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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"
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +000025#include "libGLESv2/renderer/BufferStorage11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000026#include "libGLESv2/renderer/VertexDataManager.h"
27#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000028#include "libGLESv2/renderer/TextureStorage11.h"
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +000029#include "libGLESv2/renderer/Query11.h"
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +000030#include "libGLESv2/renderer/Fence11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000031
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000032#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
34#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h"
35#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h"
36#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h"
37
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000038#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
39#include "libGLESv2/renderer/shaders/compiled/clear11ps.h"
40
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000041#include <sstream>
42
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000043namespace rx
44{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000045static const DXGI_FORMAT RenderTargetFormats[] =
46 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000047 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000048 DXGI_FORMAT_R8G8B8A8_UNORM
49 };
50
51static const DXGI_FORMAT DepthStencilFormats[] =
52 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000053 DXGI_FORMAT_UNKNOWN,
54 DXGI_FORMAT_D24_UNORM_S8_UINT,
55 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000056 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000057
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000058enum
59{
60 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
61};
62
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000063Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
64{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000065 mVertexDataManager = NULL;
66 mIndexDataManager = NULL;
67
daniel@transgaming.comc5114302012-12-20 21:11:36 +000068 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000069 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000070
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000071 mCopyResourcesInitialized = false;
72 mCopyVB = NULL;
73 mCopySampler = NULL;
74 mCopyIL = NULL;
75 mCopyVS = NULL;
76 mCopyRGBAPS = NULL;
77 mCopyRGBPS = NULL;
78 mCopyLumPS = NULL;
79 mCopyLumAlphaPS = NULL;
80
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000081 mClearResourcesInitialized = false;
82 mClearVB = NULL;
83 mClearIL = NULL;
84 mClearVS = NULL;
85 mClearPS = NULL;
86 mClearScissorRS = NULL;
87 mClearNoScissorRS = NULL;
88
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000089 mSyncQuery = NULL;
90
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000091 mD3d11Module = NULL;
92 mDxgiModule = NULL;
93
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000094 mDeviceLost = false;
95
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +000096 mMaxSupportedSamples = 0;
97
daniel@transgaming.com25072f62012-11-28 19:31:32 +000098 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000099 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000100 mDxgiAdapter = NULL;
101 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000102
103 mDriverConstantBufferVS = NULL;
104 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000105
106 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000107
108 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000109}
110
111Renderer11::~Renderer11()
112{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000113 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000114}
115
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000116Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
117{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000118 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000119 return static_cast<rx::Renderer11*>(renderer);
120}
121
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000122EGLint Renderer11::initialize()
123{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000124 if (!initializeCompiler())
125 {
126 return EGL_NOT_INITIALIZED;
127 }
128
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000129 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
130 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000131
132 if (mD3d11Module == NULL || mDxgiModule == NULL)
133 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000134 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000135 return EGL_NOT_INITIALIZED;
136 }
137
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000138 // create the D3D11 device
139 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000140 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000141
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000142 if (D3D11CreateDevice == NULL)
143 {
144 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
145 return EGL_NOT_INITIALIZED;
146 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000147
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000148 D3D_FEATURE_LEVEL featureLevel[] =
149 {
150 D3D_FEATURE_LEVEL_11_0,
151 D3D_FEATURE_LEVEL_10_1,
152 D3D_FEATURE_LEVEL_10_0,
153 };
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000154
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000155 HRESULT result = D3D11CreateDevice(NULL,
156 D3D_DRIVER_TYPE_HARDWARE,
157 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000158 #if defined(_DEBUG)
159 D3D11_CREATE_DEVICE_DEBUG,
160 #else
161 0,
162 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000163 featureLevel,
164 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000165 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000166 &mDevice,
167 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000168 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000169
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000170 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000171 {
172 ERR("Could not create D3D11 device - aborting!\n");
173 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
174 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000175
176 IDXGIDevice *dxgiDevice = NULL;
177 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
178
179 if (FAILED(result))
180 {
181 ERR("Could not query DXGI device - aborting!\n");
182 return EGL_NOT_INITIALIZED;
183 }
184
185 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
186
187 if (FAILED(result))
188 {
189 ERR("Could not retrieve DXGI adapter - aborting!\n");
190 return EGL_NOT_INITIALIZED;
191 }
192
193 dxgiDevice->Release();
194
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000195 mDxgiAdapter->GetDesc(&mAdapterDescription);
196 memset(mDescription, 0, sizeof(mDescription));
197 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
198
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000199 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
200
201 if (!mDxgiFactory || FAILED(result))
202 {
203 ERR("Could not create DXGI factory - aborting!\n");
204 return EGL_NOT_INITIALIZED;
205 }
206
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000207 unsigned int maxSupportedSamples = 0;
208 unsigned int rtFormatCount = sizeof(RenderTargetFormats) / sizeof(DXGI_FORMAT);
209 unsigned int dsFormatCount = sizeof(DepthStencilFormats) / sizeof(DXGI_FORMAT);
210 for (unsigned int i = 0; i < rtFormatCount + dsFormatCount; ++i)
211 {
212 DXGI_FORMAT format = (i < rtFormatCount) ? RenderTargetFormats[i] : DepthStencilFormats[i - rtFormatCount];
213 if (format != DXGI_FORMAT_UNKNOWN)
214 {
215 UINT formatSupport;
216 result = mDevice->CheckFormatSupport(format, &formatSupport);
217 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
218 {
219 MultisampleSupportInfo supportInfo;
220
221 for (unsigned int j = 1; j <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; j++)
222 {
223 result = mDevice->CheckMultisampleQualityLevels(format, j, &supportInfo.qualityLevels[j - 1]);
224 if (SUCCEEDED(result) && supportInfo.qualityLevels[j - 1] > 0)
225 {
226 maxSupportedSamples = std::max(j, maxSupportedSamples);
227 }
228 else
229 {
230 supportInfo.qualityLevels[j - 1] = 0;
231 }
232 }
233
234 mMultisampleSupportMap.insert(std::make_pair(format, supportInfo));
235 }
236 }
237 }
238 mMaxSupportedSamples = maxSupportedSamples;
239
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000240 initializeDevice();
241
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000242 // BGRA texture support is optional in feature levels 10 and 10_1
243 UINT formatSupport;
244 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
245 if (FAILED(result))
246 {
247 ERR("Error checking BGRA format support: 0x%08X", result);
248 }
249 else
250 {
251 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
252 mBGRATextureSupport = (formatSupport & flags) == flags;
253 }
254
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000255 // Check floating point texture support
256 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
257 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
258 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
259
260 DXGI_FORMAT float16Formats[] =
261 {
262 DXGI_FORMAT_R16_FLOAT,
263 DXGI_FORMAT_R16G16_FLOAT,
264 DXGI_FORMAT_R16G16B16A16_FLOAT,
265 };
266
267 DXGI_FORMAT float32Formats[] =
268 {
269 DXGI_FORMAT_R32_FLOAT,
270 DXGI_FORMAT_R32G32_FLOAT,
271 DXGI_FORMAT_R32G32B32_FLOAT,
272 DXGI_FORMAT_R32G32B32A32_FLOAT,
273 };
274
275 mFloat16TextureSupport = true;
276 mFloat16FilterSupport = true;
277 mFloat16RenderSupport = true;
278 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
279 {
280 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
281 {
282 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
283 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
284 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
285 }
286 else
287 {
288 mFloat16TextureSupport = false;
289 mFloat16RenderSupport = false;
290 mFloat16FilterSupport = false;
291 }
292 }
293
294 mFloat32TextureSupport = true;
295 mFloat32FilterSupport = true;
296 mFloat32RenderSupport = true;
297 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
298 {
299 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
300 {
301 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
302 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
303 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
304 }
305 else
306 {
307 mFloat32TextureSupport = false;
308 mFloat32FilterSupport = false;
309 mFloat32RenderSupport = false;
310 }
311 }
312
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +0000313 // Check compressed texture support
314 const unsigned int requiredCompressedTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D;
315
316 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &formatSupport)))
317 {
318 mDXT1TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
319 }
320 else
321 {
322 mDXT1TextureSupport = false;
323 }
324
325 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &formatSupport)))
326 {
327 mDXT3TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
328 }
329 else
330 {
331 mDXT3TextureSupport = false;
332 }
333
334 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC5_UNORM, &formatSupport)))
335 {
336 mDXT5TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
337 }
338 else
339 {
340 mDXT5TextureSupport = false;
341 }
342
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000343 return EGL_SUCCESS;
344}
345
346// do any one-time device initialization
347// NOTE: this is also needed after a device lost/reset
348// to reset the scene status and ensure the default states are reset.
