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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
2// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000013#include "libGLESv2/Program.h"
14#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000015#include "libGLESv2/Framebuffer.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.coma60160b2012-11-28 19:41:15 +000019#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000020
21#include "libEGL/Config.h"
22#include "libEGL/Display.h"
23
24namespace rx
25{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000026static const DXGI_FORMAT RenderTargetFormats[] =
27 {
28 DXGI_FORMAT_R8G8B8A8_UNORM
29 };
30
31static const DXGI_FORMAT DepthStencilFormats[] =
32 {
33 DXGI_FORMAT_D24_UNORM_S8_UINT
34 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000035
36Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
37{
38 mD3d11Module = NULL;
39 mDxgiModule = NULL;
daniel@transgaming.com04af90f2012-11-28 21:03:09 +000040 mD3dCompilerModule = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000041
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000042 mDeviceLost = false;
43
daniel@transgaming.com25072f62012-11-28 19:31:32 +000044 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000045 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000046 mDxgiAdapter = NULL;
47 mDxgiFactory = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000048}
49
50Renderer11::~Renderer11()
51{
52 releaseDeviceResources();
53
daniel@transgaming.com65e65372012-11-28 19:33:50 +000054 if (mDxgiFactory)
55 {
56 mDxgiFactory->Release();
57 mDxgiFactory = NULL;
58 }
59
60 if (mDxgiAdapter)
61 {
62 mDxgiAdapter->Release();
63 mDxgiAdapter = NULL;
64 }
65
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000066 if (mDeviceContext)
67 {
68 mDeviceContext->Release();
69 mDeviceContext = NULL;
70 }
71
daniel@transgaming.com25072f62012-11-28 19:31:32 +000072 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000073 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +000074 mDevice->Release();
75 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000076 }
77
78 if (mD3d11Module)
79 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000080 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000081 mD3d11Module = NULL;
82 }
83
84 if (mDxgiModule)
85 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000086 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000087 mDxgiModule = NULL;
88 }
daniel@transgaming.com04af90f2012-11-28 21:03:09 +000089
90 if (mD3dCompilerModule)
91 {
92 FreeLibrary(mD3dCompilerModule);
93 mD3dCompilerModule = NULL;
94 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000095}
96
daniel@transgaming.comb64ed282012-11-28 20:54:02 +000097Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
98{
99 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
100 return static_cast<rx::Renderer11*>(renderer);
101}
102
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000103EGLint Renderer11::initialize()
104{
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000105 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
106 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000107
108 if (mD3d11Module == NULL || mDxgiModule == NULL)
109 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000110 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000111 return EGL_NOT_INITIALIZED;
112 }
113
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000114 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000115
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000116 if (D3D11CreateDevice == NULL)
117 {
118 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
119 return EGL_NOT_INITIALIZED;
120 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000121
122 D3D_FEATURE_LEVEL featureLevel[] =
123 {
124 D3D_FEATURE_LEVEL_11_0,
125 D3D_FEATURE_LEVEL_10_1,
126 D3D_FEATURE_LEVEL_10_0,
127 };
128
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000129 HRESULT result = D3D11CreateDevice(NULL,
130 D3D_DRIVER_TYPE_HARDWARE,
131 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000132 #if defined(_DEBUG)
133 D3D11_CREATE_DEVICE_DEBUG,
134 #else
135 0,
136 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000137 featureLevel,
138 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000139 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000140 &mDevice,
141 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000142 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000143
144 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000145 {
146 ERR("Could not create D3D11 device - aborting!\n");
147 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
148 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000149
150 IDXGIDevice *dxgiDevice = NULL;
151 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
152
153 if (FAILED(result))
154 {
155 ERR("Could not query DXGI device - aborting!\n");
156 return EGL_NOT_INITIALIZED;
157 }
158
159 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
160
161 if (FAILED(result))
162 {
163 ERR("Could not retrieve DXGI adapter - aborting!\n");
164 return EGL_NOT_INITIALIZED;
165 }
166
167 dxgiDevice->Release();
168
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000169 mDxgiAdapter->GetDesc(&mAdapterDescription);
170 memset(mDescription, 0, sizeof(mDescription));
171 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
172
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000173 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
174
175 if (!mDxgiFactory || FAILED(result))
176 {
177 ERR("Could not create DXGI factory - aborting!\n");
178 return EGL_NOT_INITIALIZED;
179 }
180
daniel@transgaming.com04af90f2012-11-28 21:03:09 +0000181#if defined(ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES)
182 // Find a D3DCompiler module that had already been loaded based on a predefined list of versions.
