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shannon.woods@transgaming.combdf2d802013-02-28 23:16:20 +00001#include "precompiled.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00003// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00004// Use of this source code is governed by a BSD-style license that can be
5// found in the LICENSE file.
6//
7
8// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
9
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.com18adad02012-11-28 21:04:03 +000012#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000013#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000014#include "libGLESv2/Framebuffer.h"
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000015#include "libGLESv2/RenderBuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000016#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000017#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000018#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000019#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000020#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000021#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000022#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000023#include "libGLESv2/renderer/IndexBuffer11.h"
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +000024#include "libGLESv2/renderer/BufferStorage11.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"
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +000028#include "libGLESv2/renderer/Query11.h"
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +000029#include "libGLESv2/renderer/Fence11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000030
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000031#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
32#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h"
34#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h"
35#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h"
36
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000037#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
38#include "libGLESv2/renderer/shaders/compiled/clear11ps.h"
39
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000040#include "libEGL/Display.h"
41
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +000042#ifdef _DEBUG
43// this flag enables suppressing some spurious warnings that pop up in certain WebGL samples
44// and conformance tests. to enable all warnings, remove this define.
45#define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1
46#endif
47
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000048namespace rx
49{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000050static const DXGI_FORMAT RenderTargetFormats[] =
51 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000052 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000053 DXGI_FORMAT_R8G8B8A8_UNORM
54 };
55
56static const DXGI_FORMAT DepthStencilFormats[] =
57 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000058 DXGI_FORMAT_UNKNOWN,
59 DXGI_FORMAT_D24_UNORM_S8_UINT,
60 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000061 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000062
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000063enum
64{
65 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
66};
67
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000068Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
69{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000070 mVertexDataManager = NULL;
71 mIndexDataManager = NULL;
72
daniel@transgaming.comc5114302012-12-20 21:11:36 +000073 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000074 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000075
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000076 mCopyResourcesInitialized = false;
77 mCopyVB = NULL;
78 mCopySampler = NULL;
79 mCopyIL = NULL;
80 mCopyVS = NULL;
81 mCopyRGBAPS = NULL;
82 mCopyRGBPS = NULL;
83 mCopyLumPS = NULL;
84 mCopyLumAlphaPS = NULL;
85
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000086 mClearResourcesInitialized = false;
87 mClearVB = NULL;
88 mClearIL = NULL;
89 mClearVS = NULL;
90 mClearPS = NULL;
91 mClearScissorRS = NULL;
92 mClearNoScissorRS = NULL;
93
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000094 mSyncQuery = NULL;
95
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000096 mD3d11Module = NULL;
97 mDxgiModule = NULL;
98
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000099 mDeviceLost = false;
100
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000101 mMaxSupportedSamples = 0;
102
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000103 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000104 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000105 mDxgiAdapter = NULL;
106 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000107
108 mDriverConstantBufferVS = NULL;
109 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000110
111 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000112
113 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000114}
115
116Renderer11::~Renderer11()
117{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000118 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000119}
120
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000121Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
122{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000123 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000124 return static_cast<rx::Renderer11*>(renderer);
125}
126
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000127EGLint Renderer11::initialize()
128{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000129 if (!initializeCompiler())
130 {
131 return EGL_NOT_INITIALIZED;
132 }
133
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000134 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
135 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000136
137 if (mD3d11Module == NULL || mDxgiModule == NULL)
138 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000139 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000140 return EGL_NOT_INITIALIZED;
141 }
142
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000143 // create the D3D11 device
144 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000145 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000146
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000147 if (D3D11CreateDevice == NULL)
148 {
149 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
150 return EGL_NOT_INITIALIZED;
151 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000152
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000153 D3D_FEATURE_LEVEL featureLevels[] =
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000154 {
155 D3D_FEATURE_LEVEL_11_0,
156 D3D_FEATURE_LEVEL_10_1,
157 D3D_FEATURE_LEVEL_10_0,
158 };
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000159
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000160 HRESULT result = D3D11CreateDevice(NULL,
161 D3D_DRIVER_TYPE_HARDWARE,
162 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000163 #if defined(_DEBUG)
164 D3D11_CREATE_DEVICE_DEBUG,
165 #else
166 0,
167 #endif
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000168 featureLevels,
169 ArraySize(featureLevels),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000170 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000171 &mDevice,
172 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000173 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000174
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000175 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000176 {
177 ERR("Could not create D3D11 device - aborting!\n");
178 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
179 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000180
181 IDXGIDevice *dxgiDevice = NULL;
182 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
183
184 if (FAILED(result))
185 {
186 ERR("Could not query DXGI device - aborting!\n");
187 return EGL_NOT_INITIALIZED;
188 }
189
190 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
191
192 if (FAILED(result))
193 {
194 ERR("Could not retrieve DXGI adapter - aborting!\n");
195 return EGL_NOT_INITIALIZED;
196 }
197
198 dxgiDevice->Release();
199
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000200 mDxgiAdapter->GetDesc(&mAdapterDescription);
201 memset(mDescription, 0, sizeof(mDescription));
202 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
203
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000204 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
205
206 if (!mDxgiFactory || FAILED(result))
207 {
208 ERR("Could not create DXGI factory - aborting!\n");
209 return EGL_NOT_INITIALIZED;
210 }
211
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000212 // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
213#if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
214 ID3D11InfoQueue *infoQueue;
215 result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue);
216
217 if (SUCCEEDED(result))
218 {
219 D3D11_MESSAGE_ID hideMessages[] =
220 {
221 D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETS_HAZARD,
222 D3D11_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_HAZARD
223 };
224
225 D3D11_INFO_QUEUE_FILTER filter = {0};
226 filter.DenyList.NumIDs = ArraySize(hideMessages);
227 filter.DenyList.pIDList = hideMessages;
228
229 infoQueue->AddStorageFilterEntries(&filter);
230
231 infoQueue->Release();
232 }
233#endif
234
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000235 unsigned int maxSupportedSamples = 0;
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000236 unsigned int rtFormatCount = ArraySize(RenderTargetFormats);
237 unsigned int dsFormatCount = ArraySize(DepthStencilFormats);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000238 for (unsigned int i = 0; i < rtFormatCount + dsFormatCount; ++i)
239 {
240 DXGI_FORMAT format = (i < rtFormatCount) ? RenderTargetFormats[i] : DepthStencilFormats[i - rtFormatCount];
241 if (format != DXGI_FORMAT_UNKNOWN)
242 {
243 UINT formatSupport;
244 result = mDevice->CheckFormatSupport(format, &formatSupport);
245 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
246 {
247 MultisampleSupportInfo supportInfo;
248
249 for (unsigned int j = 1; j <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; j++)
250 {
251 result = mDevice->CheckMultisampleQualityLevels(format, j, &supportInfo.qualityLevels[j - 1]);
252 if (SUCCEEDED(result) && supportInfo.qualityLevels[j - 1] > 0)
253 {
254 maxSupportedSamples = std::max(j, maxSupportedSamples);
255 }
256 else
257 {
258 supportInfo.qualityLevels[j - 1] = 0;
259 }
260 }
261
262 mMultisampleSupportMap.insert(std::make_pair(format, supportInfo));
263 }
264 }
265 }
266 mMaxSupportedSamples = maxSupportedSamples;
267
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000268 initializeDevice();
269
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000270 // BGRA texture support is optional in feature levels 10 and 10_1
271 UINT formatSupport;
272 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
273 if (FAILED(result))
274 {
275 ERR("Error checking BGRA format support: 0x%08X", result);
276 }
277 else
278 {
279 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
280 mBGRATextureSupport = (formatSupport & flags) == flags;
281 }
282
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000283 // Check floating point texture support
284 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
285 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
286 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
287
288 DXGI_FORMAT float16Formats[] =
289 {
290 DXGI_FORMAT_R16_FLOAT,
291 DXGI_FORMAT_R16G16_FLOAT,
292 DXGI_FORMAT_R16G16B16A16_FLOAT,
293 };
294
295 DXGI_FORMAT float32Formats[] =
296 {
297 DXGI_FORMAT_R32_FLOAT,
298 DXGI_FORMAT_R32G32_FLOAT,
299 DXGI_FORMAT_R32G32B32_FLOAT,
300 DXGI_FORMAT_R32G32B32A32_FLOAT,
301 };
302
303 mFloat16TextureSupport = true;
304 mFloat16FilterSupport = true;
305 mFloat16RenderSupport = true;
306 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
307 {
308 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
309 {
310 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
311 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
312 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
313 }
314 else
315 {
316 mFloat16TextureSupport = false;
317 mFloat16RenderSupport = false;
318 mFloat16FilterSupport = false;
319 }
320 }
321
322 mFloat32TextureSupport = true;
323 mFloat32FilterSupport = true;
324 mFloat32RenderSupport = true;
325 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
326 {
327 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
328 {
329 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
330 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
331 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
332 }
333 else
334 {
335 mFloat32TextureSupport = false;
336 mFloat32FilterSupport = false;
337 mFloat32RenderSupport = false;
338 }
339 }
340
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +0000341 // Check compressed texture support
342 const unsigned int requiredCompressedTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D;
343
344 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &formatSupport)))
345 {
346 mDXT1TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
347 }
348 else
349 {
350 mDXT1TextureSupport = false;
351 }
352
353 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &formatSupport)))
354 {
355 mDXT3TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
356 }
357 else
358 {
359 mDXT3TextureSupport = false;
360 }
361
362 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC5_UNORM, &formatSupport)))
363 {
364 mDXT5TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
365 }
366 else
367 {
368 mDXT5TextureSupport = false;
369 }
370
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +0000371 // Check depth texture support
372 DXGI_FORMAT depthTextureFormats[] =
373 {
374 DXGI_FORMAT_D16_UNORM,
375 DXGI_FORMAT_D24_UNORM_S8_UINT,
376 };
377
378 static const unsigned int requiredDepthTextureFlags = D3D11_FORMAT_SUPPORT_DEPTH_STENCIL |
379 D3D11_FORMAT_SUPPORT_TEXTURE2D;
380
381 mDepthTextureSupport = true;
382 for (unsigned int i = 0; i < ArraySize(depthTextureFormats); i++)
383 {
384 if (SUCCEEDED(mDevice->CheckFormatSupport(depthTextureFormats[i], &formatSupport)))
385 {
386 mDepthTextureSupport = mDepthTextureSupport && ((formatSupport & requiredDepthTextureFlags) == requiredDepthTextureFlags);
387 }
388 else
389 {
390 mDepthTextureSupport = false;
391 }
392 }
393
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000394 return EGL_SUCCESS;
395}
396
397// do any one-time device initialization
398// NOTE: this is also needed after a device lost/reset
399// to reset the scene status and ensure the default states are reset.
