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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000014#include "libGLESv2/Program.h"
15#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000016#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000017#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000018#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000019#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000020#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000021#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000022#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000023#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000024#include "libGLESv2/renderer/IndexBuffer11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000025#include "libGLESv2/renderer/VertexDataManager.h"
26#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000027#include "libGLESv2/renderer/TextureStorage11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000028
29#include "libEGL/Config.h"
30#include "libEGL/Display.h"
31
32namespace rx
33{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000034static const DXGI_FORMAT RenderTargetFormats[] =
35 {
36 DXGI_FORMAT_R8G8B8A8_UNORM
37 };
38
39static const DXGI_FORMAT DepthStencilFormats[] =
40 {
41 DXGI_FORMAT_D24_UNORM_S8_UINT
42 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000043
44Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
45{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000046 mVertexDataManager = NULL;
47 mIndexDataManager = NULL;
48
daniel@transgaming.comc5114302012-12-20 21:11:36 +000049 mLineLoopIB = NULL;
50
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000051 mD3d11Module = NULL;
52 mDxgiModule = NULL;
53
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000054 mDeviceLost = false;
55
daniel@transgaming.com25072f62012-11-28 19:31:32 +000056 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000057 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000058 mDxgiAdapter = NULL;
59 mDxgiFactory = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000060}
61
62Renderer11::~Renderer11()
63{
64 releaseDeviceResources();
65
daniel@transgaming.com65e65372012-11-28 19:33:50 +000066 if (mDxgiFactory)
67 {
68 mDxgiFactory->Release();
69 mDxgiFactory = NULL;
70 }
71
72 if (mDxgiAdapter)
73 {
74 mDxgiAdapter->Release();
75 mDxgiAdapter = NULL;
76 }
77
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000078 if (mDeviceContext)
79 {
80 mDeviceContext->Release();
81 mDeviceContext = NULL;
82 }
83
daniel@transgaming.com25072f62012-11-28 19:31:32 +000084 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000085 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +000086 mDevice->Release();
87 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000088 }
89
90 if (mD3d11Module)
91 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000092 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000093 mD3d11Module = NULL;
94 }
95
96 if (mDxgiModule)
97 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000098 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000099 mDxgiModule = NULL;
100 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000101}
102
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000103Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
104{
105 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
106 return static_cast<rx::Renderer11*>(renderer);
107}
108
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000109EGLint Renderer11::initialize()
110{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000111 if (!initializeCompiler())
112 {
113 return EGL_NOT_INITIALIZED;
114 }
115
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000116 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
117 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000118
119 if (mD3d11Module == NULL || mDxgiModule == NULL)
120 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000121 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000122 return EGL_NOT_INITIALIZED;
123 }
124
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000125 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000126
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000127 if (D3D11CreateDevice == NULL)
128 {
129 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
130 return EGL_NOT_INITIALIZED;
131 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000132
133 D3D_FEATURE_LEVEL featureLevel[] =
134 {
135 D3D_FEATURE_LEVEL_11_0,
136 D3D_FEATURE_LEVEL_10_1,
137 D3D_FEATURE_LEVEL_10_0,
138 };
139
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000140 HRESULT result = D3D11CreateDevice(NULL,
141 D3D_DRIVER_TYPE_HARDWARE,
142 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000143 #if defined(_DEBUG)
144 D3D11_CREATE_DEVICE_DEBUG,
145 #else
146 0,
147 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000148 featureLevel,
149 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000150 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000151 &mDevice,
152 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000153 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000154
155 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000156 {
157 ERR("Could not create D3D11 device - aborting!\n");
158 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
159 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000160
161 IDXGIDevice *dxgiDevice = NULL;
162 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
163
164 if (FAILED(result))
165 {
166 ERR("Could not query DXGI device - aborting!\n");
167 return EGL_NOT_INITIALIZED;
168 }
169
170 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
171
172 if (FAILED(result))
173 {
174 ERR("Could not retrieve DXGI adapter - aborting!\n");
175 return EGL_NOT_INITIALIZED;
176 }
177
178 dxgiDevice->Release();
179
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000180 mDxgiAdapter->GetDesc(&mAdapterDescription);
181 memset(mDescription, 0, sizeof(mDescription));
182 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
183
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000184 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
185
186 if (!mDxgiFactory || FAILED(result))
187 {
188 ERR("Could not create DXGI factory - aborting!\n");
189 return EGL_NOT_INITIALIZED;
190 }
191
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000192 initializeDevice();
193
194 return EGL_SUCCESS;
195}
196
197// do any one-time device initialization
198// NOTE: this is also needed after a device lost/reset
199// to reset the scene status and ensure the default states are reset.
