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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000014#include "libGLESv2/Program.h"
15#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000016#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000017#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000018#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000019#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000020#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000021#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000022#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000023#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000024#include "libGLESv2/renderer/IndexBuffer11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000025#include "libGLESv2/renderer/VertexDataManager.h"
26#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000027#include "libGLESv2/renderer/TextureStorage11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000028
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000029#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
30#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
31#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h"
32#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h"
34
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000035#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
36#include "libGLESv2/renderer/shaders/compiled/clear11ps.h"
37
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000038#include <sstream>
39
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000040namespace rx
41{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000042static const DXGI_FORMAT RenderTargetFormats[] =
43 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000044 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000045 DXGI_FORMAT_R8G8B8A8_UNORM
46 };
47
48static const DXGI_FORMAT DepthStencilFormats[] =
49 {
50 DXGI_FORMAT_D24_UNORM_S8_UINT
51 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000052
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000053enum
54{
55 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
56};
57
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000058Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
59{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000060 mVertexDataManager = NULL;
61 mIndexDataManager = NULL;
62
daniel@transgaming.comc5114302012-12-20 21:11:36 +000063 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000064 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000065
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000066 mCopyResourcesInitialized = false;
67 mCopyVB = NULL;
68 mCopySampler = NULL;
69 mCopyIL = NULL;
70 mCopyVS = NULL;
71 mCopyRGBAPS = NULL;
72 mCopyRGBPS = NULL;
73 mCopyLumPS = NULL;
74 mCopyLumAlphaPS = NULL;
75
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000076 mClearResourcesInitialized = false;
77 mClearVB = NULL;
78 mClearIL = NULL;
79 mClearVS = NULL;
80 mClearPS = NULL;
81 mClearScissorRS = NULL;
82 mClearNoScissorRS = NULL;
83
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000084 mD3d11Module = NULL;
85 mDxgiModule = NULL;
86
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000087 mDeviceLost = false;
88
daniel@transgaming.com25072f62012-11-28 19:31:32 +000089 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000090 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000091 mDxgiAdapter = NULL;
92 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +000093
94 mDriverConstantBufferVS = NULL;
95 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +000096
97 mBGRATextureSupport = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000098}
99
100Renderer11::~Renderer11()
101{
102 releaseDeviceResources();
103
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000104 if (mDxgiFactory)
105 {
106 mDxgiFactory->Release();
107 mDxgiFactory = NULL;
108 }
109
110 if (mDxgiAdapter)
111 {
112 mDxgiAdapter->Release();
113 mDxgiAdapter = NULL;
114 }
115
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000116 if (mDeviceContext)
117 {
daniel@transgaming.comd5df4e82013-01-11 04:11:21 +0000118 mDeviceContext->ClearState();
119 mDeviceContext->Flush();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000120 mDeviceContext->Release();
121 mDeviceContext = NULL;
122 }
123
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000124 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000125 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000126 mDevice->Release();
127 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000128 }
129
130 if (mD3d11Module)
131 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000132 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000133 mD3d11Module = NULL;
134 }
135
136 if (mDxgiModule)
137 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000138 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000139 mDxgiModule = NULL;
140 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000141}
142
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000143Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
144{
145 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
146 return static_cast<rx::Renderer11*>(renderer);
147}
148
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000149EGLint Renderer11::initialize()
150{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000151 if (!initializeCompiler())
152 {
153 return EGL_NOT_INITIALIZED;
154 }
155
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000156 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
157 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000158
159 if (mD3d11Module == NULL || mDxgiModule == NULL)
160 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000161 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000162 return EGL_NOT_INITIALIZED;
163 }
164
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000165 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000166
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000167 if (D3D11CreateDevice == NULL)
168 {
169 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
170 return EGL_NOT_INITIALIZED;
171 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000172
173 D3D_FEATURE_LEVEL featureLevel[] =
174 {
175 D3D_FEATURE_LEVEL_11_0,
176 D3D_FEATURE_LEVEL_10_1,
177 D3D_FEATURE_LEVEL_10_0,
178 };
179
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000180 HRESULT result = D3D11CreateDevice(NULL,
181 D3D_DRIVER_TYPE_HARDWARE,
182 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000183 #if defined(_DEBUG)
184 D3D11_CREATE_DEVICE_DEBUG,
185 #else
186 0,
187 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000188 featureLevel,
189 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000190 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000191 &mDevice,
192 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000193 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000194
195 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000196 {
197 ERR("Could not create D3D11 device - aborting!\n");
198 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
199 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000200
201 IDXGIDevice *dxgiDevice = NULL;
202 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
203
204 if (FAILED(result))
205 {
206 ERR("Could not query DXGI device - aborting!\n");
207 return EGL_NOT_INITIALIZED;
208 }
209
210 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
211
212 if (FAILED(result))
213 {
214 ERR("Could not retrieve DXGI adapter - aborting!\n");
215 return EGL_NOT_INITIALIZED;
216 }
217
218 dxgiDevice->Release();
219
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000220 mDxgiAdapter->GetDesc(&mAdapterDescription);
221 memset(mDescription, 0, sizeof(mDescription));
222 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
223
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000224 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
225
226 if (!mDxgiFactory || FAILED(result))
227 {
228 ERR("Could not create DXGI factory - aborting!\n");
229 return EGL_NOT_INITIALIZED;
230 }
231
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000232 initializeDevice();
233
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000234 // BGRA texture support is optional in feature levels 10 and 10_1
235 UINT formatSupport;
236 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
237 if (FAILED(result))
238 {
239 ERR("Error checking BGRA format support: 0x%08X", result);
240 }
241 else
242 {
243 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
244 mBGRATextureSupport = (formatSupport & flags) == flags;
245 }
246
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000247 return EGL_SUCCESS;
248}
249
250// do any one-time device initialization
251// NOTE: this is also needed after a device lost/reset
252// to reset the scene status and ensure the default states are reset.
253void Renderer11::initializeDevice()
254{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000255 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000256 mInputLayoutCache.initialize(mDevice, mDeviceContext);
257
258 ASSERT(!mVertexDataManager && !mIndexDataManager);
259 mVertexDataManager = new VertexDataManager(this);
260 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000261
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000262 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000263}
264
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000265int Renderer11::generateConfigs(ConfigDesc **configDescList)
266{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000267 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
268 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000269 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
270 int numConfigs = 0;
271
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000272 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000273 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000274 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000275 {
276 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
277
278 UINT formatSupport = 0;
279 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
280
281 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
282 {
283 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
284
285 UINT formatSupport = 0;
286 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
287
288 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
289 {
290 ConfigDesc newConfig;
291 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
292 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
293 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
294 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
295
296 (*configDescList)[numConfigs++] = newConfig;
297 }
298 }
299 }
300 }
301
302 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000303}
304
305void Renderer11::deleteConfigs(ConfigDesc *configDescList)
306{
307 delete [] (configDescList);
308}
309
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000310void Renderer11::sync(bool block)
311{
312 // TODO
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000313 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000314}
315
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000316SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
317{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000318 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000319}
320
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000321void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
322{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000323 if (type == gl::SAMPLER_PIXEL)
324 {
325 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
326 {
327 ERR("Pixel shader sampler index %i is not valid.", index);
328 return;
329 }
330
331 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
332 {
333 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
334
335 if (!dxSamplerState)
336 {
337 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
338 "sampler state for pixel shaders at slot %i.", index);
339 }
340
341 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
342
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000343 mCurPixelSamplerStates[index] = samplerState;
344 }
345
346 mForceSetPixelSamplerStates[index] = false;
347 }
348 else if (type == gl::SAMPLER_VERTEX)
349 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000350 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000351 {
352 ERR("Vertex shader sampler index %i is not valid.", index);
353 return;
354 }
355
356 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
357 {
358 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
