| // |
| // Copyright (c) 2012-2013 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. |
| // |
| |
| // Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer. |
| |
| #include "common/debug.h" |
| #include "libGLESv2/main.h" |
| #include "libGLESv2/utilities.h" |
| #include "libGLESv2/mathutil.h" |
| #include "libGLESv2/Buffer.h" |
| #include "libGLESv2/Program.h" |
| #include "libGLESv2/ProgramBinary.h" |
| #include "libGLESv2/Framebuffer.h" |
| #include "libGLESv2/renderer/Renderer11.h" |
| #include "libGLESv2/renderer/RenderTarget11.h" |
| #include "libGLESv2/renderer/renderer11_utils.h" |
| #include "libGLESv2/renderer/ShaderExecutable11.h" |
| #include "libGLESv2/renderer/SwapChain11.h" |
| #include "libGLESv2/renderer/Image11.h" |
| #include "libGLESv2/renderer/VertexBuffer11.h" |
| #include "libGLESv2/renderer/IndexBuffer11.h" |
| #include "libGLESv2/renderer/VertexDataManager.h" |
| #include "libGLESv2/renderer/IndexDataManager.h" |
| #include "libGLESv2/renderer/TextureStorage11.h" |
| |
| #include "libEGL/Config.h" |
| #include "libEGL/Display.h" |
| |
| namespace rx |
| { |
| static const DXGI_FORMAT RenderTargetFormats[] = |
| { |
| DXGI_FORMAT_R8G8B8A8_UNORM |
| }; |
| |
| static const DXGI_FORMAT DepthStencilFormats[] = |
| { |
| DXGI_FORMAT_D24_UNORM_S8_UINT |
| }; |
| |
| Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc) |
| { |
| mVertexDataManager = NULL; |
| mIndexDataManager = NULL; |
| |
| mLineLoopIB = NULL; |
| |
| mD3d11Module = NULL; |
| mDxgiModule = NULL; |
| |
| mDeviceLost = false; |
| |
| mDevice = NULL; |
| mDeviceContext = NULL; |
| mDxgiAdapter = NULL; |
| mDxgiFactory = NULL; |
| } |
| |
| Renderer11::~Renderer11() |
| { |
| releaseDeviceResources(); |
| |
| if (mDxgiFactory) |
| { |
| mDxgiFactory->Release(); |
| mDxgiFactory = NULL; |
| } |
| |
| if (mDxgiAdapter) |
| { |
| mDxgiAdapter->Release(); |
| mDxgiAdapter = NULL; |
| } |
| |
| if (mDeviceContext) |
| { |
| mDeviceContext->Release(); |
| mDeviceContext = NULL; |
| } |
| |
| if (mDevice) |
| { |
| mDevice->Release(); |
| mDevice = NULL; |
| } |
| |
| if (mD3d11Module) |
| { |
| FreeLibrary(mD3d11Module); |
| mD3d11Module = NULL; |
| } |
| |
| if (mDxgiModule) |
| { |
| FreeLibrary(mDxgiModule); |
| mDxgiModule = NULL; |
| } |
| } |
| |
| Renderer11 *Renderer11::makeRenderer11(Renderer *renderer) |
| { |
| ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL); |
| return static_cast<rx::Renderer11*>(renderer); |
| } |
| |
| EGLint Renderer11::initialize() |
| { |
| if (!initializeCompiler()) |
| { |
| return EGL_NOT_INITIALIZED; |
| } |
| |
| mDxgiModule = LoadLibrary(TEXT("dxgi.dll")); |
| mD3d11Module = LoadLibrary(TEXT("d3d11.dll")); |
| |
| if (mD3d11Module == NULL || mDxgiModule == NULL) |
| { |
| ERR("Could not load D3D11 or DXGI library - aborting!\n"); |
| return EGL_NOT_INITIALIZED; |
| } |
| |
| PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice"); |
| |
| if (D3D11CreateDevice == NULL) |
| { |
| ERR("Could not retrieve D3D11CreateDevice address - aborting!\n"); |
| return EGL_NOT_INITIALIZED; |
| } |
| |
| D3D_FEATURE_LEVEL featureLevel[] = |
| { |
| D3D_FEATURE_LEVEL_11_0, |
| D3D_FEATURE_LEVEL_10_1, |
| D3D_FEATURE_LEVEL_10_0, |
| }; |
| |
| HRESULT result = D3D11CreateDevice(NULL, |
| D3D_DRIVER_TYPE_HARDWARE, |
| NULL, |
| #if defined(_DEBUG) |
| D3D11_CREATE_DEVICE_DEBUG, |
| #else |
| 0, |
| #endif |
| featureLevel, |
| sizeof(featureLevel)/sizeof(featureLevel[0]), |
| D3D11_SDK_VERSION, |
| &mDevice, |
| &mFeatureLevel, |
| &mDeviceContext); |
| |
| if (!mDevice || FAILED(result)) |
| { |
| ERR("Could not create D3D11 device - aborting!\n"); |
| return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer |
| } |
| |
| IDXGIDevice *dxgiDevice = NULL; |
| result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice); |
| |
| if (FAILED(result)) |
| { |
| ERR("Could not query DXGI device - aborting!\n"); |
| return EGL_NOT_INITIALIZED; |
| } |
| |
| result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter); |
| |
| if (FAILED(result)) |
| { |
| ERR("Could not retrieve DXGI adapter - aborting!\n"); |
| return EGL_NOT_INITIALIZED; |
| } |
| |
| dxgiDevice->Release(); |
| |
| mDxgiAdapter->GetDesc(&mAdapterDescription); |
| memset(mDescription, 0, sizeof(mDescription)); |
| wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1); |
| |
| result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory); |
| |
| if (!mDxgiFactory || FAILED(result)) |
| { |
| ERR("Could not create DXGI factory - aborting!\n"); |
| return EGL_NOT_INITIALIZED; |
| } |
| |
| initializeDevice(); |
| |
| return EGL_SUCCESS; |
| } |
| |
| // do any one-time device initialization |
| // NOTE: this is also needed after a device lost/reset |
| // to reset the scene status and ensure the default states are reset. |
| void Renderer11::initializeDevice() |
| { |
| mStateCache.initialize(mDevice); |
| mInputLayoutCache.initialize(mDevice, mDeviceContext); |
| |
| ASSERT(!mVertexDataManager && !mIndexDataManager); |
| mVertexDataManager = new VertexDataManager(this); |
| mIndexDataManager = new IndexDataManager(this); |
| |
| markAllStateDirty(); |
| } |
| |
| int Renderer11::generateConfigs(ConfigDesc **configDescList) |
| { |
| unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]); |
| unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]); |
| (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats]; |
| int numConfigs = 0; |
| |
| for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++) |
| { |
| for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++) |
| { |
| DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex]; |
| |
| UINT formatSupport = 0; |
| HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport); |
| |
| if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET)) |
| { |
| DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex]; |
| |
| UINT formatSupport = 0; |
| HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport); |
| |
| if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL)) |
| { |
| ConfigDesc newConfig; |
| newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat); |
| newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat); |
| newConfig.multiSample = 0; // FIXME: enumerate multi-sampling |
| newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast |
| |
| (*configDescList)[numConfigs++] = newConfig; |
| } |
| } |
| } |
| } |
| |
| return numConfigs; |
| } |
| |
| void Renderer11::deleteConfigs(ConfigDesc *configDescList) |
| { |
| delete [] (configDescList); |
| } |
| |
| void Renderer11::sync(bool block) |
| { |
| // TODO |
| // UNIMPLEMENTED(); |
| } |
| |
| SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat) |
| { |
| return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat); |
| } |
| |
| void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState) |
| { |
| if (type == gl::SAMPLER_PIXEL) |
| { |
| if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS) |
| { |
| ERR("Pixel shader sampler index %i is not valid.", index); |
| return; |
| } |
| |