349void Renderer11::initializeDevice()
350{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000351 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000352 mInputLayoutCache.initialize(mDevice, mDeviceContext);
353
354 ASSERT(!mVertexDataManager && !mIndexDataManager);
355 mVertexDataManager = new VertexDataManager(this);
356 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000357
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000358 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000359}
360
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000361int Renderer11::generateConfigs(ConfigDesc **configDescList)
362{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000363 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
364 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000365 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
366 int numConfigs = 0;
367
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000368 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000369 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000370 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000371 {
372 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
373
374 UINT formatSupport = 0;
375 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000376
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000377 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
378 {
379 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
380
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000381 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000382
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000383 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
384 {
385 UINT formatSupport = 0;
386 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
387 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
388 }
389
390 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000391 {
392 ConfigDesc newConfig;
393 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
394 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
395 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
396 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
397
398 (*configDescList)[numConfigs++] = newConfig;
399 }
400 }
401 }
402 }
403
404 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000405}
406
407void Renderer11::deleteConfigs(ConfigDesc *configDescList)
408{
409 delete [] (configDescList);
410}
411
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000412void Renderer11::sync(bool block)
413{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000414 if (block)
415 {
416 HRESULT result;
417
418 if (!mSyncQuery)
419 {
420 D3D11_QUERY_DESC queryDesc;
421 queryDesc.Query = D3D11_QUERY_EVENT;
422 queryDesc.MiscFlags = 0;
423
424 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
425 ASSERT(SUCCEEDED(result));
426 }
427
428 mDeviceContext->End(mSyncQuery);
429 mDeviceContext->Flush();
430
431 do
432 {
433 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
434
435 // Keep polling, but allow other threads to do something useful first
436 Sleep(0);
437
438 if (testDeviceLost(true))
439 {
440 return;
441 }
442 }
443 while (result == S_FALSE);
444 }
445 else
446 {
447 mDeviceContext->Flush();
448 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000449}
450
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000451SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
452{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000453 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000454}
455
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000456void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
457{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000458 if (type == gl::SAMPLER_PIXEL)
459 {
460 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
461 {
462 ERR("Pixel shader sampler index %i is not valid.", index);
463 return;
464 }
465
466 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
467 {
468 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
469
470 if (!dxSamplerState)
471 {
472 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
473 "sampler state for pixel shaders at slot %i.", index);
474 }
475
476 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
477
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000478 mCurPixelSamplerStates[index] = samplerState;
479 }
480
481 mForceSetPixelSamplerStates[index] = false;
482 }
483 else if (type == gl::SAMPLER_VERTEX)
484 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000485 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000486 {
487 ERR("Vertex shader sampler index %i is not valid.", index);
488 return;
489 }
490
491 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
492 {
493 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
494
495 if (!dxSamplerState)
496 {
497 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
498 "sampler state for vertex shaders at slot %i.", index);
499 }
500
501 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
502
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000503 mCurVertexSamplerStates[index] = samplerState;
504 }
505
506 mForceSetVertexSamplerStates[index] = false;
507 }
508 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000509}
510
511void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
512{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000513 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000514 unsigned int serial = 0;
515 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000516
517 if (texture)
518 {
519 TextureStorageInterface *texStorage = texture->getNativeTexture();
520 if (texStorage)
521 {
522 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
523 textureSRV = storage11->getSRV();
524 }
525
526 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
527 // missing the shader resource view
528 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000529
530 serial = texture->getTextureSerial();
531 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000532 }
533
534 if (type == gl::SAMPLER_PIXEL)
535 {
536 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
537 {
538 ERR("Pixel shader sampler index %i is not valid.", index);
539 return;
540 }
541
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000542 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
543 {
544 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
545 }
546
547 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000548 }
549 else if (type == gl::SAMPLER_VERTEX)
550 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000551 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000552 {
553 ERR("Vertex shader sampler index %i is not valid.", index);
554 return;
555 }
556
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000557 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
558 {
559 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
560 }
561
562 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000563 }
564 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000565}
566
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000567void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000568{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000569 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000570 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000571 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
572 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000573 if (!dxRasterState)
574 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000575 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000576 "rasterizer state.");
577 }
578
579 mDeviceContext->RSSetState(dxRasterState);
580
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000581 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000582 }
583
584 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000585}
586
587void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
588 unsigned int sampleMask)
589{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000590 if (mForceSetBlendState ||
591 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
592 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
593 sampleMask != mCurSampleMask)
594 {
595 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
596 if (!dxBlendState)
597 {
598 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
599 "blend state.");
600 }
601
602 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
603 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
604
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000605 mCurBlendState = blendState;
606 mCurBlendColor = blendColor;
607 mCurSampleMask = sampleMask;
608 }
609
610 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000611}
612
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000613void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000614 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000615{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000616 if (mForceSetDepthStencilState ||
617 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
618 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
619 {
620 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
621 stencilRef != stencilBackRef ||
622 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
623 {
624 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
625 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000626 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000627 }
628
629 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
630 if (!dxDepthStencilState)
631 {
632 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
633 "setting the default depth stencil state.");
634 }
635
636 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
637
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000638 mCurDepthStencilState = depthStencilState;
639 mCurStencilRef = stencilRef;
640 mCurStencilBackRef = stencilBackRef;
641 }
642
643 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000644}
645
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000646void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000647{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000648 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
649 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000650 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000651 if (enabled)
652 {
653 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000654 rect.left = std::max(0, scissor.x);
655 rect.top = std::max(0, scissor.y);
656 rect.right = scissor.x + std::max(0, scissor.width);
657 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000658
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000659 mDeviceContext->RSSetScissorRects(1, &rect);
660 }
661
662 if (enabled != mScissorEnabled)
663 {
664 mForceSetRasterState = true;
665 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000666
667 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000668 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000669 }
670
671 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000672}
673
daniel@transgaming.com12985182012-12-20 20:56:31 +0000674bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000675 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000676{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000677 gl::Rectangle actualViewport = viewport;
678 float actualZNear = gl::clamp01(zNear);
679 float actualZFar = gl::clamp01(zFar);
680 if (ignoreViewport)
681 {
682 actualViewport.x = 0;
683 actualViewport.y = 0;
684 actualViewport.width = mRenderTargetDesc.width;
685 actualViewport.height = mRenderTargetDesc.height;
686 actualZNear = 0.0f;
687 actualZFar = 1.0f;
688 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000689
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000690 // Get D3D viewport bounds, which depends on the feature level
691 const Range& viewportBounds = getViewportBounds();
692
693 // Clamp width and height first to the gl maximum, then clamp further if we extend past the D3D maximum bounds
daniel@transgaming.com53670042012-11-28 20:55:51 +0000694 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000695 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
696 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
697 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
698 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
699 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
700 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000701 dxViewport.MinDepth = actualZNear;
702 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000703
704 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
705 {
706 return false; // Nothing to render
707 }
708
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000709 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
710 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000711
daniel@transgaming.com53670042012-11-28 20:55:51 +0000712 if (viewportChanged)
713 {
714 mDeviceContext->RSSetViewports(1, &dxViewport);
715
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000716 mCurViewport = actualViewport;
717 mCurNear = actualZNear;
718 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000719
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +0000720 mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
721 mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
722 mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
723 mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000724
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000725 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
726 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000727
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000728 mVertexConstants.depthRange[0] = actualZNear;
729 mVertexConstants.depthRange[1] = actualZFar;
730 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000731
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000732 mPixelConstants.depthRange[0] = actualZNear;
733 mPixelConstants.depthRange[1] = actualZFar;
734 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000735 }
736
737 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000738 return true;
739}
740
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000741bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
742{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000743 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000744
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000745 switch (mode)
746 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000747 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
748 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000749 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000750 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
751 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
752 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000753 // emulate fans via rewriting index buffer
754 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000755 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000756 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000757 }
758
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000759 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000760
761 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000762}
763
764bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000765{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000766 // Get the color render buffer and serial
767 gl::Renderbuffer *renderbufferObject = NULL;
768 unsigned int renderTargetSerial = 0;
769 if (framebuffer->getColorbufferType() != GL_NONE)
770 {
771 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000772
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000773 if (!renderbufferObject)
774 {
775 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000776 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000777 }
778
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000779 // check for zero-sized default framebuffer, which is a special case.
780 // in this case we do not wish to modify any state and just silently return false.
781 // this will not report any gl error but will cause the calling method to return.