359
360 if (!dxSamplerState)
361 {
362 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
363 "sampler state for vertex shaders at slot %i.", index);
364 }
365
366 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
367
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000368 mCurVertexSamplerStates[index] = samplerState;
369 }
370
371 mForceSetVertexSamplerStates[index] = false;
372 }
373 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000374}
375
376void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
377{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000378 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000379 unsigned int serial = 0;
380 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000381
382 if (texture)
383 {
384 TextureStorageInterface *texStorage = texture->getNativeTexture();
385 if (texStorage)
386 {
387 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
388 textureSRV = storage11->getSRV();
389 }
390
391 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
392 // missing the shader resource view
393 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000394
395 serial = texture->getTextureSerial();
396 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000397 }
398
399 if (type == gl::SAMPLER_PIXEL)
400 {
401 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
402 {
403 ERR("Pixel shader sampler index %i is not valid.", index);
404 return;
405 }
406
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000407 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
408 {
409 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
410 }
411
412 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000413 }
414 else if (type == gl::SAMPLER_VERTEX)
415 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000416 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000417 {
418 ERR("Vertex shader sampler index %i is not valid.", index);
419 return;
420 }
421
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000422 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
423 {
424 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
425 }
426
427 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000428 }
429 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000430}
431
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000432void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000433{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000434 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000435 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000436 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
437 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000438 if (!dxRasterState)
439 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000440 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000441 "rasterizer state.");
442 }
443
444 mDeviceContext->RSSetState(dxRasterState);
445
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000446 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000447 }
448
449 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000450}
451
452void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
453 unsigned int sampleMask)
454{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000455 if (mForceSetBlendState ||
456 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
457 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
458 sampleMask != mCurSampleMask)
459 {
460 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
461 if (!dxBlendState)
462 {
463 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
464 "blend state.");
465 }
466
467 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
468 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
469
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000470 mCurBlendState = blendState;
471 mCurBlendColor = blendColor;
472 mCurSampleMask = sampleMask;
473 }
474
475 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000476}
477
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000478void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000479 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000480{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000481 if (mForceSetDepthStencilState ||
482 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
483 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
484 {
485 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
486 stencilRef != stencilBackRef ||
487 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
488 {
489 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
490 "invalid under WebGL.");
491 return error(GL_INVALID_OPERATION);
492 }
493
494 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
495 if (!dxDepthStencilState)
496 {
497 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
498 "setting the default depth stencil state.");
499 }
500
501 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
502
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000503 mCurDepthStencilState = depthStencilState;
504 mCurStencilRef = stencilRef;
505 mCurStencilBackRef = stencilBackRef;
506 }
507
508 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000509}
510
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000511void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000512{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000513 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
514 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000515 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000516 if (enabled)
517 {
518 D3D11_RECT rect;
519 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
520 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
521 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
522 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000523
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000524 mDeviceContext->RSSetScissorRects(1, &rect);
525 }
526
527 if (enabled != mScissorEnabled)
528 {
529 mForceSetRasterState = true;
530 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000531
532 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000533 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000534 }
535
536 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000537}
538
daniel@transgaming.com12985182012-12-20 20:56:31 +0000539bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000540 bool ignoreViewport, gl::ProgramBinary *currentProgram)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000541{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000542 gl::Rectangle actualViewport = viewport;
543 float actualZNear = gl::clamp01(zNear);
544 float actualZFar = gl::clamp01(zFar);
545 if (ignoreViewport)
546 {
547 actualViewport.x = 0;
548 actualViewport.y = 0;
549 actualViewport.width = mRenderTargetDesc.width;
550 actualViewport.height = mRenderTargetDesc.height;
551 actualZNear = 0.0f;
552 actualZFar = 1.0f;
553 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000554
555 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000556 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
557 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
558 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
559 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
560 dxViewport.MinDepth = actualZNear;
561 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000562
563 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
564 {
565 return false; // Nothing to render
566 }
567
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000568 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
569 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000570
daniel@transgaming.com53670042012-11-28 20:55:51 +0000571 if (viewportChanged)
572 {
573 mDeviceContext->RSSetViewports(1, &dxViewport);
574
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000575 mCurViewport = actualViewport;
576 mCurNear = actualZNear;
577 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000578 }
579
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000580 if (currentProgram && viewportChanged)
daniel@transgaming.com53670042012-11-28 20:55:51 +0000581 {
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000582 mVertexConstants.halfPixelSize[0] = 0.0f;
583 mVertexConstants.halfPixelSize[1] = 0.0f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000584
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000585 mPixelConstants.coord[0] = actualViewport.width * 0.5f;
586 mPixelConstants.coord[1] = actualViewport.height * 0.5f;
587 mPixelConstants.coord[2] = actualViewport.x + (actualViewport.width * 0.5f);
588 mPixelConstants.coord[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000589
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000590 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
591 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
592 mPixelConstants.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000593
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000594 mVertexConstants.depthRange[0] = actualZNear;
595 mVertexConstants.depthRange[1] = actualZFar;
596 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000597
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000598 mPixelConstants.depthRange[0] = actualZNear;
599 mPixelConstants.depthRange[1] = actualZFar;
600 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000601 }
602
603 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000604 return true;
605}
606
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000607bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
608{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000609 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000610
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000611 switch (mode)
612 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000613 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
614 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000615 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000616 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
617 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
618 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000619 // emulate fans via rewriting index buffer
620 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000621 default:
622 return error(GL_INVALID_ENUM, false);
623 }
624
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000625 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000626
627 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000628}
629
630bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000631{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000632 // Get the color render buffer and serial
633 gl::Renderbuffer *renderbufferObject = NULL;
634 unsigned int renderTargetSerial = 0;
635 if (framebuffer->getColorbufferType() != GL_NONE)
636 {
637 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000638
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000639 if (!renderbufferObject)
640 {
641 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000642 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000643 }
644
645 renderTargetSerial = renderbufferObject->getSerial();
646 }
647
648 // Get the depth stencil render buffer and serials
649 gl::Renderbuffer *depthStencil = NULL;
650 unsigned int depthbufferSerial = 0;
651 unsigned int stencilbufferSerial = 0;
652 if (framebuffer->getDepthbufferType() != GL_NONE)
653 {
654 depthStencil = framebuffer->getDepthbuffer();
655 if (!depthStencil)
656 {
657 ERR("Depth stencil pointer unexpectedly null.");
658 return false;
659 }
660
661 depthbufferSerial = depthStencil->getSerial();
662 }
663 else if (framebuffer->getStencilbufferType() != GL_NONE)
664 {
665 depthStencil = framebuffer->getStencilbuffer();
666 if (!depthStencil)
667 {
668 ERR("Depth stencil pointer unexpectedly null.");
669 return false;
670 }
671
672 stencilbufferSerial = depthStencil->getSerial();
673 }
674
675 // Extract the render target dimensions and view
676 unsigned int renderTargetWidth = 0;
677 unsigned int renderTargetHeight = 0;
678 GLenum renderTargetFormat = 0;
679 ID3D11RenderTargetView* framebufferRTV = NULL;
680 if (renderbufferObject)
681 {
682 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
683 if (!renderTarget)
684 {
685 ERR("render target pointer unexpectedly null.");
686 return false;
687 }
688
689 framebufferRTV = renderTarget->getRenderTargetView();
690 if (!framebufferRTV)
691 {
692 ERR("render target view pointer unexpectedly null.");
693 return false;
694 }
695
696 renderTargetWidth = renderbufferObject->getWidth();
697 renderTargetHeight = renderbufferObject->getHeight();
698 renderTargetFormat = renderbufferObject->getActualFormat();
