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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.com1d6aff22012-11-28 19:30:42 +000013#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000014#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000015#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000016#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000017
18#include "libEGL/Config.h"
19#include "libEGL/Display.h"
20
21namespace rx
22{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000023static const DXGI_FORMAT RenderTargetFormats[] =
24 {
25 DXGI_FORMAT_R8G8B8A8_UNORM
26 };
27
28static const DXGI_FORMAT DepthStencilFormats[] =
29 {
30 DXGI_FORMAT_D24_UNORM_S8_UINT
31 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000032
33Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
34{
35 mD3d11Module = NULL;
36 mDxgiModule = NULL;
37
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000038 mDeviceLost = false;
39
daniel@transgaming.com25072f62012-11-28 19:31:32 +000040 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000041 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000042 mDxgiAdapter = NULL;
43 mDxgiFactory = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000044}
45
46Renderer11::~Renderer11()
47{
48 releaseDeviceResources();
49
daniel@transgaming.com65e65372012-11-28 19:33:50 +000050 if (mDxgiFactory)
51 {
52 mDxgiFactory->Release();
53 mDxgiFactory = NULL;
54 }
55
56 if (mDxgiAdapter)
57 {
58 mDxgiAdapter->Release();
59 mDxgiAdapter = NULL;
60 }
61
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000062 if (mDeviceContext)
63 {
64 mDeviceContext->Release();
65 mDeviceContext = NULL;
66 }
67
daniel@transgaming.com25072f62012-11-28 19:31:32 +000068 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000069 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +000070 mDevice->Release();
71 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000072 }
73
74 if (mD3d11Module)
75 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000076 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000077 mD3d11Module = NULL;
78 }
79
80 if (mDxgiModule)
81 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000082 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000083 mDxgiModule = NULL;
84 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000085}
86
daniel@transgaming.comb64ed282012-11-28 20:54:02 +000087Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
88{
89 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
90 return static_cast<rx::Renderer11*>(renderer);
91}
92
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000093EGLint Renderer11::initialize()
94{
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000095 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
96 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000097
98 if (mD3d11Module == NULL || mDxgiModule == NULL)
99 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000100 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000101 return EGL_NOT_INITIALIZED;
102 }
103
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000104 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000105
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000106 if (D3D11CreateDevice == NULL)
107 {
108 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
109 return EGL_NOT_INITIALIZED;
110 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000111
112 D3D_FEATURE_LEVEL featureLevel[] =
113 {
114 D3D_FEATURE_LEVEL_11_0,
115 D3D_FEATURE_LEVEL_10_1,
116 D3D_FEATURE_LEVEL_10_0,
117 };
118
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000119 HRESULT result = D3D11CreateDevice(NULL,
120 D3D_DRIVER_TYPE_HARDWARE,
121 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000122 #if defined(_DEBUG)
123 D3D11_CREATE_DEVICE_DEBUG,
124 #else
125 0,
126 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000127 featureLevel,
128 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000129 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000130 &mDevice,
131 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000132 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000133
134 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000135 {
136 ERR("Could not create D3D11 device - aborting!\n");
137 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
138 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000139
140 IDXGIDevice *dxgiDevice = NULL;
141 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
142
143 if (FAILED(result))
144 {
145 ERR("Could not query DXGI device - aborting!\n");
146 return EGL_NOT_INITIALIZED;
147 }
148
149 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
150
151 if (FAILED(result))
152 {
153 ERR("Could not retrieve DXGI adapter - aborting!\n");
154 return EGL_NOT_INITIALIZED;
155 }
156
157 dxgiDevice->Release();
158
159 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
160
161 if (!mDxgiFactory || FAILED(result))
162 {
163 ERR("Could not create DXGI factory - aborting!\n");
164 return EGL_NOT_INITIALIZED;
165 }
166
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000167 initializeDevice();
168
169 return EGL_SUCCESS;
170}
171
172// do any one-time device initialization
173// NOTE: this is also needed after a device lost/reset
174// to reset the scene status and ensure the default states are reset.