| if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0) |
| { |
| ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState); |
| |
| if (!dxSamplerState) |
| { |
| ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default" |
| "sampler state for pixel shaders at slot %i.", index); |
| } |
| |
| mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState); |
| |
| mCurPixelSamplerStates[index] = samplerState; |
| } |
| |
| mForceSetPixelSamplerStates[index] = false; |
| } |
| else if (type == gl::SAMPLER_VERTEX) |
| { |
| if (index < 0 || index >= gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF) |
| { |
| ERR("Vertex shader sampler index %i is not valid.", index); |
| return; |
| } |
| |
| if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0) |
| { |
| ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState); |
| |
| if (!dxSamplerState) |
| { |
| ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default" |
| "sampler state for vertex shaders at slot %i.", index); |
| } |
| |
| mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState); |
| |
| mCurVertexSamplerStates[index] = samplerState; |
| } |
| |
| mForceSetVertexSamplerStates[index] = false; |
| } |
| else UNREACHABLE(); |
| } |
| |
| void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture) |
| { |
| ID3D11ShaderResourceView *textureSRV = NULL; |
| |
| if (texture) |
| { |
| TextureStorageInterface *texStorage = texture->getNativeTexture(); |
| if (texStorage) |
| { |
| TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance()); |
| textureSRV = storage11->getSRV(); |
| } |
| |
| // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly |
| // missing the shader resource view |
| ASSERT(textureSRV != NULL); |
| } |
| |
| if (type == gl::SAMPLER_PIXEL) |
| { |
| if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS) |
| { |
| ERR("Pixel shader sampler index %i is not valid.", index); |
| return; |
| } |
| |
| mDeviceContext->PSSetShaderResources(index, 1, &textureSRV); |
| } |
| else if (type == gl::SAMPLER_VERTEX) |
| { |
| if (index < 0 || index >= gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF) |
| { |
| ERR("Vertex shader sampler index %i is not valid.", index); |
| return; |
| } |
| |
| mDeviceContext->VSSetShaderResources(index, 1, &textureSRV); |
| } |
| else UNREACHABLE(); |
| } |
| |
| void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState) |
| { |
| if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0) |
| { |
| ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled, |
| mCurDepthSize); |
| if (!dxRasterState) |
| { |
| ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default" |
| "rasterizer state."); |
| } |
| |
| mDeviceContext->RSSetState(dxRasterState); |
| |
| mCurRasterState = rasterState; |
| } |
| |
| mForceSetRasterState = false; |
| } |
| |
| void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, |
| unsigned int sampleMask) |
| { |
| if (mForceSetBlendState || |
| memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 || |
| memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 || |
| sampleMask != mCurSampleMask) |
| { |
| ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState); |
| if (!dxBlendState) |
| { |
| ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default " |
| "blend state."); |
| } |
| |
| const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha }; |
| mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask); |
| |
| mCurBlendState = blendState; |
| mCurBlendColor = blendColor; |
| mCurSampleMask = sampleMask; |
| } |
| |
| mForceSetBlendState = false; |
| } |
| |
| void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef, |
| int stencilBackRef, bool frontFaceCCW) |
| { |
| if (mForceSetDepthStencilState || |
| memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 || |
| stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef) |
| { |
| if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask || |
| stencilRef != stencilBackRef || |
| depthStencilState.stencilMask != depthStencilState.stencilBackMask) |
| { |
| ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are " |
| "invalid under WebGL."); |
| return error(GL_INVALID_OPERATION); |
| } |
| |
| ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState); |
| if (!dxDepthStencilState) |
| { |
| ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, " |
| "setting the default depth stencil state."); |
| } |
| |
| mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef)); |
| |
| mCurDepthStencilState = depthStencilState; |
| mCurStencilRef = stencilRef; |
| mCurStencilBackRef = stencilBackRef; |
| } |
| |
| mForceSetDepthStencilState = false; |
| } |
| |
| void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled) |
| { |
| if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 || |
| enabled != mScissorEnabled) |
| { |
| if (enabled) |
| { |
| D3D11_RECT rect; |
| rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width)); |
| rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height)); |
| rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width)); |
| rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height)); |
| |
| mDeviceContext->RSSetScissorRects(1, &rect); |
| } |
| |
| if (enabled != mScissorEnabled) |
| { |
| mForceSetRasterState = true; |
| } |
| |
| mCurScissor = scissor; |
| mScissorEnabled = enabled; |
| } |
| |
| mForceSetScissor = false; |
| } |
| |
| bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace, |
| bool ignoreViewport, gl::ProgramBinary *currentProgram, bool forceSetUniforms) |
| { |
| gl::Rectangle actualViewport = viewport; |
| float actualZNear = gl::clamp01(zNear); |
| float actualZFar = gl::clamp01(zFar); |
| if (ignoreViewport) |
| { |
| actualViewport.x = 0; |
| actualViewport.y = 0; |
| actualViewport.width = mRenderTargetDesc.width; |
| actualViewport.height = mRenderTargetDesc.height; |
| actualZNear = 0.0f; |
| actualZFar = 1.0f; |
| } |
| |
| D3D11_VIEWPORT dxViewport; |
| dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width)); |
| dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height)); |
| dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX)); |
| dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY)); |
| dxViewport.MinDepth = actualZNear; |
| dxViewport.MaxDepth = actualZFar; |
| |
| if (dxViewport.Width <= 0 || dxViewport.Height <= 0) |
| { |
| return false; // Nothing to render |
| } |
| |
| bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 || |
| actualZNear != mCurNear || actualZFar != mCurFar; |
| |
| if (viewportChanged) |
| { |
| mDeviceContext->RSSetViewports(1, &dxViewport); |
| |
| mCurViewport = actualViewport; |
| mCurNear = actualZNear; |
| mCurFar = actualZFar; |
| } |
| |
| if (currentProgram && (viewportChanged || forceSetUniforms)) |
| { |
| currentProgram->applyDxHalfPixelSize(0.0f, 0.0f); |
| |
| // These values are used for computing gl_FragCoord in Program::linkVaryings(). |
| currentProgram->applyDxCoord(actualViewport.width * 0.5f, |
| actualViewport.height * 0.5f, |
| actualViewport.x + (actualViewport.width * 0.5f), |