782 if (renderbufferObject->getWidth() == 0 || renderbufferObject->getHeight() == 0)
783 {
784 return false;
785 }
786
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000787 renderTargetSerial = renderbufferObject->getSerial();
788 }
789
790 // Get the depth stencil render buffer and serials
791 gl::Renderbuffer *depthStencil = NULL;
792 unsigned int depthbufferSerial = 0;
793 unsigned int stencilbufferSerial = 0;
794 if (framebuffer->getDepthbufferType() != GL_NONE)
795 {
796 depthStencil = framebuffer->getDepthbuffer();
797 if (!depthStencil)
798 {
799 ERR("Depth stencil pointer unexpectedly null.");
800 return false;
801 }
802
803 depthbufferSerial = depthStencil->getSerial();
804 }
805 else if (framebuffer->getStencilbufferType() != GL_NONE)
806 {
807 depthStencil = framebuffer->getStencilbuffer();
808 if (!depthStencil)
809 {
810 ERR("Depth stencil pointer unexpectedly null.");
811 return false;
812 }
813
814 stencilbufferSerial = depthStencil->getSerial();
815 }
816
817 // Extract the render target dimensions and view
818 unsigned int renderTargetWidth = 0;
819 unsigned int renderTargetHeight = 0;
820 GLenum renderTargetFormat = 0;
821 ID3D11RenderTargetView* framebufferRTV = NULL;
822 if (renderbufferObject)
823 {
824 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
825 if (!renderTarget)
826 {
827 ERR("render target pointer unexpectedly null.");
828 return false;
829 }
830
831 framebufferRTV = renderTarget->getRenderTargetView();
832 if (!framebufferRTV)
833 {
834 ERR("render target view pointer unexpectedly null.");
835 return false;
836 }
837
838 renderTargetWidth = renderbufferObject->getWidth();
839 renderTargetHeight = renderbufferObject->getHeight();
840 renderTargetFormat = renderbufferObject->getActualFormat();
841 }
842
843 // Extract the depth stencil sizes and view
844 unsigned int depthSize = 0;
845 unsigned int stencilSize = 0;
846 ID3D11DepthStencilView* framebufferDSV = NULL;
847 if (depthStencil)
848 {
849 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
850 if (!depthStencilRenderTarget)
851 {
852 ERR("render target pointer unexpectedly null.");
853 if (framebufferRTV)
854 {
855 framebufferRTV->Release();
856 }
857 return false;
858 }
859
860 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
861 if (!framebufferDSV)
862 {
863 ERR("depth stencil view pointer unexpectedly null.");
864 if (framebufferRTV)
865 {
866 framebufferRTV->Release();
867 }
868 return false;
869 }
870
871 // If there is no render buffer, the width, height and format values come from
872 // the depth stencil
873 if (!renderbufferObject)
874 {
875 renderTargetWidth = depthStencil->getWidth();
876 renderTargetHeight = depthStencil->getHeight();
877 renderTargetFormat = depthStencil->getActualFormat();
878 }
879
880 depthSize = depthStencil->getDepthSize();
881 stencilSize = depthStencil->getStencilSize();
882 }
883
884 // Apply the render target and depth stencil
885 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
886 renderTargetSerial != mAppliedRenderTargetSerial ||
887 depthbufferSerial != mAppliedDepthbufferSerial ||
888 stencilbufferSerial != mAppliedStencilbufferSerial)
889 {
890 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
891
892 mRenderTargetDesc.width = renderTargetWidth;
893 mRenderTargetDesc.height = renderTargetHeight;
894 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000895 mForceSetViewport = true;
896 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000897
898 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
899 {
900 mCurDepthSize = depthSize;
901 mForceSetRasterState = true;
902 }
903
904 mCurStencilSize = stencilSize;
905
906 mAppliedRenderTargetSerial = renderTargetSerial;
907 mAppliedDepthbufferSerial = depthbufferSerial;
908 mAppliedStencilbufferSerial = stencilbufferSerial;
909 mRenderTargetDescInitialized = true;
910 mDepthStencilInitialized = true;
911 }
912
913 if (framebufferRTV)
914 {
915 framebufferRTV->Release();
916 }
917 if (framebufferDSV)
918 {
919 framebufferDSV->Release();
920 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000921
922 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000923}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000924
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000925GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000926{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000927 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
928 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
929 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000930 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000931 return err;
932 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000933
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000934 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000935}
936
daniel@transgaming.com31240482012-11-28 21:06:41 +0000937GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000938{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000939 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000940
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000941 if (err == GL_NO_ERROR)
942 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000943 if (indexInfo->storage)
944 {
945 if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset)
946 {
947 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
948 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
949
950 mDeviceContext->IASetIndexBuffer(storage->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
951
952 mAppliedIBSerial = 0;
953 mAppliedStorageIBSerial = storage->getSerial();
954 mAppliedIBOffset = indexInfo->startOffset;
955 }
956 }
957 else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000958 {
959 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
960
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000961 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000962
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000963 mAppliedIBSerial = indexInfo->serial;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000964 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000965 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000966 }
967 }
968
969 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000970}
971
972void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
973{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000974 if (mode == GL_LINE_LOOP)
975 {
976 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
977 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000978 else if (mode == GL_TRIANGLE_FAN)
979 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000980 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000981 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000982 else if (instances > 0)
983 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000984 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000985 }
986 else
987 {
988 mDeviceContext->Draw(count, 0);
989 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000990}
991
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000992void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000993{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000994 if (mode == GL_LINE_LOOP)
995 {
996 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
997 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000998 else if (mode == GL_TRIANGLE_FAN)
999 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001000 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
1001 }
1002 else if (instances > 0)
1003 {
1004 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001005 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001006 else
1007 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +00001008 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001009 }
1010}
1011
1012void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1013{
1014 // Get the raw indices for an indexed draw
1015 if (type != GL_NONE && elementArrayBuffer)
1016 {
1017 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001018 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001019 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001020 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001021 }
1022
1023 if (!mLineLoopIB)
1024 {
1025 mLineLoopIB = new StreamingIndexBufferInterface(this);
1026 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1027 {
1028 delete mLineLoopIB;
1029 mLineLoopIB = NULL;
1030
1031 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001032 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001033 }
1034 }
1035
1036 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
1037 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1038 {
1039 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001040 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001041 }
1042
1043 void* mappedMemory = NULL;
1044 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1045 if (offset == -1 || mappedMemory == NULL)
1046 {
1047 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001048 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001049 }
1050
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001051 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001052 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001053
1054 switch (type)
1055 {
1056 case GL_NONE: // Non-indexed draw
1057 for (int i = 0; i < count; i++)
1058 {
1059 data[i] = i;
1060 }
1061 data[count] = 0;
1062 break;
1063 case GL_UNSIGNED_BYTE:
1064 for (int i = 0; i < count; i++)
1065 {
1066 data[i] = static_cast<const GLubyte*>(indices)[i];
1067 }
1068 data[count] = static_cast<const GLubyte*>(indices)[0];
1069 break;
1070 case GL_UNSIGNED_SHORT:
1071 for (int i = 0; i < count; i++)
1072 {
1073 data[i] = static_cast<const GLushort*>(indices)[i];
1074 }
1075 data[count] = static_cast<const GLushort*>(indices)[0];
1076 break;
1077 case GL_UNSIGNED_INT:
1078 for (int i = 0; i < count; i++)
1079 {
1080 data[i] = static_cast<const GLuint*>(indices)[i];
1081 }
1082 data[count] = static_cast<const GLuint*>(indices)[0];
1083 break;
1084 default: UNREACHABLE();
1085 }
1086
1087 if (!mLineLoopIB->unmapBuffer())
1088 {
1089 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001090 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001091 }
1092
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001093 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001094 {
1095 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1096
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001097 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001098 mAppliedIBSerial = mLineLoopIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001099 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001100 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001101 }
1102
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001103 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001104}
1105
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001106void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001107{
1108 // Get the raw indices for an indexed draw
1109 if (type != GL_NONE && elementArrayBuffer)
1110 {
1111 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001112 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001113 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001114 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001115 }
1116
1117 if (!mTriangleFanIB)
1118 {
1119 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1120 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1121 {
1122 delete mTriangleFanIB;
1123 mTriangleFanIB = NULL;
1124
1125 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001126 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001127 }
1128 }
1129
1130 const int numTris = count - 2;
1131 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1132 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1133 {
1134 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001135 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001136 }
1137
1138 void* mappedMemory = NULL;
1139 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1140 if (offset == -1 || mappedMemory == NULL)
1141 {
1142 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001143 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001144 }
1145
1146 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1147 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1148
1149 switch (type)
1150 {
1151 case GL_NONE: // Non-indexed draw
1152 for (int i = 0; i < numTris; i++)
1153 {
1154 data[i*3 + 0] = 0;
1155 data[i*3 + 1] = i + 1;
1156 data[i*3 + 2] = i + 2;
1157 }
1158 break;
1159 case GL_UNSIGNED_BYTE:
1160 for (int i = 0; i < numTris; i++)
1161 {
1162 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1163 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1164 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1165 }