400void Renderer11::initializeDevice()
401{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000402 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000403 mInputLayoutCache.initialize(mDevice, mDeviceContext);
404
405 ASSERT(!mVertexDataManager && !mIndexDataManager);
406 mVertexDataManager = new VertexDataManager(this);
407 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000408
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000409 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000410}
411
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000412int Renderer11::generateConfigs(ConfigDesc **configDescList)
413{
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000414 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
415 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000416 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
417 int numConfigs = 0;
418
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000419 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000420 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000421 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000422 {
423 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
424
425 UINT formatSupport = 0;
426 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000427
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000428 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
429 {
430 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
431
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000432 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000433
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000434 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
435 {
436 UINT formatSupport = 0;
437 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
438 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
439 }
440
441 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000442 {
443 ConfigDesc newConfig;
444 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
445 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
446 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
447 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
448
449 (*configDescList)[numConfigs++] = newConfig;
450 }
451 }
452 }
453 }
454
455 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000456}
457
458void Renderer11::deleteConfigs(ConfigDesc *configDescList)
459{
460 delete [] (configDescList);
461}
462
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000463void Renderer11::sync(bool block)
464{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000465 if (block)
466 {
467 HRESULT result;
468
469 if (!mSyncQuery)
470 {
471 D3D11_QUERY_DESC queryDesc;
472 queryDesc.Query = D3D11_QUERY_EVENT;
473 queryDesc.MiscFlags = 0;
474
475 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
476 ASSERT(SUCCEEDED(result));
477 }
478
479 mDeviceContext->End(mSyncQuery);
480 mDeviceContext->Flush();
481
482 do
483 {
484 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
485
486 // Keep polling, but allow other threads to do something useful first
487 Sleep(0);
488
489 if (testDeviceLost(true))
490 {
491 return;
492 }
493 }
494 while (result == S_FALSE);
495 }
496 else
497 {
498 mDeviceContext->Flush();
499 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000500}
501
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000502SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
503{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000504 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000505}
506
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000507void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
508{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000509 if (type == gl::SAMPLER_PIXEL)
510 {
511 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
512 {
513 ERR("Pixel shader sampler index %i is not valid.", index);
514 return;
515 }
516
517 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
518 {
519 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
520
521 if (!dxSamplerState)
522 {
523 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
524 "sampler state for pixel shaders at slot %i.", index);
525 }
526
527 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
528
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000529 mCurPixelSamplerStates[index] = samplerState;
530 }
531
532 mForceSetPixelSamplerStates[index] = false;
533 }
534 else if (type == gl::SAMPLER_VERTEX)
535 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000536 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000537 {
538 ERR("Vertex shader sampler index %i is not valid.", index);
539 return;
540 }
541
542 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
543 {
544 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
545
546 if (!dxSamplerState)
547 {
548 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
549 "sampler state for vertex shaders at slot %i.", index);
550 }
551
552 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
553
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000554 mCurVertexSamplerStates[index] = samplerState;
555 }
556
557 mForceSetVertexSamplerStates[index] = false;
558 }
559 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000560}
561
562void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
563{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000564 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000565 unsigned int serial = 0;
566 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000567
568 if (texture)
569 {
570 TextureStorageInterface *texStorage = texture->getNativeTexture();
571 if (texStorage)
572 {
573 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
574 textureSRV = storage11->getSRV();
575 }
576
577 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
578 // missing the shader resource view
579 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000580
581 serial = texture->getTextureSerial();
582 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000583 }
584
585 if (type == gl::SAMPLER_PIXEL)
586 {
587 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
588 {
589 ERR("Pixel shader sampler index %i is not valid.", index);
590 return;
591 }
592
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000593 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
594 {
595 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
596 }
597
598 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000599 }
600 else if (type == gl::SAMPLER_VERTEX)
601 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000602 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000603 {
604 ERR("Vertex shader sampler index %i is not valid.", index);
605 return;
606 }
607
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000608 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
609 {
610 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
611 }
612
613 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000614 }
615 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000616}
617
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000618void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000619{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000620 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000621 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000622 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
623 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000624 if (!dxRasterState)
625 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000626 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000627 "rasterizer state.");
628 }
629
630 mDeviceContext->RSSetState(dxRasterState);
631
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000632 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000633 }
634
635 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000636}
637
638void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
639 unsigned int sampleMask)
640{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000641 if (mForceSetBlendState ||
642 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
643 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
644 sampleMask != mCurSampleMask)
645 {
646 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
647 if (!dxBlendState)
648 {
649 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
650 "blend state.");
651 }
652
653 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
654 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
655
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000656 mCurBlendState = blendState;
657 mCurBlendColor = blendColor;
658 mCurSampleMask = sampleMask;
659 }
660
661 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000662}
663
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000664void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000665 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000666{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000667 if (mForceSetDepthStencilState ||
668 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
669 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
670 {
671 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
672 stencilRef != stencilBackRef ||
673 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
674 {
675 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
676 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000677 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000678 }
679
680 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
681 if (!dxDepthStencilState)
682 {
683 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
684 "setting the default depth stencil state.");
685 }
686
687 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
688
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000689 mCurDepthStencilState = depthStencilState;
690 mCurStencilRef = stencilRef;
691 mCurStencilBackRef = stencilBackRef;
692 }
693
694 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000695}
696
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000697void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000698{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000699 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
700 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000701 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000702 if (enabled)
703 {
704 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000705 rect.left = std::max(0, scissor.x);
706 rect.top = std::max(0, scissor.y);
707 rect.right = scissor.x + std::max(0, scissor.width);
708 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000709
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000710 mDeviceContext->RSSetScissorRects(1, &rect);
711 }
712
713 if (enabled != mScissorEnabled)
714 {
715 mForceSetRasterState = true;
716 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000717
718 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000719 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000720 }
721
722 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000723}
724
daniel@transgaming.com12985182012-12-20 20:56:31 +0000725bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000726 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000727{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000728 gl::Rectangle actualViewport = viewport;
729 float actualZNear = gl::clamp01(zNear);
730 float actualZFar = gl::clamp01(zFar);
731 if (ignoreViewport)
732 {
733 actualViewport.x = 0;
734 actualViewport.y = 0;
735 actualViewport.width = mRenderTargetDesc.width;
736 actualViewport.height = mRenderTargetDesc.height;
737 actualZNear = 0.0f;
738 actualZFar = 1.0f;
739 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000740
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000741 // Get D3D viewport bounds, which depends on the feature level
742 const Range& viewportBounds = getViewportBounds();
743
744 // Clamp width and height first to the gl maximum, then clamp further if we extend past the D3D maximum bounds
daniel@transgaming.com53670042012-11-28 20:55:51 +0000745 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000746 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
747 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
748 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
749 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
750 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
751 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000752 dxViewport.MinDepth = actualZNear;
753 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000754
755 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
756 {
757 return false; // Nothing to render
758 }
759
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000760 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
761 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000762
daniel@transgaming.com53670042012-11-28 20:55:51 +0000763 if (viewportChanged)
764 {
765 mDeviceContext->RSSetViewports(1, &dxViewport);
766
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000767 mCurViewport = actualViewport;
768 mCurNear = actualZNear;
769 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000770
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +0000771 mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
772 mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
773 mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
774 mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000775
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000776 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
777 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000778
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000779 mVertexConstants.depthRange[0] = actualZNear;
780 mVertexConstants.depthRange[1] = actualZFar;
781 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000782
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000783 mPixelConstants.depthRange[0] = actualZNear;
784 mPixelConstants.depthRange[1] = actualZFar;
785 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000786 }
787
788 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000789 return true;
790}
791
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000792bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
793{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000794 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000795
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000796 switch (mode)
797 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000798 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
799 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000800 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000801 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
802 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
803 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000804 // emulate fans via rewriting index buffer
805 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000806 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000807 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000808 }
809
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000810 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000811
812 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000813}
814
815bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000816{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000817 // Get the color render buffer and serial
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000818 // Also extract the render target dimensions and view
819 unsigned int renderTargetWidth = 0;
820 unsigned int renderTargetHeight = 0;
821 GLenum renderTargetFormat = 0;
822 unsigned int renderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {0};
823 ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
824 bool missingColorRenderTarget = true;
825
826 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000827 {
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000828 if (framebuffer->getColorbufferType(colorAttachment) != GL_NONE)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000829 {
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000830 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(colorAttachment);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000831
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000832 if (!colorbuffer)
833 {
834 ERR("render target pointer unexpectedly null.");
835 return false;
836 }
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000837
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000838 // check for zero-sized default framebuffer, which is a special case.
839 // in this case we do not wish to modify any state and just silently return false.
840 // this will not report any gl error but will cause the calling method to return.