183 static TCHAR* d3dCompilerNames[] = ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES;
184
185 for (int i = 0; i < sizeof(d3dCompilerNames) / sizeof(*d3dCompilerNames); ++i)
186 {
187 if (GetModuleHandleEx(0, d3dCompilerNames[i], &mD3dCompilerModule))
188 {
189 break;
190 }
191 }
192#else
193 // Load the version of the D3DCompiler DLL associated with the Direct3D version ANGLE was built with.
194 mD3dCompilerModule = LoadLibrary(D3DCOMPILER_DLL);
195#endif // ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES
196
197 if (!mD3dCompilerModule)
198 {
199 terminate();
200 return false;
201 }
202
203 mD3DCompileFunc = reinterpret_cast<pD3DCompile>(GetProcAddress(mD3dCompilerModule, "D3DCompile"));
204 ASSERT(mD3DCompileFunc);
205
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000206 initializeDevice();
207
208 return EGL_SUCCESS;
209}
210
211// do any one-time device initialization
212// NOTE: this is also needed after a device lost/reset
213// to reset the scene status and ensure the default states are reset.
214void Renderer11::initializeDevice()
215{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000216 mStateCache.initialize(mDevice);
217
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000218 markAllStateDirty();
219
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000220 // Permanent non-default states
221 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000222 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000223}
224
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000225int Renderer11::generateConfigs(ConfigDesc **configDescList)
226{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000227 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
228 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000229 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
230 int numConfigs = 0;
231
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000232 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000233 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000234 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000235 {
236 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
237
238 UINT formatSupport = 0;
239 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
240
241 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
242 {
243 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
244
245 UINT formatSupport = 0;
246 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
247
248 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
249 {
250 ConfigDesc newConfig;
251 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
252 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
253 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
254 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
255
256 (*configDescList)[numConfigs++] = newConfig;
257 }
258 }
259 }
260 }
261
262 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000263}
264
265void Renderer11::deleteConfigs(ConfigDesc *configDescList)
266{
267 delete [] (configDescList);
268}
269
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000270void Renderer11::sync(bool block)
271{
272 // TODO
273 UNIMPLEMENTED();
274}
275
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000276SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
277{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000278 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000279}
280
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000281void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
282{
283 // TODO
284 UNIMPLEMENTED();
285}
286
287void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
288{
289 // TODO
290 UNIMPLEMENTED();
291}
292
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000293void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000294{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000295 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000296 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000297 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000298 if (!dxRasterState)
299 {
300 ERR("NULL blend state returned by RenderStateCache::getRasterizerState, setting the "
301 "rasterizer state.");
302 }
303
304 mDeviceContext->RSSetState(dxRasterState);
305
306 if (dxRasterState)
307 {
308 dxRasterState->Release();
309 }
310 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000311 }
312
313 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000314}
315
316void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
317 unsigned int sampleMask)
318{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000319 if (mForceSetBlendState ||
320 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
321 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
322 sampleMask != mCurSampleMask)
323 {
324 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
325 if (!dxBlendState)
326 {
327 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
328 "blend state.");
329 }
330
331 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
332 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
333
334 if (dxBlendState)
335 {
336 dxBlendState->Release();
337 }
338 mCurBlendState = blendState;
339 mCurBlendColor = blendColor;
340 mCurSampleMask = sampleMask;
341 }
342