| actualViewport.y + (actualViewport.height * 0.5f)); |
| |
| GLfloat ccw = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f); |
| currentProgram->applyDxDepthFront((actualZFar - actualZNear) * 0.5f, (actualZNear + actualZFar) * 0.5f, ccw); |
| |
| currentProgram->applyDxDepthRange(actualZNear, actualZFar, actualZFar - actualZNear); |
| } |
| |
| mForceSetViewport = false; |
| return true; |
| } |
| |
| bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count) |
| { |
| D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED; |
| |
| switch (mode) |
| { |
| case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break; |
| case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break; |
| case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break; |
| case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break; |
| case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break; |
| case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break; |
| case GL_TRIANGLE_FAN: UNIMPLEMENTED(); /* TODO */ break; |
| default: |
| return error(GL_INVALID_ENUM, false); |
| } |
| |
| mDeviceContext->IASetPrimitiveTopology(primitiveTopology); |
| |
| return count > 0; |
| } |
| |
| bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer) |
| { |
| // Get the color render buffer and serial |
| gl::Renderbuffer *renderbufferObject = NULL; |
| unsigned int renderTargetSerial = 0; |
| if (framebuffer->getColorbufferType() != GL_NONE) |
| { |
| renderbufferObject = framebuffer->getColorbuffer(); |
| |
| if (!renderbufferObject) |
| { |
| ERR("render target pointer unexpectedly null."); |
| return false; |
| } |
| |
| renderTargetSerial = renderbufferObject->getSerial(); |
| } |
| |
| // Get the depth stencil render buffer and serials |
| gl::Renderbuffer *depthStencil = NULL; |
| unsigned int depthbufferSerial = 0; |
| unsigned int stencilbufferSerial = 0; |
| if (framebuffer->getDepthbufferType() != GL_NONE) |
| { |
| depthStencil = framebuffer->getDepthbuffer(); |
| if (!depthStencil) |
| { |
| ERR("Depth stencil pointer unexpectedly null."); |
| return false; |
| } |
| |
| depthbufferSerial = depthStencil->getSerial(); |
| } |
| else if (framebuffer->getStencilbufferType() != GL_NONE) |
| { |
| depthStencil = framebuffer->getStencilbuffer(); |
| if (!depthStencil) |
| { |
| ERR("Depth stencil pointer unexpectedly null."); |
| return false; |
| } |
| |
| stencilbufferSerial = depthStencil->getSerial(); |
| } |
| |
| // Extract the render target dimensions and view |
| unsigned int renderTargetWidth = 0; |
| unsigned int renderTargetHeight = 0; |
| GLenum renderTargetFormat = 0; |
| ID3D11RenderTargetView* framebufferRTV = NULL; |
| if (renderbufferObject) |
| { |
| RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget()); |
| if (!renderTarget) |
| { |
| ERR("render target pointer unexpectedly null."); |
| return false; |
| } |
| |
| framebufferRTV = renderTarget->getRenderTargetView(); |
| if (!framebufferRTV) |
| { |
| ERR("render target view pointer unexpectedly null."); |
| return false; |
| } |
| |
| renderTargetWidth = renderbufferObject->getWidth(); |
| renderTargetHeight = renderbufferObject->getHeight(); |
| renderTargetFormat = renderbufferObject->getActualFormat(); |
| } |
| |
| // Extract the depth stencil sizes and view |
| unsigned int depthSize = 0; |
| unsigned int stencilSize = 0; |
| ID3D11DepthStencilView* framebufferDSV = NULL; |
| if (depthStencil) |
| { |
| RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil()); |
| if (!depthStencilRenderTarget) |
| { |
| ERR("render target pointer unexpectedly null."); |
| if (framebufferRTV) |
| { |
| framebufferRTV->Release(); |
| } |
| return false; |
| } |
| |
| framebufferDSV = depthStencilRenderTarget->getDepthStencilView(); |
| if (!framebufferDSV) |
| { |
| ERR("depth stencil view pointer unexpectedly null."); |
| if (framebufferRTV) |
| { |
| framebufferRTV->Release(); |
| } |
| return false; |
| } |
| |
| // If there is no render buffer, the width, height and format values come from |
| // the depth stencil |
| if (!renderbufferObject) |
| { |
| renderTargetWidth = depthStencil->getWidth(); |
| renderTargetHeight = depthStencil->getHeight(); |
| renderTargetFormat = depthStencil->getActualFormat(); |
| } |
| |
| depthSize = depthStencil->getDepthSize(); |
| stencilSize = depthStencil->getStencilSize(); |
| } |
| |
| // Apply the render target and depth stencil |
| if (!mRenderTargetDescInitialized || !mDepthStencilInitialized || |
| renderTargetSerial != mAppliedRenderTargetSerial || |
| depthbufferSerial != mAppliedDepthbufferSerial || |
| stencilbufferSerial != mAppliedStencilbufferSerial) |
| { |
| mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV); |
| |
| mRenderTargetDesc.width = renderTargetWidth; |
| mRenderTargetDesc.height = renderTargetHeight; |
| mRenderTargetDesc.format = renderTargetFormat; |
| mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11 |
| mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11 |
| |
| if (!mDepthStencilInitialized || depthSize != mCurDepthSize) |
| { |
| mCurDepthSize = depthSize; |
| mForceSetRasterState = true; |
| } |
| |
| mCurStencilSize = stencilSize; |
| |
| mAppliedRenderTargetSerial = renderTargetSerial; |
| mAppliedDepthbufferSerial = depthbufferSerial; |
| mAppliedStencilbufferSerial = stencilbufferSerial; |
| mRenderTargetDescInitialized = true; |
| mDepthStencilInitialized = true; |
| } |
| |
| if (framebufferRTV) |
| { |
| framebufferRTV->Release(); |
| } |
| if (framebufferDSV) |
| { |
| framebufferDSV->Release(); |
| } |
| |
| return true; |
| } |
| |
| GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances) |
| { |
| TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS]; |
| GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances); |
| if (err != GL_NO_ERROR) |
| { |
| return err; |
| } |
| |
| return mInputLayoutCache.applyVertexBuffers(attributes, programBinary); |
| } |
| |
| GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) |
| { |
| GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo); |
| |
| if (err == GL_NO_ERROR) |
| { |
| if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset) |
| { |
| IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer); |
| |
| mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset); |
| mAppliedIBSerial = indexInfo->serial; |
| mAppliedIBOffset = indexInfo->startOffset; |
| } |
| } |
| |
| return err; |
| } |
| |
| void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances) |
| { |
| if (mode == GL_LINE_LOOP) |
| { |
| drawLineLoop(count, GL_NONE, NULL, 0, NULL); |
| } |
| else if (instances > 0) |
| { |
| // TODO |
| UNIMPLEMENTED(); |
| } |
| else |
| { |
| mDeviceContext->Draw(count, 0); |
| } |
| } |
| |
| void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo) |
| { |
| if (mode == GL_LINE_LOOP) |
| { |
| drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer); |
| } |
| else |
| { |
| mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex)); |
| } |
| } |
| |