841 if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
842 {
843 return false;
844 }
845
846 renderTargetSerials[colorAttachment] = colorbuffer->getSerial();
847
848 // Extract the render target dimensions and view
849 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
850 if (!renderTarget)
851 {
852 ERR("render target pointer unexpectedly null.");
853 return false;
854 }
855
856 framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView();
857 if (!framebufferRTVs[colorAttachment])
858 {
859 ERR("render target view pointer unexpectedly null.");
860 return false;
861 }
862
863 if (missingColorRenderTarget)
864 {
865 renderTargetWidth = colorbuffer->getWidth();
866 renderTargetHeight = colorbuffer->getHeight();
867 renderTargetFormat = colorbuffer->getActualFormat();
868 missingColorRenderTarget = false;
869 }
870 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000871 }
872
873 // Get the depth stencil render buffer and serials
874 gl::Renderbuffer *depthStencil = NULL;
875 unsigned int depthbufferSerial = 0;
876 unsigned int stencilbufferSerial = 0;
877 if (framebuffer->getDepthbufferType() != GL_NONE)
878 {
879 depthStencil = framebuffer->getDepthbuffer();
880 if (!depthStencil)
881 {
882 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000883 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000884 return false;
885 }
886
887 depthbufferSerial = depthStencil->getSerial();
888 }
889 else if (framebuffer->getStencilbufferType() != GL_NONE)
890 {
891 depthStencil = framebuffer->getStencilbuffer();
892 if (!depthStencil)
893 {
894 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000895 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000896 return false;
897 }
898
899 stencilbufferSerial = depthStencil->getSerial();
900 }
901
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000902 // Extract the depth stencil sizes and view
903 unsigned int depthSize = 0;
904 unsigned int stencilSize = 0;
905 ID3D11DepthStencilView* framebufferDSV = NULL;
906 if (depthStencil)
907 {
908 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
909 if (!depthStencilRenderTarget)
910 {
911 ERR("render target pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000912 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000913 return false;
914 }
915
916 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
917 if (!framebufferDSV)
918 {
919 ERR("depth stencil view pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000920 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000921 return false;
922 }
923
924 // If there is no render buffer, the width, height and format values come from
925 // the depth stencil
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000926 if (missingColorRenderTarget)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000927 {
928 renderTargetWidth = depthStencil->getWidth();
929 renderTargetHeight = depthStencil->getHeight();
930 renderTargetFormat = depthStencil->getActualFormat();
931 }
932
933 depthSize = depthStencil->getDepthSize();
934 stencilSize = depthStencil->getStencilSize();
935 }
936
937 // Apply the render target and depth stencil
938 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000939 memcmp(renderTargetSerials, mAppliedRenderTargetSerials, sizeof(renderTargetSerials)) != 0 ||
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000940 depthbufferSerial != mAppliedDepthbufferSerial ||
941 stencilbufferSerial != mAppliedStencilbufferSerial)
942 {
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000943 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), framebufferRTVs, framebufferDSV);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000944
945 mRenderTargetDesc.width = renderTargetWidth;
946 mRenderTargetDesc.height = renderTargetHeight;
947 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000948 mForceSetViewport = true;
949 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000950
951 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
952 {
953 mCurDepthSize = depthSize;
954 mForceSetRasterState = true;
955 }
956
957 mCurStencilSize = stencilSize;
958
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000959 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
960 {
961 mAppliedRenderTargetSerials[rtIndex] = renderTargetSerials[rtIndex];
962 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000963 mAppliedDepthbufferSerial = depthbufferSerial;
964 mAppliedStencilbufferSerial = stencilbufferSerial;
965 mRenderTargetDescInitialized = true;
966 mDepthStencilInitialized = true;
967 }
968
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000969 SafeRelease(framebufferRTVs);
970 SafeRelease(framebufferDSV);
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000971
972 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000973}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000974
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000975GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000976{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000977 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
978 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
979 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000980 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000981 return err;
982 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000983
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000984 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000985}
986
daniel@transgaming.com31240482012-11-28 21:06:41 +0000987GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000988{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000989 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000990
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000991 if (err == GL_NO_ERROR)
992 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000993 if (indexInfo->storage)
994 {
995 if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset)
996 {
997 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
998 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
999
1000 mDeviceContext->IASetIndexBuffer(storage->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
1001
1002 mAppliedIBSerial = 0;
1003 mAppliedStorageIBSerial = storage->getSerial();
1004 mAppliedIBOffset = indexInfo->startOffset;
1005 }
1006 }
1007 else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001008 {
1009 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1010
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +00001011 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001012
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001013 mAppliedIBSerial = indexInfo->serial;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001014 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001015 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001016 }
1017 }
1018
1019 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001020}
1021
1022void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1023{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001024 if (mode == GL_LINE_LOOP)
1025 {
1026 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1027 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001028 else if (mode == GL_TRIANGLE_FAN)
1029 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001030 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001031 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001032 else if (instances > 0)
1033 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001034 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001035 }
1036 else
1037 {
1038 mDeviceContext->Draw(count, 0);
1039 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001040}
1041
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001042void 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 +00001043{
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001044 if (mode == GL_LINE_LOOP)
1045 {
1046 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
1047 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001048 else if (mode == GL_TRIANGLE_FAN)
1049 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001050 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
1051 }
1052 else if (instances > 0)
1053 {
1054 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001055 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001056 else
1057 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +00001058 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001059 }
1060}
1061
1062void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1063{
1064 // Get the raw indices for an indexed draw
1065 if (type != GL_NONE && elementArrayBuffer)
1066 {
1067 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001068 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001069 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001070 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001071 }
1072
1073 if (!mLineLoopIB)
1074 {
1075 mLineLoopIB = new StreamingIndexBufferInterface(this);
1076 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1077 {
1078 delete mLineLoopIB;
1079 mLineLoopIB = NULL;
1080
1081 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001082 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001083 }
1084 }
1085
1086 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
1087 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1088 {
1089 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001090 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001091 }
1092
1093 void* mappedMemory = NULL;
1094 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1095 if (offset == -1 || mappedMemory == NULL)
1096 {
1097 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001098 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001099 }
1100
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001101 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001102 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001103
1104 switch (type)
1105 {
1106 case GL_NONE: // Non-indexed draw
1107 for (int i = 0; i < count; i++)
1108 {
1109 data[i] = i;
1110 }
1111 data[count] = 0;
1112 break;
1113 case GL_UNSIGNED_BYTE:
1114 for (int i = 0; i < count; i++)
1115 {
1116 data[i] = static_cast<const GLubyte*>(indices)[i];
1117 }
1118 data[count] = static_cast<const GLubyte*>(indices)[0];
1119 break;
1120 case GL_UNSIGNED_SHORT:
1121 for (int i = 0; i < count; i++)
1122 {
1123 data[i] = static_cast<const GLushort*>(indices)[i];
1124 }
1125 data[count] = static_cast<const GLushort*>(indices)[0];
1126 break;
1127 case GL_UNSIGNED_INT:
1128 for (int i = 0; i < count; i++)
1129 {
1130 data[i] = static_cast<const GLuint*>(indices)[i];
1131 }
1132 data[count] = static_cast<const GLuint*>(indices)[0];
1133 break;
1134 default: UNREACHABLE();
1135 }
1136
1137 if (!mLineLoopIB->unmapBuffer())
1138 {
1139 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001140 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001141 }
1142
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001143 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001144 {
1145 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1146
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001147 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001148 mAppliedIBSerial = mLineLoopIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001149 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001150 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001151 }
1152
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001153 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001154}
1155
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001156void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001157{
1158 // Get the raw indices for an indexed draw
1159 if (type != GL_NONE && elementArrayBuffer)
1160 {
1161 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001162 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001163 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001164 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001165 }
1166
1167 if (!mTriangleFanIB)
1168 {
1169 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1170 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1171 {
1172 delete mTriangleFanIB;
1173 mTriangleFanIB = NULL;
1174
1175 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001176 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001177 }
1178 }
1179
1180 const int numTris = count - 2;
1181 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1182 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1183 {
1184 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001185 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001186 }
1187
1188 void* mappedMemory = NULL;
1189 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1190 if (offset == -1 || mappedMemory == NULL)
1191 {
1192 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001193 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001194 }
1195
1196 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1197 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1198
1199 switch (type)
1200 {
1201 case GL_NONE: // Non-indexed draw
1202 for (int i = 0; i < numTris; i++)
1203 {
1204 data[i*3 + 0] = 0;
1205 data[i*3 + 1] = i + 1;
1206 data[i*3 + 2] = i + 2;
1207 }
1208 break;
1209 case GL_UNSIGNED_BYTE:
1210 for (int i = 0; i < numTris; i++)
1211 {
1212 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1213 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1214 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1215 }
1216 break;
1217 case GL_UNSIGNED_SHORT:
1218 for (int i = 0; i < numTris; i++)
1219 {
1220 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1221 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1222 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1223 }
1224 break;
1225 case GL_UNSIGNED_INT:
1226 for (int i = 0; i < numTris; i++)
1227 {
1228 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1229 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1230 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1231 }
1232 break;
1233 default: UNREACHABLE();
1234 }
1235
1236 if (!mTriangleFanIB->unmapBuffer())
1237 {
1238 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001239 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001240 }
1241
1242 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1243 {
1244 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1245
1246 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1247 mAppliedIBSerial = mTriangleFanIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001248 mAppliedStorageIBSerial = 0;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001249 mAppliedIBOffset = indexBufferOffset;
1250 }
1251
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001252 if (instances > 0)
1253 {
1254 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1255 }
1256 else
1257 {
1258 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1259 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001260}
1261
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001262void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1263{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001264 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001265 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1266
1267 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001268 {
1269 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1270 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001271
daniel@transgaming.come4991412012-12-20 20:55:34 +00001272 ID3D11VertexShader *vertexShader = NULL;
1273 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001274
daniel@transgaming.come4991412012-12-20 20:55:34 +00001275 ID3D11PixelShader *pixelShader = NULL;
1276 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001277
daniel@transgaming.come4991412012-12-20 20:55:34 +00001278 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1279 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001280
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001281 programBinary->dirtyAllUniforms();
1282
1283 mAppliedProgramBinarySerial = programBinarySerial;
1284 }
1285
1286 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001287 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001288
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001289 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001290 {
1291 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001292 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001293 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1294 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001295 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1296 }
1297 else
1298 {
1299 mDeviceContext->GSSetShader(NULL, NULL, 0);
1300 }
1301
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001302 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001303 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001304}
1305
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001306void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001307{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001308 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1309 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001310
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001311 unsigned int totalRegisterCountVS = 0;
1312 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001313
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001314 bool vertexUniformsDirty = false;
1315 bool pixelUniformsDirty = false;
