &data, gl::SamplerType type);
gl::Error generateSwizzles(const gl::Data &data);
- gl::Error applyRenderTarget(const gl::Data &data, GLenum drawMode, bool ignoreViewport);
gl::Error applyState(const gl::Data &data, GLenum drawMode);
- gl::Error applyShaders(const gl::Data &data);
+ gl::Error applyShaders(const gl::Data &data, GLenum drawMode);
gl::Error applyTextures(const gl::Data &data, gl::SamplerType shaderType,
const FramebufferTextureArray &framebufferTextures, size_t framebufferTextureCount);
gl::Error applyTextures(const gl::Data &data);