175void Renderer11::initializeDevice()
176{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000177 mStateCache.initialize(mDevice);
178
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000179 markAllStateDirty();
180
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000181 // Permanent non-default states
182 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000183 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000184}
185
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000186int Renderer11::generateConfigs(ConfigDesc **configDescList)
187{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000188 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
189 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000190 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
191 int numConfigs = 0;
192
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000193 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000194 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000195 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000196 {
197 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
198
199 UINT formatSupport = 0;
200 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
201
202 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
203 {
204 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
205
206 UINT formatSupport = 0;
207 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
208
209 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
210 {
211 ConfigDesc newConfig;
212 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
213 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
214 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
215 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
216
217 (*configDescList)[numConfigs++] = newConfig;
218 }
219 }
220 }
221 }
222
223 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000224}
225
226void Renderer11::deleteConfigs(ConfigDesc *configDescList)
227{
228 delete [] (configDescList);
229}
230
231void Renderer11::startScene()
232{
233 // TODO: nop in d3d11?
234}
235
236void Renderer11::endScene()
237{
238 // TODO: nop in d3d11?
239}
240
241void Renderer11::sync(bool block)
242{
243 // TODO
244 UNIMPLEMENTED();
245}
246
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000247SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
248{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000249 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000250}
251
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000252void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
253{
254 // TODO
255 UNIMPLEMENTED();
256}
257
258void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
259{
260 // TODO
261 UNIMPLEMENTED();
262}
263
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000264void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState, unsigned int depthSize)
265{
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000266 if (mForceSetRasterState ||
267 memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0 ||
268 depthSize != mCurDepthSize)
269 {
270 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, depthSize);
271 if (!dxRasterState)
272 {
273 ERR("NULL blend state returned by RenderStateCache::getRasterizerState, setting the "
274 "rasterizer state.");
275 }
276
277 mDeviceContext->RSSetState(dxRasterState);
278
279 if (dxRasterState)
280 {
281 dxRasterState->Release();
282 }
283 mCurRasterState = rasterState;
284 mCurDepthSize = depthSize;
285 }
286
287 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000288}
289
290void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
291 unsigned int sampleMask)
292{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000293 if (mForceSetBlendState ||
294 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
295 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
296 sampleMask != mCurSampleMask)
297 {
298 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
299 if (!dxBlendState)
300 {
301 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
302 "blend state.");
303 }
304
305 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
306 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
307
308 if (dxBlendState)
309 {
310 dxBlendState->Release();
311 }
312 mCurBlendState = blendState;
313 mCurBlendColor = blendColor;
314 mCurSampleMask = sampleMask;
315 }
316
317 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000318}
319
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000320void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
321 int stencilBackRef, bool frontFaceCCW, unsigned int stencilSize)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000322{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000323 if (mForceSetDepthStencilState ||
324 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
325 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
326 {
327 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
328 stencilRef != stencilBackRef ||
329 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
330 {
331 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
332 "invalid under WebGL.");
333 return error(GL_INVALID_OPERATION);
334 }
335
336 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
337 if (!dxDepthStencilState)
338 {
339 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
340 "setting the default depth stencil state.");
341 }
342
343 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
344
345 if (dxDepthStencilState)
346 {
347 dxDepthStencilState->Release();
348 }
349 mCurDepthStencilState = depthStencilState;
350 mCurStencilRef = stencilRef;
351 mCurStencilBackRef = stencilBackRef;
352 }
353
354 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000355}
356
357void Renderer11::setScissorRectangle(const gl::Rectangle& scissor, unsigned int renderTargetWidth,
358 unsigned int renderTargetHeight)
359{
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000360 if (mForceSetScissor ||
361 renderTargetWidth != mCurRenderTargetWidth ||
362 renderTargetHeight != mCurRenderTargetHeight ||
363 memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0)
364 {
365 D3D11_RECT rect;
366 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(renderTargetWidth));