200void Renderer11::initializeDevice()
201{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000202 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000203 mInputLayoutCache.initialize(mDevice, mDeviceContext);
204
205 ASSERT(!mVertexDataManager && !mIndexDataManager);
206 mVertexDataManager = new VertexDataManager(this);
207 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000208
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000209 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000210}
211
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000212int Renderer11::generateConfigs(ConfigDesc **configDescList)
213{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000214 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
215 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000216 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
217 int numConfigs = 0;
218
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000219 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000220 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000221 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000222 {
223 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
224
225 UINT formatSupport = 0;
226 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
227
228 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
229 {
230 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
231
232 UINT formatSupport = 0;
233 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
234
235 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
236 {
237 ConfigDesc newConfig;
238 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
239 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
240 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
241 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
242
243 (*configDescList)[numConfigs++] = newConfig;
244 }
245 }
246 }
247 }
248
249 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000250}
251
252void Renderer11::deleteConfigs(ConfigDesc *configDescList)
253{
254 delete [] (configDescList);
255}
256
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000257void Renderer11::sync(bool block)
258{
259 // TODO
260 UNIMPLEMENTED();
261}
262
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000263SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
264{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000265 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000266}
267
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000268void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
269{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000270 if (type == gl::SAMPLER_PIXEL)
271 {
272 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
273 {
274 ERR("Pixel shader sampler index %i is not valid.", index);
275 return;
276 }
277
278 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
279 {
280 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
281
282 if (!dxSamplerState)
283 {
284 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
285 "sampler state for pixel shaders at slot %i.", index);
286 }
287
288 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
289
290 if (dxSamplerState)
291 {
292 dxSamplerState->Release();
293 }
294 mCurPixelSamplerStates[index] = samplerState;
295 }
296
297 mForceSetPixelSamplerStates[index] = false;
298 }
299 else if (type == gl::SAMPLER_VERTEX)
300 {
301 if (index < 0 || index >= gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF)
302 {
303 ERR("Vertex shader sampler index %i is not valid.", index);
304 return;
305 }
306
307 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
308 {
309 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
310
311 if (!dxSamplerState)
312 {
313 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
314 "sampler state for vertex shaders at slot %i.", index);
315 }
316
317 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
318
319 if (dxSamplerState)
320 {
321 dxSamplerState->Release();
322 }
323 mCurVertexSamplerStates[index] = samplerState;
324 }
325
326 mForceSetVertexSamplerStates[index] = false;
327 }
328 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000329}
330
331void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
332{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000333 ID3D11ShaderResourceView *textureSRV = NULL;
334
335 if (texture)
336 {
337 TextureStorageInterface *texStorage = texture->getNativeTexture();
338 if (texStorage)
339 {
340 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
341 textureSRV = storage11->getSRV();
342 }
343
344 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
345 // missing the shader resource view
346 ASSERT(textureSRV != NULL);
347 }
348
349 if (type == gl::SAMPLER_PIXEL)
350 {
351 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
352 {
353 ERR("Pixel shader sampler index %i is not valid.", index);
354 return;
355 }
356
357 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
358 }
359 else if (type == gl::SAMPLER_VERTEX)
360 {
361 if (index < 0 || index >= gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF)
362 {
363 ERR("Vertex shader sampler index %i is not valid.", index);
364 return;
365 }
366
367 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
368 }
369 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000370}
371
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000372void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000373{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000374 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000375 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000376 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
377 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000378 if (!dxRasterState)
379 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000380 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000381 "rasterizer state.");
382 }
383
384 mDeviceContext->RSSetState(dxRasterState);
385
386 if (dxRasterState)
387 {
388 dxRasterState->Release();
389 }
390 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000391 }
392
393 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000394}
395
396void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
397 unsigned int sampleMask)
398{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000399 if (mForceSetBlendState ||
400 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
401 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
402 sampleMask != mCurSampleMask)
403 {
404 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
405 if (!dxBlendState)
406 {
407 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
