text: 
  // 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 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() = 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 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 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;
  
      virtual gl::Error copyTexture(const gl::Texture *source,
                                    GLint sourceLevel,
                                    const gl::Rectangle &sourceRect,
                                    GLenum destFormat,
                                    const gl::Offset &destOffset,
                                    TextureStorage *storage,
                                    GLint destLevel,
                                    bool unpackFlipY,
                                    bool unpackPremultiplyAlpha,
                                    bool unpackUnmultiplyAlpha) = 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 generateMipmapUsingD3D(TextureStorage *storage,
                                               const gl::TextureState &textureState) = 0;
      virtual TextureStorage *createTextureStorage2D(SwapChainD3D *swapChain) = 0;
      virtual TextureStorage *createTextureStorageEGLImage(EGLImageD3D *eglImage,
                                                           RenderTargetD3D *renderTargetD3D) = 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;
  
      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 void generateCaps(gl::Caps *outCaps,
                                gl::TextureCapsMap *outTextureCaps,
                                gl::Extensions *outExtensions,
                                gl::Limitations *outLimitations) const = 0;
  
      void cleanup();
  
      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 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;
  
      bool mPresentPathFastEnabled;
  
    private:
      void ensureCapsInitialized() const;
  
      typedef std::array<gl::Texture*, gl::IMPLEMENTATION_MAX_FRAMEBUFFER_ATTACHMENTS> FramebufferTextureArray;
  
      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);
  
      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;
  
      mutable bool mWorkaroundsInitialized;
      mutable WorkaroundsD3D mWorkarounds;
  
      bool mDisjoint;
  };
  
  }  // namespace rx
  
  #endif // LIBANGLE_RENDERER_D3D_RENDERERD3D_H_
  