daniel@transgaming.com1dd557a2012-11-28 19:44:00 +0000367 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(renderTargetHeight));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000368 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(renderTargetWidth));
daniel@transgaming.com1dd557a2012-11-28 19:44:00 +0000369 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(renderTargetHeight));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000370
371 mDeviceContext->RSSetScissorRects(1, &rect);
372
373 mCurScissor = scissor;
374 mCurRenderTargetWidth = renderTargetWidth;
375 mCurRenderTargetHeight = renderTargetHeight;
376 }
377
378 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000379}
380
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000381bool Renderer11::setViewport(const gl::Rectangle& viewport, float zNear, float zFar,
382 unsigned int renderTargetWidth, unsigned int renderTargetHeight,
383 gl::ProgramBinary *currentProgram, bool forceSetUniforms)
384{
385 // TODO
386 UNIMPLEMENTED();
387 return true;
388}
389
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000390bool Renderer11::applyRenderTarget(gl::Framebuffer *frameBuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000391{
392 // TODO
393 UNIMPLEMENTED();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000394
395 mForceSetScissor = true;
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000396
397 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000398}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000399
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000400GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances, GLsizei *repeatDraw)
401{
402 // TODO
403 UNIMPLEMENTED();
404
405 return GL_OUT_OF_MEMORY;
406}
407
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000408void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
409{
410 // TODO
411 UNIMPLEMENTED();
412}
413
daniel@transgaming.com084a2572012-11-28 20:55:17 +0000414void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000415{
416 // TODO
417 UNIMPLEMENTED();
418}
419
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000420void Renderer11::markAllStateDirty()
421{
422 mForceSetBlendState = true;
423 mForceSetRasterState = true;
424 mForceSetDepthStencilState = true;
425 mForceSetScissor = true;
426}
427
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000428void Renderer11::releaseDeviceResources()
429{
430 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000431 // UNIMPLEMENTED();
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000432 mStateCache.clear();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000433}
434
435void Renderer11::markDeviceLost()
436{
437 mDeviceLost = true;
438}
439
440bool Renderer11::isDeviceLost()
441{
442 return mDeviceLost;
443}
444
445// set notify to true to broadcast a message to all contexts of the device loss
446bool Renderer11::testDeviceLost(bool notify)
447{
448 bool isLost = false;
449
450 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000451 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000452
453 if (isLost)
454 {
455 // ensure we note the device loss --
456 // we'll probably get this done again by markDeviceLost
457 // but best to remember it!
458 // Note that we don't want to clear the device loss status here
459 // -- this needs to be done by resetDevice
460 mDeviceLost = true;
461 if (notify)
462 {
463 mDisplay->notifyDeviceLost();
464 }
465 }
466
467 return isLost;
468}
469
470bool Renderer11::testDeviceResettable()
471{
472 HRESULT status = D3D_OK;
473
474 // TODO
475 UNIMPLEMENTED();
476
477 switch (status)
478 {
479 case D3DERR_DEVICENOTRESET:
480 case D3DERR_DEVICEHUNG:
481 return true;
482 default:
483 return false;
484 }
485}
486
487bool Renderer11::resetDevice()
488{
489 releaseDeviceResources();
490
491 // TODO
492 UNIMPLEMENTED();
493
494 // reset device defaults
495 initializeDevice();
496 mDeviceLost = false;
497
498 return true;
499}
500
501DWORD Renderer11::getAdapterVendor() const
502{
503 // TODO
504 UNIMPLEMENTED();
505 return 0;
506}
507
508const char *Renderer11::getAdapterDescription() const
509{
510 // TODO
511 UNIMPLEMENTED();
512 return "UNIMPLEMENTED";
513}
514
515GUID Renderer11::getAdapterIdentifier() const
516{
517 // TODO
518 UNIMPLEMENTED();
519 GUID foo = {};
520 return foo;
521}
522
523bool Renderer11::getDXT1TextureSupport()
524{
525 // TODO
526 UNIMPLEMENTED();
527 return false;
528}
529
530bool Renderer11::getDXT3TextureSupport()
531{
532 // TODO
533 UNIMPLEMENTED();
534 return false;
535}
536
537bool Renderer11::getDXT5TextureSupport()
538{
539 // TODO
540 UNIMPLEMENTED();
541 return false;
542}
543
544bool Renderer11::getDepthTextureSupport() const
545{
546 // TODO
547 UNIMPLEMENTED();
548 return false;
549}
550
551bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
552{
553 // TODO
554 UNIMPLEMENTED();
555
556 *filtering = false;
557 *renderable = false;
558 return false;
559}
560
561bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
562{
563 // TODO
564 UNIMPLEMENTED();
565
566 *filtering = false;
567 *renderable = false;
568 return false;
569}
570
571bool Renderer11::getLuminanceTextureSupport()
572{
573 // TODO
574 UNIMPLEMENTED();
575 return false;
576}
577
578bool Renderer11::getLuminanceAlphaTextureSupport()
579{
580 // TODO
581 UNIMPLEMENTED();
582 return false;
583}
584
585bool Renderer11::getTextureFilterAnisotropySupport() const
586{
587 // TODO
588 UNIMPLEMENTED();
589 return false;
590}
591
592float Renderer11::getTextureMaxAnisotropy() const
593{
594 // TODO
595 UNIMPLEMENTED();
596 return 1.0f;
597}
598
599bool Renderer11::getEventQuerySupport()
600{
601 // TODO
602 UNIMPLEMENTED();
603 return false;
604}
605
606bool Renderer11::getVertexTextureSupport() const
607{
608 // TODO
609 UNIMPLEMENTED();
610 return false;
611}
612
613bool Renderer11::getNonPower2TextureSupport() const
614{
615 // TODO
616 UNIMPLEMENTED();
617 return false;
618}
619
620bool Renderer11::getOcclusionQuerySupport() const
621{
622 // TODO
623 UNIMPLEMENTED();
624 return false;
625}
626
627bool Renderer11::getInstancingSupport() const
628{
629 // TODO
630 UNIMPLEMENTED();
631 return false;
632}
633
634bool Renderer11::getShareHandleSupport() const
635{
636 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000637 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000638
639 // PIX doesn't seem to support using share handles, so disable them.