408 "blend state.");
409 }
410
411 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
412 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
413
414 if (dxBlendState)
415 {
416 dxBlendState->Release();
417 }
418 mCurBlendState = blendState;
419 mCurBlendColor = blendColor;
420 mCurSampleMask = sampleMask;
421 }
422
423 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000424}
425
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000426void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000427 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000428{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000429 if (mForceSetDepthStencilState ||
430 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
431 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
432 {
433 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
434 stencilRef != stencilBackRef ||
435 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
436 {
437 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
438 "invalid under WebGL.");
439 return error(GL_INVALID_OPERATION);
440 }
441
442 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
443 if (!dxDepthStencilState)
444 {
445 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
446 "setting the default depth stencil state.");
447 }
448
449 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
450
451 if (dxDepthStencilState)
452 {
453 dxDepthStencilState->Release();
454 }
455 mCurDepthStencilState = depthStencilState;
456 mCurStencilRef = stencilRef;
457 mCurStencilBackRef = stencilBackRef;
458 }
459
460 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000461}
462
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000463void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000464{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000465 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
466 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000467 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000468 if (enabled)
469 {
470 D3D11_RECT rect;
471 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
472 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
473 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
474 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000475
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000476 mDeviceContext->RSSetScissorRects(1, &rect);
477 }
478
479 if (enabled != mScissorEnabled)
480 {
481 mForceSetRasterState = true;
482 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000483
484 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000485 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000486 }
487
488 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000489}
490
daniel@transgaming.com12985182012-12-20 20:56:31 +0000491bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
492 bool ignoreViewport, gl::ProgramBinary *currentProgram, bool forceSetUniforms)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000493{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000494 gl::Rectangle actualViewport = viewport;
495 float actualZNear = gl::clamp01(zNear);
496 float actualZFar = gl::clamp01(zFar);
497 if (ignoreViewport)
498 {
499 actualViewport.x = 0;
500 actualViewport.y = 0;
501 actualViewport.width = mRenderTargetDesc.width;
502 actualViewport.height = mRenderTargetDesc.height;
503 actualZNear = 0.0f;
504 actualZFar = 1.0f;
505 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000506
507 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000508 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
509 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
510 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
511 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
512 dxViewport.MinDepth = actualZNear;
513 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000514
515 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
516 {
517 return false; // Nothing to render
518 }
519
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000520 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
521 actualZNear != mCurNear || actualZFar != mCurFar;
522
daniel@transgaming.com53670042012-11-28 20:55:51 +0000523 if (viewportChanged)
524 {
525 mDeviceContext->RSSetViewports(1, &dxViewport);
526
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000527 mCurViewport = actualViewport;
528 mCurNear = actualZNear;
529 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000530 }
531
532 if (currentProgram && (viewportChanged || forceSetUniforms))
533 {
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000534 currentProgram->applyDxHalfPixelSize(0.0f, 0.0f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000535
536 // These values are used for computing gl_FragCoord in Program::linkVaryings().
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000537 currentProgram->applyDxCoord(actualViewport.width * 0.5f,
538 actualViewport.height * 0.5f,
539 actualViewport.x + (actualViewport.width * 0.5f),
540 actualViewport.y + (actualViewport.height * 0.5f));
daniel@transgaming.com53670042012-11-28 20:55:51 +0000541
daniel@transgaming.com12985182012-12-20 20:56:31 +0000542 GLfloat ccw = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000543 currentProgram->applyDxDepthFront((actualZFar - actualZNear) * 0.5f, (actualZNear + actualZFar) * 0.5f, ccw);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000544
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000545 currentProgram->applyDxDepthRange(actualZNear, actualZFar, actualZFar - actualZNear);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000546 }
547
548 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000549 return true;
550}
551
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000552bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
553{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000554 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000555
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000556 switch (mode)
557 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000558 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
559 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000560 case GL_LINE_LOOP: UNIMPLEMENTED(); /* TODO */ break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000561 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
562 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
563 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000564 case GL_TRIANGLE_FAN: UNIMPLEMENTED(); /* TODO */ break;
565 default:
566 return error(GL_INVALID_ENUM, false);
567 }
568