1316
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001317 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1318 {
1319 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001320
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001321 if (uniform->vsRegisterIndex >= 0)
1322 {
1323 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001324 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001325 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001326
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001327 if (uniform->psRegisterIndex >= 0)
1328 {
1329 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001330 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001331 }
1332 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001333
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001334 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1335 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1336
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001337 float (*mapVS)[4] = NULL;
1338 float (*mapPS)[4] = NULL;
1339
1340 if (totalRegisterCountVS > 0 && vertexUniformsDirty)
1341 {
1342 D3D11_MAPPED_SUBRESOURCE map = {0};
1343 HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1344 ASSERT(SUCCEEDED(result));
1345 mapVS = (float(*)[4])map.pData;
1346 }
1347
1348 if (totalRegisterCountPS > 0 && pixelUniformsDirty)
1349 {
1350 D3D11_MAPPED_SUBRESOURCE map = {0};
1351 HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1352 ASSERT(SUCCEEDED(result));
1353 mapPS = (float(*)[4])map.pData;
1354 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001355
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001356 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001357 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001358 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001359
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001360 if (uniform->type != GL_SAMPLER_2D && uniform->type != GL_SAMPLER_CUBE)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001361 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001362 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001363 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001364 memcpy(mapVS + uniform->vsRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001365 }
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001366
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001367 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001368 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001369 memcpy(mapPS + uniform->psRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001370 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001371 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001372
1373 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001374 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001375
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001376 if (mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001377 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001378 mDeviceContext->Unmap(vertexConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001379 }
1380
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001381 if (mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001382 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001383 mDeviceContext->Unmap(pixelConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001384 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001385
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001386 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1387 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001388
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001389 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001390 if (!mDriverConstantBufferVS)
1391 {
1392 D3D11_BUFFER_DESC constantBufferDescription = {0};
1393 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1394 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1395 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1396 constantBufferDescription.CPUAccessFlags = 0;
1397 constantBufferDescription.MiscFlags = 0;
1398 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001399
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001400 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001401 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001402
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001403 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1404 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001405
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001406 if (!mDriverConstantBufferPS)
1407 {
1408 D3D11_BUFFER_DESC constantBufferDescription = {0};
1409 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1410 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1411 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1412 constantBufferDescription.CPUAccessFlags = 0;
1413 constantBufferDescription.MiscFlags = 0;
1414 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001415
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001416 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001417 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001418
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001419 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1420 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001421
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001422 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1423 {
1424 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1425 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1426 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001427
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001428 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1429 {
1430 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1431 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1432 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001433
1434 // needed for the point sprite geometry shader
1435 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001436}
1437
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001438void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001439{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001440 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1441 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1442 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1443 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001444
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001445 unsigned int stencilUnmasked = 0x0;
1446 if (frameBuffer->hasStencil())
1447 {
1448 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1449 stencilUnmasked = (0x1 << stencilSize) - 1;
1450 }
1451 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1452 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001453
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001454 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1455 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1456 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001457
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001458 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1459 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001460 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001461 }
1462 else
1463 {
1464 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1465 {
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00001466 // TODO: mrt clear
1467 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer(0);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001468 if (renderbufferObject)
1469 {
1470 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1471 if (!renderTarget)
1472 {
1473 ERR("render target pointer unexpectedly null.");
1474 return;
1475 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001476
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001477 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1478 if (!framebufferRTV)
1479 {
1480 ERR("render target view pointer unexpectedly null.");
1481 return;
1482 }
1483
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001484 const float clearValues[4] = { clearParams.colorClearValue.red,
1485 clearParams.colorClearValue.green,
1486 clearParams.colorClearValue.blue,
1487 clearParams.colorClearValue.alpha };
1488 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001489
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001490 framebufferRTV->Release();
1491 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001492 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001493 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001494 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001495 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1496 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001497 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001498 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1499 if (!renderTarget)
1500 {
1501 ERR("render target pointer unexpectedly null.");
1502 return;
1503 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001504
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001505 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1506 if (!framebufferDSV)
1507 {
1508 ERR("depth stencil view pointer unexpectedly null.");
1509 return;
1510 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001511
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001512 UINT clearFlags = 0;
1513 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1514 {
1515 clearFlags |= D3D11_CLEAR_DEPTH;
1516 }
1517 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1518 {
1519 clearFlags |= D3D11_CLEAR_STENCIL;
1520 }
1521
shannon.woods@transgaming.combe211b32013-02-28 23:17:16 +00001522 float depthClear = gl::clamp01(clearParams.depthClearValue);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001523 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1524
1525 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001526
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001527 framebufferDSV->Release();
1528 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001529 }
1530 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001531}
1532
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001533void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1534{
1535 HRESULT result;
1536
1537 if (!mClearResourcesInitialized)
1538 {
1539 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1540
1541 D3D11_BUFFER_DESC vbDesc;
1542 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1543 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1544 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1545 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1546 vbDesc.MiscFlags = 0;
1547 vbDesc.StructureByteStride = 0;
1548
1549 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1550 ASSERT(SUCCEEDED(result));
1551 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1552
1553 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1554 {
1555 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1556 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1557 };
1558
1559 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1560 ASSERT(SUCCEEDED(result));
1561 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1562
1563 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1564 ASSERT(SUCCEEDED(result));
1565 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1566
1567 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1568 ASSERT(SUCCEEDED(result));
1569 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1570
1571 D3D11_RASTERIZER_DESC rsScissorDesc;
1572 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1573 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1574 rsScissorDesc.FrontCounterClockwise = FALSE;
1575 rsScissorDesc.DepthBias = 0;
1576 rsScissorDesc.DepthBiasClamp = 0.0f;
1577 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1578 rsScissorDesc.DepthClipEnable = FALSE;
1579 rsScissorDesc.ScissorEnable = TRUE;
1580 rsScissorDesc.MultisampleEnable = FALSE;
1581 rsScissorDesc.AntialiasedLineEnable = FALSE;
1582
1583 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1584 ASSERT(SUCCEEDED(result));
1585 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1586
1587 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1588 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1589 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1590 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1591 rsNoScissorDesc.DepthBias = 0;
1592 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1593 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1594 rsNoScissorDesc.DepthClipEnable = FALSE;
1595 rsNoScissorDesc.ScissorEnable = FALSE;
1596 rsNoScissorDesc.MultisampleEnable = FALSE;
1597 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1598
1599 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1600 ASSERT(SUCCEEDED(result));
1601 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1602
1603 mClearResourcesInitialized = true;
1604 }
1605
1606 // Prepare the depth stencil state to write depth values if the depth should be cleared
1607 // and stencil values if the stencil should be cleared
1608 gl::DepthStencilState glDSState;
1609 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1610 glDSState.depthFunc = GL_ALWAYS;
1611 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1612 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1613 glDSState.stencilFunc = GL_ALWAYS;
1614 glDSState.stencilMask = 0;
1615 glDSState.stencilFail = GL_REPLACE;
1616 glDSState.stencilPassDepthFail = GL_REPLACE;
1617 glDSState.stencilPassDepthPass = GL_REPLACE;
1618 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1619 glDSState.stencilBackFunc = GL_ALWAYS;
1620 glDSState.stencilBackMask = 0;
1621 glDSState.stencilBackFail = GL_REPLACE;
1622 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1623 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1624 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1625
1626 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1627
1628 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1629
1630 // Prepare the blend state to use a write mask if the color buffer should be cleared
1631 gl::BlendState glBlendState;
1632 glBlendState.blend = false;
1633 glBlendState.sourceBlendRGB = GL_ONE;
1634 glBlendState.destBlendRGB = GL_ZERO;
1635 glBlendState.sourceBlendAlpha = GL_ONE;
1636 glBlendState.destBlendAlpha = GL_ZERO;
1637 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1638 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1639 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1640 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1641 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
shannon.woods@transgaming.com50ea9932013-02-28 23:13:40 +00001642 glBlendState.colorMaskAlpha = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskAlpha : false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001643 glBlendState.sampleAlphaToCoverage = false;
1644 glBlendState.dither = false;
1645
1646 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1647 static const UINT sampleMask = 0xFFFFFFFF;
1648
1649 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1650
1651 // Set the vertices
1652 D3D11_MAPPED_SUBRESOURCE mappedResource;
1653 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1654 if (FAILED(result))
1655 {
1656 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1657 return;
1658 }
1659
1660 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1661
1662 float depthClear = gl::clamp01(clearParams.depthClearValue);
1663 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1664 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1665 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1666 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1667
1668 mDeviceContext->Unmap(mClearVB, 0);
1669
1670 // Apply state
1671 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1672 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1673 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1674
1675 // Apply shaders
1676 mDeviceContext->IASetInputLayout(mClearIL);
1677 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1678 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
shannon.woods@transgaming.com2c53e472013-02-28 23:13:56 +00001679 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001680
1681 // Apply vertex buffer
1682 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1683 static UINT startIdx = 0;
1684 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1685 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1686
1687 // Draw the clear quad
1688 mDeviceContext->Draw(4, 0);
1689
1690 // Clean up
1691 markAllStateDirty();
1692}
1693
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001694void Renderer11::markAllStateDirty()
1695{
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001696 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1697 {
1698 mAppliedRenderTargetSerials[rtIndex] = 0;
1699 }
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001700 mAppliedDepthbufferSerial = 0;
1701 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001702 mDepthStencilInitialized = false;
1703 mRenderTargetDescInitialized = false;
1704
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001705 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001706 {
1707 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001708 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001709 }