| void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer) |
| { |
| // Get the raw indices for an indexed draw |
| if (type != GL_NONE && elementArrayBuffer) |
| { |
| gl::Buffer *indexBuffer = elementArrayBuffer; |
| intptr_t offset = reinterpret_cast<intptr_t>(indices); |
| indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset; |
| } |
| |
| if (!mLineLoopIB) |
| { |
| mLineLoopIB = new StreamingIndexBufferInterface(this); |
| if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT)) |
| { |
| delete mLineLoopIB; |
| mLineLoopIB = NULL; |
| |
| ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP."); |
| return error(GL_OUT_OF_MEMORY); |
| } |
| } |
| |
| const int spaceNeeded = (count + 1) * sizeof(unsigned int); |
| if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT)) |
| { |
| ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP."); |
| return error(GL_OUT_OF_MEMORY); |
| } |
| |
| void* mappedMemory = NULL; |
| int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory); |
| if (offset == -1 || mappedMemory == NULL) |
| { |
| ERR("Could not map index buffer for GL_LINE_LOOP."); |
| return error(GL_OUT_OF_MEMORY); |
| } |
| |
| unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory); |
| unsigned int indexBufferOffset = static_cast<unsigned int>(offset); |
| |
| switch (type) |
| { |
| case GL_NONE: // Non-indexed draw |
| for (int i = 0; i < count; i++) |
| { |
| data[i] = i; |
| } |
| data[count] = 0; |
| break; |
| case GL_UNSIGNED_BYTE: |
| for (int i = 0; i < count; i++) |
| { |
| data[i] = static_cast<const GLubyte*>(indices)[i]; |
| } |
| data[count] = static_cast<const GLubyte*>(indices)[0]; |
| break; |
| case GL_UNSIGNED_SHORT: |
| for (int i = 0; i < count; i++) |
| { |
| data[i] = static_cast<const GLushort*>(indices)[i]; |
| } |
| data[count] = static_cast<const GLushort*>(indices)[0]; |
| break; |
| case GL_UNSIGNED_INT: |
| for (int i = 0; i < count; i++) |
| { |
| data[i] = static_cast<const GLuint*>(indices)[i]; |
| } |
| data[count] = static_cast<const GLuint*>(indices)[0]; |
| break; |
| default: UNREACHABLE(); |
| } |
| |
| if (!mLineLoopIB->unmapBuffer()) |
| { |
| ERR("Could not unmap index buffer for GL_LINE_LOOP."); |
| return error(GL_OUT_OF_MEMORY); |
| } |
| |
| if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset) |
| { |
| IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer()); |
| |
| mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset); |
| mAppliedIBSerial = mLineLoopIB->getSerial(); |
| mAppliedIBOffset = indexBufferOffset; |
| } |
| |
| mDeviceContext->DrawIndexed(count + 1, 0, -minIndex); |
| } |
| |
| void Renderer11::applyShaders(gl::ProgramBinary *programBinary) |
| { |
| unsigned int programBinarySerial = programBinary->getSerial(); |
| if (programBinarySerial != mAppliedProgramBinarySerial) |
| { |
| ShaderExecutable *vertexExe = programBinary->getVertexExecutable(); |
| ShaderExecutable *pixelExe = programBinary->getPixelExecutable(); |
| |
| ID3D11VertexShader *vertexShader = NULL; |
| if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader(); |
| |
| ID3D11PixelShader *pixelShader = NULL; |
| if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader(); |
| |
| mDeviceContext->PSSetShader(pixelShader, NULL, 0); |
| mDeviceContext->VSSetShader(vertexShader, NULL, 0); |
| programBinary->dirtyAllUniforms(); |
| |
| mAppliedProgramBinarySerial = programBinarySerial; |
| } |
| } |
| |
| void Renderer11::applyUniforms(const gl::UniformArray *uniformArray, const dx_VertexConstants &vertexConstants, const dx_PixelConstants &pixelConstants) |
| { |
| D3D11_BUFFER_DESC constantBufferDescription = {0}; |
| constantBufferDescription.ByteWidth = D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * sizeof(float[4]); |
| constantBufferDescription.Usage = D3D11_USAGE_DYNAMIC; |
| constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER; |
| constantBufferDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
| constantBufferDescription.MiscFlags = 0; |
| constantBufferDescription.StructureByteStride = 0; |
| |
| ID3D11Buffer *constantBufferVS = NULL; |
| HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &constantBufferVS); |
| ASSERT(SUCCEEDED(result)); |
| |
| ID3D11Buffer *constantBufferPS = NULL; |
| result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &constantBufferPS); |
| ASSERT(SUCCEEDED(result)); |
| |
| D3D11_MAPPED_SUBRESOURCE mapVS = {0}; |
| result = mDeviceContext->Map(constantBufferVS, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapVS); |
| ASSERT(SUCCEEDED(result)); |
| |
| D3D11_MAPPED_SUBRESOURCE mapPS = {0}; |
| result = mDeviceContext->Map(constantBufferPS, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapPS); |
| ASSERT(SUCCEEDED(result)); |
| |
| for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++) |
| { |
| const gl::Uniform *uniform = *uniform_iterator; |
| |
| switch (uniform->type) |
| { |
| case GL_SAMPLER_2D: |
| case GL_SAMPLER_CUBE: |
| break; |
| case GL_FLOAT: |
| case GL_FLOAT_VEC2: |
| case GL_FLOAT_VEC3: |
| case GL_FLOAT_VEC4: |
| case GL_FLOAT_MAT2: |
| case GL_FLOAT_MAT3: |
| case GL_FLOAT_MAT4: |
| if (uniform->vsRegisterIndex >= 0) |
| { |
| GLfloat (*c)[4] = (GLfloat(*)[4])mapVS.pData; |
| float (*f)[4] = (float(*)[4])uniform->data; |
| |
| for (unsigned int i = 0; i < uniform->registerCount; i++) |
| { |
| c[uniform->vsRegisterIndex + i][0] = f[i][0]; |
| c[uniform->vsRegisterIndex + i][1] = f[i][1]; |
| c[uniform->vsRegisterIndex + i][2] = f[i][2]; |
| c[uniform->vsRegisterIndex + i][3] = f[i][3]; |
| } |
| } |
| if (uniform->psRegisterIndex >= 0) |
| { |
| GLfloat (*c)[4] = (GLfloat(*)[4])mapPS.pData; |
| float (*f)[4] = (float(*)[4])uniform->data; |
| |
| for (unsigned int i = 0; i < uniform->registerCount; i++) |
| { |
| c[uniform->psRegisterIndex + i][0] = f[i][0]; |
| c[uniform->psRegisterIndex + i][1] = f[i][1]; |
| c[uniform->psRegisterIndex + i][2] = f[i][2]; |
| c[uniform->psRegisterIndex + i][3] = f[i][3]; |
| } |
| } |
| break; |
| case GL_INT: |
| case GL_INT_VEC2: |
| case GL_INT_VEC3: |
| case GL_INT_VEC4: |
| if (uniform->vsRegisterIndex >= 0) |
| { |
| int (*c)[4] = (int(*)[4])mapVS.pData; |
| GLint *x = (GLint*)uniform->data; |
| int count = gl::VariableColumnCount(uniform->type); |
| |
| for (unsigned int i = 0; i < uniform->registerCount; i++) |
| { |
| if (count >= 1) c[uniform->vsRegisterIndex + i][0] = x[i * count + 0]; |
| if (count >= 2) c[uniform->vsRegisterIndex + i][1] = x[i * count + 1]; |
| if (count >= 3) c[uniform->vsRegisterIndex + i][2] = x[i * count + 2]; |
| if (count >= 4) c[uniform->vsRegisterIndex + i][3] = x[i * count + 3]; |
| } |
| } |
| if (uniform->psRegisterIndex >= 0) |
| { |
| int (*c)[4] = (int(*)[4])mapPS.pData; |
| GLint *x = (GLint*)uniform->data; |
| int count = gl::VariableColumnCount(uniform->type); |
| |
| for (unsigned int i = 0; i < uniform->registerCount; i++) |
| { |
| if (count >= 1) c[uniform->psRegisterIndex + i][0] = x[i * count + 0]; |
| if (count >= 2) c[uniform->psRegisterIndex + i][1] = x[i * count + 1]; |
| if (count >= 3) c[uniform->psRegisterIndex + i][2] = x[i * count + 2]; |
