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o3de/Code/CryEngine/RenderDll/XRenderD3D9/DXGL/CryDXGL.hpp
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2021-03-08 14:30:57 -08:00

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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
// Original file Copyright Crytek GMBH or its affiliates, used under license.
// Description : Entry point header for the DXGL wrapper library
#ifndef __CRYDXGL__
#define __CRYDXGL__
#if defined(AZ_RESTRICTED_PLATFORM)
#undef AZ_RESTRICTED_SECTION
#define CRYDXGL_HPP_SECTION_1 1
#endif
#if !defined(DXGL_FULL_EMULATION)
#define DXGL_FULL_EMULATION 0
#endif //!defined(DXGL_FULL_EMULATION)
#include "Definitions/CryDXGLMisc.hpp"
#if DXGL_FULL_EMULATION
#include "Definitions/DXGL_IDXGISwapChain.h"
#include "Definitions/DXGL_IDXGIFactory1.h"
#endif
#if !DXGL_FULL_EMULATION
#include "Interfaces/CCryDXGLBlob.hpp"
#include "Interfaces/CCryDXGLSwapChain.hpp"
#include "Interfaces/CCryDXGLQuery.hpp"
#include "Interfaces/CCryDXGLSwitchToRef.hpp"
#include "Interfaces/CCryDXGLBuffer.hpp"
#include "Interfaces/CCryDXGLDepthStencilView.hpp"
#include "Interfaces/CCryDXGLInputLayout.hpp"
#include "Interfaces/CCryDXGLRenderTargetView.hpp"
#include "Interfaces/CCryDXGLShader.hpp"
#include "Interfaces/CCryDXGLShaderReflection.hpp"
#include "Interfaces/CCryDXGLDepthStencilView.hpp"
#include "Interfaces/CCryDXGLShaderResourceView.hpp"
#include "Interfaces/CCryDXGLUnorderedAccessView.hpp"
#include "Interfaces/CCryDXGLView.hpp"
#include "Interfaces/CCryDXGLBlendState.hpp"
#include "Interfaces/CCryDXGLDepthStencilState.hpp"
#include "Interfaces/CCryDXGLRasterizerState.hpp"
#include "Interfaces/CCryDXGLSamplerState.hpp"
#include "Interfaces/CCryDXGLTexture1D.hpp"
#include "Interfaces/CCryDXGLTexture2D.hpp"
#include "Interfaces/CCryDXGLTexture3D.hpp"
#include "Interfaces/CCryDXGLGIAdapter.hpp"
#include "Interfaces/CCryDXGLGIFactory.hpp"
#include "Interfaces/CCryDXGLGIOutput.hpp"
#endif //!DXGL_FULL_EMULATION
#if DXGL_VIRTUAL_DEVICE_AND_CONTEXT || DXGL_FULL_EMULATION
#include "Definitions/DXGL_ID3D11Device.h"
#include "Definitions/DXGL_ID3D11DeviceContext.h"
#else
#include "Interfaces/CCryDXGLDevice.hpp"
#include "Interfaces/CCryDXGLDeviceContext.hpp"
#endif
// Set to 0 to force runtime shader translation
#define DXGL_INPUT_GLSL !DXGL_FULL_EMULATION
// TODO: Investigate what prevents framebuffer completeness in some framebuffers with depth stencil bigger than color buffers (which is ok according to the standard)
#define CRY_OPENGL_DO_NOT_ALLOW_LARGER_RT
// need this because the engine needs to know if we are running GL ES 3.0 or GL ES 3.1
#define DXGL_VERSION_32 320 /* DX 10.1 10.2 */
#define DXGL_VERSION_41 410
#define DXGL_VERSION_42 420
#define DXGL_VERSION_43 430 /* DX 11 */
#define DXGL_VERSION_44 440
#define DXGLES_VERSION_30 300
#define DXGLES_VERSION_31 310
#define DXGLES_VERSION_32 320
#define DXGL_USE_ADRENO_ES_EMULATOR 0
#define DXGL_USE_POWERVR_ES_EMULATOR 0
// Set to 1 to enable NVidia's Tegra-specific extensions for Android
#if defined(ANDROID) && !defined(DXGL_ANDROID_GLES_30) // TODO: TEGRA DXT texture support shouldn't be an ifdef in the first place
#define DXGL_SUPPORT_TEGRA 1
#endif
//This is also defined in GLCommon.hpp