699 }
700
701 // Extract the depth stencil sizes and view
702 unsigned int depthSize = 0;
703 unsigned int stencilSize = 0;
704 ID3D11DepthStencilView* framebufferDSV = NULL;
705 if (depthStencil)
706 {
707 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
708 if (!depthStencilRenderTarget)
709 {
710 ERR("render target pointer unexpectedly null.");
711 if (framebufferRTV)
712 {
713 framebufferRTV->Release();
714 }
715 return false;
716 }
717
718 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
719 if (!framebufferDSV)
720 {
721 ERR("depth stencil view pointer unexpectedly null.");
722 if (framebufferRTV)
723 {
724 framebufferRTV->Release();
725 }
726 return false;
727 }
728
729 // If there is no render buffer, the width, height and format values come from
730 // the depth stencil
731 if (!renderbufferObject)
732 {
733 renderTargetWidth = depthStencil->getWidth();
734 renderTargetHeight = depthStencil->getHeight();
735 renderTargetFormat = depthStencil->getActualFormat();
736 }
737
738 depthSize = depthStencil->getDepthSize();
739 stencilSize = depthStencil->getStencilSize();
740 }
741
742 // Apply the render target and depth stencil
743 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
744 renderTargetSerial != mAppliedRenderTargetSerial ||
745 depthbufferSerial != mAppliedDepthbufferSerial ||
746 stencilbufferSerial != mAppliedStencilbufferSerial)
747 {
748 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
749
750 mRenderTargetDesc.width = renderTargetWidth;
751 mRenderTargetDesc.height = renderTargetHeight;
752 mRenderTargetDesc.format = renderTargetFormat;
753 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
754 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
755
756 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
757 {
758 mCurDepthSize = depthSize;
759 mForceSetRasterState = true;
760 }
761
762 mCurStencilSize = stencilSize;
763
764 mAppliedRenderTargetSerial = renderTargetSerial;
765 mAppliedDepthbufferSerial = depthbufferSerial;
766 mAppliedStencilbufferSerial = stencilbufferSerial;
767 mRenderTargetDescInitialized = true;
768 mDepthStencilInitialized = true;
769 }
770
771 if (framebufferRTV)
772 {
773 framebufferRTV->Release();
774 }
775 if (framebufferDSV)
776 {
777 framebufferDSV->Release();
778 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000779
780 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000781}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000782
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000783GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000784{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000785 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
786 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
787 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000788 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000789 return err;
790 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000791
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000792 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000793}
794
daniel@transgaming.com31240482012-11-28 21:06:41 +0000795GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000796{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000797 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000798
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000799 if (err == GL_NO_ERROR)
800 {
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000801 if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000802 {
803 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
804
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000805 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000806 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000807 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000808 }
809 }
810
811 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000812}
813
814void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
815{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000816 if (mode == GL_LINE_LOOP)
817 {
818 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
819 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000820 else if (mode == GL_TRIANGLE_FAN)
821 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000822 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000823 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000824 else if (instances > 0)
825 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000826 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000827 }
828 else
829 {
830 mDeviceContext->Draw(count, 0);
831 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000832}
833
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000834void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000835{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000836 if (mode == GL_LINE_LOOP)
837 {
838 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
839 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000840 else if (mode == GL_TRIANGLE_FAN)
841 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000842 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
843 }
844 else if (instances > 0)
845 {
846 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000847 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000848 else
849 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000850 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000851 }
852}
853
854void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
855{
856 // Get the raw indices for an indexed draw
857 if (type != GL_NONE && elementArrayBuffer)
858 {
859 gl::Buffer *indexBuffer = elementArrayBuffer;
860 intptr_t offset = reinterpret_cast<intptr_t>(indices);
861 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
862 }
863
864 if (!mLineLoopIB)
865 {
866 mLineLoopIB = new StreamingIndexBufferInterface(this);
867 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
868 {
869 delete mLineLoopIB;
870 mLineLoopIB = NULL;
871
872 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
873 return error(GL_OUT_OF_MEMORY);
874 }
875 }
876
877 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
878 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
879 {
880 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
881 return error(GL_OUT_OF_MEMORY);
882 }
883
884 void* mappedMemory = NULL;
885 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
886 if (offset == -1 || mappedMemory == NULL)
887 {
888 ERR("Could not map index buffer for GL_LINE_LOOP.");
889 return error(GL_OUT_OF_MEMORY);
890 }
891
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000892 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000893 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000894
895 switch (type)
896 {
897 case GL_NONE: // Non-indexed draw
898 for (int i = 0; i < count; i++)
899 {
900 data[i] = i;
901 }
902 data[count] = 0;
903 break;
904 case GL_UNSIGNED_BYTE:
905 for (int i = 0; i < count; i++)
906 {
907 data[i] = static_cast<const GLubyte*>(indices)[i];
908 }
909 data[count] = static_cast<const GLubyte*>(indices)[0];
910 break;
911 case GL_UNSIGNED_SHORT:
912 for (int i = 0; i < count; i++)
913 {
914 data[i] = static_cast<const GLushort*>(indices)[i];
915 }
916 data[count] = static_cast<const GLushort*>(indices)[0];
917 break;
918 case GL_UNSIGNED_INT:
919 for (int i = 0; i < count; i++)
920 {
921 data[i] = static_cast<const GLuint*>(indices)[i];
922 }
923 data[count] = static_cast<const GLuint*>(indices)[0];
924 break;
925 default: UNREACHABLE();
926 }
927
928 if (!mLineLoopIB->unmapBuffer())
929 {
930 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
931 return error(GL_OUT_OF_MEMORY);
932 }
933
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000934 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000935 {
936 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
937
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000938 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000939 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000940 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000941 }
942
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000943 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000944}
945
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000946void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000947{
948 // Get the raw indices for an indexed draw
949 if (type != GL_NONE && elementArrayBuffer)
950 {
951 gl::Buffer *indexBuffer = elementArrayBuffer;
952 intptr_t offset = reinterpret_cast<intptr_t>(indices);
953 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
954 }
955
956 if (!mTriangleFanIB)
957 {
958 mTriangleFanIB = new StreamingIndexBufferInterface(this);
959 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
960 {
961 delete mTriangleFanIB;
962 mTriangleFanIB = NULL;
963
964 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
965 return error(GL_OUT_OF_MEMORY);
966 }
967 }
968
969 const int numTris = count - 2;
970 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
971 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
972 {
973 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
974 return error(GL_OUT_OF_MEMORY);
975 }
976
977 void* mappedMemory = NULL;
978 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
979 if (offset == -1 || mappedMemory == NULL)
980 {
981 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
982 return error(GL_OUT_OF_MEMORY);
983 }
984
985 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
986 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
987
988 switch (type)
989 {
990 case GL_NONE: // Non-indexed draw
991 for (int i = 0; i < numTris; i++)
992 {
993 data[i*3 + 0] = 0;
994 data[i*3 + 1] = i + 1;
995 data[i*3 + 2] = i + 2;
996 }
997 break;
998 case GL_UNSIGNED_BYTE:
999 for (int i = 0; i < numTris; i++)
1000 {
1001 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1002 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1003 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1004 }
1005 break;
1006 case GL_UNSIGNED_SHORT:
1007 for (int i = 0; i < numTris; i++)
1008 {
1009 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1010 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1011 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1012 }
1013 break;
1014 case GL_UNSIGNED_INT:
1015 for (int i = 0; i < numTris; i++)
1016 {
1017 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1018 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1019 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1020 }
1021 break;
1022 default: UNREACHABLE();
1023 }
1024
1025 if (!mTriangleFanIB->unmapBuffer())
1026 {
1027 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
1028 return error(GL_OUT_OF_MEMORY);
1029 }
1030
1031 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1032 {
1033 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1034
1035 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1036 mAppliedIBSerial = mTriangleFanIB->getSerial();
1037 mAppliedIBOffset = indexBufferOffset;
1038 }
1039
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001040 if (instances > 0)
1041 {
1042 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1043 }
1044 else
1045 {
1046 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1047 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001048}
1049
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001050void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1051{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001052 unsigned int programBinarySerial = programBinary->getSerial();
1053 if (programBinarySerial != mAppliedProgramBinarySerial)
1054 {
1055 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1056 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001057 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001058
daniel@transgaming.come4991412012-12-20 20:55:34 +00001059 ID3D11VertexShader *vertexShader = NULL;
1060 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001061
daniel@transgaming.come4991412012-12-20 20:55:34 +00001062 ID3D11PixelShader *pixelShader = NULL;
1063 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001064
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001065 ID3D11GeometryShader *geometryShader = NULL;
1066 if (geometryExe) geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
1067
daniel@transgaming.come4991412012-12-20 20:55:34 +00001068 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1069 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001070
1071 if (geometryShader)
1072 {
1073 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1074 }
1075 else
1076 {
1077 mDeviceContext->GSSetShader(NULL, NULL, 0);
1078 }
1079
