| // |
| // Copyright (c) 2012 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 "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) |
| { |
| 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); |
| |
| markAllStateDirty(); |
| |
| // Permanent non-default states |
| // TODO |
| // UNIMPLEMENTED(); |
| } |
| |
| 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) |
| { |
| // TODO |
| UNIMPLEMENTED(); |
| } |
| |
| void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture) |
| { |
| // TODO |
| UNIMPLEMENTED(); |
| } |
| |
| 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 blend state returned by RenderStateCache::getRasterizerState, setting the default" |
| "rasterizer state."); |
| } |
| |
| mDeviceContext->RSSetState(dxRasterState); |
| |
| if (dxRasterState) |
| { |
| dxRasterState->Release(); |
| } |
| 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); |
| |
| if (dxBlendState) |
| { |
| dxBlendState->Release(); |
| } |
| 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)); |
| |
| if (dxDepthStencilState) |
| { |
| dxDepthStencilState->Release(); |
| } |
| 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: UNIMPLEMENTED(); /* TODO */ 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) |
| { |
| // TODO: Create/update vertex buffers for arbitrary GL attributes |
| ASSERT(vertexAttributes[0].mBoundBuffer.get() == 0); // UNIMPLEMENTED(); |
| |
| UINT stride = vertexAttributes[0].mStride != 0 ? vertexAttributes[0].mStride : vertexAttributes[0].typeSize(); |
| UINT size = stride * count; |
| |
| D3D11_BUFFER_DESC vertexBufferDescription = {0}; |
| vertexBufferDescription.ByteWidth = size; |
| vertexBufferDescription.Usage = D3D11_USAGE_DYNAMIC; |
| vertexBufferDescription.BindFlags = D3D11_BIND_VERTEX_BUFFER; |
| vertexBufferDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
| vertexBufferDescription.MiscFlags = 0; |
| vertexBufferDescription.StructureByteStride = 0; |
| |
| ID3D11Buffer *vertexBuffer = NULL; |
| HRESULT result = mDevice->CreateBuffer(&vertexBufferDescription, NULL, &vertexBuffer); |
| ASSERT(SUCCEEDED(result)); |
| |
| D3D11_MAPPED_SUBRESOURCE map; |
| result = mDeviceContext->Map(vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); |
| ASSERT(SUCCEEDED(result)); |
| memcpy(map.pData, vertexAttributes[0].mPointer, size); |
| mDeviceContext->Unmap(vertexBuffer, 0); |
| |
| UINT offset = 0; |
| mDeviceContext->IASetVertexBuffers(0, 1, &vertexBuffer, &stride, &offset); |
| vertexBuffer->Release(); |
| |
| // TODO: Build the input layout from the (translated) attribute information |
| D3D11_INPUT_ELEMENT_DESC inputElementDescriptions[1] = |
| { |
| {"TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0} |
| }; |
| |
| ShaderExecutable *vertexExecutable = programBinary->getVertexExecutable(); |
| |
| ID3D11InputLayout *inputLayout = NULL; |
| result = mDevice->CreateInputLayout(inputElementDescriptions, 1, vertexExecutable->getFunction(), vertexExecutable->getLength(), &inputLayout); |
| ASSERT(SUCCEEDED(result)); |
| |
| mDeviceContext->IASetInputLayout(inputLayout); |
| inputLayout->Release(); // TODO: Build a cache of input layouts |
| |
| return GL_NO_ERROR; |
| } |
| |
| GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) |
| { |
| // TODO |
| UNIMPLEMENTED(); |
| |
| return GL_OUT_OF_MEMORY; |
| } |
| |
| void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances) |
| { |
| mDeviceContext->Draw(count, 0); |
| } |
| |
| void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo) |
| { |
| // TODO |
| UNIMPLEMENTED(); |
| } |
| |
| 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) |
| { |
| // TODO |
| if (uniformArray->size() != 0) |
| { |
| UNIMPLEMENTED(); |
| } |
| } |
| |
| 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->getRenderTarget()); |
| 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; |
| |
| mForceSetBlendState = true; |
| mForceSetRasterState = true; |
| mForceSetDepthStencilState = true; |
| mForceSetScissor = true; |
| mForceSetViewport = true; |
| |
| mAppliedProgramBinarySerial = 0; |
| } |
| |
| void Renderer11::releaseDeviceResources() |
| { |
| // TODO |
| // UNIMPLEMENTED(); |
| mStateCache.clear(); |
| } |
| |
| 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(TextureStorage2D *dest, TextureStorage2D *source) |
| { |
| // TODO |
| UNIMPLEMENTED(); |
| return false; |
| } |
| |
| bool Renderer11::copyToRenderTarget(TextureStorageCubeMap *dest, TextureStorageCubeMap *source) |
| { |
| // TODO |
| UNIMPLEMENTED(); |
| return false; |
| } |
| |
| bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat, |
| GLint xoffset, GLint yoffset, TextureStorage2D *storage, GLint level) |
| { |
| // TODO |
| UNIMPLEMENTED(); |
| return false; |
| } |
| |
| bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat, |
| GLint xoffset, GLint yoffset, TextureStorageCubeMap *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) |
| { |
| // TODO |
| UNIMPLEMENTED(); |
| return NULL; |
| } |
| |
| ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, GLenum type, void *data) |
| { |
| 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, NULL); |
| binary->Release(); |
| |
| return executable; |
| } |
| |
| VertexBuffer *Renderer11::createVertexBuffer() |
| { |
| // TODO |
| UNIMPLEMENTED(); |
| return NULL; |
| } |
| |
| 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) |
| { |
| // TODO |
| UNIMPLEMENTED(); |
| return; |
| } |
| |
| Image *Renderer11::createImage() |
| { |
| return new Image11(); |
| } |
| |
| void Renderer11::generateMipmap(Image *dest, Image *src) |
| { |
| // TODO |
| UNIMPLEMENTED(); |
| return; |
| } |
| |
| } |