| if (count >= 4) c[uniform->psRegisterIndex + i][3] = x[i * count + 3]; |
| } |
| } |
| break; |
| case GL_BOOL: |
| case GL_BOOL_VEC2: |
| case GL_BOOL_VEC3: |
| case GL_BOOL_VEC4: |
| if (uniform->vsRegisterIndex >= 0) |
| { |
| int (*c)[4] = (int(*)[4])mapVS.pData; |
| GLboolean *b = (GLboolean*)uniform->data; |
| int count = gl::VariableColumnCount(uniform->type); |
| |
| for (unsigned int i = 0; i < uniform->registerCount; i++) |
| { |
| if (count >= 1) c[uniform->vsRegisterIndex + i][0] = b[i * count + 0]; |
| if (count >= 2) c[uniform->vsRegisterIndex + i][1] = b[i * count + 1]; |
| if (count >= 3) c[uniform->vsRegisterIndex + i][2] = b[i * count + 2]; |
| if (count >= 4) c[uniform->vsRegisterIndex + i][3] = b[i * count + 3]; |
| } |
| } |
| if (uniform->psRegisterIndex >= 0) |
| { |
| int (*c)[4] = (int(*)[4])mapPS.pData; |
| GLboolean *b = (GLboolean*)uniform->data; |
| int count = gl::VariableColumnCount(uniform->type); |
| |
| for (unsigned int i = 0; i < uniform->registerCount; i++) |
| { |
| if (count >= 1) c[uniform->psRegisterIndex + i][0] = b[i * count + 0]; |
| if (count >= 2) c[uniform->psRegisterIndex + i][1] = b[i * count + 1]; |
| if (count >= 3) c[uniform->psRegisterIndex + i][2] = b[i * count + 2]; |
| if (count >= 4) c[uniform->psRegisterIndex + i][3] = b[i * count + 3]; |
| } |
| } |
| break; |
| default: |
| UNREACHABLE(); |
| } |
| } |
| |
| // Driver uniforms |
| memcpy(mapVS.pData, &vertexConstants, sizeof(dx_VertexConstants)); |
| memcpy(mapPS.pData, &pixelConstants, sizeof(dx_PixelConstants)); |
| |
| mDeviceContext->Unmap(constantBufferVS, 0); |
| mDeviceContext->VSSetConstantBuffers(0, 1, &constantBufferVS); |
| constantBufferVS->Release(); |
| |
| mDeviceContext->Unmap(constantBufferPS, 0); |
| mDeviceContext->PSSetConstantBuffers(0, 1, &constantBufferPS); |
| constantBufferPS->Release(); |
| } |
| |
| void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer) |
| { |
| if (clearParams.mask & GL_COLOR_BUFFER_BIT) |
| { |
| gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer(); |
| if (renderbufferObject) |
| { |
| RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget()); |
| if (!renderTarget) |
| { |
| ERR("render target pointer unexpectedly null."); |
| return; |
| } |
| |
| ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView(); |
| if (!framebufferRTV) |
| { |
| ERR("render target view pointer unexpectedly null."); |
| return; |
| } |
| |
| if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 || |
| mCurScissor.x + mCurScissor.width < renderTarget->getWidth() || |
| mCurScissor.y + mCurScissor.height < renderTarget->getHeight())) |
| { |
| // TODO: clearing of subregion of render target |
| UNIMPLEMENTED(); |
| } |
| |
| bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha; |
| const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) && |
| !(clearParams.colorMaskRed && clearParams.colorMaskGreen && |
| clearParams.colorMaskBlue && alphaUnmasked); |
| |
| if (needMaskedColorClear) |
| { |
| // TODO: masked color clearing |
| UNIMPLEMENTED(); |
| } |
| else |
| { |
| const float clearValues[4] = { clearParams.colorClearValue.red, |
| clearParams.colorClearValue.green, |
| clearParams.colorClearValue.blue, |
| clearParams.colorClearValue.alpha }; |
| mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues); |
| } |
| |
| framebufferRTV->Release(); |
| } |
| } |
| if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT) |
| { |
| gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer(); |
| if (renderbufferObject) |
| { |
| RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil()); |
| if (!renderTarget) |
| { |
| ERR("render target pointer unexpectedly null."); |
| return; |
| } |
| |
| ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView(); |
| if (!framebufferDSV) |
| { |
| ERR("depth stencil view pointer unexpectedly null."); |
| return; |
| } |
| |
| if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 || |
| mCurScissor.x + mCurScissor.width < renderTarget->getWidth() || |
| mCurScissor.y + mCurScissor.height < renderTarget->getHeight())) |
| { |
| // TODO: clearing of subregion of depth stencil view |
| UNIMPLEMENTED(); |
| } |
| |
| unsigned int stencilUnmasked = 0x0; |
| if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil()) |
| { |
| unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat()); |
| stencilUnmasked = (0x1 << stencilSize) - 1; |
| } |
| |
| const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) && |
| (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked; |
| |
| if (needMaskedStencilClear) |
| { |
| // TODO: masked clearing of depth stencil |
| UNIMPLEMENTED(); |
| } |
| else |
| { |
| UINT clearFlags = 0; |
| if (clearParams.mask & GL_DEPTH_BUFFER_BIT) |
| { |
| clearFlags |= D3D11_CLEAR_DEPTH; |
| } |
| if (clearParams.mask & GL_STENCIL_BUFFER_BIT) |
| { |
| clearFlags |= D3D11_CLEAR_STENCIL; |
| } |
| |
| float depthClear = clearParams.depthClearValue; |
| UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF; |
| |
| mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear); |
| } |
| |
| framebufferDSV->Release(); |
| } |
| } |
| } |
| |
| void Renderer11::markAllStateDirty() |
| { |
| mAppliedRenderTargetSerial = 0; |
| mAppliedDepthbufferSerial = 0; |
| mAppliedStencilbufferSerial = 0; |
| mDepthStencilInitialized = false; |
| mRenderTargetDescInitialized = false; |
| |
| for (int i = 0; i < gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; i++) |
| { |
| mForceSetVertexSamplerStates[i] = true; |
| } |
| for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++) |
| { |
| mForceSetPixelSamplerStates[i] = true; |
| } |
| |
| mForceSetBlendState = true; |
| mForceSetRasterState = true; |
| mForceSetDepthStencilState = true; |
| mForceSetScissor = true; |
| mForceSetViewport = true; |
| |
| mAppliedIBSerial = 0; |
| mAppliedIBOffset = 0; |
| |
| mAppliedProgramBinarySerial = 0; |
| } |
| |
| void Renderer11::releaseDeviceResources() |
| { |
| mStateCache.clear(); |
| mInputLayoutCache.clear(); |
| |
| delete mVertexDataManager; |
| mVertexDataManager = NULL; |
| |
| delete mIndexDataManager; |
| mIndexDataManager = NULL; |
| |
| delete mLineLoopIB; |
| mLineLoopIB = NULL; |
| } |
| |
| void Renderer11::markDeviceLost() |
| { |
| mDeviceLost = true; |
| } |
| |
| bool Renderer11::isDeviceLost() |
| { |
| return mDeviceLost; |
| } |
| |
| // set notify to true to broadcast a message to all contexts of the device loss |
| bool Renderer11::testDeviceLost(bool notify) |
| { |
| bool isLost = false; |
| |
| // TODO |
| //UNIMPLEMENTED(); |
| |
| if (isLost) |
| { |
| // ensure we note the device loss -- |
| // we'll probably get this done again by markDeviceLost |
| // but best to remember it! |
| // Note that we don't want to clear the device loss status here |
| // -- this needs to be done by resetDevice |
| mDeviceLost = true; |
| if (notify) |
| { |
| mDisplay->notifyDeviceLost(); |
| } |
| } |
| |
| return isLost; |
| } |
| |
| bool Renderer11::testDeviceResettable() |
| { |