1710 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1711 {
1712 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001713 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001714 }
1715
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001716 mForceSetBlendState = true;
1717 mForceSetRasterState = true;
1718 mForceSetDepthStencilState = true;
1719 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001720 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001721
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001722 mAppliedIBSerial = 0;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001723 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001724 mAppliedIBOffset = 0;
1725
daniel@transgaming.come4991412012-12-20 20:55:34 +00001726 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001727 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1728 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001729}
1730
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001731void Renderer11::releaseDeviceResources()
1732{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001733 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001734 mInputLayoutCache.clear();
1735
1736 delete mVertexDataManager;
1737 mVertexDataManager = NULL;
1738
1739 delete mIndexDataManager;
1740 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001741
1742 delete mLineLoopIB;
1743 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001744
1745 delete mTriangleFanIB;
1746 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001747
1748 if (mCopyVB)
1749 {
1750 mCopyVB->Release();
1751 mCopyVB = NULL;
1752 }
1753
1754 if (mCopySampler)
1755 {
1756 mCopySampler->Release();
1757 mCopySampler = NULL;
1758 }
1759
1760 if (mCopyIL)
1761 {
1762 mCopyIL->Release();
1763 mCopyIL = NULL;
1764 }
1765
1766 if (mCopyVS)
1767 {
1768 mCopyVS->Release();
1769 mCopyVS = NULL;
1770 }
1771
1772 if (mCopyRGBAPS)
1773 {
1774 mCopyRGBAPS->Release();
1775 mCopyRGBAPS = NULL;
1776 }
1777
1778 if (mCopyRGBPS)
1779 {
1780 mCopyRGBPS->Release();
1781 mCopyRGBPS = NULL;
1782 }
1783
1784 if (mCopyLumPS)
1785 {
1786 mCopyLumPS->Release();
1787 mCopyLumPS = NULL;
1788 }
1789
1790 if (mCopyLumAlphaPS)
1791 {
1792 mCopyLumAlphaPS->Release();
1793 mCopyLumAlphaPS = NULL;
1794 }
1795
1796 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001797
1798 if (mClearVB)
1799 {
1800 mClearVB->Release();
1801 mClearVB = NULL;
1802 }
1803
1804 if (mClearIL)
1805 {
1806 mClearIL->Release();
1807 mClearIL = NULL;
1808 }
1809
1810 if (mClearVS)
1811 {
1812 mClearVS->Release();
1813 mClearVS = NULL;
1814 }
1815
1816 if (mClearPS)
1817 {
1818 mClearPS->Release();
1819 mClearPS = NULL;
1820 }
1821
1822 if (mClearScissorRS)
1823 {
1824 mClearScissorRS->Release();
1825 mClearScissorRS = NULL;
1826 }
1827
1828 if (mClearNoScissorRS)
1829 {
1830 mClearNoScissorRS->Release();
1831 mClearNoScissorRS = NULL;
1832 }
1833
1834 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001835
1836 if (mDriverConstantBufferVS)
1837 {
1838 mDriverConstantBufferVS->Release();
1839 mDriverConstantBufferVS = NULL;
1840 }
1841
1842 if (mDriverConstantBufferPS)
1843 {
1844 mDriverConstantBufferPS->Release();
1845 mDriverConstantBufferPS = NULL;
1846 }
daniel@transgaming.combdf787f2013-02-01 03:20:36 +00001847
1848 if (mSyncQuery)
1849 {
1850 mSyncQuery->Release();
1851 mSyncQuery = NULL;
1852 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001853}
1854
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001855void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001856{
1857 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001858 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001859}
1860
1861bool Renderer11::isDeviceLost()
1862{
1863 return mDeviceLost;
1864}
1865
1866// set notify to true to broadcast a message to all contexts of the device loss
1867bool Renderer11::testDeviceLost(bool notify)
1868{
1869 bool isLost = false;
1870
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001871 // GetRemovedReason is used to test if the device is removed
1872 HRESULT result = mDevice->GetDeviceRemovedReason();
1873 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001874
1875 if (isLost)
1876 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001877 // Log error if this is a new device lost event
1878 if (mDeviceLost == false)
1879 {
1880 ERR("The D3D11 device was removed: 0x%08X", result);
1881 }
1882
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001883 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001884 // we'll probably get this done again by notifyDeviceLost
1885 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001886 // Note that we don't want to clear the device loss status here
1887 // -- this needs to be done by resetDevice
1888 mDeviceLost = true;
1889 if (notify)
1890 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001891 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001892 }
1893 }
1894
1895 return isLost;
1896}
1897
1898bool Renderer11::testDeviceResettable()
1899{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001900 // determine if the device is resettable by creating a dummy device
1901 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001902
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001903 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001904 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001905 return false;
1906 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001907
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001908 D3D_FEATURE_LEVEL featureLevels[] =
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001909 {
1910 D3D_FEATURE_LEVEL_11_0,
1911 D3D_FEATURE_LEVEL_10_1,
1912 D3D_FEATURE_LEVEL_10_0,
1913 };
1914
1915 ID3D11Device* dummyDevice;
1916 D3D_FEATURE_LEVEL dummyFeatureLevel;
1917 ID3D11DeviceContext* dummyContext;
1918
1919 HRESULT result = D3D11CreateDevice(NULL,
1920 D3D_DRIVER_TYPE_HARDWARE,
1921 NULL,
1922 #if defined(_DEBUG)
1923 D3D11_CREATE_DEVICE_DEBUG,
1924 #else
1925 0,
1926 #endif
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001927 featureLevels,
1928 ArraySize(featureLevels),
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001929 D3D11_SDK_VERSION,
1930 &dummyDevice,
1931 &dummyFeatureLevel,
1932 &dummyContext);
1933
1934 if (!mDevice || FAILED(result))
1935 {
1936 return false;
1937 }
1938
1939 dummyContext->Release();
1940 dummyDevice->Release();
1941
1942 return true;
1943}
1944
1945void Renderer11::release()
1946{
1947 releaseDeviceResources();
1948
1949 if (mDxgiFactory)
1950 {
1951 mDxgiFactory->Release();
1952 mDxgiFactory = NULL;
1953 }
1954
1955 if (mDxgiAdapter)
1956 {
1957 mDxgiAdapter->Release();
1958 mDxgiAdapter = NULL;
1959 }
1960
1961 if (mDeviceContext)
1962 {
1963 mDeviceContext->ClearState();
1964 mDeviceContext->Flush();
1965 mDeviceContext->Release();
1966 mDeviceContext = NULL;
1967 }
1968
1969 if (mDevice)
1970 {
1971 mDevice->Release();
1972 mDevice = NULL;
1973 }
1974
1975 if (mD3d11Module)
1976 {
1977 FreeLibrary(mD3d11Module);
1978 mD3d11Module = NULL;
1979 }
1980
1981 if (mDxgiModule)
1982 {
1983 FreeLibrary(mDxgiModule);
1984 mDxgiModule = NULL;
1985 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001986}
1987
1988bool Renderer11::resetDevice()
1989{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001990 // recreate everything
1991 release();
1992 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001993
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001994 if (result != EGL_SUCCESS)
1995 {
1996 ERR("Could not reinitialize D3D11 device: %08X", result);
1997 return false;
1998 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001999
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002000 mDeviceLost = false;
2001
2002 return true;
2003}
2004
2005DWORD Renderer11::getAdapterVendor() const
2006{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002007 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002008}
2009
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002010std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002011{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002012 std::ostringstream rendererString;
2013
2014 rendererString << mDescription;
2015 rendererString << " Direct3D11";
2016
2017 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2018 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2019
2020 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002021}
2022
2023GUID Renderer11::getAdapterIdentifier() const
2024{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00002025 // Use the adapter LUID as our adapter ID
2026 // This number is local to a machine is only guaranteed to be unique between restarts
2027 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
2028 GUID adapterId = {0};
2029 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
2030 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002031}
2032
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002033bool Renderer11::getBGRATextureSupport() const
2034{
2035 return mBGRATextureSupport;
2036}
2037
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002038bool Renderer11::getDXT1TextureSupport()
2039{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002040 return mDXT1TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002041}
2042
2043bool Renderer11::getDXT3TextureSupport()
2044{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002045 return mDXT3TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002046}
2047
2048bool Renderer11::getDXT5TextureSupport()
2049{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002050 return mDXT5TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002051}
2052
2053bool Renderer11::getDepthTextureSupport() const
2054{
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +00002055 return mDepthTextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002056}
2057
2058bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
2059{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002060 *renderable = mFloat32RenderSupport;
2061 *filtering = mFloat32FilterSupport;
2062 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002063}
2064
2065bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
2066{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002067 *renderable = mFloat16RenderSupport;
2068 *filtering = mFloat16FilterSupport;
2069 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002070}
2071
2072bool Renderer11::getLuminanceTextureSupport()
2073{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002074 return false;
2075}
2076
2077bool Renderer11::getLuminanceAlphaTextureSupport()
2078{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002079 return false;
2080}
2081
2082bool Renderer11::getTextureFilterAnisotropySupport() const
2083{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002084 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002085}
2086
2087float Renderer11::getTextureMaxAnisotropy() const
2088{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002089 switch (mFeatureLevel)
2090 {
2091 case D3D_FEATURE_LEVEL_11_0:
2092 return D3D11_MAX_MAXANISOTROPY;
2093 case D3D_FEATURE_LEVEL_10_1:
2094 case D3D_FEATURE_LEVEL_10_0:
2095 return D3D10_MAX_MAXANISOTROPY;
2096 default: UNREACHABLE();
2097 return 0;
2098 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002099}
2100
2101bool Renderer11::getEventQuerySupport()
2102{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002103 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002104}
2105
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002106Range Renderer11::getViewportBounds() const
2107{
2108 switch (mFeatureLevel)
2109 {
2110 case D3D_FEATURE_LEVEL_11_0:
2111 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2112 case D3D_FEATURE_LEVEL_10_1:
2113 case D3D_FEATURE_LEVEL_10_0:
2114 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2115 default: UNREACHABLE();
2116 return Range(0, 0);
2117 }
2118}
2119
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002120unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002121{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002122 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2123 switch (mFeatureLevel)
2124 {
2125 case D3D_FEATURE_LEVEL_11_0:
2126 case D3D_FEATURE_LEVEL_10_1:
2127 case D3D_FEATURE_LEVEL_10_0:
2128 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2129 default: UNREACHABLE();
2130 return 0;
2131 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002132}
2133
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002134unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2135{
2136 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2137}
2138
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002139unsigned int Renderer11::getReservedVertexUniformVectors() const
2140{
2141 return 0; // Driver uniforms are stored in a separate constant buffer
2142}
2143
2144unsigned int Renderer11::getReservedFragmentUniformVectors() const
2145{
2146 return 0; // Driver uniforms are stored in a separate constant buffer
2147}
2148
2149unsigned int Renderer11::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002150{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002151 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2152 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2153 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002154}
2155
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002156unsigned int Renderer11::getMaxFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002157{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002158 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2159 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2160 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002161}
2162
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002163unsigned int Renderer11::getMaxVaryingVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002164{
2165 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
2166 switch (mFeatureLevel)
2167 {
2168 case D3D_FEATURE_LEVEL_11_0:
2169 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2170 case D3D_FEATURE_LEVEL_10_1:
2171 case D3D_FEATURE_LEVEL_10_0:
2172 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2173 default: UNREACHABLE();
2174 return 0;
2175 }
2176}
2177
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002178bool Renderer11::getNonPower2TextureSupport() const
2179{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002180 switch (mFeatureLevel)
2181 {
2182 case D3D_FEATURE_LEVEL_11_0:
2183 case D3D_FEATURE_LEVEL_10_1:
2184 case D3D_FEATURE_LEVEL_10_0:
2185 return true;
2186 default: UNREACHABLE();
2187 return false;
2188 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002189}
2190
2191bool Renderer11::getOcclusionQuerySupport() const
2192{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002193 switch (mFeatureLevel)
2194 {
2195 case D3D_FEATURE_LEVEL_11_0:
2196 case D3D_FEATURE_LEVEL_10_1:
2197 case D3D_FEATURE_LEVEL_10_0:
2198 return true;
2199 default: UNREACHABLE();
2200 return false;
2201 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002202}
2203
2204bool Renderer11::getInstancingSupport() const
2205{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002206 switch (mFeatureLevel)
2207 {
2208 case D3D_FEATURE_LEVEL_11_0:
2209 case D3D_FEATURE_LEVEL_10_1:
2210 case D3D_FEATURE_LEVEL_10_0:
2211 return true;
2212 default: UNREACHABLE();
2213 return false;
2214 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002215}
2216
2217bool Renderer11::getShareHandleSupport() const
2218{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002219 // We only currently support share handles with BGRA surfaces, because
2220 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002221 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002222 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002223}
2224
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002225bool Renderer11::getDerivativeInstructionSupport() const
2226{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002227 switch (mFeatureLevel)
2228 {
2229 case D3D_FEATURE_LEVEL_11_0:
2230 case D3D_FEATURE_LEVEL_10_1:
2231 case D3D_FEATURE_LEVEL_10_0:
2232 return true;
2233 default: UNREACHABLE();
2234 return false;
2235 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002236}
2237
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002238bool Renderer11::getPostSubBufferSupport() const
2239{
2240 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2241 return false;
2242}
2243
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002244int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002245{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002246 switch (mFeatureLevel)
2247 {
2248 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002249 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002250 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2251 default: UNREACHABLE(); return 0;
2252 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002253}
2254
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002255int Renderer11::getMinorShaderModel() const
2256{
2257 switch (mFeatureLevel)
2258 {
2259 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2260 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2261 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2262 default: UNREACHABLE(); return 0;
2263 }
2264}
2265
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002266float Renderer11::getMaxPointSize() const
2267{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002268 // choose a reasonable maximum. we enforce this in the shader.