343 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000344}
345
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000346void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000347 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000348{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000349 if (mForceSetDepthStencilState ||
350 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
351 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
352 {
353 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
354 stencilRef != stencilBackRef ||
355 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
356 {
357 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
358 "invalid under WebGL.");
359 return error(GL_INVALID_OPERATION);
360 }
361
362 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
363 if (!dxDepthStencilState)
364 {
365 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
366 "setting the default depth stencil state.");
367 }
368
369 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
370
371 if (dxDepthStencilState)
372 {
373 dxDepthStencilState->Release();
374 }
375 mCurDepthStencilState = depthStencilState;
376 mCurStencilRef = stencilRef;
377 mCurStencilBackRef = stencilBackRef;
378 }
379
380 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000381}
382
daniel@transgaming.com04f1b332012-11-28 21:00:40 +0000383void Renderer11::setScissorRectangle(const gl::Rectangle &scissor)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000384{
daniel@transgaming.com04f1b332012-11-28 21:00:40 +0000385 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000386 {
387 D3D11_RECT rect;
daniel@transgaming.com04f1b332012-11-28 21:00:40 +0000388 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
389 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
390 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
391 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000392
393 mDeviceContext->RSSetScissorRects(1, &rect);
394
395 mCurScissor = scissor;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000396 }
397
398 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000399}
400
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000401bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, bool ignoreViewport,
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000402 gl::ProgramBinary *currentProgram, bool forceSetUniforms)
403{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000404 gl::Rectangle actualViewport = viewport;
405 float actualZNear = gl::clamp01(zNear);
406 float actualZFar = gl::clamp01(zFar);
407 if (ignoreViewport)
408 {
409 actualViewport.x = 0;
410 actualViewport.y = 0;
411 actualViewport.width = mRenderTargetDesc.width;
412 actualViewport.height = mRenderTargetDesc.height;
413 actualZNear = 0.0f;
414 actualZFar = 1.0f;
415 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000416
417 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000418 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
419 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
420 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
421 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
422 dxViewport.MinDepth = actualZNear;
423 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000424
425 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
426 {
427 return false; // Nothing to render
428 }
429
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000430 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
431 actualZNear != mCurNear || actualZFar != mCurFar;
432
daniel@transgaming.com53670042012-11-28 20:55:51 +0000433 if (viewportChanged)
434 {
435 mDeviceContext->RSSetViewports(1, &dxViewport);
436
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000437 mCurViewport = actualViewport;
438 mCurNear = actualZNear;
439 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000440 }
441
442 if (currentProgram && (viewportChanged || forceSetUniforms))
443 {
444 GLint halfPixelSize = currentProgram->getDxHalfPixelSizeLocation();
445 GLfloat xy[2] = { 0.0f, 0.0f };
446 currentProgram->setUniform2fv(halfPixelSize, 1, xy);
447
448 // These values are used for computing gl_FragCoord in Program::linkVaryings().
449 GLint coord = currentProgram->getDxCoordLocation();
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000450 GLfloat whxy[4] = { actualViewport.width * 0.5f,
451 actualViewport.height * 0.5f,
452 actualViewport.x + (actualViewport.width * 0.5f),
453 actualViewport.y + (actualViewport.height * 0.5f) };
daniel@transgaming.com53670042012-11-28 20:55:51 +0000454 currentProgram->setUniform4fv(coord, 1, whxy);
455
456 GLint depth = currentProgram->getDxDepthLocation();
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000457 GLfloat dz[2] = { (actualZFar - actualZNear) * 0.5f, (actualZNear + actualZFar) * 0.5f };
daniel@transgaming.com53670042012-11-28 20:55:51 +0000458 currentProgram->setUniform2fv(depth, 1, dz);
459
460 GLint depthRange = currentProgram->getDxDepthRangeLocation();
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000461 GLfloat nearFarDiff[3] = { actualZNear, actualZFar, actualZFar - actualZNear };
daniel@transgaming.com53670042012-11-28 20:55:51 +0000462 currentProgram->setUniform3fv(depthRange, 1, nearFarDiff);
463 }
464
465 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000466 return true;