#if (defined(ANDROID) && !defined(DXGL_ANDROID_GL)) || DXGL_USE_ADRENO_ES_EMULATOR || DXGL_USE_POWERVR_ES_EMULATOR
#define OPENGL_ES
#endif
#if defined(AZ_RESTRICTED_PLATFORM)
#define AZ_RESTRICTED_SECTION CRYDXGL_HPP_SECTION_1
#include AZ_RESTRICTED_FILE(CryDXGL_hpp)
#endif
#if defined(AZ_RESTRICTED_SECTION_IMPLEMENTED)
#undef AZ_RESTRICTED_SECTION_IMPLEMENTED
#elif defined(ANDROID)
#define DXGL_USE_EGL
#define DXGL_USE_LOADER_GLAD
#define DXGL_REQUIRED_VERSION 0
#define DXGLES_REQUIRED_VERSION DXGLES_VERSION_30
#elif defined(AZ_PLATFORM_LINUX)
#define OPENGL_ES
#if defined(OPENGL_ES)
# define DESKTOP_GLES // Differentiate between mobile and desktop OpenGL ES
# define DXGL_USE_EGL
# define DXGL_USE_LOADER_GLAD
# define DXGLES_REQUIRED_VERSION DXGLES_VERSION_30
# define DXGL_REQUIRED_VERSION 0
#else
# define DXGL_USE_EGL
# define DXGL_USE_LOADER_GLAD
# define DXGL_REQUIRED_VERSION DXGL_VERSION_43
# define DXGLES_REQUIRED_VERSION 0
#endif // defined(OPENGL_ES)
#elif defined(WIN32)
#if defined(OPENGL_ES)
# define DXGL_USE_EGL
# define DXGL_USE_LOADER_GLAD
# define DXGLES_REQUIRED_VERSION DXGLES_VERSION_30
# define DXGL_REQUIRED_VERSION 0
#else
# define DXGL_USE_WGL
# define DXGL_USE_LOADER_GLAD
# define DXGL_REQUIRED_VERSION DXGL_VERSION_44
# define DXGLES_REQUIRED_VERSION 0
#endif // defined(OPENGL_ES)
#else
#error "OpenGL is not supported on this platform"
#endif
typedef ID3D10Blob* LPD3D10BLOB;
typedef ID3D10Blob ID3DBlob;
#if DXGL_FULL_EMULATION
#if defined(OPENGL)
#define DXGL_API DXGL_IMPORT
#else
#define DXGL_API DXGL_EXPORT
#endif
#else
#define DXGL_API
#endif
#if DXGL_FULL_EMULATION && !defined(WIN32)
#define DXGL_EXTERN extern "C"
#else
#define DXGL_EXTERN
#endif
////////////////////////////////////////////////////////////////////////////
// Required global functions declared in D3D11.h and included headers
////////////////////////////////////////////////////////////////////////////
typedef HRESULT (WINAPI * PFN_D3D11_CREATE_DEVICE_AND_SWAP_CHAIN)(IDXGIAdapter*,
D3D_DRIVER_TYPE, HMODULE, UINT,
CONST D3D_FEATURE_LEVEL*,
UINT FeatureLevels, UINT, CONST DXGI_SWAP_CHAIN_DESC*,
IDXGISwapChain**, ID3D11Device**,
D3D_FEATURE_LEVEL*, ID3D11DeviceContext**);
DXGL_EXTERN DXGL_API HRESULT WINAPI D3D11CreateDeviceAndSwapChain(
IDXGIAdapter* pAdapter,
D3D_DRIVER_TYPE DriverType,
HMODULE Software,
UINT Flags,
CONST D3D_FEATURE_LEVEL* pFeatureLevels,
UINT FeatureLevels,
UINT SDKVersion,
CONST DXGI_SWAP_CHAIN_DESC* pSwapChainDesc,
IDXGISwapChain** ppSwapChain,
ID3D11Device** ppDevice,
D3D_FEATURE_LEVEL* pFeatureLevel,
ID3D11DeviceContext** ppImmediateContext);
DXGL_EXTERN DXGL_API HRESULT WINAPI D3D10CreateBlob(SIZE_T NumBytes, LPD3D10BLOB* ppBuffer);
////////////////////////////////////////////////////////////////////////////
// Required global functions declared in D3DCompiler.h and included headers
////////////////////////////////////////////////////////////////////////////
DXGL_EXTERN DXGL_API HRESULT WINAPI D3DReflect(
LPCVOID pSrcData,
SIZE_T SrcDataSize,
REFIID pInterface,
void** ppReflector);
DXGL_EXTERN DXGL_API HRESULT WINAPI D3DDisassemble(
LPCVOID pSrcData,
SIZE_T SrcDataSize,
UINT Flags,
LPCSTR szComments,
ID3DBlob** ppDisassembly);
////////////////////////////////////////////////////////////////////////////
// Required global functions declared in D3DX11.h and included headers