daniel@transgaming.come4991412012-12-20 20:55:34 +00001080 programBinary->dirtyAllUniforms();
1081
1082 mAppliedProgramBinarySerial = programBinarySerial;
1083 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001084}
1085
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001086void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001087{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001088 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1089 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001090
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001091 unsigned int totalRegisterCountVS = 0;
1092 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001093
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001094 bool vertexUniformsDirty = false;
1095 bool pixelUniformsDirty = false;
1096
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001097 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1098 {
1099 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001100
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001101 if (uniform->vsRegisterIndex >= 0)
1102 {
1103 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001104 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001105 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001106
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001107 if (uniform->psRegisterIndex >= 0)
1108 {
1109 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001110 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001111 }
1112 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001113
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001114 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1115 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1116
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001117 void *mapVS = (totalRegisterCountVS > 0 && vertexUniformsDirty) ? new float[4 * totalRegisterCountVS] : NULL;
1118 void *mapPS = (totalRegisterCountPS > 0 && pixelUniformsDirty) ? new float[4 * totalRegisterCountPS] : NULL;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001119
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001120 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001121 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001122 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001123
1124 switch (uniform->type)
1125 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +00001126 case GL_SAMPLER_2D:
1127 case GL_SAMPLER_CUBE:
1128 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001129 case GL_FLOAT:
1130 case GL_FLOAT_VEC2:
1131 case GL_FLOAT_VEC3:
1132 case GL_FLOAT_VEC4:
1133 case GL_FLOAT_MAT2:
1134 case GL_FLOAT_MAT3:
1135 case GL_FLOAT_MAT4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001136 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001137 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001138 GLfloat (*c)[4] = (GLfloat(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001139 float (*f)[4] = (float(*)[4])uniform->data;
1140
1141 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001142 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001143 c[uniform->vsRegisterIndex + i][0] = f[i][0];
1144 c[uniform->vsRegisterIndex + i][1] = f[i][1];
1145 c[uniform->vsRegisterIndex + i][2] = f[i][2];
1146 c[uniform->vsRegisterIndex + i][3] = f[i][3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001147 }
1148 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001149 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001150 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001151 GLfloat (*c)[4] = (GLfloat(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001152 float (*f)[4] = (float(*)[4])uniform->data;
1153
1154 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001155 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001156 c[uniform->psRegisterIndex + i][0] = f[i][0];
1157 c[uniform->psRegisterIndex + i][1] = f[i][1];
1158 c[uniform->psRegisterIndex + i][2] = f[i][2];
1159 c[uniform->psRegisterIndex + i][3] = f[i][3];
1160 }
1161 }
1162 break;
1163 case GL_INT:
1164 case GL_INT_VEC2:
1165 case GL_INT_VEC3:
1166 case GL_INT_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001167 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001168 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001169 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001170 GLint *x = (GLint*)uniform->data;
1171 int count = gl::VariableColumnCount(uniform->type);
1172
1173 for (unsigned int i = 0; i < uniform->registerCount; i++)
1174 {
1175 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = x[i * count + 0];
1176 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = x[i * count + 1];
1177 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = x[i * count + 2];
1178 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = x[i * count + 3];
1179 }
1180 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001181 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001182 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001183 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001184 GLint *x = (GLint*)uniform->data;
1185 int count = gl::VariableColumnCount(uniform->type);
1186
1187 for (unsigned int i = 0; i < uniform->registerCount; i++)
1188 {
1189 if (count >= 1) c[uniform->psRegisterIndex + i][0] = x[i * count + 0];
1190 if (count >= 2) c[uniform->psRegisterIndex + i][1] = x[i * count + 1];
1191 if (count >= 3) c[uniform->psRegisterIndex + i][2] = x[i * count + 2];
1192 if (count >= 4) c[uniform->psRegisterIndex + i][3] = x[i * count + 3];
1193 }
1194 }
1195 break;
1196 case GL_BOOL:
1197 case GL_BOOL_VEC2:
1198 case GL_BOOL_VEC3:
1199 case GL_BOOL_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001200 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001201 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001202 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001203 GLboolean *b = (GLboolean*)uniform->data;
1204 int count = gl::VariableColumnCount(uniform->type);
1205
1206 for (unsigned int i = 0; i < uniform->registerCount; i++)
1207 {
1208 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = b[i * count + 0];
1209 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = b[i * count + 1];
1210 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = b[i * count + 2];
1211 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = b[i * count + 3];
1212 }
1213 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001214 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001215 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001216 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001217 GLboolean *b = (GLboolean*)uniform->data;
1218 int count = gl::VariableColumnCount(uniform->type);
1219
1220 for (unsigned int i = 0; i < uniform->registerCount; i++)
1221 {
1222 if (count >= 1) c[uniform->psRegisterIndex + i][0] = b[i * count + 0];
1223 if (count >= 2) c[uniform->psRegisterIndex + i][1] = b[i * count + 1];
1224 if (count >= 3) c[uniform->psRegisterIndex + i][2] = b[i * count + 2];
1225 if (count >= 4) c[uniform->psRegisterIndex + i][3] = b[i * count + 3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001226 }
1227 }
1228 break;
1229 default:
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001230 UNREACHABLE();
1231 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001232
1233 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001234 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001235
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001236 if (vertexConstantBuffer && mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001237 {
1238 mDeviceContext->UpdateSubresource(vertexConstantBuffer, 0, NULL, mapVS, 0, 0);
1239 }
1240
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001241 if (pixelConstantBuffer && mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001242 {
1243 mDeviceContext->UpdateSubresource(pixelConstantBuffer, 0, NULL, mapPS, 0, 0);
1244 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001245
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001246 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1247 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001248
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001249 delete[] mapVS;
1250 delete[] mapPS;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001251
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001252 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001253 if (!mDriverConstantBufferVS)
1254 {
1255 D3D11_BUFFER_DESC constantBufferDescription = {0};
1256 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1257 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1258 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1259 constantBufferDescription.CPUAccessFlags = 0;
1260 constantBufferDescription.MiscFlags = 0;
1261 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001262
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001263 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001264 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001265
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001266 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1267 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001268
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001269 if (!mDriverConstantBufferPS)
1270 {
1271 D3D11_BUFFER_DESC constantBufferDescription = {0};
1272 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1273 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1274 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1275 constantBufferDescription.CPUAccessFlags = 0;
1276 constantBufferDescription.MiscFlags = 0;
1277 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001278
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001279 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001280 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001281
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001282 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1283 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001284
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001285 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1286 {
1287 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1288 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1289 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001290
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001291 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1292 {
1293 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1294 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1295 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001296
1297 // needed for the point sprite geometry shader
1298 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001299}
1300
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001301void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001302{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001303 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1304 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1305 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1306 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001307
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001308 unsigned int stencilUnmasked = 0x0;
1309 if (frameBuffer->hasStencil())
1310 {
1311 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1312 stencilUnmasked = (0x1 << stencilSize) - 1;
1313 }
1314 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1315 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001316
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001317 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1318 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1319 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001320
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001321 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1322 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001323 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001324 }
1325 else
1326 {
1327 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1328 {
1329 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1330 if (renderbufferObject)
1331 {
1332 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1333 if (!renderTarget)
1334 {
1335 ERR("render target pointer unexpectedly null.");
1336 return;
1337 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001338
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001339 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1340 if (!framebufferRTV)
1341 {
1342 ERR("render target view pointer unexpectedly null.");
1343 return;
1344 }
1345