1166 break;
1167 case GL_UNSIGNED_SHORT:
1168 for (int i = 0; i < numTris; i++)
1169 {
1170 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1171 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1172 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1173 }
1174 break;
1175 case GL_UNSIGNED_INT:
1176 for (int i = 0; i < numTris; i++)
1177 {
1178 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1179 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1180 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1181 }
1182 break;
1183 default: UNREACHABLE();
1184 }
1185
1186 if (!mTriangleFanIB->unmapBuffer())
1187 {
1188 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001189 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001190 }
1191
1192 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1193 {
1194 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1195
1196 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1197 mAppliedIBSerial = mTriangleFanIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001198 mAppliedStorageIBSerial = 0;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001199 mAppliedIBOffset = indexBufferOffset;
1200 }
1201
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001202 if (instances > 0)
1203 {
1204 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1205 }
1206 else
1207 {
1208 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1209 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001210}
1211
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001212void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1213{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001214 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001215 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1216
1217 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001218 {
1219 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1220 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001221
daniel@transgaming.come4991412012-12-20 20:55:34 +00001222 ID3D11VertexShader *vertexShader = NULL;
1223 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001224
daniel@transgaming.come4991412012-12-20 20:55:34 +00001225 ID3D11PixelShader *pixelShader = NULL;
1226 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001227
daniel@transgaming.come4991412012-12-20 20:55:34 +00001228 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1229 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001230
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001231 programBinary->dirtyAllUniforms();
1232
1233 mAppliedProgramBinarySerial = programBinarySerial;
1234 }
1235
1236 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001237 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001238
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001239 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001240 {
1241 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001242 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001243 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1244 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001245 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1246 }
1247 else
1248 {
1249 mDeviceContext->GSSetShader(NULL, NULL, 0);
1250 }
1251
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001252 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001253 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001254}
1255
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001256void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001257{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001258 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1259 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001260
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001261 unsigned int totalRegisterCountVS = 0;
1262 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001263
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001264 bool vertexUniformsDirty = false;
1265 bool pixelUniformsDirty = false;
1266
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001267 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1268 {
1269 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001270
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001271 if (uniform->vsRegisterIndex >= 0)
1272 {
1273 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001274 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001275 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001276
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001277 if (uniform->psRegisterIndex >= 0)
1278 {
1279 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001280 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001281 }
1282 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001283
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001284 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1285 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1286
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001287 float (*mapVS)[4] = NULL;
1288 float (*mapPS)[4] = NULL;
1289
1290 if (totalRegisterCountVS > 0 && vertexUniformsDirty)
1291 {
1292 D3D11_MAPPED_SUBRESOURCE map = {0};
1293 HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1294 ASSERT(SUCCEEDED(result));
1295 mapVS = (float(*)[4])map.pData;
1296 }
1297
1298 if (totalRegisterCountPS > 0 && pixelUniformsDirty)
1299 {
1300 D3D11_MAPPED_SUBRESOURCE map = {0};
1301 HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1302 ASSERT(SUCCEEDED(result));
1303 mapPS = (float(*)[4])map.pData;
1304 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001305
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001306 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001307 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001308 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001309
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001310 if (uniform->type != GL_SAMPLER_2D && uniform->type != GL_SAMPLER_CUBE)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001311 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001312 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001313 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001314 memcpy(mapVS + uniform->vsRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001315 }
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001316
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001317 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001318 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001319 memcpy(mapPS + uniform->psRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001320 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001321 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001322
1323 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001324 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001325
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001326 if (mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001327 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001328 mDeviceContext->Unmap(vertexConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001329 }
1330
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001331 if (mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001332 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001333 mDeviceContext->Unmap(pixelConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001334 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001335
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001336 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1337 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001338
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001339 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001340 if (!mDriverConstantBufferVS)
1341 {
1342 D3D11_BUFFER_DESC constantBufferDescription = {0};
1343 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1344 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1345 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1346 constantBufferDescription.CPUAccessFlags = 0;
1347 constantBufferDescription.MiscFlags = 0;
1348 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001349
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001350 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001351 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001352
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001353 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1354 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001355
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001356 if (!mDriverConstantBufferPS)
1357 {
1358 D3D11_BUFFER_DESC constantBufferDescription = {0};
1359 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1360 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1361 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1362 constantBufferDescription.CPUAccessFlags = 0;
1363 constantBufferDescription.MiscFlags = 0;
1364 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001365
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001366 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001367 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001368
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001369 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1370 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001371
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001372 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1373 {
1374 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1375 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1376 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001377
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001378 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1379 {
1380 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1381 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1382 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001383
1384 // needed for the point sprite geometry shader
1385 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001386}
1387
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001388void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001389{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001390 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1391 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1392 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1393 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001394
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001395 unsigned int stencilUnmasked = 0x0;
1396 if (frameBuffer->hasStencil())
1397 {
1398 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1399 stencilUnmasked = (0x1 << stencilSize) - 1;
1400 }
1401 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1402 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001403
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001404 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1405 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1406 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001407
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001408 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1409 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001410 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001411 }
1412 else
1413 {
1414 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1415 {
1416 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1417 if (renderbufferObject)
1418 {
1419 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1420 if (!renderTarget)
1421 {
1422 ERR("render target pointer unexpectedly null.");
1423 return;
1424 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001425
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001426 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1427 if (!framebufferRTV)
1428 {
1429 ERR("render target view pointer unexpectedly null.");
1430 return;
1431 }
1432
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001433 const float clearValues[4] = { clearParams.colorClearValue.red,
1434 clearParams.colorClearValue.green,
1435 clearParams.colorClearValue.blue,
1436 clearParams.colorClearValue.alpha };
1437 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001438
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001439 framebufferRTV->Release();
1440 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001441 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001442 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001443 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001444 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1445 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001446 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001447 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1448 if (!renderTarget)