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000569 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000570
571 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000572}
573
574bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000575{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000576 // Get the color render buffer and serial
577 gl::Renderbuffer *renderbufferObject = NULL;
578 unsigned int renderTargetSerial = 0;
579 if (framebuffer->getColorbufferType() != GL_NONE)
580 {
581 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000582
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000583 if (!renderbufferObject)
584 {
585 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000586 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000587 }
588
589 renderTargetSerial = renderbufferObject->getSerial();
590 }
591
592 // Get the depth stencil render buffer and serials
593 gl::Renderbuffer *depthStencil = NULL;
594 unsigned int depthbufferSerial = 0;
595 unsigned int stencilbufferSerial = 0;
596 if (framebuffer->getDepthbufferType() != GL_NONE)
597 {
598 depthStencil = framebuffer->getDepthbuffer();
599 if (!depthStencil)
600 {
601 ERR("Depth stencil pointer unexpectedly null.");
602 return false;
603 }
604
605 depthbufferSerial = depthStencil->getSerial();
606 }
607 else if (framebuffer->getStencilbufferType() != GL_NONE)
608 {
609 depthStencil = framebuffer->getStencilbuffer();
610 if (!depthStencil)
611 {
612 ERR("Depth stencil pointer unexpectedly null.");
613 return false;
614 }
615
616 stencilbufferSerial = depthStencil->getSerial();
617 }
618
619 // Extract the render target dimensions and view
620 unsigned int renderTargetWidth = 0;
621 unsigned int renderTargetHeight = 0;
622 GLenum renderTargetFormat = 0;
623 ID3D11RenderTargetView* framebufferRTV = NULL;
624 if (renderbufferObject)
625 {
626 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
627 if (!renderTarget)
628 {
629 ERR("render target pointer unexpectedly null.");
630 return false;
631 }
632
633 framebufferRTV = renderTarget->getRenderTargetView();
634 if (!framebufferRTV)
635 {
636 ERR("render target view pointer unexpectedly null.");
637 return false;
638 }
639
640 renderTargetWidth = renderbufferObject->getWidth();
641 renderTargetHeight = renderbufferObject->getHeight();
642 renderTargetFormat = renderbufferObject->getActualFormat();
643 }
644
645 // Extract the depth stencil sizes and view
646 unsigned int depthSize = 0;
647 unsigned int stencilSize = 0;
648 ID3D11DepthStencilView* framebufferDSV = NULL;
649 if (depthStencil)
650 {
651 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
652 if (!depthStencilRenderTarget)
653 {
654 ERR("render target pointer unexpectedly null.");
655 if (framebufferRTV)
656 {
657 framebufferRTV->Release();
658 }
659 return false;
660 }
661
662 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
663 if (!framebufferDSV)
664 {
665 ERR("depth stencil view pointer unexpectedly null.");
666 if (framebufferRTV)
667 {
668 framebufferRTV->Release();
669 }
670 return false;
671 }
672
673 // If there is no render buffer, the width, height and format values come from
674 // the depth stencil
675 if (!renderbufferObject)
676 {
677 renderTargetWidth = depthStencil->getWidth();
678 renderTargetHeight = depthStencil->getHeight();
679 renderTargetFormat = depthStencil->getActualFormat();
680 }
681
682 depthSize = depthStencil->getDepthSize();
683 stencilSize = depthStencil->getStencilSize();
684 }
685
686 // Apply the render target and depth stencil
687 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
688 renderTargetSerial != mAppliedRenderTargetSerial ||
689 depthbufferSerial != mAppliedDepthbufferSerial ||
690 stencilbufferSerial != mAppliedStencilbufferSerial)
691 {
692 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
693
694 mRenderTargetDesc.width = renderTargetWidth;
695 mRenderTargetDesc.height = renderTargetHeight;
696 mRenderTargetDesc.format = renderTargetFormat;
697 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
698 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
699
700 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
701 {
702 mCurDepthSize = depthSize;
703 mForceSetRasterState = true;
704 }
705
706 mCurStencilSize = stencilSize;
707
708 mAppliedRenderTargetSerial = renderTargetSerial;
709 mAppliedDepthbufferSerial = depthbufferSerial;
710 mAppliedStencilbufferSerial = stencilbufferSerial;
711 mRenderTargetDescInitialized = true;
712 mDepthStencilInitialized = true;
713 }
714
715 if (framebufferRTV)
716 {
717 framebufferRTV->Release();
718 }
719 if (framebufferDSV)
720 {
721 framebufferDSV->Release();
722 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000723
724 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000725}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000726
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000727GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000728{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000729 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
730 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
731 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000732 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000733 return err;
734 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000735
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000736 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000737}
738
daniel@transgaming.com31240482012-11-28 21:06:41 +0000739GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000740{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000741 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000742
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000743 if (err == GL_NO_ERROR)
744 {
745 if (indexInfo->serial != mAppliedIBSerial)
746 {
747 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
748
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000749 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000750 mAppliedIBSerial = indexInfo->serial;
751 }
752 }
753
754 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000755}
756
757void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
758{
daniel@transgaming.comd4cf2512012-11-28 21:05:41 +0000759 mDeviceContext->Draw(count, 0);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000760}
761
daniel@transgaming.com31240482012-11-28 21:06:41 +0000762void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000763{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000764 if (mode == GL_LINE_LOOP)
765 {
766 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
767 }
768 else