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001346 const float clearValues[4] = { clearParams.colorClearValue.red,
1347 clearParams.colorClearValue.green,
1348 clearParams.colorClearValue.blue,
1349 clearParams.colorClearValue.alpha };
1350 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001351
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001352 framebufferRTV->Release();
1353 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001354 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001355 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001356 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001357 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1358 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001359 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001360 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1361 if (!renderTarget)
1362 {
1363 ERR("render target pointer unexpectedly null.");
1364 return;
1365 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001366
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001367 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1368 if (!framebufferDSV)
1369 {
1370 ERR("depth stencil view pointer unexpectedly null.");
1371 return;
1372 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001373
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001374 UINT clearFlags = 0;
1375 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1376 {
1377 clearFlags |= D3D11_CLEAR_DEPTH;
1378 }
1379 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1380 {
1381 clearFlags |= D3D11_CLEAR_STENCIL;
1382 }
1383
1384 float depthClear = clearParams.depthClearValue;
1385 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1386
1387 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001388
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001389 framebufferDSV->Release();
1390 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001391 }
1392 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001393}
1394
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001395void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1396{
1397 HRESULT result;
1398
1399 if (!mClearResourcesInitialized)
1400 {
1401 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1402
1403 D3D11_BUFFER_DESC vbDesc;
1404 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1405 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1406 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1407 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1408 vbDesc.MiscFlags = 0;
1409 vbDesc.StructureByteStride = 0;
1410
1411 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1412 ASSERT(SUCCEEDED(result));
1413 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1414
1415 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1416 {
1417 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1418 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1419 };
1420
1421 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1422 ASSERT(SUCCEEDED(result));
1423 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1424
1425 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1426 ASSERT(SUCCEEDED(result));
1427 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1428
1429 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1430 ASSERT(SUCCEEDED(result));
1431 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1432
1433 D3D11_RASTERIZER_DESC rsScissorDesc;
1434 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1435 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1436 rsScissorDesc.FrontCounterClockwise = FALSE;
1437 rsScissorDesc.DepthBias = 0;
1438 rsScissorDesc.DepthBiasClamp = 0.0f;
1439 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1440 rsScissorDesc.DepthClipEnable = FALSE;
1441 rsScissorDesc.ScissorEnable = TRUE;
1442 rsScissorDesc.MultisampleEnable = FALSE;
1443 rsScissorDesc.AntialiasedLineEnable = FALSE;
1444
1445 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1446 ASSERT(SUCCEEDED(result));
1447 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1448
1449 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1450 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1451 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1452 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1453 rsNoScissorDesc.DepthBias = 0;
1454 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1455 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1456 rsNoScissorDesc.DepthClipEnable = FALSE;
1457 rsNoScissorDesc.ScissorEnable = FALSE;
1458 rsNoScissorDesc.MultisampleEnable = FALSE;
1459 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1460
1461 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1462 ASSERT(SUCCEEDED(result));
1463 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1464
1465 mClearResourcesInitialized = true;
1466 }
1467
1468 // Prepare the depth stencil state to write depth values if the depth should be cleared
1469 // and stencil values if the stencil should be cleared
1470 gl::DepthStencilState glDSState;
1471 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1472 glDSState.depthFunc = GL_ALWAYS;
1473 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1474 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1475 glDSState.stencilFunc = GL_ALWAYS;
1476 glDSState.stencilMask = 0;
1477 glDSState.stencilFail = GL_REPLACE;
1478 glDSState.stencilPassDepthFail = GL_REPLACE;
1479 glDSState.stencilPassDepthPass = GL_REPLACE;
1480 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1481 glDSState.stencilBackFunc = GL_ALWAYS;
1482 glDSState.stencilBackMask = 0;
1483 glDSState.stencilBackFail = GL_REPLACE;
1484 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1485 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1486 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1487
1488 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1489
1490 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1491
1492 // Prepare the blend state to use a write mask if the color buffer should be cleared
1493 gl::BlendState glBlendState;
1494 glBlendState.blend = false;
1495 glBlendState.sourceBlendRGB = GL_ONE;
1496 glBlendState.destBlendRGB = GL_ZERO;
1497 glBlendState.sourceBlendAlpha = GL_ONE;
1498 glBlendState.destBlendAlpha = GL_ZERO;
1499 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1500 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1501 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1502 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1503 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1504 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1505 glBlendState.sampleAlphaToCoverage = false;
1506 glBlendState.dither = false;
1507
1508 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1509 static const UINT sampleMask = 0xFFFFFFFF;
1510
1511 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1512
1513 // Set the vertices
1514 D3D11_MAPPED_SUBRESOURCE mappedResource;
1515 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1516 if (FAILED(result))
1517 {
1518 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1519 return;
1520 }
1521
1522 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1523
1524 float depthClear = gl::clamp01(clearParams.depthClearValue);
1525 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1526 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1527 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1528 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1529
1530 mDeviceContext->Unmap(mClearVB, 0);
1531
1532 // Apply state
1533 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1534 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1535 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1536
1537 // Apply shaders
1538 mDeviceContext->IASetInputLayout(mClearIL);
1539 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1540 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
1541
1542 // Apply vertex buffer
1543 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1544 static UINT startIdx = 0;
1545 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1546 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1547
1548 // Draw the clear quad
1549 mDeviceContext->Draw(4, 0);
1550
1551 // Clean up
1552 markAllStateDirty();
1553}
1554
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001555void Renderer11::markAllStateDirty()
1556{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001557 mAppliedRenderTargetSerial = 0;
1558 mAppliedDepthbufferSerial = 0;
1559 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001560 mDepthStencilInitialized = false;
1561 mRenderTargetDescInitialized = false;
1562
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001563 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001564 {
1565 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001566 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001567 }
1568 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1569 {
1570 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001571 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001572 }
1573
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001574 mForceSetBlendState = true;
1575 mForceSetRasterState = true;
1576 mForceSetDepthStencilState = true;
1577 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001578 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001579
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001580 mAppliedIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001581 mAppliedIBOffset = 0;
1582
daniel@transgaming.come4991412012-12-20 20:55:34 +00001583 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001584 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1585 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001586}
1587
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001588void Renderer11::releaseDeviceResources()
1589{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001590 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001591 mInputLayoutCache.clear();
1592
1593 delete mVertexDataManager;
1594 mVertexDataManager = NULL;
1595
1596 delete mIndexDataManager;
1597 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001598
1599 delete mLineLoopIB;
1600 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001601
1602 delete mTriangleFanIB;
1603 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001604
1605 if (mCopyVB)
1606 {
1607 mCopyVB->Release();
1608 mCopyVB = NULL;
1609 }
1610
1611 if (mCopySampler)
1612 {
1613 mCopySampler->Release();
1614 mCopySampler = NULL;
1615 }
1616
1617 if (mCopyIL)
1618 {
1619 mCopyIL->Release();
1620 mCopyIL = NULL;
1621 }
1622
1623 if (mCopyVS)
1624 {
1625 mCopyVS->Release();
1626 mCopyVS = NULL;
1627 }
1628
1629 if (mCopyRGBAPS)
1630 {
1631 mCopyRGBAPS->Release();
1632 mCopyRGBAPS = NULL;
1633 }
1634
1635 if (mCopyRGBPS)
1636 {
1637 mCopyRGBPS->Release();
1638 mCopyRGBPS = NULL;
1639 }
1640
1641 if (mCopyLumPS)
1642 {
1643 mCopyLumPS->Release();
1644 mCopyLumPS = NULL;
1645 }
1646
1647 if (mCopyLumAlphaPS)
1648 {
1649 mCopyLumAlphaPS->Release();
1650 mCopyLumAlphaPS = NULL;
1651 }
1652
1653 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001654
1655 if (mClearVB)
1656 {
1657 mClearVB->Release();
1658 mClearVB = NULL;
1659 }
1660
1661 if (mClearIL)
1662 {
1663 mClearIL->Release();
1664 mClearIL = NULL;
1665 }
1666
1667 if (mClearVS)
1668 {
1669 mClearVS->Release();
1670 mClearVS = NULL;
1671 }
1672
1673 if (mClearPS)
1674 {
1675 mClearPS->Release();
1676 mClearPS = NULL;
1677 }
1678
1679 if (mClearScissorRS)
1680 {
1681 mClearScissorRS->Release();
1682 mClearScissorRS = NULL;
1683 }
1684
1685 if (mClearNoScissorRS)
1686 {
1687 mClearNoScissorRS->Release();
1688 mClearNoScissorRS = NULL;
1689 }
1690
1691 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001692
1693 if (mDriverConstantBufferVS)
1694 {
1695 mDriverConstantBufferVS->Release();
1696 mDriverConstantBufferVS = NULL;
1697 }
1698
1699 if (mDriverConstantBufferPS)
1700 {
1701 mDriverConstantBufferPS->Release();
1702 mDriverConstantBufferPS = NULL;
1703 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001704}
1705
1706void Renderer11::markDeviceLost()
1707{
1708 mDeviceLost = true;
1709}
1710
1711bool Renderer11::isDeviceLost()
1712{
1713 return mDeviceLost;
1714}
1715
1716// set notify to true to broadcast a message to all contexts of the device loss
1717bool Renderer11::testDeviceLost(bool notify)
1718{
1719 bool isLost = false;
1720
1721 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +00001722 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001723
1724 if (isLost)
1725 {
1726 // ensure we note the device loss --
1727 // we'll probably get this done again by markDeviceLost
1728 // but best to remember it!