1449 {
1450 ERR("render target pointer unexpectedly null.");
1451 return;
1452 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001453
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001454 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1455 if (!framebufferDSV)
1456 {
1457 ERR("depth stencil view pointer unexpectedly null.");
1458 return;
1459 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001460
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001461 UINT clearFlags = 0;
1462 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1463 {
1464 clearFlags |= D3D11_CLEAR_DEPTH;
1465 }
1466 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1467 {
1468 clearFlags |= D3D11_CLEAR_STENCIL;
1469 }
1470
1471 float depthClear = clearParams.depthClearValue;
1472 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1473
1474 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001475
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001476 framebufferDSV->Release();
1477 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001478 }
1479 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001480}
1481
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001482void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1483{
1484 HRESULT result;
1485
1486 if (!mClearResourcesInitialized)
1487 {
1488 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1489
1490 D3D11_BUFFER_DESC vbDesc;
1491 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1492 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1493 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1494 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1495 vbDesc.MiscFlags = 0;
1496 vbDesc.StructureByteStride = 0;
1497
1498 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1499 ASSERT(SUCCEEDED(result));
1500 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1501
1502 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1503 {
1504 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1505 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1506 };
1507
1508 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1509 ASSERT(SUCCEEDED(result));
1510 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1511
1512 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1513 ASSERT(SUCCEEDED(result));
1514 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1515
1516 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1517 ASSERT(SUCCEEDED(result));
1518 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1519
1520 D3D11_RASTERIZER_DESC rsScissorDesc;
1521 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1522 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1523 rsScissorDesc.FrontCounterClockwise = FALSE;
1524 rsScissorDesc.DepthBias = 0;
1525 rsScissorDesc.DepthBiasClamp = 0.0f;
1526 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1527 rsScissorDesc.DepthClipEnable = FALSE;
1528 rsScissorDesc.ScissorEnable = TRUE;
1529 rsScissorDesc.MultisampleEnable = FALSE;
1530 rsScissorDesc.AntialiasedLineEnable = FALSE;
1531
1532 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1533 ASSERT(SUCCEEDED(result));
1534 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1535
1536 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1537 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1538 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1539 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1540 rsNoScissorDesc.DepthBias = 0;
1541 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1542 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1543 rsNoScissorDesc.DepthClipEnable = FALSE;
1544 rsNoScissorDesc.ScissorEnable = FALSE;
1545 rsNoScissorDesc.MultisampleEnable = FALSE;
1546 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1547
1548 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1549 ASSERT(SUCCEEDED(result));
1550 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1551
1552 mClearResourcesInitialized = true;
1553 }
1554
1555 // Prepare the depth stencil state to write depth values if the depth should be cleared
1556 // and stencil values if the stencil should be cleared
1557 gl::DepthStencilState glDSState;
1558 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1559 glDSState.depthFunc = GL_ALWAYS;
1560 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1561 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1562 glDSState.stencilFunc = GL_ALWAYS;
1563 glDSState.stencilMask = 0;
1564 glDSState.stencilFail = GL_REPLACE;
1565 glDSState.stencilPassDepthFail = GL_REPLACE;
1566 glDSState.stencilPassDepthPass = GL_REPLACE;
1567 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1568 glDSState.stencilBackFunc = GL_ALWAYS;
1569 glDSState.stencilBackMask = 0;
1570 glDSState.stencilBackFail = GL_REPLACE;
1571 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1572 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1573 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1574
1575 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1576
1577 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1578
1579 // Prepare the blend state to use a write mask if the color buffer should be cleared
1580 gl::BlendState glBlendState;
1581 glBlendState.blend = false;
1582 glBlendState.sourceBlendRGB = GL_ONE;
1583 glBlendState.destBlendRGB = GL_ZERO;
1584 glBlendState.sourceBlendAlpha = GL_ONE;
1585 glBlendState.destBlendAlpha = GL_ZERO;
1586 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1587 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1588 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1589 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1590 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1591 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1592 glBlendState.sampleAlphaToCoverage = false;
1593 glBlendState.dither = false;
1594
1595 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1596 static const UINT sampleMask = 0xFFFFFFFF;
1597
1598 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1599
1600 // Set the vertices
1601 D3D11_MAPPED_SUBRESOURCE mappedResource;
1602 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1603 if (FAILED(result))
1604 {
1605 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1606 return;
1607 }
1608
1609 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1610
1611 float depthClear = gl::clamp01(clearParams.depthClearValue);
1612 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1613 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1614 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1615 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1616
1617 mDeviceContext->Unmap(mClearVB, 0);
1618
1619 // Apply state
1620 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1621 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1622 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1623
1624 // Apply shaders
1625 mDeviceContext->IASetInputLayout(mClearIL);
1626 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1627 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
1628
1629 // Apply vertex buffer
1630 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1631 static UINT startIdx = 0;
1632 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1633 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1634
1635 // Draw the clear quad
1636 mDeviceContext->Draw(4, 0);
1637
1638 // Clean up
1639 markAllStateDirty();
1640}
1641
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001642void Renderer11::markAllStateDirty()
1643{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001644 mAppliedRenderTargetSerial = 0;
1645 mAppliedDepthbufferSerial = 0;
1646 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001647 mDepthStencilInitialized = false;
1648 mRenderTargetDescInitialized = false;
1649
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001650 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001651 {
1652 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001653 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001654 }
1655 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1656 {
1657 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001658 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001659 }
1660
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001661 mForceSetBlendState = true;
1662 mForceSetRasterState = true;
1663 mForceSetDepthStencilState = true;
1664 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001665 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001666
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001667 mAppliedIBSerial = 0;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001668 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001669 mAppliedIBOffset = 0;
1670
daniel@transgaming.come4991412012-12-20 20:55:34 +00001671 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001672 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1673 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001674}
1675
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001676void Renderer11::releaseDeviceResources()
1677{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001678 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001679 mInputLayoutCache.clear();
1680
1681 delete mVertexDataManager;
1682 mVertexDataManager = NULL;
1683
1684 delete mIndexDataManager;
1685 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001686
1687 delete mLineLoopIB;
1688 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001689
1690 delete mTriangleFanIB;
1691 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001692
1693 if (mCopyVB)
1694 {
1695 mCopyVB->Release();
1696 mCopyVB = NULL;
1697 }
1698
1699 if (mCopySampler)
1700 {
1701 mCopySampler->Release();
1702 mCopySampler = NULL;
1703 }
1704
1705 if (mCopyIL)
1706 {
1707 mCopyIL->Release();
1708 mCopyIL = NULL;
1709 }
1710
1711 if (mCopyVS)
1712 {
1713 mCopyVS->Release();
1714 mCopyVS = NULL;
1715 }
1716
1717 if (mCopyRGBAPS)
1718 {
1719 mCopyRGBAPS->Release();
1720 mCopyRGBAPS = NULL;
1721 }
1722
1723 if (mCopyRGBPS)
1724 {
1725 mCopyRGBPS->Release();
1726 mCopyRGBPS = NULL;
1727 }
1728
1729 if (mCopyLumPS)
1730 {
1731 mCopyLumPS->Release();
1732 mCopyLumPS = NULL;
1733 }
1734
1735 if (mCopyLumAlphaPS)
1736 {
1737 mCopyLumAlphaPS->Release();
1738 mCopyLumAlphaPS = NULL;
1739 }
1740
1741 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001742
1743 if (mClearVB)
1744 {
1745 mClearVB->Release();
1746 mClearVB = NULL;
1747 }
1748
1749 if (mClearIL)
1750 {
1751 mClearIL->Release();
1752 mClearIL = NULL;
1753 }
1754
1755 if (mClearVS)
1756 {
1757 mClearVS->Release();
1758 mClearVS = NULL;
1759 }
1760
1761 if (mClearPS)
1762 {
1763 mClearPS->Release();
1764 mClearPS = NULL;
1765 }
1766
1767 if (mClearScissorRS)
1768 {
1769 mClearScissorRS->Release();
1770 mClearScissorRS = NULL;
1771 }
1772
1773 if (mClearNoScissorRS)
1774 {
1775 mClearNoScissorRS->Release();
1776 mClearNoScissorRS = NULL;
1777 }
1778
1779 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001780
1781 if (mDriverConstantBufferVS)
1782 {
1783 mDriverConstantBufferVS->Release();
1784 mDriverConstantBufferVS = NULL;
1785 }
1786
1787 if (mDriverConstantBufferPS)
1788 {
1789 mDriverConstantBufferPS->Release();
1790 mDriverConstantBufferPS = NULL;
1791 }
daniel@transgaming.combdf787f2013-02-01 03:20:36 +00001792
1793 if (mSyncQuery)
1794 {
1795 mSyncQuery->Release();
1796 mSyncQuery = NULL;
1797 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001798}
1799
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001800void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001801{
1802 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001803 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001804}
1805
1806bool Renderer11::isDeviceLost()
1807{
1808 return mDeviceLost;
1809}
1810
1811// set notify to true to broadcast a message to all contexts of the device loss
1812bool Renderer11::testDeviceLost(bool notify)
1813{
1814 bool isLost = false;
1815
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001816 // GetRemovedReason is used to test if the device is removed
1817 HRESULT result = mDevice->GetDeviceRemovedReason();
1818 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001819
1820 if (isLost)
1821 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001822 // Log error if this is a new device lost event
1823 if (mDeviceLost == false)
1824 {
1825 ERR("The D3D11 device was removed: 0x%08X", result);
1826 }
1827
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001828 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001829 // we'll probably get this done again by notifyDeviceLost