2269 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2270 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002271}
2272
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002273int Renderer11::getMaxViewportDimension() const
2274{
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002275 // Maximum viewport size must be at least as large as the largest render buffer (or larger).
2276 // In our case return the maximum texture size, which is the maximum render buffer size.
2277 META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX);
2278 META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX);
2279
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002280 switch (mFeatureLevel)
2281 {
2282 case D3D_FEATURE_LEVEL_11_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002283 return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002284 case D3D_FEATURE_LEVEL_10_1:
2285 case D3D_FEATURE_LEVEL_10_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002286 return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002287 default: UNREACHABLE();
2288 return 0;
2289 }
2290}
2291
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002292int Renderer11::getMaxTextureWidth() const
2293{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002294 switch (mFeatureLevel)
2295 {
2296 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2297 case D3D_FEATURE_LEVEL_10_1:
2298 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2299 default: UNREACHABLE(); return 0;
2300 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002301}
2302
2303int Renderer11::getMaxTextureHeight() const
2304{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002305 switch (mFeatureLevel)
2306 {
2307 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2308 case D3D_FEATURE_LEVEL_10_1:
2309 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2310 default: UNREACHABLE(); return 0;
2311 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002312}
2313
2314bool Renderer11::get32BitIndexSupport() const
2315{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002316 switch (mFeatureLevel)
2317 {
2318 case D3D_FEATURE_LEVEL_11_0:
2319 case D3D_FEATURE_LEVEL_10_1:
2320 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2321 default: UNREACHABLE(); return false;
2322 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002323}
2324
2325int Renderer11::getMinSwapInterval() const
2326{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002327 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002328}
2329
2330int Renderer11::getMaxSwapInterval() const
2331{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002332 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002333}
2334
2335int Renderer11::getMaxSupportedSamples() const
2336{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002337 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002338}
2339
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002340int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2341{
2342 if (requested == 0)
2343 {
2344 return 0;
2345 }
2346
2347 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2348 if (iter != mMultisampleSupportMap.end())
2349 {
2350 const MultisampleSupportInfo& info = iter->second;
2351 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2352 {
2353 if (info.qualityLevels[i] > 0)
2354 {
2355 return i + 1;
2356 }
2357 }
2358 }
2359
2360 return -1;
2361}
2362
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002363unsigned int Renderer11::getMaxRenderTargets() const
2364{
shannon.woods%transgaming.com@gtempaccount.comf30ccc22013-04-13 03:28:36 +00002365 META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2366 META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2367
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002368 switch (mFeatureLevel)
2369 {
2370 case D3D_FEATURE_LEVEL_11_0:
2371 return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2372 case D3D_FEATURE_LEVEL_10_1:
2373 case D3D_FEATURE_LEVEL_10_0:
2374 return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2375 default:
2376 UNREACHABLE();
2377 return 1;
2378 }
2379}
2380
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002381bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002382{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002383 if (source && dest)
2384 {
2385 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2386 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2387
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002388 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002389 return true;
2390 }
2391
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002392 return false;
2393}
2394
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002395bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002396{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002397 if (source && dest)
2398 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002399 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2400 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002401
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002402 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002403 return true;
2404 }
2405
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002406 return false;
2407}
2408
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002409bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002410 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002411{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002412 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002413 if (!colorbuffer)
2414 {
2415 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002416 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002417 }
2418
2419 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2420 if (!sourceRenderTarget)
2421 {
2422 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002423 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002424 }
2425
2426 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2427 if (!source)
2428 {
2429 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002430 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002431 }
2432
2433 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2434 if (!storage11)
2435 {
2436 source->Release();
2437 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002438 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002439 }
2440
2441 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2442 if (!destRenderTarget)
2443 {
2444 source->Release();
2445 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002446 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002447 }
2448
2449 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2450 if (!dest)
2451 {
2452 source->Release();
2453 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002454 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002455 }
2456
2457 gl::Rectangle destRect;
2458 destRect.x = xoffset;
2459 destRect.y = yoffset;
2460 destRect.width = sourceRect.width;
2461 destRect.height = sourceRect.height;
2462
2463 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2464 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2465
2466 source->Release();
2467 dest->Release();
2468
2469 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002470}
2471
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002472bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002473 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002474{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002475 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002476 if (!colorbuffer)
2477 {
2478 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002479 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002480 }
2481
2482 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2483 if (!sourceRenderTarget)
2484 {
2485 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002486 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002487 }
2488
2489 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2490 if (!source)
2491 {
2492 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002493 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002494 }
2495
2496 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2497 if (!storage11)
2498 {
2499 source->Release();
2500 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002501 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002502 }
2503
2504 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2505 if (!destRenderTarget)
2506 {
2507 source->Release();
2508 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002509 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002510 }
2511
2512 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2513 if (!dest)
2514 {
2515 source->Release();
2516 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002517 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002518 }
2519
2520 gl::Rectangle destRect;
2521 destRect.x = xoffset;
2522 destRect.y = yoffset;
2523 destRect.width = sourceRect.width;
2524 destRect.height = sourceRect.height;
2525
2526 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2527 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2528
2529 source->Release();
2530 dest->Release();
2531
2532 return ret;
2533}
2534
2535bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2536 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2537{
2538 HRESULT result;
2539
2540 if (!mCopyResourcesInitialized)
2541 {
2542 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2543
2544 D3D11_BUFFER_DESC vbDesc;
2545 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2546 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2547 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2548 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2549 vbDesc.MiscFlags = 0;
2550 vbDesc.StructureByteStride = 0;
2551
2552 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2553 ASSERT(SUCCEEDED(result));
2554 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2555
2556 D3D11_SAMPLER_DESC samplerDesc;
2557 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2558 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2559 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2560 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2561 samplerDesc.MipLODBias = 0.0f;
2562 samplerDesc.MaxAnisotropy = 0;
2563 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2564 samplerDesc.BorderColor[0] = 0.0f;
2565 samplerDesc.BorderColor[1] = 0.0f;
2566 samplerDesc.BorderColor[2] = 0.0f;
2567 samplerDesc.BorderColor[3] = 0.0f;
2568 samplerDesc.MinLOD = 0.0f;
2569 samplerDesc.MaxLOD = 0.0f;
2570
2571 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2572 ASSERT(SUCCEEDED(result));
2573 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2574
2575 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2576 {
2577 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2578 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2579 };
2580
2581 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2582 ASSERT(SUCCEEDED(result));
2583 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2584
2585 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2586 ASSERT(SUCCEEDED(result));
2587 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2588
2589 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2590 ASSERT(SUCCEEDED(result));
2591 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2592
2593 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2594 ASSERT(SUCCEEDED(result));
2595 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2596
2597 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2598 ASSERT(SUCCEEDED(result));
2599 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2600
2601 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2602 ASSERT(SUCCEEDED(result));
2603 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2604
2605 mCopyResourcesInitialized = true;
2606 }
2607
2608 // Verify the source and destination area sizes
2609 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2610 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2611 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2612 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2613 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002614 return gl::error(GL_INVALID_VALUE, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002615 }
2616
2617 // Set vertices
2618 D3D11_MAPPED_SUBRESOURCE mappedResource;
2619 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2620 if (FAILED(result))
2621 {
2622 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002623 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002624 }
2625
2626 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2627
2628 // Create a quad in homogeneous coordinates
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002629 float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00002630 float y1 = ((destHeight - destArea.y - destArea.height) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002631 float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00002632 float y2 = ((destHeight - destArea.y) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002633
2634 float u1 = sourceArea.x / float(sourceWidth);
2635 float v1 = sourceArea.y / float(sourceHeight);
2636 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2637 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2638
2639 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2640 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2641 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2642 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2643
2644 mDeviceContext->Unmap(mCopyVB, 0);
2645
2646 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2647 static UINT startIdx = 0;
2648 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2649
2650 // Apply state
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002651 mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002652 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2653 mDeviceContext->RSSetState(NULL);