1729 // Note that we don't want to clear the device loss status here
1730 // -- this needs to be done by resetDevice
1731 mDeviceLost = true;
1732 if (notify)
1733 {
1734 mDisplay->notifyDeviceLost();
1735 }
1736 }
1737
1738 return isLost;
1739}
1740
1741bool Renderer11::testDeviceResettable()
1742{
1743 HRESULT status = D3D_OK;
1744
1745 // TODO
1746 UNIMPLEMENTED();
1747
1748 switch (status)
1749 {
1750 case D3DERR_DEVICENOTRESET:
1751 case D3DERR_DEVICEHUNG:
1752 return true;
1753 default:
1754 return false;
1755 }
1756}
1757
1758bool Renderer11::resetDevice()
1759{
1760 releaseDeviceResources();
1761
1762 // TODO
1763 UNIMPLEMENTED();
1764
1765 // reset device defaults
1766 initializeDevice();
1767 mDeviceLost = false;
1768
1769 return true;
1770}
1771
1772DWORD Renderer11::getAdapterVendor() const
1773{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001774 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001775}
1776
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001777std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001778{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001779 std::ostringstream rendererString;
1780
1781 rendererString << mDescription;
1782 rendererString << " Direct3D11";
1783
1784 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1785 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1786
1787 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001788}
1789
1790GUID Renderer11::getAdapterIdentifier() const
1791{
1792 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001793 // UNIMPLEMENTED();
1794 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001795 return foo;
1796}
1797
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00001798bool Renderer11::getBGRATextureSupport() const
1799{
1800 return mBGRATextureSupport;
1801}
1802
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001803bool Renderer11::getDXT1TextureSupport()
1804{
1805 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001806 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001807 return false;
1808}
1809
1810bool Renderer11::getDXT3TextureSupport()
1811{
1812 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001813 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001814 return false;
1815}
1816
1817bool Renderer11::getDXT5TextureSupport()
1818{
1819 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001820 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001821 return false;
1822}
1823
1824bool Renderer11::getDepthTextureSupport() const
1825{
1826 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001827 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001828 return false;
1829}
1830
1831bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
1832{
1833 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001834 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001835
1836 *filtering = false;
1837 *renderable = false;
1838 return false;
1839}
1840
1841bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
1842{
1843 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001844 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001845
1846 *filtering = false;
1847 *renderable = false;
1848 return false;
1849}
1850
1851bool Renderer11::getLuminanceTextureSupport()
1852{
1853 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001854 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001855 return false;
1856}
1857
1858bool Renderer11::getLuminanceAlphaTextureSupport()
1859{
1860 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001861 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001862 return false;
1863}
1864
1865bool Renderer11::getTextureFilterAnisotropySupport() const
1866{
1867 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001868 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001869 return false;
1870}
1871
1872float Renderer11::getTextureMaxAnisotropy() const
1873{
1874 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001875 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001876 return 1.0f;
1877}
1878
1879bool Renderer11::getEventQuerySupport()
1880{
1881 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001882 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001883 return false;
1884}
1885
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001886unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001887{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001888 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
1889 switch (mFeatureLevel)
1890 {
1891 case D3D_FEATURE_LEVEL_11_0:
1892 case D3D_FEATURE_LEVEL_10_1:
1893 case D3D_FEATURE_LEVEL_10_0:
1894 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
1895 default: UNREACHABLE();
1896 return 0;
1897 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001898}
1899
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00001900unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
1901{
1902 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
1903}
1904
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001905int Renderer11::getMaxVertexUniformVectors() const
1906{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001907 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
1908 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
1909 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001910}
1911
1912int Renderer11::getMaxFragmentUniformVectors() const
1913{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001914 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
1915 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
1916 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001917}
1918
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00001919int Renderer11::getMaxVaryingVectors() const
1920{
1921 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
1922 switch (mFeatureLevel)
1923 {
1924 case D3D_FEATURE_LEVEL_11_0:
1925 return D3D11_VS_OUTPUT_REGISTER_COUNT;
1926 case D3D_FEATURE_LEVEL_10_1:
1927 case D3D_FEATURE_LEVEL_10_0:
1928 return D3D10_VS_OUTPUT_REGISTER_COUNT;
1929 default: UNREACHABLE();
1930 return 0;
1931 }
1932}
1933
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001934bool Renderer11::getNonPower2TextureSupport() const
1935{
1936 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001937 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001938 return false;
1939}
1940
1941bool Renderer11::getOcclusionQuerySupport() const
1942{
1943 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001944 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001945 return false;
1946}
1947
1948bool Renderer11::getInstancingSupport() const
1949{
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001950 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001951}
1952
1953bool Renderer11::getShareHandleSupport() const
1954{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00001955 // We only currently support share handles with BGRA surfaces, because
1956 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001957 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00001958 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001959}
1960
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00001961bool Renderer11::getDerivativeInstructionSupport() const
1962{
1963 // TODO
1964 // UNIMPLEMENTED();
1965 return false;
1966}
1967
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001968int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001969{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001970 switch (mFeatureLevel)
1971 {
1972 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001973 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001974 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
1975 default: UNREACHABLE(); return 0;
1976 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001977}
1978
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001979int Renderer11::getMinorShaderModel() const
1980{
1981 switch (mFeatureLevel)
1982 {
1983 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
1984 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
1985 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
1986 default: UNREACHABLE(); return 0;
1987 }
1988}
1989
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001990float Renderer11::getMaxPointSize() const
1991{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001992 // choose a reasonable maximum. we enforce this in the shader.
1993 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
1994 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001995}
1996
1997int Renderer11::getMaxTextureWidth() const
1998{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001999 switch (mFeatureLevel)
2000 {
2001 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2002 case D3D_FEATURE_LEVEL_10_1:
2003 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2004 default: UNREACHABLE(); return 0;
2005 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002006}
2007
2008int Renderer11::getMaxTextureHeight() const
2009{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002010 switch (mFeatureLevel)
2011 {
2012 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2013 case D3D_FEATURE_LEVEL_10_1:
2014 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2015 default: UNREACHABLE(); return 0;
2016 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002017}
2018
2019bool Renderer11::get32BitIndexSupport() const
2020{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002021 switch (mFeatureLevel)
2022 {
2023 case D3D_FEATURE_LEVEL_11_0:
2024 case D3D_FEATURE_LEVEL_10_1:
2025 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2026 default: UNREACHABLE(); return false;
2027 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002028}
2029
2030int Renderer11::getMinSwapInterval() const
2031{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002032 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002033}
2034
2035int Renderer11::getMaxSwapInterval() const
2036{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002037 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002038}
2039
2040int Renderer11::getMaxSupportedSamples() const
2041{
2042 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002043 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002044 return 1;
2045}
2046
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002047bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002048{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002049 if (source && dest)
2050 {
2051 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2052 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2053
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002054 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002055 return true;
2056 }
2057
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002058 return false;
2059}
2060
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002061bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002062{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002063 if (source && dest)
2064 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002065 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2066 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002067
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002068 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002069 return true;
2070 }
2071
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002072 return false;
2073}
2074
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002075bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002076 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002077{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002078 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2079 if (!colorbuffer)
2080 {
2081 ERR("Failed to retrieve the color buffer from the frame buffer.");
2082 return error(GL_OUT_OF_MEMORY, false);
2083 }
2084
2085 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2086 if (!sourceRenderTarget)
2087 {
2088 ERR("Failed to retrieve the render target from the frame buffer.");
2089 return error(GL_OUT_OF_MEMORY, false);
2090 }
2091
2092 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2093 if (!source)
2094 {
2095 ERR("Failed to retrieve the render target view from the render target.");
2096 return error(GL_OUT_OF_MEMORY, false);
2097 }
2098
2099 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2100 if (!storage11)
2101 {
2102 source->Release();
2103 ERR("Failed to retrieve the texture storage from the destination.");
2104 return error(GL_OUT_OF_MEMORY, false);
2105 }
2106
2107 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2108 if (!destRenderTarget)
2109 {
2110 source->Release();
2111 ERR("Failed to retrieve the render target from the destination storage.");
2112 return error(GL_OUT_OF_MEMORY, false);
2113 }
2114
2115 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2116 if (!dest)
2117 {
2118 source->Release();
2119 ERR("Failed to retrieve the render target view from the destination render target.");
2120 return error(GL_OUT_OF_MEMORY, false);
2121 }
2122
2123 gl::Rectangle destRect;
2124 destRect.x = xoffset;
2125 destRect.y = yoffset;
2126 destRect.width = sourceRect.width;
2127 destRect.height = sourceRect.height;
2128
2129 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2130 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2131
2132 source->Release();
2133 dest->Release();
2134
2135 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002136}
2137