640 return false && !gl::perfActive();
641}
642
643bool Renderer11::getShaderModel3Support() const
644{
645 // TODO
646 UNIMPLEMENTED();
647 return true;
648}
649
650float Renderer11::getMaxPointSize() const
651{
652 // TODO
653 UNIMPLEMENTED();
654 return 1.0f;
655}
656
657int Renderer11::getMaxTextureWidth() const
658{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000659 switch (mFeatureLevel)
660 {
661 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
662 case D3D_FEATURE_LEVEL_10_1:
663 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
664 default: UNREACHABLE(); return 0;
665 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000666}
667
668int Renderer11::getMaxTextureHeight() const
669{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000670 switch (mFeatureLevel)
671 {
672 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
673 case D3D_FEATURE_LEVEL_10_1:
674 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
675 default: UNREACHABLE(); return 0;
676 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000677}
678
679bool Renderer11::get32BitIndexSupport() const
680{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000681 switch (mFeatureLevel)
682 {
683 case D3D_FEATURE_LEVEL_11_0:
684 case D3D_FEATURE_LEVEL_10_1:
685 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
686 default: UNREACHABLE(); return false;
687 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000688}
689
690int Renderer11::getMinSwapInterval() const
691{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +0000692 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000693}
694
695int Renderer11::getMaxSwapInterval() const
696{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +0000697 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000698}
699
700int Renderer11::getMaxSupportedSamples() const
701{
702 // TODO
703 UNIMPLEMENTED();
704 return 1;
705}
706
daniel@transgaming.com31b13e12012-11-28 19:34:30 +0000707bool Renderer11::copyToRenderTarget(TextureStorage2D *dest, TextureStorage2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +0000708{
709 // TODO
710 UNIMPLEMENTED();
711 return false;
712}
713
daniel@transgaming.com31b13e12012-11-28 19:34:30 +0000714bool Renderer11::copyToRenderTarget(TextureStorageCubeMap *dest, TextureStorageCubeMap *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +0000715{
716 // TODO
717 UNIMPLEMENTED();
718 return false;
719}
720
daniel@transgaming.com38380882012-11-28 19:36:39 +0000721bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
722 GLint xoffset, GLint yoffset, TextureStorage2D *storage, GLint level)
723{
724 // TODO
725 UNIMPLEMENTED();
726 return false;
727}
728
729bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
730 GLint xoffset, GLint yoffset, TextureStorageCubeMap *storage, GLenum target, GLint level)
731{
732 // TODO
733 UNIMPLEMENTED();
734 return false;
735}
736
daniel@transgaming.comf2423652012-11-28 20:53:50 +0000737RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
738{
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +0000739 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
740 RenderTarget11 *renderTarget = NULL;
741 if (depth)
742 {
743 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), swapChain11->getWidth(), swapChain11->getHeight());
744 }
745 else
746 {
747 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), swapChain11->getWidth(), swapChain11->getHeight());
748 }
749 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +0000750}
751
752RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
753{
754 // TODO
755 UNIMPLEMENTED();
756 return NULL;
757}
758
daniel@transgaming.com6c872172012-11-28 19:39:33 +0000759bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
760 bool blitRenderTarget, bool blitDepthStencil)
761{
762 // TODO
763 UNIMPLEMENTED();
764 return false;
765}
766
767void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
768 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
769{
770 // TODO
771 UNIMPLEMENTED();
772 return;
773}
774
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000775}