| HRESULT status = D3D_OK; |
| |
| // TODO |
| UNIMPLEMENTED(); |
| |
| switch (status) |
| { |
| case D3DERR_DEVICENOTRESET: |
| case D3DERR_DEVICEHUNG: |
| return true; |
| default: |
| return false; |
| } |
| } |
| |
| bool Renderer11::resetDevice() |
| { |
| releaseDeviceResources(); |
| |
| // TODO |
| UNIMPLEMENTED(); |
| |
| // reset device defaults |
| initializeDevice(); |
| mDeviceLost = false; |
| |
| return true; |
| } |
| |
| DWORD Renderer11::getAdapterVendor() const |
| { |
| return mAdapterDescription.VendorId; |
| } |
| |
| const char *Renderer11::getAdapterDescription() const |
| { |
| return mDescription; |
| } |
| |
| GUID Renderer11::getAdapterIdentifier() const |
| { |
| // TODO |
| // UNIMPLEMENTED(); |
| GUID foo = {0}; |
| return foo; |
| } |
| |
| bool Renderer11::getDXT1TextureSupport() |
| { |
| // TODO |
| // UNIMPLEMENTED(); |
| return false; |
| } |
| |
| bool Renderer11::getDXT3TextureSupport() |
| { |
| // TODO |
| // UNIMPLEMENTED(); |
| return false; |
| } |
| |
| bool Renderer11::getDXT5TextureSupport() |
| { |
| // TODO |
| // UNIMPLEMENTED(); |
| return false; |
| } |
| |
| bool Renderer11::getDepthTextureSupport() const |
| { |
| // TODO |
| // UNIMPLEMENTED(); |
| return false; |
| } |
| |
| bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable) |
| { |
| // TODO |
| // UNIMPLEMENTED(); |
| |
| *filtering = false; |
| *renderable = false; |
| return false; |
| } |
| |
| bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable) |
| { |
| // TODO |
| // UNIMPLEMENTED(); |
| |
| *filtering = false; |
| *renderable = false; |
| return false; |
| } |
| |
| bool Renderer11::getLuminanceTextureSupport() |
| { |
| // TODO |
| // UNIMPLEMENTED(); |
| return false; |
| } |
| |
| bool Renderer11::getLuminanceAlphaTextureSupport() |
| { |
| // TODO |
| // UNIMPLEMENTED(); |
| return false; |
| } |
| |
| bool Renderer11::getTextureFilterAnisotropySupport() const |
| { |
| // TODO |
| // UNIMPLEMENTED(); |
| return false; |
| } |
| |
| float Renderer11::getTextureMaxAnisotropy() const |
| { |
| // TODO |
| // UNIMPLEMENTED(); |
| return 1.0f; |
| } |
| |
| bool Renderer11::getEventQuerySupport() |
| { |
| // TODO |
| // UNIMPLEMENTED(); |
| return false; |
| } |
| |
| bool Renderer11::getVertexTextureSupport() const |
| { |
| // TODO |
| // UNIMPLEMENTED(); |
| return false; |
| } |
| |
| bool Renderer11::getNonPower2TextureSupport() const |
| { |
| // TODO |
| // UNIMPLEMENTED(); |
| return false; |
| } |
| |
| bool Renderer11::getOcclusionQuerySupport() const |
| { |
| // TODO |
| // UNIMPLEMENTED(); |
| return false; |
| } |
| |
| bool Renderer11::getInstancingSupport() const |
| { |
| // TODO |
| // UNIMPLEMENTED(); |
| return false; |
| } |
| |
| bool Renderer11::getShareHandleSupport() const |
| { |
| // TODO |
| // UNIMPLEMENTED(); |
| |
| // PIX doesn't seem to support using share handles, so disable them. |
| return false && !gl::perfActive(); |
| } |
| |
| int Renderer11::getMajorShaderModel() const |
| { |
| switch (mFeatureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5 |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4 |
| default: UNREACHABLE(); return 0; |
| } |
| } |
| |
| float Renderer11::getMaxPointSize() const |
| { |
| // TODO |
| // UNIMPLEMENTED(); |
| return 1.0f; |
| } |
| |
| int Renderer11::getMaxTextureWidth() const |
| { |
| switch (mFeatureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384 |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192 |
| default: UNREACHABLE(); return 0; |
| } |
| } |
| |
| int Renderer11::getMaxTextureHeight() const |
| { |
| switch (mFeatureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384 |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192 |
| default: UNREACHABLE(); return 0; |
| } |
| } |
| |
| bool Renderer11::get32BitIndexSupport() const |
| { |
| switch (mFeatureLevel) |
| { |
| case D3D_FEATURE_LEVEL_11_0: |
| case D3D_FEATURE_LEVEL_10_1: |
| case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true |
| default: UNREACHABLE(); return false; |
| } |
| } |
| |
| int Renderer11::getMinSwapInterval() const |
| { |
| return 0; |
| } |
| |
| int Renderer11::getMaxSwapInterval() const |
| { |
| return 4; |
| } |
| |
| int Renderer11::getMaxSupportedSamples() const |
| { |
| // TODO |
| // UNIMPLEMENTED(); |
| return 1; |
| } |
| |
| bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source) |
| { |
| if (source && dest) |
| { |
| TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance()); |
| TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance()); |
| |
| mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture()); |
| return true; |
| } |
| |
| return false; |
| } |
| |
| bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source) |
| { |
| if (source && dest) |
| { |
| TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance()); |
| TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance()); |
| |
| mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture()); |
| return true; |
| } |
| |
| return false; |
| } |
| |
| bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat, |
| GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level) |
| { |
| // TODO |
| UNIMPLEMENTED(); |
| return false; |
| } |
| |
| bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat, |
| GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level) |
| { |
| // TODO |
| UNIMPLEMENTED(); |
| return false; |
| } |
| |
| RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth) |
| { |
| SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain); |
| RenderTarget11 *renderTarget = NULL; |
| if (depth) |
| { |
| renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), swapChain11->getWidth(), swapChain11->getHeight()); |
| } |
| else |
| { |
| renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), swapChain11->getWidth(), swapChain11->getHeight()); |
| } |
| return renderTarget; |
| } |
| |
| RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth) |
| { |
| RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth); |
| return renderTarget; |
| } |
| |
| ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, GLenum type) |
| { |
| ShaderExecutable11 *executable = NULL; |
| |
| switch (type) |
| { |
| case GL_VERTEX_SHADER: |
| { |
| ID3D11VertexShader *vshader = NULL; |
| HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader); |
| ASSERT(SUCCEEDED(result)); |
| |
| if (vshader) |
| { |
| executable = new ShaderExecutable11(function, length, vshader); |
| } |
| } |
| break; |
| case GL_FRAGMENT_SHADER: |
| { |
| ID3D11PixelShader *pshader = NULL; |
| HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader); |
| ASSERT(SUCCEEDED(result)); |
| |
| if (pshader) |
| { |
| executable = new ShaderExecutable11(function, length, pshader); |
| } |
| } |
| break; |
| default: |
| UNREACHABLE(); |
| break; |
| } |
| |
| return executable; |
| } |
| |
| ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type) |
| { |
| const char *profile = NULL; |
| |
| switch (type) |
| { |
| case GL_VERTEX_SHADER: |
| profile = "vs_4_0"; |