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002138bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002139 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002140{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002141 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2142 if (!colorbuffer)
2143 {
2144 ERR("Failed to retrieve the color buffer from the frame buffer.");
2145 return error(GL_OUT_OF_MEMORY, false);
2146 }
2147
2148 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2149 if (!sourceRenderTarget)
2150 {
2151 ERR("Failed to retrieve the render target from the frame buffer.");
2152 return error(GL_OUT_OF_MEMORY, false);
2153 }
2154
2155 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2156 if (!source)
2157 {
2158 ERR("Failed to retrieve the render target view from the render target.");
2159 return error(GL_OUT_OF_MEMORY, false);
2160 }
2161
2162 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2163 if (!storage11)
2164 {
2165 source->Release();
2166 ERR("Failed to retrieve the texture storage from the destination.");
2167 return error(GL_OUT_OF_MEMORY, false);
2168 }
2169
2170 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2171 if (!destRenderTarget)
2172 {
2173 source->Release();
2174 ERR("Failed to retrieve the render target from the destination storage.");
2175 return error(GL_OUT_OF_MEMORY, false);
2176 }
2177
2178 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2179 if (!dest)
2180 {
2181 source->Release();
2182 ERR("Failed to retrieve the render target view from the destination render target.");
2183 return error(GL_OUT_OF_MEMORY, false);
2184 }
2185
2186 gl::Rectangle destRect;
2187 destRect.x = xoffset;
2188 destRect.y = yoffset;
2189 destRect.width = sourceRect.width;
2190 destRect.height = sourceRect.height;
2191
2192 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2193 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2194
2195 source->Release();
2196 dest->Release();
2197
2198 return ret;
2199}
2200
2201bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2202 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2203{
2204 HRESULT result;
2205
2206 if (!mCopyResourcesInitialized)
2207 {
2208 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2209
2210 D3D11_BUFFER_DESC vbDesc;
2211 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2212 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2213 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2214 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2215 vbDesc.MiscFlags = 0;
2216 vbDesc.StructureByteStride = 0;
2217
2218 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2219 ASSERT(SUCCEEDED(result));
2220 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2221
2222 D3D11_SAMPLER_DESC samplerDesc;
2223 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2224 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2225 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2226 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2227 samplerDesc.MipLODBias = 0.0f;
2228 samplerDesc.MaxAnisotropy = 0;
2229 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2230 samplerDesc.BorderColor[0] = 0.0f;
2231 samplerDesc.BorderColor[1] = 0.0f;
2232 samplerDesc.BorderColor[2] = 0.0f;
2233 samplerDesc.BorderColor[3] = 0.0f;
2234 samplerDesc.MinLOD = 0.0f;
2235 samplerDesc.MaxLOD = 0.0f;
2236
2237 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2238 ASSERT(SUCCEEDED(result));
2239 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2240
2241 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2242 {
2243 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2244 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2245 };
2246
2247 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2248 ASSERT(SUCCEEDED(result));
2249 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2250
2251 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2252 ASSERT(SUCCEEDED(result));
2253 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2254
2255 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2256 ASSERT(SUCCEEDED(result));
2257 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2258
2259 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2260 ASSERT(SUCCEEDED(result));
2261 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2262
2263 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2264 ASSERT(SUCCEEDED(result));
2265 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2266
2267 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2268 ASSERT(SUCCEEDED(result));
2269 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2270
2271 mCopyResourcesInitialized = true;
2272 }
2273
2274 // Verify the source and destination area sizes
2275 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2276 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2277 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2278 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2279 {
2280 return error(GL_INVALID_VALUE, false);
2281 }
2282
2283 // Set vertices
2284 D3D11_MAPPED_SUBRESOURCE mappedResource;
2285 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2286 if (FAILED(result))
2287 {
2288 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
2289 return error(GL_OUT_OF_MEMORY, false);
2290 }
2291
2292 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2293
2294 // Create a quad in homogeneous coordinates
2295 float x1 = (destArea.x / destWidth) * 2.0f - 1.0f;
2296 float y1 = (destArea.y / destHeight) * 2.0f - 1.0f;
2297 float x2 = ((destArea.x + destArea.width) / destWidth) * 2.0f - 1.0f;
2298 float y2 = ((destArea.y + destArea.height) / destHeight) * 2.0f - 1.0f;
2299
2300 float u1 = sourceArea.x / float(sourceWidth);
2301 float v1 = sourceArea.y / float(sourceHeight);
2302 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2303 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2304
2305 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2306 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2307 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2308 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2309
2310 mDeviceContext->Unmap(mCopyVB, 0);
2311
2312 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2313 static UINT startIdx = 0;
2314 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2315
2316 // Apply state
2317 static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
2318 mDeviceContext->OMSetBlendState(NULL, blendFactor, 0xFFFFFFF);
2319 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2320 mDeviceContext->RSSetState(NULL);
2321
2322 // Apply shaders
2323 mDeviceContext->IASetInputLayout(mCopyIL);
2324 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2325 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2326
2327 ID3D11PixelShader *ps = NULL;
2328 switch(destFormat)
2329 {
2330 case GL_RGBA: ps = mCopyRGBAPS; break;
2331 case GL_RGB: ps = mCopyRGBPS; break;
2332 case GL_ALPHA: ps = mCopyRGBAPS; break;
2333 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2334 case GL_LUMINANCE: ps = mCopyLumPS; break;
2335 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2336 default: UNREACHABLE(); ps = NULL; break;
2337 }
2338
2339 mDeviceContext->PSSetShader(ps, NULL, 0);
2340
2341 // Unset the currently bound shader resource to avoid conflicts
2342 static ID3D11ShaderResourceView *const nullSRV = NULL;
2343 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2344
2345 // Apply render targets
2346 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2347
2348 // Set the viewport
2349 D3D11_VIEWPORT viewport;
2350 viewport.TopLeftX = 0;
2351 viewport.TopLeftY = 0;
2352 viewport.Width = destWidth;
2353 viewport.Height = destHeight;
2354 viewport.MinDepth = 0.0f;
2355 viewport.MaxDepth = 1.0f;
2356 mDeviceContext->RSSetViewports(1, &viewport);
2357
2358 // Apply textures
2359 mDeviceContext->PSSetShaderResources(0, 1, &source);
2360 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2361
2362 // Draw the quad
2363 mDeviceContext->Draw(4, 0);
2364
2365 // Unbind textures and render targets and vertex buffer
2366 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2367
2368 static ID3D11RenderTargetView *const nullRTV = NULL;
2369 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2370
2371 static UINT zero = 0;
2372 static ID3D11Buffer *const nullBuffer = NULL;
2373 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2374
2375 markAllStateDirty();
2376
2377 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002378}
2379
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002380RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2381{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002382 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002383 RenderTarget11 *renderTarget = NULL;
2384 if (depth)
2385 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002386 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), NULL,
2387 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002388 }
2389 else
2390 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002391 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
2392 swapChain11->getRenderTargetShaderResource(),
2393 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002394 }
2395 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002396}
2397
2398RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2399{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002400 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2401 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002402}
2403
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002404ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002405{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002406 ShaderExecutable11 *executable = NULL;
2407
2408 switch (type)
2409 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002410 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002411 {
2412 ID3D11VertexShader *vshader = NULL;
2413 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2414 ASSERT(SUCCEEDED(result));
2415
2416 if (vshader)
2417 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002418 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002419 }
2420 }
2421 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002422 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002423 {
2424 ID3D11PixelShader *pshader = NULL;
2425 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2426 ASSERT(SUCCEEDED(result));
2427
2428 if (pshader)
2429 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002430 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002431 }
2432 }
2433 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002434 case rx::SHADER_GEOMETRY:
2435 {
2436 ID3D11GeometryShader *gshader = NULL;
2437 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2438 ASSERT(SUCCEEDED(result));
2439
2440 if (gshader)
2441 {
2442 executable = new ShaderExecutable11(function, length, gshader);
2443 }
2444 }
2445 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002446 default:
2447 UNREACHABLE();
2448 break;
2449 }
2450
2451 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002452}
2453
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002454ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002455{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002456 const char *profile = NULL;
2457
2458 switch (type)
2459 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002460 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002461 profile = "vs_4_0";
2462 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002463 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002464 profile = "ps_4_0";
2465 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002466 case rx::SHADER_GEOMETRY:
2467 profile = "gs_4_0";
2468 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002469 default:
2470 UNREACHABLE();
2471 return NULL;
2472 }
2473
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00002474 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002475 if (!binary)
2476 return NULL;
2477
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002478 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002479 binary->Release();
2480
2481 return executable;
2482}
2483
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002484VertexBuffer *Renderer11::createVertexBuffer()
2485{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002486 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002487}
2488
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002489IndexBuffer *Renderer11::createIndexBuffer()
2490{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002491 return new IndexBuffer11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002492}
2493
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002494bool Renderer11::getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
2495{
2496 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2497 if (colorbuffer)
2498 {
2499 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2500 if (renderTarget)
2501 {
2502 *subresourceIndex = renderTarget->getSubresourceIndex();
2503
2504 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2505 if (colorBufferRTV)
2506 {
2507 ID3D11Resource *textureResource = NULL;
2508 colorBufferRTV->GetResource(&textureResource);
2509 colorBufferRTV->Release();
2510
2511 if (textureResource)
2512 {
2513 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2514 textureResource->Release();
2515
2516 if (SUCCEEDED(result))
2517 {
2518 return true;
2519 }
2520 else
2521 {
2522 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2523 "HRESULT: 0x%X.", result);
2524 }
2525 }
2526 }
2527 }
2528 }
2529
2530 return false;
2531}