467}
468
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000469bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
470{
471 // TODO
472 UNIMPLEMENTED();
473
474 return false;
475}
476
477bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000478{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000479 // Get the color render buffer and serial
480 gl::Renderbuffer *renderbufferObject = NULL;
481 unsigned int renderTargetSerial = 0;
482 if (framebuffer->getColorbufferType() != GL_NONE)
483 {
484 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000485
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000486 if (!renderbufferObject)
487 {
488 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000489 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000490 }
491
492 renderTargetSerial = renderbufferObject->getSerial();
493 }
494
495 // Get the depth stencil render buffer and serials
496 gl::Renderbuffer *depthStencil = NULL;
497 unsigned int depthbufferSerial = 0;
498 unsigned int stencilbufferSerial = 0;
499 if (framebuffer->getDepthbufferType() != GL_NONE)
500 {
501 depthStencil = framebuffer->getDepthbuffer();
502 if (!depthStencil)
503 {
504 ERR("Depth stencil pointer unexpectedly null.");
505 return false;
506 }
507
508 depthbufferSerial = depthStencil->getSerial();
509 }
510 else if (framebuffer->getStencilbufferType() != GL_NONE)
511 {
512 depthStencil = framebuffer->getStencilbuffer();
513 if (!depthStencil)
514 {
515 ERR("Depth stencil pointer unexpectedly null.");
516 return false;
517 }
518
519 stencilbufferSerial = depthStencil->getSerial();
520 }
521
522 // Extract the render target dimensions and view
523 unsigned int renderTargetWidth = 0;
524 unsigned int renderTargetHeight = 0;
525 GLenum renderTargetFormat = 0;
526 ID3D11RenderTargetView* framebufferRTV = NULL;
527 if (renderbufferObject)
528 {
529 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
530 if (!renderTarget)
531 {
532 ERR("render target pointer unexpectedly null.");
533 return false;
534 }
535
536 framebufferRTV = renderTarget->getRenderTargetView();
537 if (!framebufferRTV)
538 {
539 ERR("render target view pointer unexpectedly null.");
540 return false;
541 }
542
543 renderTargetWidth = renderbufferObject->getWidth();
544 renderTargetHeight = renderbufferObject->getHeight();
545 renderTargetFormat = renderbufferObject->getActualFormat();
546 }
547
548 // Extract the depth stencil sizes and view
549 unsigned int depthSize = 0;
550 unsigned int stencilSize = 0;
551 ID3D11DepthStencilView* framebufferDSV = NULL;
552 if (depthStencil)
553 {
554 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
555 if (!depthStencilRenderTarget)
556 {
557 ERR("render target pointer unexpectedly null.");
558 if (framebufferRTV)
559 {
560 framebufferRTV->Release();
561 }
562 return false;
563 }
564
565 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
566 if (!framebufferDSV)
567 {
568 ERR("depth stencil view pointer unexpectedly null.");
569 if (framebufferRTV)
570 {
571 framebufferRTV->Release();
572 }
573 return false;
574 }
575
576 // If there is no render buffer, the width, height and format values come from
577 // the depth stencil
578 if (!renderbufferObject)
579 {
580 renderTargetWidth = depthStencil->getWidth();
581 renderTargetHeight = depthStencil->getHeight();
582 renderTargetFormat = depthStencil->getActualFormat();
583 }
584
585 depthSize = depthStencil->getDepthSize();
586 stencilSize = depthStencil->getStencilSize();
587 }
588
589 // Apply the render target and depth stencil
590 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
591 renderTargetSerial != mAppliedRenderTargetSerial ||
592 depthbufferSerial != mAppliedDepthbufferSerial ||
593 stencilbufferSerial != mAppliedStencilbufferSerial)
594 {
595 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
596
597 mRenderTargetDesc.width = renderTargetWidth;
598 mRenderTargetDesc.height = renderTargetHeight;
599 mRenderTargetDesc.format = renderTargetFormat;
600 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
601 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
602
603 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
604 {
605 mCurDepthSize = depthSize;
606 mForceSetRasterState = true;
607 }
608
609 mCurStencilSize = stencilSize;
610
611 mAppliedRenderTargetSerial = renderTargetSerial;
612 mAppliedDepthbufferSerial = depthbufferSerial;
613 mAppliedStencilbufferSerial = stencilbufferSerial;
614 mRenderTargetDescInitialized = true;
615 mDepthStencilInitialized = true;
616 }
617
618 if (framebufferRTV)
619 {
620 framebufferRTV->Release();
621 }
622 if (framebufferDSV)
623 {
624 framebufferDSV->Release();
625 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000626
627 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000628}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000629
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000630GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000631{
632 // TODO
633 UNIMPLEMENTED();
634
635 return GL_OUT_OF_MEMORY;
636}
637
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000638GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, gl::TranslatedIndexData *indexInfo)
639{
640 // TODO
641 UNIMPLEMENTED();
642
643 return GL_OUT_OF_MEMORY;
644}
645