769 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000770 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000771 }
772}
773
774void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
775{
776 // Get the raw indices for an indexed draw
777 if (type != GL_NONE && elementArrayBuffer)
778 {
779 gl::Buffer *indexBuffer = elementArrayBuffer;
780 intptr_t offset = reinterpret_cast<intptr_t>(indices);
781 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
782 }
783
784 if (!mLineLoopIB)
785 {
786 mLineLoopIB = new StreamingIndexBufferInterface(this);
787 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
788 {
789 delete mLineLoopIB;
790 mLineLoopIB = NULL;
791
792 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
793 return error(GL_OUT_OF_MEMORY);
794 }
795 }
796
797 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
798 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
799 {
800 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
801 return error(GL_OUT_OF_MEMORY);
802 }
803
804 void* mappedMemory = NULL;
805 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
806 if (offset == -1 || mappedMemory == NULL)
807 {
808 ERR("Could not map index buffer for GL_LINE_LOOP.");
809 return error(GL_OUT_OF_MEMORY);
810 }
811
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000812 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
813
814 switch (type)
815 {
816 case GL_NONE: // Non-indexed draw
817 for (int i = 0; i < count; i++)
818 {
819 data[i] = i;
820 }
821 data[count] = 0;
822 break;
823 case GL_UNSIGNED_BYTE:
824 for (int i = 0; i < count; i++)
825 {
826 data[i] = static_cast<const GLubyte*>(indices)[i];
827 }
828 data[count] = static_cast<const GLubyte*>(indices)[0];
829 break;
830 case GL_UNSIGNED_SHORT:
831 for (int i = 0; i < count; i++)
832 {
833 data[i] = static_cast<const GLushort*>(indices)[i];
834 }
835 data[count] = static_cast<const GLushort*>(indices)[0];
836 break;
837 case GL_UNSIGNED_INT:
838 for (int i = 0; i < count; i++)
839 {
840 data[i] = static_cast<const GLuint*>(indices)[i];
841 }
842 data[count] = static_cast<const GLuint*>(indices)[0];
843 break;
844 default: UNREACHABLE();
845 }
846
847 if (!mLineLoopIB->unmapBuffer())
848 {
849 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
850 return error(GL_OUT_OF_MEMORY);
851 }
852
853 if (mAppliedIBSerial != mLineLoopIB->getSerial())
854 {
855 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
856
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000857 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000858 mAppliedIBSerial = mLineLoopIB->getSerial();
859 }
860
861 mDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
862 mDeviceContext->DrawIndexed(count, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000863}
864
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000865void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
866{
daniel@transgaming.come4991412012-12-20 20:55:34 +0000867 unsigned int programBinarySerial = programBinary->getSerial();
868 if (programBinarySerial != mAppliedProgramBinarySerial)
869 {
870 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
871 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000872
daniel@transgaming.come4991412012-12-20 20:55:34 +0000873 ID3D11VertexShader *vertexShader = NULL;
874 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000875
daniel@transgaming.come4991412012-12-20 20:55:34 +0000876 ID3D11PixelShader *pixelShader = NULL;
877 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000878
daniel@transgaming.come4991412012-12-20 20:55:34 +0000879 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
880 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
881 programBinary->dirtyAllUniforms();
882
883 mAppliedProgramBinarySerial = programBinarySerial;
884 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000885}
886
daniel@transgaming.comab1c1462012-12-20 21:08:30 +0000887void Renderer11::applyUniforms(const gl::UniformArray *uniformArray)
888{
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000889 D3D11_BUFFER_DESC constantBufferDescription = {0};
890 constantBufferDescription.ByteWidth = D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * sizeof(float[4]);
891 constantBufferDescription.Usage = D3D11_USAGE_DYNAMIC;
892 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
893 constantBufferDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
894 constantBufferDescription.MiscFlags = 0;
895 constantBufferDescription.StructureByteStride = 0;
896
897 ID3D11Buffer *constantBufferVS = NULL;
898 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &constantBufferVS);
899 ASSERT(SUCCEEDED(result));
900
901 ID3D11Buffer *constantBufferPS = NULL;
902 result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &constantBufferPS);
903 ASSERT(SUCCEEDED(result));
904
905 D3D11_MAPPED_SUBRESOURCE mapVS = {0};
906 result = mDeviceContext->Map(constantBufferVS, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapVS);
907 ASSERT(SUCCEEDED(result));
908
909 D3D11_MAPPED_SUBRESOURCE mapPS = {0};
910 result = mDeviceContext->Map(constantBufferPS, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapPS);
911 ASSERT(SUCCEEDED(result));
912
913 float (*cVS)[4] = (float(*)[4])mapVS.pData;
914 float (*cPS)[4] = (float(*)[4])mapPS.pData;
915
916 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +0000917 {
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000918 const gl::Uniform *uniform = *uniform_iterator;
919 GLfloat (*f)[4] = (GLfloat(*)[4])uniform->data;
920
921 switch (uniform->type)
922 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +0000923 case GL_SAMPLER_2D:
924 case GL_SAMPLER_CUBE:
925 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000926 case GL_FLOAT:
927 case GL_FLOAT_VEC2:
928 case GL_FLOAT_VEC3:
929 case GL_FLOAT_VEC4:
930 case GL_FLOAT_MAT2:
931 case GL_FLOAT_MAT3:
932 case GL_FLOAT_MAT4:
933 if (uniform->vs.registerCount)
934 {
daniel@transgaming.come6d12e92012-12-20 21:12:47 +0000935 for (unsigned int i = 0; i < uniform->vs.registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000936 {
937 cVS[uniform->vs.registerIndex + i][0] = f[i][0];
938 cVS[uniform->vs.registerIndex + i][1] = f[i][1];
939 cVS[uniform->vs.registerIndex + i][2] = f[i][2];
940 cVS[uniform->vs.registerIndex + i][3] = f[i][3];
941 }
942 }
943 if (uniform->ps.registerCount)
944 {
daniel@transgaming.come6d12e92012-12-20 21:12:47 +0000945 for (unsigned int i = 0; i < uniform->ps.registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000946 {
947 cPS[uniform->ps.registerIndex + i][0] = f[i][0];
948 cPS[uniform->ps.registerIndex + i][1] = f[i][1];
949 cPS[uniform->ps.registerIndex + i][2] = f[i][2];