1830 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001831 // Note that we don't want to clear the device loss status here
1832 // -- this needs to be done by resetDevice
1833 mDeviceLost = true;
1834 if (notify)
1835 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001836 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001837 }
1838 }
1839
1840 return isLost;
1841}
1842
1843bool Renderer11::testDeviceResettable()
1844{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001845 // determine if the device is resettable by creating a dummy device
1846 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001847
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001848 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001849 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001850 return false;
1851 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001852
1853 D3D_FEATURE_LEVEL featureLevel[] =
1854 {
1855 D3D_FEATURE_LEVEL_11_0,
1856 D3D_FEATURE_LEVEL_10_1,
1857 D3D_FEATURE_LEVEL_10_0,
1858 };
1859
1860 ID3D11Device* dummyDevice;
1861 D3D_FEATURE_LEVEL dummyFeatureLevel;
1862 ID3D11DeviceContext* dummyContext;
1863
1864 HRESULT result = D3D11CreateDevice(NULL,
1865 D3D_DRIVER_TYPE_HARDWARE,
1866 NULL,
1867 #if defined(_DEBUG)
1868 D3D11_CREATE_DEVICE_DEBUG,
1869 #else
1870 0,
1871 #endif
1872 featureLevel,
1873 sizeof(featureLevel)/sizeof(featureLevel[0]),
1874 D3D11_SDK_VERSION,
1875 &dummyDevice,
1876 &dummyFeatureLevel,
1877 &dummyContext);
1878
1879 if (!mDevice || FAILED(result))
1880 {
1881 return false;
1882 }
1883
1884 dummyContext->Release();
1885 dummyDevice->Release();
1886
1887 return true;
1888}
1889
1890void Renderer11::release()
1891{
1892 releaseDeviceResources();
1893
1894 if (mDxgiFactory)
1895 {
1896 mDxgiFactory->Release();
1897 mDxgiFactory = NULL;
1898 }
1899
1900 if (mDxgiAdapter)
1901 {
1902 mDxgiAdapter->Release();
1903 mDxgiAdapter = NULL;
1904 }
1905
1906 if (mDeviceContext)
1907 {
1908 mDeviceContext->ClearState();
1909 mDeviceContext->Flush();
1910 mDeviceContext->Release();
1911 mDeviceContext = NULL;
1912 }
1913
1914 if (mDevice)
1915 {
1916 mDevice->Release();
1917 mDevice = NULL;
1918 }
1919
1920 if (mD3d11Module)
1921 {
1922 FreeLibrary(mD3d11Module);
1923 mD3d11Module = NULL;
1924 }
1925
1926 if (mDxgiModule)
1927 {
1928 FreeLibrary(mDxgiModule);
1929 mDxgiModule = NULL;
1930 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001931}
1932
1933bool Renderer11::resetDevice()
1934{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001935 // recreate everything
1936 release();
1937 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001938
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001939 if (result != EGL_SUCCESS)
1940 {
1941 ERR("Could not reinitialize D3D11 device: %08X", result);
1942 return false;
1943 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001944
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001945 mDeviceLost = false;
1946
1947 return true;
1948}
1949
1950DWORD Renderer11::getAdapterVendor() const
1951{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001952 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001953}
1954
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001955std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001956{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001957 std::ostringstream rendererString;
1958
1959 rendererString << mDescription;
1960 rendererString << " Direct3D11";
1961
1962 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1963 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1964
1965 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001966}
1967
1968GUID Renderer11::getAdapterIdentifier() const
1969{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00001970 // Use the adapter LUID as our adapter ID
1971 // This number is local to a machine is only guaranteed to be unique between restarts
1972 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
1973 GUID adapterId = {0};
1974 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
1975 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001976}
1977
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00001978bool Renderer11::getBGRATextureSupport() const
1979{
1980 return mBGRATextureSupport;
1981}
1982
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001983bool Renderer11::getDXT1TextureSupport()
1984{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00001985 return mDXT1TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001986}
1987
1988bool Renderer11::getDXT3TextureSupport()
1989{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00001990 return mDXT3TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001991}
1992
1993bool Renderer11::getDXT5TextureSupport()
1994{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00001995 return mDXT5TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001996}
1997
1998bool Renderer11::getDepthTextureSupport() const
1999{
2000 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002001 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002002 return false;
2003}
2004
2005bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
2006{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002007 *renderable = mFloat32RenderSupport;
2008 *filtering = mFloat32FilterSupport;
2009 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002010}
2011
2012bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
2013{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002014 *renderable = mFloat16RenderSupport;
2015 *filtering = mFloat16FilterSupport;
2016 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002017}
2018
2019bool Renderer11::getLuminanceTextureSupport()
2020{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002021 return false;
2022}
2023
2024bool Renderer11::getLuminanceAlphaTextureSupport()
2025{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002026 return false;
2027}
2028
2029bool Renderer11::getTextureFilterAnisotropySupport() const
2030{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002031 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002032}
2033
2034float Renderer11::getTextureMaxAnisotropy() const
2035{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002036 switch (mFeatureLevel)
2037 {
2038 case D3D_FEATURE_LEVEL_11_0:
2039 return D3D11_MAX_MAXANISOTROPY;
2040 case D3D_FEATURE_LEVEL_10_1:
2041 case D3D_FEATURE_LEVEL_10_0:
2042 return D3D10_MAX_MAXANISOTROPY;
2043 default: UNREACHABLE();
2044 return 0;
2045 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002046}
2047
2048bool Renderer11::getEventQuerySupport()
2049{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002050 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002051}
2052
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002053Range Renderer11::getViewportBounds() const
2054{
2055 switch (mFeatureLevel)
2056 {
2057 case D3D_FEATURE_LEVEL_11_0:
2058 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2059 case D3D_FEATURE_LEVEL_10_1:
2060 case D3D_FEATURE_LEVEL_10_0:
2061 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2062 default: UNREACHABLE();
2063 return Range(0, 0);
2064 }
2065}
2066
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002067unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002068{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002069 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2070 switch (mFeatureLevel)
2071 {
2072 case D3D_FEATURE_LEVEL_11_0:
2073 case D3D_FEATURE_LEVEL_10_1:
2074 case D3D_FEATURE_LEVEL_10_0:
2075 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2076 default: UNREACHABLE();
2077 return 0;
2078 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002079}
2080
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002081unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2082{
2083 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2084}
2085
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002086int Renderer11::getMaxVertexUniformVectors() const
2087{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002088 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2089 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2090 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002091}
2092
2093int Renderer11::getMaxFragmentUniformVectors() const
2094{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002095 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2096 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2097 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002098}
2099
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002100int Renderer11::getMaxVaryingVectors() const
2101{
2102 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
2103 switch (mFeatureLevel)
2104 {
2105 case D3D_FEATURE_LEVEL_11_0:
2106 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2107 case D3D_FEATURE_LEVEL_10_1:
2108 case D3D_FEATURE_LEVEL_10_0:
2109 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2110 default: UNREACHABLE();
2111 return 0;
2112 }
2113}
2114
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002115bool Renderer11::getNonPower2TextureSupport() const
2116{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002117 switch (mFeatureLevel)
2118 {
2119 case D3D_FEATURE_LEVEL_11_0:
2120 case D3D_FEATURE_LEVEL_10_1:
2121 case D3D_FEATURE_LEVEL_10_0:
2122 return true;
2123 default: UNREACHABLE();
2124 return false;
2125 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002126}
2127
2128bool Renderer11::getOcclusionQuerySupport() const
2129{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002130 switch (mFeatureLevel)
2131 {
2132 case D3D_FEATURE_LEVEL_11_0:
2133 case D3D_FEATURE_LEVEL_10_1:
2134 case D3D_FEATURE_LEVEL_10_0:
2135 return true;
2136 default: UNREACHABLE();
2137 return false;
2138 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002139}
2140
2141bool Renderer11::getInstancingSupport() const
2142{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002143 switch (mFeatureLevel)
2144 {
2145 case D3D_FEATURE_LEVEL_11_0:
2146 case D3D_FEATURE_LEVEL_10_1:
2147 case D3D_FEATURE_LEVEL_10_0:
2148 return true;
2149 default: UNREACHABLE();
2150 return false;
2151 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002152}
2153
2154bool Renderer11::getShareHandleSupport() const
2155{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002156 // We only currently support share handles with BGRA surfaces, because
2157 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002158 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002159 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002160}
2161
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002162bool Renderer11::getDerivativeInstructionSupport() const
2163{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002164 switch (mFeatureLevel)
2165 {
2166 case D3D_FEATURE_LEVEL_11_0:
2167 case D3D_FEATURE_LEVEL_10_1:
2168 case D3D_FEATURE_LEVEL_10_0:
2169 return true;
2170 default: UNREACHABLE();
2171 return false;
2172 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002173}
2174
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002175bool Renderer11::getPostSubBufferSupport() const
2176{
2177 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2178 return false;
2179}
2180
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002181int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002182{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002183 switch (mFeatureLevel)
2184 {
2185 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002186 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002187 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2188 default: UNREACHABLE(); return 0;
2189 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002190}
2191
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002192int Renderer11::getMinorShaderModel() const
2193{
2194 switch (mFeatureLevel)
2195 {
2196 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2197 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2198 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2199 default: UNREACHABLE(); return 0;
2200 }
2201}
2202
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002203float Renderer11::getMaxPointSize() const
2204{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002205 // choose a reasonable maximum. we enforce this in the shader.
2206 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2207 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002208}
2209
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002210int Renderer11::getMaxViewportDimension() const
2211{
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002212 // Maximum viewport size must be at least as large as the largest render buffer (or larger).
2213 // In our case return the maximum texture size, which is the maximum render buffer size.