646void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
647{
648 // TODO
649 UNIMPLEMENTED();
650}
651
daniel@transgaming.com97400dd2012-11-28 20:57:00 +0000652void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const gl::TranslatedIndexData &indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000653{
654 // TODO
655 UNIMPLEMENTED();
656}
657
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000658void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
659{
660 // TODO
661 UNIMPLEMENTED();
662}
663
daniel@transgaming.com084a2572012-11-28 20:55:17 +0000664void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000665{
daniel@transgaming.com54e67542012-11-28 21:02:31 +0000666 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
667 {
668 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
669 if (renderbufferObject)
670 {
671 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
672 if (!renderTarget)
673 {
674 ERR("render target pointer unexpectedly null.");
675 return;
676 }
677
678 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
679 if (!framebufferRTV)
680 {
681 ERR("render target view pointer unexpectedly null.");
682 return;
683 }
684
685 if (mCurScissor.x > 0 || mCurScissor.y > 0 ||
686 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
687 mCurScissor.y + mCurScissor.height < renderTarget->getHeight())
688 {
689 // TODO: clearing of subregion of render target
690 UNIMPLEMENTED();
691 }
692
693 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
694 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
695 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
696 clearParams.colorMaskBlue && alphaUnmasked);
697
698 if (needMaskedColorClear)
699 {
700 // TODO: masked color clearing
701 UNIMPLEMENTED();
702 }
703 else
704 {
705 const float clearValues[4] = { clearParams.colorClearValue.red,
706 clearParams.colorClearValue.green,
707 clearParams.colorClearValue.blue,
708 clearParams.colorClearValue.alpha };
709 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
710 }
711
712 framebufferRTV->Release();
713 }
714 }
715 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
716 {
717 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
718 if (renderbufferObject)
719 {
720 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
721 if (!renderTarget)
722 {
723 ERR("render target pointer unexpectedly null.");
724 return;
725 }
726
727 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
728 if (!framebufferDSV)
729 {
730 ERR("depth stencil view pointer unexpectedly null.");
731 return;
732 }
733
734 if (mCurScissor.x > 0 || mCurScissor.y > 0 ||
735 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
736 mCurScissor.y + mCurScissor.height < renderTarget->getHeight())
737 {
738 // TODO: clearing of subregion of depth stencil view
739 UNIMPLEMENTED();
740 }
741
742 unsigned int stencilUnmasked = 0x0;
743 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
744 {
745 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
746 stencilUnmasked = (0x1 << stencilSize) - 1;
747 }
748
749 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
750 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
751
752 if (needMaskedStencilClear)
753 {
754 // TODO: masked clearing of depth stencil
755 UNIMPLEMENTED();
756 }
757 else
758 {
759 UINT clearFlags = 0;
760 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
761 {
762 clearFlags |= D3D11_CLEAR_DEPTH;
763 }
764 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
765 {
766 clearFlags |= D3D11_CLEAR_STENCIL;
767 }
768
769 float depthClear = clearParams.depthClearValue;
770 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
771
772 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
773 }
774
775 framebufferDSV->Release();
776 }
777 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000778}
779
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000780void Renderer11::markAllStateDirty()
781{
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +0000782 mDepthStencilInitialized = false;
783 mRenderTargetDescInitialized = false;
784
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000785 mForceSetBlendState = true;
786 mForceSetRasterState = true;
787 mForceSetDepthStencilState = true;
788 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000789 mForceSetViewport = true;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000790}
791
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000792void Renderer11::releaseDeviceResources()
793{
794 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000795 // UNIMPLEMENTED();
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000796 mStateCache.clear();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000797}
798
799void Renderer11::markDeviceLost()
800{
801 mDeviceLost = true;
802}
803
804bool Renderer11::isDeviceLost()
805{
806 return mDeviceLost;
807}
808
809// set notify to true to broadcast a message to all contexts of the device loss
810bool Renderer11::testDeviceLost(bool notify)
811{
812 bool isLost = false;
813
814 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000815 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000816
817 if (isLost)
818 {
819 // ensure we note the device loss --
820 // we'll probably get this done again by markDeviceLost
821 // but best to remember it!