950 cPS[uniform->ps.registerIndex + i][3] = f[i][3];
951 }
952 }
953 break;
954 default:
955 UNIMPLEMENTED(); // FIXME
956 UNREACHABLE();
957 }
daniel@transgaming.comab1c1462012-12-20 21:08:30 +0000958 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000959
960 mDeviceContext->Unmap(constantBufferVS, 0);
961 mDeviceContext->VSSetConstantBuffers(0, 1, &constantBufferVS);
962 constantBufferVS->Release();
963
964 mDeviceContext->Unmap(constantBufferPS, 0);
965 mDeviceContext->PSSetConstantBuffers(0, 1, &constantBufferPS);
966 constantBufferPS->Release();
daniel@transgaming.comab1c1462012-12-20 21:08:30 +0000967}
968
daniel@transgaming.com084a2572012-11-28 20:55:17 +0000969void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000970{
daniel@transgaming.com54e67542012-11-28 21:02:31 +0000971 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
972 {
973 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
974 if (renderbufferObject)
975 {
976 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
977 if (!renderTarget)
978 {
979 ERR("render target pointer unexpectedly null.");
980 return;
981 }
982
983 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
984 if (!framebufferRTV)
985 {
986 ERR("render target view pointer unexpectedly null.");
987 return;
988 }
989
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000990 if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
991 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
992 mCurScissor.y + mCurScissor.height < renderTarget->getHeight()))
daniel@transgaming.com54e67542012-11-28 21:02:31 +0000993 {
994 // TODO: clearing of subregion of render target
995 UNIMPLEMENTED();
996 }
997
998 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
999 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1000 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1001 clearParams.colorMaskBlue && alphaUnmasked);
1002
1003 if (needMaskedColorClear)
1004 {
1005 // TODO: masked color clearing
1006 UNIMPLEMENTED();
1007 }
1008 else
1009 {
1010 const float clearValues[4] = { clearParams.colorClearValue.red,
1011 clearParams.colorClearValue.green,
1012 clearParams.colorClearValue.blue,
1013 clearParams.colorClearValue.alpha };
1014 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
1015 }
1016
1017 framebufferRTV->Release();
1018 }
1019 }
1020 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
1021 {
1022 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1023 if (renderbufferObject)
1024 {
daniel@transgaming.comd0f82bc2012-12-20 21:11:42 +00001025 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001026 if (!renderTarget)
1027 {
1028 ERR("render target pointer unexpectedly null.");
1029 return;
1030 }
1031
1032 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1033 if (!framebufferDSV)
1034 {
1035 ERR("depth stencil view pointer unexpectedly null.");
1036 return;
1037 }
1038
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001039 if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1040 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
1041 mCurScissor.y + mCurScissor.height < renderTarget->getHeight()))
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001042 {
1043 // TODO: clearing of subregion of depth stencil view
1044 UNIMPLEMENTED();
1045 }
1046
1047 unsigned int stencilUnmasked = 0x0;
1048 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
1049 {
1050 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1051 stencilUnmasked = (0x1 << stencilSize) - 1;
1052 }
1053
1054 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1055 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
1056
1057 if (needMaskedStencilClear)
1058 {
1059 // TODO: masked clearing of depth stencil
1060 UNIMPLEMENTED();
1061 }
1062 else
1063 {
1064 UINT clearFlags = 0;
1065 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1066 {
1067 clearFlags |= D3D11_CLEAR_DEPTH;
1068 }
1069 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1070 {
1071 clearFlags |= D3D11_CLEAR_STENCIL;
1072 }
1073
1074 float depthClear = clearParams.depthClearValue;
1075 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1076
1077 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
1078 }
1079
1080 framebufferDSV->Release();
1081 }
1082 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001083}
1084
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001085void Renderer11::markAllStateDirty()
1086{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001087 mAppliedRenderTargetSerial = 0;
1088 mAppliedDepthbufferSerial = 0;
1089 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001090 mDepthStencilInitialized = false;
1091 mRenderTargetDescInitialized = false;
1092
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001093 for (int i = 0; i < gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; i++)
1094 {
1095 mForceSetVertexSamplerStates[i] = true;
1096 }
1097 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1098 {
1099 mForceSetPixelSamplerStates[i] = true;
1100 }
1101
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001102 mForceSetBlendState = true;
1103 mForceSetRasterState = true;
1104 mForceSetDepthStencilState = true;
1105 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001106 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001107
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001108 mAppliedIBSerial = 0;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001109 mAppliedProgramBinarySerial = 0;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001110}
1111
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001112void Renderer11::releaseDeviceResources()
1113{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001114 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001115 mInputLayoutCache.clear();
1116
1117 delete mVertexDataManager;
1118 mVertexDataManager = NULL;
1119
1120 delete mIndexDataManager;
1121 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001122
1123 delete mLineLoopIB;
1124 mLineLoopIB = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001125}
1126
1127void Renderer11::markDeviceLost()
1128{
1129 mDeviceLost = true;
1130}
1131
1132bool Renderer11::isDeviceLost()
1133{
1134 return mDeviceLost;
1135}
1136
1137// set notify to true to broadcast a message to all contexts of the device loss
1138bool Renderer11::testDeviceLost(bool notify)
1139{
1140 bool isLost = false;
1141
1142 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +00001143 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001144
1145 if (isLost)
1146 {
1147 // ensure we note the device loss --
1148 // we'll probably get this done again by markDeviceLost
1149 // but best to remember it!