2654
2655 // Apply shaders
2656 mDeviceContext->IASetInputLayout(mCopyIL);
2657 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2658 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2659
2660 ID3D11PixelShader *ps = NULL;
2661 switch(destFormat)
2662 {
2663 case GL_RGBA: ps = mCopyRGBAPS; break;
2664 case GL_RGB: ps = mCopyRGBPS; break;
2665 case GL_ALPHA: ps = mCopyRGBAPS; break;
2666 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2667 case GL_LUMINANCE: ps = mCopyLumPS; break;
2668 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2669 default: UNREACHABLE(); ps = NULL; break;
2670 }
2671
2672 mDeviceContext->PSSetShader(ps, NULL, 0);
shannon.woods@transgaming.com28e7ba02013-02-28 23:09:28 +00002673 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002674
2675 // Unset the currently bound shader resource to avoid conflicts
2676 static ID3D11ShaderResourceView *const nullSRV = NULL;
2677 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2678
2679 // Apply render targets
2680 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2681
2682 // Set the viewport
2683 D3D11_VIEWPORT viewport;
2684 viewport.TopLeftX = 0;
2685 viewport.TopLeftY = 0;
2686 viewport.Width = destWidth;
2687 viewport.Height = destHeight;
2688 viewport.MinDepth = 0.0f;
2689 viewport.MaxDepth = 1.0f;
2690 mDeviceContext->RSSetViewports(1, &viewport);
2691
2692 // Apply textures
2693 mDeviceContext->PSSetShaderResources(0, 1, &source);
2694 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2695
2696 // Draw the quad
2697 mDeviceContext->Draw(4, 0);
2698
2699 // Unbind textures and render targets and vertex buffer
2700 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2701
2702 static ID3D11RenderTargetView *const nullRTV = NULL;
2703 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2704
2705 static UINT zero = 0;
2706 static ID3D11Buffer *const nullBuffer = NULL;
2707 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2708
2709 markAllStateDirty();
2710
2711 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002712}
2713
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002714RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2715{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002716 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002717 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002718
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002719 if (depth)
2720 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002721 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002722 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
2723 swapChain11->getDepthStencilTexture(), NULL,
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002724 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002725 }
2726 else
2727 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002728 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002729 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002730 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002731 swapChain11->getRenderTargetShaderResource(),
2732 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002733 }
2734 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002735}
2736
2737RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2738{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002739 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2740 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002741}
2742
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002743ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002744{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002745 ShaderExecutable11 *executable = NULL;
2746
2747 switch (type)
2748 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002749 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002750 {
2751 ID3D11VertexShader *vshader = NULL;
2752 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2753 ASSERT(SUCCEEDED(result));
2754
2755 if (vshader)
2756 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002757 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002758 }
2759 }
2760 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002761 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002762 {
2763 ID3D11PixelShader *pshader = NULL;
2764 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2765 ASSERT(SUCCEEDED(result));
2766
2767 if (pshader)
2768 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002769 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002770 }
2771 }
2772 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002773 case rx::SHADER_GEOMETRY:
2774 {
2775 ID3D11GeometryShader *gshader = NULL;
2776 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2777 ASSERT(SUCCEEDED(result));
2778
2779 if (gshader)
2780 {
2781 executable = new ShaderExecutable11(function, length, gshader);
2782 }
2783 }
2784 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002785 default:
2786 UNREACHABLE();
2787 break;
2788 }
2789
2790 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002791}
2792
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002793ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002794{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002795 const char *profile = NULL;
2796
2797 switch (type)
2798 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002799 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002800 profile = "vs_4_0";
2801 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002802 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002803 profile = "ps_4_0";
2804 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002805 case rx::SHADER_GEOMETRY:
2806 profile = "gs_4_0";
2807 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002808 default:
2809 UNREACHABLE();
2810 return NULL;
2811 }
2812
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00002813 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002814 if (!binary)
2815 return NULL;
2816
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002817 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002818 binary->Release();
2819
2820 return executable;
2821}
2822
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002823VertexBuffer *Renderer11::createVertexBuffer()
2824{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002825 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002826}
2827
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002828IndexBuffer *Renderer11::createIndexBuffer()
2829{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002830 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002831}
2832
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00002833BufferStorage *Renderer11::createBufferStorage()
2834{
2835 return new BufferStorage11(this);
2836}
2837
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002838QueryImpl *Renderer11::createQuery(GLenum type)
2839{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002840 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002841}
2842
2843FenceImpl *Renderer11::createFence()
2844{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002845 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002846}
2847
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002848bool Renderer11::getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002849{
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002850 ASSERT(colorbuffer != NULL);
2851
2852 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2853 if (renderTarget)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002854 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002855 *subresourceIndex = renderTarget->getSubresourceIndex();
2856
2857 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2858 if (colorBufferRTV)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002859 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002860 ID3D11Resource *textureResource = NULL;
2861 colorBufferRTV->GetResource(&textureResource);
2862 colorBufferRTV->Release();
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002863
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002864 if (textureResource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002865 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002866 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2867 textureResource->Release();
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002868
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002869 if (SUCCEEDED(result))
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002870 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002871 return true;
2872 }
2873 else
2874 {
2875 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2876 "HRESULT: 0x%X.", result);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002877 }
2878 }
2879 }
2880 }
2881
2882 return false;
2883}
2884
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002885bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002886 bool blitRenderTarget, bool blitDepthStencil)
2887{
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002888 if (blitRenderTarget && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_RENDERTARGET))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002889 {
2890 return false;
2891 }
2892
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002893 if (blitDepthStencil && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_DEPTHSTENCIL))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002894 {
2895 return false;
2896 }
2897
2898 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002899}
2900
2901void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2902 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2903{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002904 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002905 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002906
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002907 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2908
2909 if (colorbuffer && getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002910 {
2911 gl::Rectangle area;
2912 area.x = x;
2913 area.y = y;
2914 area.width = width;
2915 area.height = height;
2916
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002917 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2918 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002919
2920 colorBufferTexture->Release();
2921 colorBufferTexture = NULL;
2922 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002923}
2924
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002925Image *Renderer11::createImage()
2926{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002927 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002928}
2929
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002930void Renderer11::generateMipmap(Image *dest, Image *src)
2931{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002932 Image11 *dest11 = Image11::makeImage11(dest);
2933 Image11 *src11 = Image11::makeImage11(src);
2934 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002935}
2936
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002937TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2938{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002939 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2940 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002941}
2942
2943TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2944{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002945 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002946}
2947
2948TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2949{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002950 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002951}
2952
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002953static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2954{
2955 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2956 destFormat == GL_ALPHA &&
2957 destType == GL_UNSIGNED_BYTE)
2958 {
2959 return 1;
2960 }
2961 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2962 destFormat == GL_RGBA &&
2963 destType == GL_UNSIGNED_BYTE)
2964 {
2965 return 4;
2966 }
2967 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2968 destFormat == GL_BGRA_EXT &&
2969 destType == GL_UNSIGNED_BYTE)
2970 {
2971 return 4;
2972 }
2973 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2974 destFormat == GL_RGBA &&
2975 destType == GL_HALF_FLOAT_OES)
2976 {
2977 return 8;
2978 }
2979 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2980 destFormat == GL_RGB &&
2981 destType == GL_FLOAT)
2982 {
2983 return 12;
2984 }
2985 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2986 destFormat == GL_RGBA &&
2987 destType == GL_FLOAT)
2988 {
2989 return 16;
2990 }
2991 else
2992 {
2993 return 0;
2994 }
2995}
2996
2997static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2998 unsigned int y, int inputPitch, gl::Color *outColor)
2999{
3000 switch (format)
3001 {
3002 case DXGI_FORMAT_R8G8B8A8_UNORM:
3003 {
3004 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00003005 outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
3006 outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
3007 outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
3008 outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003009 }
3010 break;
3011
3012 case DXGI_FORMAT_A8_UNORM:
3013 {
3014 outColor->red = 0.0f;
3015 outColor->green = 0.0f;
3016 outColor->blue = 0.0f;
3017 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
3018 }
3019 break;
3020
3021 case DXGI_FORMAT_R32G32B32A32_FLOAT:
3022 {
3023 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
3024 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
3025 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
3026 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
3027 }
3028 break;
3029
3030 case DXGI_FORMAT_R32G32B32_FLOAT:
3031 {
3032 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
3033 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