822 // Note that we don't want to clear the device loss status here
823 // -- this needs to be done by resetDevice
824 mDeviceLost = true;
825 if (notify)
826 {
827 mDisplay->notifyDeviceLost();
828 }
829 }
830
831 return isLost;
832}
833
834bool Renderer11::testDeviceResettable()
835{
836 HRESULT status = D3D_OK;
837
838 // TODO
839 UNIMPLEMENTED();
840
841 switch (status)
842 {
843 case D3DERR_DEVICENOTRESET:
844 case D3DERR_DEVICEHUNG:
845 return true;
846 default:
847 return false;
848 }
849}
850
851bool Renderer11::resetDevice()
852{
853 releaseDeviceResources();
854
855 // TODO
856 UNIMPLEMENTED();
857
858 // reset device defaults
859 initializeDevice();
860 mDeviceLost = false;
861
862 return true;
863}
864
865DWORD Renderer11::getAdapterVendor() const
866{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000867 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000868}
869
870const char *Renderer11::getAdapterDescription() const
871{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000872 return mDescription;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000873}
874
875GUID Renderer11::getAdapterIdentifier() const
876{
877 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000878 // UNIMPLEMENTED();
879 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000880 return foo;
881}
882
883bool Renderer11::getDXT1TextureSupport()
884{
885 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000886 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000887 return false;
888}
889
890bool Renderer11::getDXT3TextureSupport()
891{
892 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000893 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000894 return false;
895}
896
897bool Renderer11::getDXT5TextureSupport()
898{
899 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000900 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000901 return false;
902}
903
904bool Renderer11::getDepthTextureSupport() const
905{
906 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000907 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000908 return false;
909}
910
911bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
912{
913 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000914 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000915
916 *filtering = false;
917 *renderable = false;
918 return false;
919}
920
921bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
922{
923 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000924 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000925
926 *filtering = false;
927 *renderable = false;
928 return false;
929}
930
931bool Renderer11::getLuminanceTextureSupport()
932{
933 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000934 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000935 return false;
936}
937
938bool Renderer11::getLuminanceAlphaTextureSupport()
939{
940 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000941 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000942 return false;
943}
944
945bool Renderer11::getTextureFilterAnisotropySupport() const
946{
947 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000948 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000949 return false;
950}
951
952float Renderer11::getTextureMaxAnisotropy() const
953{
954 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000955 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000956 return 1.0f;
957}
958
959bool Renderer11::getEventQuerySupport()
960{
961 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000962 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000963 return false;
964}
965
966bool Renderer11::getVertexTextureSupport() const
967{
968 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000969 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000970 return false;
971}
972
973bool Renderer11::getNonPower2TextureSupport() const
974{
975 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000976 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000977 return false;
978}
979
980bool Renderer11::getOcclusionQuerySupport() const
981{
982 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000983 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000984 return false;
985}
986
987bool Renderer11::getInstancingSupport() const
988{
989 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000990 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000991 return false;
992}
993
994bool Renderer11::getShareHandleSupport() const
995{
996 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000997 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000998
999 // PIX doesn't seem to support using share handles, so disable them.