1150 // Note that we don't want to clear the device loss status here
1151 // -- this needs to be done by resetDevice
1152 mDeviceLost = true;
1153 if (notify)
1154 {
1155 mDisplay->notifyDeviceLost();
1156 }
1157 }
1158
1159 return isLost;
1160}
1161
1162bool Renderer11::testDeviceResettable()
1163{
1164 HRESULT status = D3D_OK;
1165
1166 // TODO
1167 UNIMPLEMENTED();
1168
1169 switch (status)
1170 {
1171 case D3DERR_DEVICENOTRESET:
1172 case D3DERR_DEVICEHUNG:
1173 return true;
1174 default:
1175 return false;
1176 }
1177}
1178
1179bool Renderer11::resetDevice()
1180{
1181 releaseDeviceResources();
1182
1183 // TODO
1184 UNIMPLEMENTED();
1185
1186 // reset device defaults
1187 initializeDevice();
1188 mDeviceLost = false;
1189
1190 return true;
1191}
1192
1193DWORD Renderer11::getAdapterVendor() const
1194{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001195 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001196}
1197
1198const char *Renderer11::getAdapterDescription() const
1199{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001200 return mDescription;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001201}
1202
1203GUID Renderer11::getAdapterIdentifier() const
1204{
1205 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001206 // UNIMPLEMENTED();
1207 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001208 return foo;
1209}
1210
1211bool Renderer11::getDXT1TextureSupport()
1212{
1213 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001214 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001215 return false;
1216}
1217
1218bool Renderer11::getDXT3TextureSupport()
1219{
1220 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001221 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001222 return false;
1223}
1224
1225bool Renderer11::getDXT5TextureSupport()
1226{
1227 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001228 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001229 return false;
1230}
1231
1232bool Renderer11::getDepthTextureSupport() const
1233{
1234 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001235 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001236 return false;
1237}
1238
1239bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
1240{
1241 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001242 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001243
1244 *filtering = false;
1245 *renderable = false;
1246 return false;
1247}
1248
1249bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
1250{
1251 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001252 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001253
1254 *filtering = false;
1255 *renderable = false;
1256 return false;
1257}
1258
1259bool Renderer11::getLuminanceTextureSupport()
1260{
1261 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001262 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001263 return false;
1264}
1265
1266bool Renderer11::getLuminanceAlphaTextureSupport()
1267{
1268 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001269 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001270 return false;
1271}
1272
1273bool Renderer11::getTextureFilterAnisotropySupport() const
1274{
1275 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001276 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001277 return false;
1278}
1279
1280float Renderer11::getTextureMaxAnisotropy() const
1281{
1282 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001283 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001284 return 1.0f;
1285}
1286
1287bool Renderer11::getEventQuerySupport()
1288{
1289 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001290 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001291 return false;
1292}
1293
1294bool Renderer11::getVertexTextureSupport() const
1295{
1296 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001297 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001298 return false;
1299}
1300
1301bool Renderer11::getNonPower2TextureSupport() const
1302{
1303 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001304 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001305 return false;
1306}
1307
1308bool Renderer11::getOcclusionQuerySupport() const
1309{
1310 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001311 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001312 return false;
1313}
1314
1315bool Renderer11::getInstancingSupport() const
1316{
1317 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001318 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001319 return false;
1320}
1321
1322bool Renderer11::getShareHandleSupport() const
1323{
1324 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001325 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001326
1327 // PIX doesn't seem to support using share handles, so disable them.