2214 META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX);
2215 META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX);
2216
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002217 switch (mFeatureLevel)
2218 {
2219 case D3D_FEATURE_LEVEL_11_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002220 return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002221 case D3D_FEATURE_LEVEL_10_1:
2222 case D3D_FEATURE_LEVEL_10_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002223 return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002224 default: UNREACHABLE();
2225 return 0;
2226 }
2227}
2228
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002229int Renderer11::getMaxTextureWidth() const
2230{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002231 switch (mFeatureLevel)
2232 {
2233 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2234 case D3D_FEATURE_LEVEL_10_1:
2235 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2236 default: UNREACHABLE(); return 0;
2237 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002238}
2239
2240int Renderer11::getMaxTextureHeight() const
2241{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002242 switch (mFeatureLevel)
2243 {
2244 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2245 case D3D_FEATURE_LEVEL_10_1:
2246 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2247 default: UNREACHABLE(); return 0;
2248 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002249}
2250
2251bool Renderer11::get32BitIndexSupport() const
2252{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002253 switch (mFeatureLevel)
2254 {
2255 case D3D_FEATURE_LEVEL_11_0:
2256 case D3D_FEATURE_LEVEL_10_1:
2257 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2258 default: UNREACHABLE(); return false;
2259 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002260}
2261
2262int Renderer11::getMinSwapInterval() const
2263{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002264 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002265}
2266
2267int Renderer11::getMaxSwapInterval() const
2268{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002269 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002270}
2271
2272int Renderer11::getMaxSupportedSamples() const
2273{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002274 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002275}
2276
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002277int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2278{
2279 if (requested == 0)
2280 {
2281 return 0;
2282 }
2283
2284 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2285 if (iter != mMultisampleSupportMap.end())
2286 {
2287 const MultisampleSupportInfo& info = iter->second;
2288 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2289 {
2290 if (info.qualityLevels[i] > 0)
2291 {
2292 return i + 1;
2293 }
2294 }
2295 }
2296
2297 return -1;
2298}
2299
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002300bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002301{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002302 if (source && dest)
2303 {
2304 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2305 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2306
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002307 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002308 return true;
2309 }
2310
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002311 return false;
2312}
2313
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002314bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002315{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002316 if (source && dest)
2317 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002318 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2319 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002320
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002321 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002322 return true;
2323 }
2324
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002325 return false;
2326}
2327
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002328bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002329 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002330{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002331 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2332 if (!colorbuffer)
2333 {
2334 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002335 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002336 }
2337
2338 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2339 if (!sourceRenderTarget)
2340 {
2341 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002342 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002343 }
2344
2345 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2346 if (!source)
2347 {
2348 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002349 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002350 }
2351
2352 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2353 if (!storage11)
2354 {
2355 source->Release();
2356 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002357 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002358 }
2359
2360 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2361 if (!destRenderTarget)
2362 {
2363 source->Release();
2364 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002365 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002366 }
2367
2368 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2369 if (!dest)
2370 {
2371 source->Release();
2372 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002373 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002374 }
2375
2376 gl::Rectangle destRect;
2377 destRect.x = xoffset;
2378 destRect.y = yoffset;
2379 destRect.width = sourceRect.width;
2380 destRect.height = sourceRect.height;
2381
2382 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2383 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2384
2385 source->Release();
2386 dest->Release();
2387
2388 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002389}
2390
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002391bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002392 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002393{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002394 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2395 if (!colorbuffer)
2396 {
2397 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002398 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002399 }
2400
2401 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2402 if (!sourceRenderTarget)
2403 {
2404 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002405 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002406 }
2407
2408 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2409 if (!source)
2410 {
2411 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002412 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002413 }
2414
2415 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2416 if (!storage11)
2417 {
2418 source->Release();
2419 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002420 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002421 }
2422
2423 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2424 if (!destRenderTarget)
2425 {
2426 source->Release();
2427 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002428 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002429 }
2430
2431 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2432 if (!dest)
2433 {
2434 source->Release();
2435 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002436 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002437 }
2438
2439 gl::Rectangle destRect;
2440 destRect.x = xoffset;
2441 destRect.y = yoffset;
2442 destRect.width = sourceRect.width;
2443 destRect.height = sourceRect.height;
2444
2445 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2446 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2447
2448 source->Release();
2449 dest->Release();
2450
2451 return ret;
2452}
2453
2454bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2455 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2456{
2457 HRESULT result;
2458
2459 if (!mCopyResourcesInitialized)
2460 {
2461 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2462
2463 D3D11_BUFFER_DESC vbDesc;
2464 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2465 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2466 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2467 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2468 vbDesc.MiscFlags = 0;
2469 vbDesc.StructureByteStride = 0;
2470
2471 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2472 ASSERT(SUCCEEDED(result));
2473 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2474
2475 D3D11_SAMPLER_DESC samplerDesc;
2476 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2477 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2478 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2479 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2480 samplerDesc.MipLODBias = 0.0f;
2481 samplerDesc.MaxAnisotropy = 0;
2482 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2483 samplerDesc.BorderColor[0] = 0.0f;
2484 samplerDesc.BorderColor[1] = 0.0f;
2485 samplerDesc.BorderColor[2] = 0.0f;
2486 samplerDesc.BorderColor[3] = 0.0f;
2487 samplerDesc.MinLOD = 0.0f;
2488 samplerDesc.MaxLOD = 0.0f;
2489
2490 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2491 ASSERT(SUCCEEDED(result));
2492 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2493
2494 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2495 {
2496 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2497 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2498 };
2499
2500 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2501 ASSERT(SUCCEEDED(result));
2502 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2503
2504 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2505 ASSERT(SUCCEEDED(result));
2506 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2507
2508 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2509 ASSERT(SUCCEEDED(result));
2510 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2511
2512 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2513 ASSERT(SUCCEEDED(result));
2514 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2515
2516 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2517 ASSERT(SUCCEEDED(result));
2518 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2519
2520 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2521 ASSERT(SUCCEEDED(result));
2522 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2523
2524 mCopyResourcesInitialized = true;
2525 }
2526
2527 // Verify the source and destination area sizes
2528 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2529 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2530 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2531 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2532 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002533 return gl::error(GL_INVALID_VALUE, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002534 }
2535
2536 // Set vertices
2537 D3D11_MAPPED_SUBRESOURCE mappedResource;
2538 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2539 if (FAILED(result))
2540 {
2541 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002542 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002543 }
2544
2545 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2546
2547 // Create a quad in homogeneous coordinates
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002548 float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00002549 float y1 = ((destHeight - destArea.y - destArea.height) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002550 float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00002551 float y2 = ((destHeight - destArea.y) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002552
2553 float u1 = sourceArea.x / float(sourceWidth);
2554 float v1 = sourceArea.y / float(sourceHeight);
2555 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2556 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2557
2558 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2559 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2560 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2561 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2562
2563 mDeviceContext->Unmap(mCopyVB, 0);
2564
2565 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2566 static UINT startIdx = 0;
2567 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2568
2569 // Apply state
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002570 mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002571 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2572 mDeviceContext->RSSetState(NULL);
2573
2574 // Apply shaders
2575 mDeviceContext->IASetInputLayout(mCopyIL);
2576 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2577 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2578
2579 ID3D11PixelShader *ps = NULL;
2580 switch(destFormat)
2581 {
2582 case GL_RGBA: ps = mCopyRGBAPS; break;
2583 case GL_RGB: ps = mCopyRGBPS; break;
2584 case GL_ALPHA: ps = mCopyRGBAPS; break;
2585 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2586 case GL_LUMINANCE: ps = mCopyLumPS; break;
2587 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2588 default: UNREACHABLE(); ps = NULL; break;
2589 }
2590
2591 mDeviceContext->PSSetShader(ps, NULL, 0);
shannon.woods@transgaming.com28e7ba02013-02-28 23:09:28 +00002592 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002593
2594 // Unset the currently bound shader resource to avoid conflicts
2595 static ID3D11ShaderResourceView *const nullSRV = NULL;
2596 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2597
2598 // Apply render targets
2599 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2600
2601 // Set the viewport
2602 D3D11_VIEWPORT viewport;
2603 viewport.TopLeftX = 0;
2604 viewport.TopLeftY = 0;
2605 viewport.Width = destWidth;
2606 viewport.Height = destHeight;
2607 viewport.MinDepth = 0.0f;
2608 viewport.MaxDepth = 1.0f;
2609 mDeviceContext->RSSetViewports(1, &viewport);
2610
2611 // Apply textures
2612 mDeviceContext->PSSetShaderResources(0, 1, &source);
2613 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2614
2615 // Draw the quad
2616 mDeviceContext->Draw(4, 0);
2617
2618 // Unbind textures and render targets and vertex buffer
2619 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2620
2621 static ID3D11RenderTargetView *const nullRTV = NULL;
2622 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2623
2624 static UINT zero = 0;
2625 static ID3D11Buffer *const nullBuffer = NULL;
2626 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2627