| break; |
| case GL_FRAGMENT_SHADER: |
| profile = "ps_4_0"; |
| break; |
| default: |
| UNREACHABLE(); |
| return NULL; |
| } |
| |
| ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false); |
| if (!binary) |
| return NULL; |
| |
| ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type); |
| binary->Release(); |
| |
| return executable; |
| } |
| |
| VertexBuffer *Renderer11::createVertexBuffer() |
| { |
| return new VertexBuffer11(this); |
| } |
| |
| IndexBuffer *Renderer11::createIndexBuffer() |
| { |
| return new IndexBuffer11(this); |
| } |
| |
| bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect, |
| bool blitRenderTarget, bool blitDepthStencil) |
| { |
| // TODO |
| UNIMPLEMENTED(); |
| return false; |
| } |
| |
| void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, |
| GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels) |
| { |
| ID3D11Texture2D *colorBufferTexture = NULL; |
| unsigned int subresourceIndex = 0; |
| |
| gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(); |
| if (colorbuffer) |
| { |
| RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget()); |
| if (renderTarget) |
| { |
| subresourceIndex = renderTarget->getSubresourceIndex(); |
| |
| ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView(); |
| if (colorBufferRTV) |
| { |
| ID3D11Resource *textureResource = NULL; |
| colorBufferRTV->GetResource(&textureResource); |
| |
| if (textureResource) |
| { |
| HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)&colorBufferTexture); |
| textureResource->Release(); |
| |
| if (FAILED(result)) |
| { |
| ERR("Failed to extract the ID3D11Texture2D from the render target resource, " |
| "HRESULT: 0x%X.", result); |
| return; |
| } |
| } |
| } |
| } |
| } |
| |
| if (colorBufferTexture) |
| { |
| gl::Rectangle area; |
| area.x = x; |
| area.y = y; |
| area.width = width; |
| area.height = height; |
| |
| readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch, |
| packReverseRowOrder, packAlignment, pixels); |
| |
| colorBufferTexture->Release(); |
| colorBufferTexture = NULL; |
| } |
| } |
| |
| Image *Renderer11::createImage() |
| { |
| return new Image11(); |
| } |
| |
| void Renderer11::generateMipmap(Image *dest, Image *src) |
| { |
| // TODO |
| UNIMPLEMENTED(); |
| return; |
| } |
| |
| TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain) |
| { |
| SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain); |
| return new TextureStorage11_2D(this, swapChain11); |
| } |
| |
| TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height) |
| { |
| return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height); |
| } |
| |
| TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size) |
| { |
| return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size); |
| } |
| |
| static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType) |
| { |
| if (sourceFormat == DXGI_FORMAT_A8_UNORM && |
| destFormat == GL_ALPHA && |
| destType == GL_UNSIGNED_BYTE) |
| { |
| return 1; |
| } |
| else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM && |
| destFormat == GL_RGBA && |
| destType == GL_UNSIGNED_BYTE) |
| { |
| return 4; |
| } |
| else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM && |
| destFormat == GL_BGRA_EXT && |
| destType == GL_UNSIGNED_BYTE) |
| { |
| return 4; |
| } |
| else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT && |
| destFormat == GL_RGBA && |
| destType == GL_HALF_FLOAT_OES) |
| { |
| return 8; |
| } |
| else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT && |
| destFormat == GL_RGB && |
| destType == GL_FLOAT) |
| { |
| return 12; |
| } |
| else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT && |
| destFormat == GL_RGBA && |
| destType == GL_FLOAT) |
| { |
| return 16; |
| } |
| else |
| { |
| return 0; |
| } |
| } |
| |
| static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x, |
| unsigned int y, int inputPitch, gl::Color *outColor) |
| { |
| switch (format) |
| { |
| case DXGI_FORMAT_R8G8B8A8_UNORM: |
| { |
| unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch); |
| outColor->red = (rgba & 0xFF000000) * (1.0f / 0xFF000000); |
| outColor->green = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000); |
| outColor->blue = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00); |
| outColor->alpha = (rgba & 0x000000FF) * (1.0f / 0x000000FF); |
| } |
| break; |
| |
| case DXGI_FORMAT_A8_UNORM: |
| { |
| outColor->red = 0.0f; |
| outColor->green = 0.0f; |
| outColor->blue = 0.0f; |
| outColor->alpha = *(data + x + y * inputPitch) / 255.0f; |
| } |
| break; |
| |
| case DXGI_FORMAT_R32G32B32A32_FLOAT: |
| { |
| outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0); |
| outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1); |
| outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2); |
| outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3); |
| } |
| break; |
| |
| case DXGI_FORMAT_R32G32B32_FLOAT: |
| { |
| outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0); |
| outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1); |
| outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2); |
| outColor->alpha = 1.0f; |
| } |
| break; |
| |
| case DXGI_FORMAT_R16G16B16A16_FLOAT: |
| { |
| outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0)); |
| outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1)); |
| outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2)); |
| outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3)); |
| } |
| break; |
| |
| case DXGI_FORMAT_B8G8R8A8_UNORM: |
| { |
| unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch); |
| outColor->red = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00); |
| outColor->blue = (bgra & 0xFF000000) * (1.0f / 0xFF000000); |
| outColor->green = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000); |
| outColor->alpha = (bgra & 0x000000FF) * (1.0f / 0x000000FF); |
| } |
| break; |
| |
| case DXGI_FORMAT_R8_UNORM: |
| { |
| outColor->red = *(data + x + y * inputPitch) / 255.0f; |
| outColor->green = 0.0f; |
| outColor->blue = 0.0f; |
| outColor->alpha = 1.0f; |
| } |
| break; |
| |
| case DXGI_FORMAT_R8G8_UNORM: |
| { |
| unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch); |
| |
| outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00); |
| outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF); |
| outColor->blue = 0.0f; |
| outColor->alpha = 1.0f; |
| } |
| break; |
| |
| case DXGI_FORMAT_R16_FLOAT: |
| { |
| outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch)); |
| outColor->green = 0.0f; |
| outColor->blue = 0.0f; |
| outColor->alpha = 1.0f; |
| } |
| break; |
| |
| case DXGI_FORMAT_R16G16_FLOAT: |
| { |
| outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0)); |
| outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1)); |
| outColor->blue = 0.0f; |
| outColor->alpha = 1.0f; |
| } |
| break; |
| |
| default: |
| ERR("ReadPixelColor not implemented for DXGI format %u.", format); |
| UNIMPLEMENTED(); |
| break; |
| } |
| } |
| |