1328 return false && !gl::perfActive();
1329}
1330
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001331int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001332{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001333 switch (mFeatureLevel)
1334 {
1335 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
1336 case D3D_FEATURE_LEVEL_10_1:
1337 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
1338 default: UNREACHABLE(); return 0;
1339 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001340}
1341
1342float Renderer11::getMaxPointSize() const
1343{
1344 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001345 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001346 return 1.0f;
1347}
1348
1349int Renderer11::getMaxTextureWidth() const
1350{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001351 switch (mFeatureLevel)
1352 {
1353 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1354 case D3D_FEATURE_LEVEL_10_1:
1355 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1356 default: UNREACHABLE(); return 0;
1357 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001358}
1359
1360int Renderer11::getMaxTextureHeight() const
1361{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001362 switch (mFeatureLevel)
1363 {
1364 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1365 case D3D_FEATURE_LEVEL_10_1:
1366 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1367 default: UNREACHABLE(); return 0;
1368 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001369}
1370
1371bool Renderer11::get32BitIndexSupport() const
1372{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001373 switch (mFeatureLevel)
1374 {
1375 case D3D_FEATURE_LEVEL_11_0:
1376 case D3D_FEATURE_LEVEL_10_1:
1377 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
1378 default: UNREACHABLE(); return false;
1379 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001380}
1381
1382int Renderer11::getMinSwapInterval() const
1383{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001384 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001385}
1386
1387int Renderer11::getMaxSwapInterval() const
1388{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001389 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001390}
1391
1392int Renderer11::getMaxSupportedSamples() const
1393{
1394 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001395 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001396 return 1;
1397}
1398
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001399bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001400{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001401 if (source && dest)
1402 {
1403 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
1404 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
1405
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001406 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001407 return true;
1408 }
1409
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001410 return false;
1411}
1412
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001413bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001414{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001415 if (source && dest)
1416 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001417 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
1418 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001419
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001420 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001421 return true;
1422 }
1423
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001424 return false;
1425}
1426
daniel@transgaming.com38380882012-11-28 19:36:39 +00001427bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001428 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00001429{
1430 // TODO
1431 UNIMPLEMENTED();
1432 return false;
1433}
1434
1435bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001436 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00001437{
1438 // TODO
1439 UNIMPLEMENTED();
1440 return false;
1441}
1442
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001443RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
1444{
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00001445 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
1446 RenderTarget11 *renderTarget = NULL;
1447 if (depth)
1448 {
1449 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), swapChain11->getWidth(), swapChain11->getHeight());
1450 }
1451 else
1452 {
1453 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), swapChain11->getWidth(), swapChain11->getHeight());
1454 }
1455 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001456}
1457
1458RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
1459{
1460 // TODO
1461 UNIMPLEMENTED();
1462 return NULL;
1463}
1464
daniel@transgaming.com2275f912012-12-20 21:13:22 +00001465ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, GLenum type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00001466{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001467 ShaderExecutable11 *executable = NULL;
1468
1469 switch (type)
1470 {
1471 case GL_VERTEX_SHADER:
1472 {
1473 ID3D11VertexShader *vshader = NULL;
1474 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
1475 ASSERT(SUCCEEDED(result));
1476
1477 if (vshader)
1478 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001479 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001480 }
1481 }
1482 break;
1483 case GL_FRAGMENT_SHADER:
1484 {
1485 ID3D11PixelShader *pshader = NULL;
1486 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
1487 ASSERT(SUCCEEDED(result));
1488
1489 if (pshader)
1490 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001491 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001492 }
1493 }
1494 break;
1495 default:
1496 UNREACHABLE();
1497 break;
1498 }
1499
1500 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00001501}
1502
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00001503ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
1504{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001505 const char *profile = NULL;
1506
1507 switch (type)
1508 {
1509 case GL_VERTEX_SHADER:
1510 profile = "vs_4_0";
1511 break;
1512 case GL_FRAGMENT_SHADER:
1513 profile = "ps_4_0";
1514 break;
1515 default:
1516 UNREACHABLE();
1517 return NULL;
1518 }
1519
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00001520 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001521 if (!binary)
1522 return NULL;
1523
daniel@transgaming.com2275f912012-12-20 21:13:22 +00001524 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001525 binary->Release();
1526
1527 return executable;
1528}
1529
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00001530VertexBuffer *Renderer11::createVertexBuffer()
1531{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00001532 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00001533}
1534
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00001535IndexBuffer *Renderer11::createIndexBuffer()
1536{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00001537 return new IndexBuffer11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00001538}
1539
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001540bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
1541 bool blitRenderTarget, bool blitDepthStencil)
1542{
1543 // TODO
1544 UNIMPLEMENTED();
1545 return false;
1546}
1547
1548void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
1549 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
1550{
1551 // TODO
1552 UNIMPLEMENTED();
1553 return;
1554}
1555
daniel@transgaming.com244e1832012-12-20 20:52:35 +00001556Image *Renderer11::createImage()
1557{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00001558 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00001559}
1560
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00001561void Renderer11::generateMipmap(Image *dest, Image *src)
1562{
1563 // TODO
1564 UNIMPLEMENTED();
1565 return;
1566}
1567
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001568TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
1569{
1570 // TODO
1571 UNIMPLEMENTED();
1572 return NULL;
1573}
1574
1575TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
1576{
1577 // TODO
1578 UNIMPLEMENTED();
1579 return NULL;
1580}
1581
1582TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
1583{
1584 // TODO
1585 UNIMPLEMENTED();
1586 return NULL;
1587}
1588
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001589}