////////////////////////////////////////////////////////////////////////////
DXGL_EXTERN DXGL_API HRESULT WINAPI D3DX11CreateTextureFromMemory(
ID3D11Device* pDevice,
const void* pSrcData,
size_t SrcDataSize,
D3DX11_IMAGE_LOAD_INFO* pLoadInfo,
ID3DX11ThreadPump* pPump,
ID3D11Resource** ppTexture,
long* pResult);
DXGL_EXTERN DXGL_API HRESULT WINAPI D3DX11SaveTextureToFile(ID3D11DeviceContext* pDevice,
ID3D11Resource* pSrcResource,
D3DX11_IMAGE_FILE_FORMAT fmt,
const char* pDestFile);
DXGL_EXTERN DXGL_API HRESULT WINAPI D3DX11CompileFromMemory(
LPCSTR pSrcData,
SIZE_T SrcDataLen,
LPCSTR pFileName,
CONST D3D10_SHADER_MACRO* pDefines,
LPD3D10INCLUDE pInclude,
LPCSTR pFunctionName,
LPCSTR pProfile,
UINT Flags1,
UINT Flags2,
ID3DX11ThreadPump* pPump,
ID3D10Blob** ppShader,
ID3D10Blob** ppErrorMsgs,
HRESULT* pHResult);
////////////////////////////////////////////////////////////////////////////
// Required global functions declared in dxgi.h and included headers
////////////////////////////////////////////////////////////////////////////
DXGL_EXTERN DXGL_API HRESULT WINAPI CreateDXGIFactory(REFIID riid, void** ppFactory);
DXGL_EXTERN DXGL_API HRESULT WINAPI CreateDXGIFactory1(REFIID riid, void** ppFactory);
////////////////////////////////////////////////////////////////////////////
// Frame debugging functions
////////////////////////////////////////////////////////////////////////////
DXGL_EXTERN DXGL_API void DXGLProfileLabel(const char* szName);
DXGL_EXTERN DXGL_API void DXGLProfileLabelPush(const char* szName);
DXGL_EXTERN DXGL_API void DXGLProfileLabelPop(const char* szName);
////////////////////////////////////////////////////////////////////////////
// DXGL Extensions
////////////////////////////////////////////////////////////////////////////
#if defined(OPENGL_ES) && !defined(DESKTOP_GLES)
void DXGLSetColorDontCareActions(ID3D11RenderTargetView* const rtv,
bool const loadDontCare = false,
bool const storeDontCare = false);
void DXGLSetDepthDontCareActions(ID3D11DepthStencilView* const dsv,
bool const loadDontCare = false,
bool const storeDontCare = false);
void DXGLSetStencilDontCareActions(ID3D11DepthStencilView* const dsv,
bool const loadDontCare = false,
bool const storeDontCare = false);
void DXGLTogglePLS(ID3D11DeviceContext* pDeviceContext, bool const enable);
#endif // defined(OPENGL_ES)
void DXGLInitializeIHVSpecifix();
#if !DXGL_FULL_EMULATION
// Statically initialize DXGL. Specify with uNumSharedContexts the maximum
// number of threads expected to call device methods at the same time.
void DXGLInitialize(uint32 uNumSharedContexts);
// Finalize DXGL. Free memory and release graphic resources
void DXGLFinalize();
// Any thread frequently using the device should keep a reserved context
// to avoid performance penalty of context switching.
// In order to do so, call DXGLReserveContext before using the device
// and DXGLReleaseContext after.
void DXGLReserveContext(ID3D11Device* pDevice);
void DXGLReleaseContext(ID3D11Device* pDevice);
// Direct3D mandates that access to the device context by multiple threads
// has to be serialized. DXGL additionally requires that each thread taking
// control over the device context calls DXGLBindDeviceContext before
// calling any of its functions, and DXGLUnbindDeviceContext after.