1000 return false && !gl::perfActive();
1001}
1002
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001003int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001004{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001005 switch (mFeatureLevel)
1006 {
1007 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
1008 case D3D_FEATURE_LEVEL_10_1:
1009 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
1010 default: UNREACHABLE(); return 0;
1011 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001012}
1013
1014float Renderer11::getMaxPointSize() const
1015{
1016 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001017 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001018 return 1.0f;
1019}
1020
1021int Renderer11::getMaxTextureWidth() const
1022{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001023 switch (mFeatureLevel)
1024 {
1025 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1026 case D3D_FEATURE_LEVEL_10_1:
1027 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1028 default: UNREACHABLE(); return 0;
1029 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001030}
1031
1032int Renderer11::getMaxTextureHeight() const
1033{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001034 switch (mFeatureLevel)
1035 {
1036 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1037 case D3D_FEATURE_LEVEL_10_1:
1038 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1039 default: UNREACHABLE(); return 0;
1040 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001041}
1042
1043bool Renderer11::get32BitIndexSupport() const
1044{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001045 switch (mFeatureLevel)
1046 {
1047 case D3D_FEATURE_LEVEL_11_0:
1048 case D3D_FEATURE_LEVEL_10_1:
1049 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
1050 default: UNREACHABLE(); return false;
1051 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001052}
1053
1054int Renderer11::getMinSwapInterval() const
1055{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001056 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001057}
1058
1059int Renderer11::getMaxSwapInterval() const
1060{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001061 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001062}
1063
1064int Renderer11::getMaxSupportedSamples() const
1065{
1066 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001067 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001068 return 1;
1069}
1070
daniel@transgaming.com31b13e12012-11-28 19:34:30 +00001071bool Renderer11::copyToRenderTarget(TextureStorage2D *dest, TextureStorage2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001072{
1073 // TODO
1074 UNIMPLEMENTED();
1075 return false;
1076}
1077
daniel@transgaming.com31b13e12012-11-28 19:34:30 +00001078bool Renderer11::copyToRenderTarget(TextureStorageCubeMap *dest, TextureStorageCubeMap *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001079{
1080 // TODO
1081 UNIMPLEMENTED();
1082 return false;
1083}
1084
daniel@transgaming.com38380882012-11-28 19:36:39 +00001085bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
1086 GLint xoffset, GLint yoffset, TextureStorage2D *storage, GLint level)
1087{
1088 // TODO
1089 UNIMPLEMENTED();
1090 return false;
1091}
1092
1093bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
1094 GLint xoffset, GLint yoffset, TextureStorageCubeMap *storage, GLenum target, GLint level)
1095{
1096 // TODO
1097 UNIMPLEMENTED();
1098 return false;
1099}
1100
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001101RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
1102{
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00001103 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
1104 RenderTarget11 *renderTarget = NULL;
1105 if (depth)
1106 {
1107 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), swapChain11->getWidth(), swapChain11->getHeight());
1108 }
1109 else
1110 {
1111 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), swapChain11->getWidth(), swapChain11->getHeight());
1112 }
1113 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001114}
1115
1116RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
1117{
1118 // TODO
1119 UNIMPLEMENTED();
1120 return NULL;
1121}
1122
daniel@transgaming.com55318902012-11-28 20:58:58 +00001123ShaderExecutable *Renderer11::loadExecutable(const DWORD *function, size_t length, GLenum type, void *data)
1124{
1125 // TODO
1126 UNIMPLEMENTED();
1127 return NULL;
1128}
1129
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00001130ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
1131{
1132 // TODO
1133 UNIMPLEMENTED();
1134 return NULL;
1135}
1136
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001137bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
1138 bool blitRenderTarget, bool blitDepthStencil)
1139{
1140 // TODO
1141 UNIMPLEMENTED();
1142 return false;
1143}
1144
1145void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
1146 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
1147{
1148 // TODO
1149 UNIMPLEMENTED();
1150 return;
1151}
1152
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001153}