| static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x, |
| unsigned int y, int outputPitch, void *outData) |
| { |
| unsigned char* byteData = reinterpret_cast<unsigned char*>(outData); |
| unsigned short* shortData = reinterpret_cast<unsigned short*>(outData); |
| |
| switch (format) |
| { |
| case GL_RGBA: |
| switch (type) |
| { |
| case GL_UNSIGNED_BYTE: |
| byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f); |
| byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f); |
| byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f); |
| byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f); |
| break; |
| |
| default: |
| ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type); |
| UNIMPLEMENTED(); |
| break; |
| } |
| break; |
| |
| case GL_BGRA_EXT: |
| switch (type) |
| { |
| case GL_UNSIGNED_BYTE: |
| byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f); |
| byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f); |
| byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f); |
| byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f); |
| break; |
| |
| case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT: |
| // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section |
| // this type is packed as follows: |
| // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 |
| // -------------------------------------------------------------------------------- |
| // | 4th | 3rd | 2nd | 1st component | |
| // -------------------------------------------------------------------------------- |
| // in the case of BGRA_EXT, B is the first component, G the second, and so forth. |
| shortData[x + y * outputPitch / sizeof(unsigned short)] = |
| (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) | |
| (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) | |
| (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) | |
| (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0); |
| break; |
| |
| case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT: |
| // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section |
| // this type is packed as follows: |
| // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 |
| // -------------------------------------------------------------------------------- |
| // | 4th | 3rd | 2nd | 1st component | |
| // -------------------------------------------------------------------------------- |
| // in the case of BGRA_EXT, B is the first component, G the second, and so forth. |
| shortData[x + y * outputPitch / sizeof(unsigned short)] = |
| (static_cast<unsigned short>( color.alpha + 0.5f) << 15) | |
| (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) | |
| (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) | |
| (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0); |
| break; |
| |
| default: |
| ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type); |
| UNIMPLEMENTED(); |
| break; |
| } |
| break; |
| |
| case GL_RGB: |
| switch (type) |
| { |
| case GL_UNSIGNED_SHORT_5_6_5: |
| shortData[x + y * outputPitch / sizeof(unsigned short)] = |
| (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) | |
| (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) | |
| (static_cast<unsigned short>(31 * color.red + 0.5f) << 11); |
| break; |
| |
| case GL_UNSIGNED_BYTE: |
| byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f); |
| byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f); |
| byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f); |
| break; |
| |
| default: |
| ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type); |
| UNIMPLEMENTED(); |
| break; |
| } |
| break; |
| |
| default: |
| ERR("WritePixelColor not implemented for format 0x%X.", format); |
| UNIMPLEMENTED(); |
| break; |
| } |
| } |
| |
| void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, |
| GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder, |
| GLint packAlignment, void *pixels) |
| { |
| D3D11_TEXTURE2D_DESC textureDesc; |
| texture->GetDesc(&textureDesc); |
| |
| D3D11_TEXTURE2D_DESC stagingDesc; |
| stagingDesc.Width = area.width; |
| stagingDesc.Height = area.height; |
| stagingDesc.MipLevels = 1; |
| stagingDesc.ArraySize = 1; |
| stagingDesc.Format = textureDesc.Format; |
| stagingDesc.SampleDesc.Count = 1; |
| stagingDesc.SampleDesc.Quality = 0; |
| stagingDesc.Usage = D3D11_USAGE_STAGING; |
| stagingDesc.BindFlags = 0; |
| stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; |
| stagingDesc.MiscFlags = 0; |
| |
| ID3D11Texture2D* stagingTex = NULL; |
| HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex); |
| if (FAILED(result)) |
| { |
| ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result); |
| return; |
| } |
| |
| ID3D11Texture2D* srcTex = NULL; |
| if (textureDesc.SampleDesc.Count > 1) |
| { |
| D3D11_TEXTURE2D_DESC resolveDesc; |
| resolveDesc.Width = textureDesc.Width; |
| resolveDesc.Height = textureDesc.Height; |
| resolveDesc.MipLevels = 1; |
| resolveDesc.ArraySize = 1; |
| resolveDesc.Format = textureDesc.Format; |
| resolveDesc.SampleDesc.Count = 1; |
| resolveDesc.SampleDesc.Quality = 0; |
| resolveDesc.Usage = D3D11_USAGE_DEFAULT; |
| resolveDesc.BindFlags = 0; |
| resolveDesc.CPUAccessFlags = 0; |
| resolveDesc.MiscFlags = 0; |
| |
| result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex); |
| if (FAILED(result)) |
| { |
| ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result); |
| stagingTex->Release(); |
| return; |
| } |
| |
| mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format); |
| subResource = 0; |
| } |
| else |
| { |
| srcTex = texture; |
| srcTex->AddRef(); |
| } |
| |
| D3D11_BOX srcBox; |
| srcBox.left = area.x; |
| srcBox.right = area.x + area.width; |
| srcBox.top = area.y; |
| srcBox.bottom = area.y + area.height; |
| srcBox.front = 0; |
| srcBox.back = 1; |
| |
| mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox); |
| |
| srcTex->Release(); |
| srcTex = NULL; |
| |
| D3D11_MAPPED_SUBRESOURCE mapping; |
| mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping); |
| |
| unsigned char *source; |
| int inputPitch; |
| if (packReverseRowOrder) |
| { |
| source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1); |
| inputPitch = -static_cast<int>(mapping.RowPitch); |
| } |
| else |
| { |
| source = static_cast<unsigned char*>(mapping.pData); |
| inputPitch = static_cast<int>(mapping.RowPitch); |
| } |
| |
| unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type); |
| if (fastPixelSize != 0) |
| { |
| unsigned char *dest = static_cast<unsigned char*>(pixels); |
| for (int j = 0; j < area.height; j++) |
| { |
| memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize); |
| } |
| } |
| else |
| { |
| gl::Color pixelColor; |
| for (int j = 0; j < area.height; j++) |
| { |
| for (int i = 0; i < area.width; i++) |
| { |
| readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor); |
| writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels); |
| } |
| } |
| } |
| |
| mDeviceContext->Unmap(stagingTex, 0); |
| |
| stagingTex->Release(); |
| stagingTex = NULL; |
| } |
| |
| } |