void DXGLBindDeviceContext(ID3D11DeviceContext* pDeviceContext, bool bReserved);
void DXGLUnbindDeviceContext(ID3D11DeviceContext* pDeviceContext, bool bReserved);
HRESULT DXGLMapBufferRange(ID3D11DeviceContext* pDeviceContext, ID3D11Buffer* pBuffer, size_t uOffset, size_t uSize, D3D11_MAP MapType, UINT MapFlags, D3D11_MAPPED_SUBRESOURCE* pMappedResource);
void DXGLSetDepthBoundsTest(bool bEnabled, float fMin, float fMax);
void DXGLTogglePixelTracing(ID3D11DeviceContext* pDeviceContext, bool bEnable, uint32 uShaderHash, uint32 uPixelX = 0, uint32 uPixelY = 0);
void DXGLToggleVertexTracing(ID3D11DeviceContext* pDeviceContext, bool bEnable, uint32 uShaderHash, uint32 uVertexID = 0);
void DXGLCSSetConstantBuffers(ID3D11DeviceContext* pDeviceContext, UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* pConstantBuffers, const UINT* pFirstConstant, const UINT* pNumConstants);
void DXGLPSSetConstantBuffers(ID3D11DeviceContext* pDeviceContext, UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* pConstantBuffers, const UINT* pFirstConstant, const UINT* pNumConstants);
void DXGLVSSetConstantBuffers(ID3D11DeviceContext* pDeviceContext, UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* pConstantBuffers, const UINT* pFirstConstant, const UINT* pNumConstants);
void DXGLGSSetConstantBuffers(ID3D11DeviceContext* pDeviceContext, UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* pConstantBuffers, const UINT* pFirstConstant, const UINT* pNumConstants);
void DXGLHSSetConstantBuffers(ID3D11DeviceContext* pDeviceContext, UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* pConstantBuffers, const UINT* pFirstConstant, const UINT* pNumConstants);
void DXGLDSSetConstantBuffers(ID3D11DeviceContext* pDeviceContext, UINT StartSlot, UINT NumBuffers, ID3D11Buffer* const* pConstantBuffers, const UINT* pFirstConstant, const UINT* pNumConstants);
void DXGLIssueFrameFences(ID3D11Device* pDevice);
#endif //!DXGL_FULL_EMULATION
#if !defined(WIN32)
DXGL_EXTERN DXGL_API bool DXGLCreateWindow(const char* szTitle, uint32 uWidth, uint32 uHeight, bool bFullScreen, HWND* pHandle);
DXGL_EXTERN DXGL_API void DXGLDestroyWindow(HWND kHandle);
#endif
////////////////////////////////////////////////////////////////////////////
// DxErr Logging and error functions
////////////////////////////////////////////////////////////////////////////
DXGL_EXTERN DXGL_API const char* WINAPI DXGetErrorStringA(HRESULT hr);
DXGL_EXTERN DXGL_API const WCHAR* WINAPI DXGetErrorStringW(HRESULT hr);
DXGL_EXTERN DXGL_API const char* WINAPI DXGetErrorDescriptionA(HRESULT hr);
DXGL_EXTERN DXGL_API const WCHAR* WINAPI DXGetErrorDescriptionW(HRESULT hr);
DXGL_EXTERN DXGL_API HRESULT WINAPI DXTraceA(const char* strFile, DWORD dwLine, HRESULT hr, const char* strMsg, BOOL bPopMsgBox);
DXGL_EXTERN DXGL_API HRESULT WINAPI DXTraceW(const char* strFile, DWORD dwLine, HRESULT hr, const WCHAR* strMsg, BOOL bPopMsgBox);
#ifdef UNICODE
#define DXGetErrorString DXGetErrorStringW
#define DXGetErrorDescription DXGetErrorDescriptionW
#define DXTrace DXTraceW
#else
#define DXGetErrorString DXGetErrorStringA
#define DXGetErrorDescription DXGetErrorDescriptionA
#define DXTrace DXTraceA
#endif
////////////////////////////////////////////////////////////////////////////
// Renderer helpers
////////////////////////////////////////////////////////////////////////////
#if !DXGL_FULL_EMULATION
struct SDXGLContextThreadLocalHandle
{
void* m_pTLSHandle;
SDXGLContextThreadLocalHandle();
~SDXGLContextThreadLocalHandle();
void Set(ID3D11Device* pDevice);
};
struct SDXGLDeviceContextThreadLocalHandle
{
void* m_pTLSHandle;
SDXGLDeviceContextThreadLocalHandle();
~SDXGLDeviceContextThreadLocalHandle();
void Set(ID3D11DeviceContext* pDeviceContext, bool bReserved);
};
#endif //!DXGL_FULL_EMULATION
#endif //__CRYDXGL__