2532
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002533bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
2534 bool blitRenderTarget, bool blitDepthStencil)
2535{
2536 // TODO
2537 UNIMPLEMENTED();
2538 return false;
2539}
2540
2541void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2542 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2543{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002544 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002545 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002546
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002547 if (getRenderTargetResource(framebuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002548 {
2549 gl::Rectangle area;
2550 area.x = x;
2551 area.y = y;
2552 area.width = width;
2553 area.height = height;
2554
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002555 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2556 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002557
2558 colorBufferTexture->Release();
2559 colorBufferTexture = NULL;
2560 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002561}
2562
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002563Image *Renderer11::createImage()
2564{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002565 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002566}
2567
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002568void Renderer11::generateMipmap(Image *dest, Image *src)
2569{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002570 Image11 *dest11 = Image11::makeImage11(dest);
2571 Image11 *src11 = Image11::makeImage11(src);
2572 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002573}
2574
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002575TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2576{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002577 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2578 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002579}
2580
2581TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2582{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002583 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002584}
2585
2586TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2587{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002588 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002589}
2590
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002591static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2592{
2593 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2594 destFormat == GL_ALPHA &&
2595 destType == GL_UNSIGNED_BYTE)
2596 {
2597 return 1;
2598 }
2599 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2600 destFormat == GL_RGBA &&
2601 destType == GL_UNSIGNED_BYTE)
2602 {
2603 return 4;
2604 }
2605 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2606 destFormat == GL_BGRA_EXT &&
2607 destType == GL_UNSIGNED_BYTE)
2608 {
2609 return 4;
2610 }
2611 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2612 destFormat == GL_RGBA &&
2613 destType == GL_HALF_FLOAT_OES)
2614 {
2615 return 8;
2616 }
2617 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2618 destFormat == GL_RGB &&
2619 destType == GL_FLOAT)
2620 {
2621 return 12;
2622 }
2623 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2624 destFormat == GL_RGBA &&
2625 destType == GL_FLOAT)
2626 {
2627 return 16;
2628 }
2629 else
2630 {
2631 return 0;
2632 }
2633}
2634
2635static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2636 unsigned int y, int inputPitch, gl::Color *outColor)
2637{
2638 switch (format)
2639 {
2640 case DXGI_FORMAT_R8G8B8A8_UNORM:
2641 {
2642 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
2643 outColor->red = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
2644 outColor->green = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
2645 outColor->blue = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
2646 outColor->alpha = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
2647 }
2648 break;
2649
2650 case DXGI_FORMAT_A8_UNORM:
2651 {
2652 outColor->red = 0.0f;
2653 outColor->green = 0.0f;
2654 outColor->blue = 0.0f;
2655 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
2656 }
2657 break;
2658
2659 case DXGI_FORMAT_R32G32B32A32_FLOAT:
2660 {
2661 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
2662 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
2663 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
2664 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
2665 }
2666 break;
2667
2668 case DXGI_FORMAT_R32G32B32_FLOAT:
2669 {
2670 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
2671 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
2672 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
2673 outColor->alpha = 1.0f;
2674 }
2675 break;
2676
2677 case DXGI_FORMAT_R16G16B16A16_FLOAT:
2678 {
2679 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
2680 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
2681 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
2682 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
2683 }
2684 break;
2685
2686 case DXGI_FORMAT_B8G8R8A8_UNORM:
2687 {
2688 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
2689 outColor->red = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
2690 outColor->blue = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
2691 outColor->green = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
2692 outColor->alpha = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
2693 }
2694 break;
2695
2696 case DXGI_FORMAT_R8_UNORM:
2697 {
2698 outColor->red = *(data + x + y * inputPitch) / 255.0f;
2699 outColor->green = 0.0f;
2700 outColor->blue = 0.0f;
2701 outColor->alpha = 1.0f;
2702 }
2703 break;
2704
2705 case DXGI_FORMAT_R8G8_UNORM:
2706 {
2707 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
2708
2709 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
2710 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
2711 outColor->blue = 0.0f;
2712 outColor->alpha = 1.0f;
2713 }
2714 break;
2715
2716 case DXGI_FORMAT_R16_FLOAT:
2717 {
2718 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
2719 outColor->green = 0.0f;
2720 outColor->blue = 0.0f;
2721 outColor->alpha = 1.0f;
2722 }
2723 break;
2724
2725 case DXGI_FORMAT_R16G16_FLOAT:
2726 {
2727 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
2728 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
2729 outColor->blue = 0.0f;
2730 outColor->alpha = 1.0f;
2731 }
2732 break;
2733
2734 default:
2735 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
2736 UNIMPLEMENTED();
2737 break;
2738 }
2739}
2740
2741static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
2742 unsigned int y, int outputPitch, void *outData)
2743{
2744 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
2745 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
2746
2747 switch (format)
2748 {
2749 case GL_RGBA:
2750 switch (type)
2751 {
2752 case GL_UNSIGNED_BYTE:
2753 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2754 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2755 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2756 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2757 break;
2758
2759 default:
2760 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
2761 UNIMPLEMENTED();
2762 break;
2763 }
2764 break;
2765
2766 case GL_BGRA_EXT:
2767 switch (type)
2768 {
2769 case GL_UNSIGNED_BYTE:
2770 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2771 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2772 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
2773 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2774 break;
2775
2776 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2777 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2778 // this type is packed as follows:
2779 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2780 // --------------------------------------------------------------------------------
2781 // | 4th | 3rd | 2nd | 1st component |
2782 // --------------------------------------------------------------------------------
2783 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2784 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2785 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
2786 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
2787 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
2788 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
2789 break;
2790
2791 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2792 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2793 // this type is packed as follows:
2794 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2795 // --------------------------------------------------------------------------------
2796 // | 4th | 3rd | 2nd | 1st component |
2797 // --------------------------------------------------------------------------------
2798 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2799 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2800 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
2801 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
2802 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
2803 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
2804 break;
2805
2806 default:
2807 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
2808 UNIMPLEMENTED();
2809 break;
2810 }
2811 break;
2812
2813 case GL_RGB:
2814 switch (type)
2815 {
2816 case GL_UNSIGNED_SHORT_5_6_5:
2817 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2818 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
2819 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
2820 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
2821 break;
2822
2823 case GL_UNSIGNED_BYTE:
2824 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2825 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2826 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2827 break;
2828
2829 default:
2830 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
2831 UNIMPLEMENTED();
2832 break;
2833 }
2834 break;
2835
2836 default:
2837 ERR("WritePixelColor not implemented for format 0x%X.", format);
2838 UNIMPLEMENTED();
2839 break;
2840 }
2841}
2842
2843void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
2844 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
2845 GLint packAlignment, void *pixels)
2846{
2847 D3D11_TEXTURE2D_DESC textureDesc;
2848 texture->GetDesc(&textureDesc);
2849
2850 D3D11_TEXTURE2D_DESC stagingDesc;
2851 stagingDesc.Width = area.width;
2852 stagingDesc.Height = area.height;
2853 stagingDesc.MipLevels = 1;
2854 stagingDesc.ArraySize = 1;
2855 stagingDesc.Format = textureDesc.Format;
2856 stagingDesc.SampleDesc.Count = 1;
2857 stagingDesc.SampleDesc.Quality = 0;
2858 stagingDesc.Usage = D3D11_USAGE_STAGING;
2859 stagingDesc.BindFlags = 0;
2860 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
2861 stagingDesc.MiscFlags = 0;
2862
2863 ID3D11Texture2D* stagingTex = NULL;
2864 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
2865 if (FAILED(result))
2866 {
2867 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
2868 return;
2869 }
2870
2871 ID3D11Texture2D* srcTex = NULL;
2872 if (textureDesc.SampleDesc.Count > 1)
2873 {
2874 D3D11_TEXTURE2D_DESC resolveDesc;
2875 resolveDesc.Width = textureDesc.Width;
2876 resolveDesc.Height = textureDesc.Height;
2877 resolveDesc.MipLevels = 1;
2878 resolveDesc.ArraySize = 1;
2879 resolveDesc.Format = textureDesc.Format;
2880 resolveDesc.SampleDesc.Count = 1;
2881 resolveDesc.SampleDesc.Quality = 0;
2882 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
2883 resolveDesc.BindFlags = 0;
2884 resolveDesc.CPUAccessFlags = 0;
2885 resolveDesc.MiscFlags = 0;
2886
2887 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
2888 if (FAILED(result))
2889 {
2890 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
2891 stagingTex->Release();
2892 return;
2893 }
2894
2895 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
2896 subResource = 0;
2897 }
2898 else
2899 {
2900 srcTex = texture;
2901 srcTex->AddRef();
2902 }
2903
2904 D3D11_BOX srcBox;
2905 srcBox.left = area.x;
2906 srcBox.right = area.x + area.width;
2907 srcBox.top = area.y;
2908 srcBox.bottom = area.y + area.height;
2909 srcBox.front = 0;
2910 srcBox.back = 1;
2911
2912 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
2913
2914 srcTex->Release();
2915 srcTex = NULL;
2916
2917 D3D11_MAPPED_SUBRESOURCE mapping;
2918 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
2919
2920 unsigned char *source;
2921 int inputPitch;
2922 if (packReverseRowOrder)
2923 {
2924 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
2925 inputPitch = -static_cast<int>(mapping.RowPitch);
2926 }
2927 else
2928 {
2929 source = static_cast<unsigned char*>(mapping.pData);
2930 inputPitch = static_cast<int>(mapping.RowPitch);
2931 }
2932
2933 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
2934 if (fastPixelSize != 0)
2935 {
2936 unsigned char *dest = static_cast<unsigned char*>(pixels);
2937 for (int j = 0; j < area.height; j++)
2938 {
2939 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
2940 }
2941 }
2942 else
2943 {
2944 gl::Color pixelColor;
2945 for (int j = 0; j < area.height; j++)
2946 {
2947 for (int i = 0; i < area.width; i++)
2948 {
2949 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
2950 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
2951 }
2952 }
2953 }
2954
2955 mDeviceContext->Unmap(stagingTex, 0);
2956
2957 stagingTex->Release();
2958 stagingTex = NULL;
2959}
2960
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002961}