3034 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
3035 outColor->alpha = 1.0f;
3036 }
3037 break;
3038
3039 case DXGI_FORMAT_R16G16B16A16_FLOAT:
3040 {
3041 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
3042 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
3043 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
3044 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
3045 }
3046 break;
3047
3048 case DXGI_FORMAT_B8G8R8A8_UNORM:
3049 {
3050 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00003051 outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
3052 outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
3053 outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
3054 outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003055 }
3056 break;
3057
3058 case DXGI_FORMAT_R8_UNORM:
3059 {
3060 outColor->red = *(data + x + y * inputPitch) / 255.0f;
3061 outColor->green = 0.0f;
3062 outColor->blue = 0.0f;
3063 outColor->alpha = 1.0f;
3064 }
3065 break;
3066
3067 case DXGI_FORMAT_R8G8_UNORM:
3068 {
3069 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
3070
3071 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
3072 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
3073 outColor->blue = 0.0f;
3074 outColor->alpha = 1.0f;
3075 }
3076 break;
3077
3078 case DXGI_FORMAT_R16_FLOAT:
3079 {
3080 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
3081 outColor->green = 0.0f;
3082 outColor->blue = 0.0f;
3083 outColor->alpha = 1.0f;
3084 }
3085 break;
3086
3087 case DXGI_FORMAT_R16G16_FLOAT:
3088 {
3089 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
3090 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
3091 outColor->blue = 0.0f;
3092 outColor->alpha = 1.0f;
3093 }
3094 break;
3095
3096 default:
3097 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
3098 UNIMPLEMENTED();
3099 break;
3100 }
3101}
3102
3103static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
3104 unsigned int y, int outputPitch, void *outData)
3105{
3106 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
3107 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
3108
3109 switch (format)
3110 {
3111 case GL_RGBA:
3112 switch (type)
3113 {
3114 case GL_UNSIGNED_BYTE:
3115 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3116 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3117 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3118 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3119 break;
3120
3121 default:
3122 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
3123 UNIMPLEMENTED();
3124 break;
3125 }
3126 break;
3127
3128 case GL_BGRA_EXT:
3129 switch (type)
3130 {
3131 case GL_UNSIGNED_BYTE:
3132 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3133 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3134 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
3135 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3136 break;
3137
3138 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
3139 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3140 // this type is packed as follows:
3141 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3142 // --------------------------------------------------------------------------------
3143 // | 4th | 3rd | 2nd | 1st component |
3144 // --------------------------------------------------------------------------------
3145 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3146 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3147 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
3148 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
3149 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
3150 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
3151 break;
3152
3153 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
3154 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3155 // this type is packed as follows:
3156 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3157 // --------------------------------------------------------------------------------
3158 // | 4th | 3rd | 2nd | 1st component |
3159 // --------------------------------------------------------------------------------
3160 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3161 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3162 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
3163 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
3164 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
3165 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
3166 break;
3167
3168 default:
3169 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
3170 UNIMPLEMENTED();
3171 break;
3172 }
3173 break;
3174
3175 case GL_RGB:
3176 switch (type)
3177 {
3178 case GL_UNSIGNED_SHORT_5_6_5:
3179 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3180 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
3181 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
3182 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
3183 break;
3184
3185 case GL_UNSIGNED_BYTE:
3186 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3187 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3188 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3189 break;
3190
3191 default:
3192 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
3193 UNIMPLEMENTED();
3194 break;
3195 }
3196 break;
3197
3198 default:
3199 ERR("WritePixelColor not implemented for format 0x%X.", format);
3200 UNIMPLEMENTED();
3201 break;
3202 }
3203}
3204
3205void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3206 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3207 GLint packAlignment, void *pixels)
3208{
3209 D3D11_TEXTURE2D_DESC textureDesc;
3210 texture->GetDesc(&textureDesc);
3211
3212 D3D11_TEXTURE2D_DESC stagingDesc;
3213 stagingDesc.Width = area.width;
3214 stagingDesc.Height = area.height;
3215 stagingDesc.MipLevels = 1;
3216 stagingDesc.ArraySize = 1;
3217 stagingDesc.Format = textureDesc.Format;
3218 stagingDesc.SampleDesc.Count = 1;
3219 stagingDesc.SampleDesc.Quality = 0;
3220 stagingDesc.Usage = D3D11_USAGE_STAGING;
3221 stagingDesc.BindFlags = 0;
3222 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3223 stagingDesc.MiscFlags = 0;
3224
3225 ID3D11Texture2D* stagingTex = NULL;
3226 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3227 if (FAILED(result))
3228 {
3229 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3230 return;
3231 }
3232
3233 ID3D11Texture2D* srcTex = NULL;
3234 if (textureDesc.SampleDesc.Count > 1)
3235 {
3236 D3D11_TEXTURE2D_DESC resolveDesc;
3237 resolveDesc.Width = textureDesc.Width;
3238 resolveDesc.Height = textureDesc.Height;
3239 resolveDesc.MipLevels = 1;
3240 resolveDesc.ArraySize = 1;
3241 resolveDesc.Format = textureDesc.Format;
3242 resolveDesc.SampleDesc.Count = 1;
3243 resolveDesc.SampleDesc.Quality = 0;
3244 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3245 resolveDesc.BindFlags = 0;
3246 resolveDesc.CPUAccessFlags = 0;
3247 resolveDesc.MiscFlags = 0;
3248
3249 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3250 if (FAILED(result))
3251 {
3252 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
3253 stagingTex->Release();
3254 return;
3255 }
3256
3257 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3258 subResource = 0;
3259 }
3260 else
3261 {
3262 srcTex = texture;
3263 srcTex->AddRef();
3264 }
3265
3266 D3D11_BOX srcBox;
3267 srcBox.left = area.x;
3268 srcBox.right = area.x + area.width;
3269 srcBox.top = area.y;
3270 srcBox.bottom = area.y + area.height;
3271 srcBox.front = 0;
3272 srcBox.back = 1;
3273
3274 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3275
3276 srcTex->Release();
3277 srcTex = NULL;
3278
3279 D3D11_MAPPED_SUBRESOURCE mapping;
3280 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3281
3282 unsigned char *source;
3283 int inputPitch;
3284 if (packReverseRowOrder)
3285 {
3286 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3287 inputPitch = -static_cast<int>(mapping.RowPitch);
3288 }
3289 else
3290 {
3291 source = static_cast<unsigned char*>(mapping.pData);
3292 inputPitch = static_cast<int>(mapping.RowPitch);
3293 }
3294
3295 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
3296 if (fastPixelSize != 0)
3297 {
3298 unsigned char *dest = static_cast<unsigned char*>(pixels);
3299 for (int j = 0; j < area.height; j++)
3300 {
3301 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
3302 }
3303 }
3304 else
3305 {
3306 gl::Color pixelColor;
3307 for (int j = 0; j < area.height; j++)
3308 {
3309 for (int i = 0; i < area.width; i++)
3310 {
3311 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3312 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3313 }
3314 }
3315 }
3316
3317 mDeviceContext->Unmap(stagingTex, 0);
3318
3319 stagingTex->Release();
3320 stagingTex = NULL;
3321}
3322
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003323bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget,
3324 const gl::Rectangle &drawRect, BlitTarget target)
3325{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00003326 // TODO: mrt support
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003327 ASSERT(readRect.width == drawRect.width && readRect.height == drawRect.height);
3328
3329 gl::Renderbuffer *readBuffer = NULL;
3330 switch (target)
3331 {
3332 case BLIT_RENDERTARGET:
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00003333 readBuffer = readTarget->getColorbuffer(0);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003334 break;
3335 case BLIT_DEPTHSTENCIL:
3336 readBuffer = readTarget->getDepthOrStencilbuffer();
3337 break;
3338 default: UNREACHABLE();
3339 }
3340 if (!readBuffer)
3341 {
3342 ERR("Failed to retrieve the color buffer from the read target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003343 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003344 }
3345
3346 RenderTarget11 *sourceRenderTarget = NULL;
3347 switch (target)
3348 {
3349 case BLIT_RENDERTARGET:
3350 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getRenderTarget());
3351 break;
3352 case BLIT_DEPTHSTENCIL:
3353 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getDepthStencil());
3354 break;
3355 default: UNREACHABLE();
3356 }
3357 if (!sourceRenderTarget)
3358 {
3359 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003360 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003361 }
3362
3363 ID3D11Texture2D *source = NULL;
3364 unsigned int sourceSubresource = 0;
3365 if (sourceRenderTarget->getSamples() > 0)
3366 {
3367 ID3D11Texture2D *unresolvedTexture = sourceRenderTarget->getTexture();
3368
3369 source = resolveMultisampledTexture(unresolvedTexture, sourceRenderTarget->getSubresourceIndex());
3370 sourceSubresource = 0;
3371
3372 unresolvedTexture->Release();
3373 }
3374 else
3375 {
3376 source = sourceRenderTarget->getTexture();
3377 sourceSubresource = sourceRenderTarget->getSubresourceIndex();
3378 }
3379
3380 if (!source)
3381 {
3382 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003383 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003384 }
3385
3386
3387 gl::Renderbuffer *drawBuffer = NULL;
3388 switch (target)
3389 {
3390 case BLIT_RENDERTARGET:
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00003391 drawBuffer = drawTarget->getColorbuffer(0);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003392 break;
3393 case BLIT_DEPTHSTENCIL:
3394 drawBuffer = drawTarget->getDepthOrStencilbuffer();
3395 break;
3396 default: UNREACHABLE();
3397 }
3398 if (!drawBuffer)
3399 {
3400 source->Release();
3401 ERR("Failed to retrieve the color buffer from the draw buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003402 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003403 }
3404
3405 RenderTarget11 *drawRenderTarget = NULL;
3406 switch (target)
3407 {
3408 case BLIT_RENDERTARGET:
3409 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getRenderTarget());
3410 break;
3411 case BLIT_DEPTHSTENCIL:
3412 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getDepthStencil());
3413 break;
3414 default: UNREACHABLE();
3415 }
3416 if (!drawRenderTarget)
3417 {
3418 source->Release();
3419 ERR("Failed to retrieve the render target from the render buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003420 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003421 }
3422
3423 ID3D11Texture2D *dest = drawRenderTarget->getTexture();
3424 unsigned int destSubresource = drawRenderTarget->getSubresourceIndex();
3425
3426 D3D11_BOX srcBox;
3427 srcBox.left = readRect.x;
3428 srcBox.right = readRect.x + readRect.width;
3429 srcBox.top = readRect.y;
3430 srcBox.bottom = readRect.y + readRect.height;
3431 srcBox.front = 0;
3432 srcBox.back = 1;
3433
3434 mDeviceContext->CopySubresourceRegion(dest, destSubresource, drawRect.x, drawRect.y, 0,
3435 source, sourceSubresource, &srcBox);
3436
3437 source->Release();
3438 dest->Release();
3439
3440 return true;
3441}
3442
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003443ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3444{
3445 D3D11_TEXTURE2D_DESC textureDesc;
3446 source->GetDesc(&textureDesc);
3447
3448 if (textureDesc.SampleDesc.Count > 1)
3449 {
3450 D3D11_TEXTURE2D_DESC resolveDesc;
3451 resolveDesc.Width = textureDesc.Width;
3452 resolveDesc.Height = textureDesc.Height;
3453 resolveDesc.MipLevels = 1;
3454 resolveDesc.ArraySize = 1;
3455 resolveDesc.Format = textureDesc.Format;
3456 resolveDesc.SampleDesc.Count = 1;
3457 resolveDesc.SampleDesc.Quality = 0;
3458 resolveDesc.Usage = textureDesc.Usage;
3459 resolveDesc.BindFlags = textureDesc.BindFlags;
3460 resolveDesc.CPUAccessFlags = 0;
3461 resolveDesc.MiscFlags = 0;
3462
3463 ID3D11Texture2D *resolveTexture = NULL;
3464 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3465 if (FAILED(result))
3466 {
3467 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3468 return NULL;
3469 }
3470
3471 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3472 return resolveTexture;
3473 }
3474 else
3475 {
3476 source->AddRef();
3477 return source;
3478 }
3479}
3480
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003481}