2628 markAllStateDirty();
2629
2630 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002631}
2632
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002633RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2634{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002635 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002636 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002637
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002638 if (depth)
2639 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002640 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002641 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
2642 swapChain11->getDepthStencilTexture(), NULL,
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002643 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002644 }
2645 else
2646 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002647 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002648 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002649 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002650 swapChain11->getRenderTargetShaderResource(),
2651 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002652 }
2653 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002654}
2655
2656RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2657{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002658 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2659 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002660}
2661
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002662ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002663{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002664 ShaderExecutable11 *executable = NULL;
2665
2666 switch (type)
2667 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002668 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002669 {
2670 ID3D11VertexShader *vshader = NULL;
2671 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2672 ASSERT(SUCCEEDED(result));
2673
2674 if (vshader)
2675 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002676 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002677 }
2678 }
2679 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002680 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002681 {
2682 ID3D11PixelShader *pshader = NULL;
2683 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2684 ASSERT(SUCCEEDED(result));
2685
2686 if (pshader)
2687 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002688 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002689 }
2690 }
2691 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002692 case rx::SHADER_GEOMETRY:
2693 {
2694 ID3D11GeometryShader *gshader = NULL;
2695 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2696 ASSERT(SUCCEEDED(result));
2697
2698 if (gshader)
2699 {
2700 executable = new ShaderExecutable11(function, length, gshader);
2701 }
2702 }
2703 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002704 default:
2705 UNREACHABLE();
2706 break;
2707 }
2708
2709 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002710}
2711
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002712ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002713{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002714 const char *profile = NULL;
2715
2716 switch (type)
2717 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002718 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002719 profile = "vs_4_0";
2720 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002721 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002722 profile = "ps_4_0";
2723 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002724 case rx::SHADER_GEOMETRY:
2725 profile = "gs_4_0";
2726 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002727 default:
2728 UNREACHABLE();
2729 return NULL;
2730 }
2731
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00002732 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002733 if (!binary)
2734 return NULL;
2735
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002736 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002737 binary->Release();
2738
2739 return executable;
2740}
2741
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002742VertexBuffer *Renderer11::createVertexBuffer()
2743{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002744 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002745}
2746
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002747IndexBuffer *Renderer11::createIndexBuffer()
2748{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002749 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002750}
2751
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00002752BufferStorage *Renderer11::createBufferStorage()
2753{
2754 return new BufferStorage11(this);
2755}
2756
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002757QueryImpl *Renderer11::createQuery(GLenum type)
2758{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002759 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002760}
2761
2762FenceImpl *Renderer11::createFence()
2763{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002764 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002765}
2766
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002767bool Renderer11::getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
2768{
2769 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2770 if (colorbuffer)
2771 {
2772 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2773 if (renderTarget)
2774 {
2775 *subresourceIndex = renderTarget->getSubresourceIndex();
2776
2777 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2778 if (colorBufferRTV)
2779 {
2780 ID3D11Resource *textureResource = NULL;
2781 colorBufferRTV->GetResource(&textureResource);
2782 colorBufferRTV->Release();
2783
2784 if (textureResource)
2785 {
2786 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2787 textureResource->Release();
2788
2789 if (SUCCEEDED(result))
2790 {
2791 return true;
2792 }
2793 else
2794 {
2795 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2796 "HRESULT: 0x%X.", result);
2797 }
2798 }
2799 }
2800 }
2801 }
2802
2803 return false;
2804}
2805
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002806bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002807 bool blitRenderTarget, bool blitDepthStencil)
2808{
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002809 if (blitRenderTarget && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_RENDERTARGET))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002810 {
2811 return false;
2812 }
2813
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002814 if (blitDepthStencil && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_DEPTHSTENCIL))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002815 {
2816 return false;
2817 }
2818
2819 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002820}
2821
2822void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2823 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2824{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002825 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002826 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002827
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002828 if (getRenderTargetResource(framebuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002829 {
2830 gl::Rectangle area;
2831 area.x = x;
2832 area.y = y;
2833 area.width = width;
2834 area.height = height;
2835
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002836 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2837 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002838
2839 colorBufferTexture->Release();
2840 colorBufferTexture = NULL;
2841 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002842}
2843
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002844Image *Renderer11::createImage()
2845{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002846 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002847}
2848
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002849void Renderer11::generateMipmap(Image *dest, Image *src)
2850{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002851 Image11 *dest11 = Image11::makeImage11(dest);
2852 Image11 *src11 = Image11::makeImage11(src);
2853 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002854}
2855
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002856TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2857{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002858 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2859 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002860}
2861
2862TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2863{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002864 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002865}
2866
2867TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2868{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002869 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002870}
2871
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002872static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2873{
2874 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2875 destFormat == GL_ALPHA &&
2876 destType == GL_UNSIGNED_BYTE)
2877 {
2878 return 1;
2879 }
2880 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2881 destFormat == GL_RGBA &&
2882 destType == GL_UNSIGNED_BYTE)
2883 {
2884 return 4;
2885 }
2886 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2887 destFormat == GL_BGRA_EXT &&
2888 destType == GL_UNSIGNED_BYTE)
2889 {
2890 return 4;
2891 }
2892 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2893 destFormat == GL_RGBA &&
2894 destType == GL_HALF_FLOAT_OES)
2895 {
2896 return 8;
2897 }
2898 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2899 destFormat == GL_RGB &&
2900 destType == GL_FLOAT)
2901 {
2902 return 12;
2903 }
2904 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2905 destFormat == GL_RGBA &&
2906 destType == GL_FLOAT)
2907 {
2908 return 16;
2909 }
2910 else
2911 {
2912 return 0;
2913 }
2914}
2915
2916static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2917 unsigned int y, int inputPitch, gl::Color *outColor)
2918{
2919 switch (format)
2920 {
2921 case DXGI_FORMAT_R8G8B8A8_UNORM:
2922 {
2923 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00002924 outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
2925 outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
2926 outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
2927 outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002928 }
2929 break;
2930
2931 case DXGI_FORMAT_A8_UNORM:
2932 {
2933 outColor->red = 0.0f;
2934 outColor->green = 0.0f;
2935 outColor->blue = 0.0f;
2936 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
2937 }
2938 break;
2939
2940 case DXGI_FORMAT_R32G32B32A32_FLOAT:
2941 {
2942 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
2943 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
2944 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
2945 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
2946 }
2947 break;
2948
2949 case DXGI_FORMAT_R32G32B32_FLOAT:
2950 {
2951 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
2952 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
2953 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
2954 outColor->alpha = 1.0f;
2955 }
2956 break;
2957
2958 case DXGI_FORMAT_R16G16B16A16_FLOAT:
2959 {
2960 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
2961 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
2962 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
2963 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
2964 }
2965 break;
2966
2967 case DXGI_FORMAT_B8G8R8A8_UNORM:
2968 {
2969 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00002970 outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
2971 outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
2972 outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
2973 outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002974 }
2975 break;
2976
2977 case DXGI_FORMAT_R8_UNORM:
2978 {
2979 outColor->red = *(data + x + y * inputPitch) / 255.0f;
2980 outColor->green = 0.0f;
2981 outColor->blue = 0.0f;
2982 outColor->alpha = 1.0f;
2983 }
2984 break;
2985
2986 case DXGI_FORMAT_R8G8_UNORM:
2987 {
2988 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
2989
2990 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
2991 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
2992 outColor->blue = 0.0f;
2993 outColor->alpha = 1.0f;
2994 }
2995 break;
2996
2997 case DXGI_FORMAT_R16_FLOAT:
2998 {
2999 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
3000 outColor->green = 0.0f;
3001 outColor->blue = 0.0f;
3002 outColor->alpha = 1.0f;
3003 }
3004 break;
3005
3006 case DXGI_FORMAT_R16G16_FLOAT:
3007 {
3008 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
3009 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
3010 outColor->blue = 0.0f;
3011 outColor->alpha = 1.0f;
3012 }
3013 break;
3014
3015 default:
3016 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
3017 UNIMPLEMENTED();
3018 break;
3019 }
3020}
3021
3022static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
3023 unsigned int y, int outputPitch, void *outData)
3024{
3025 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
3026 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
3027
3028 switch (format)
3029 {
3030 case GL_RGBA:
3031 switch (type)
3032 {
3033 case GL_UNSIGNED_BYTE:
3034 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3035 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3036 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3037 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3038 break;
3039
3040 default:
3041 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
3042 UNIMPLEMENTED();
3043 break;
3044 }
3045 break;
3046
3047 case GL_BGRA_EXT:
3048 switch (type)
3049 {
3050 case GL_UNSIGNED_BYTE:
3051 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3052 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3053 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
3054 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3055 break;
3056
3057 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
3058 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3059 // this type is packed as follows:
3060 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3061 // --------------------------------------------------------------------------------
3062 // | 4th | 3rd | 2nd | 1st component |
3063 // --------------------------------------------------------------------------------
3064 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3065 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3066 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
3067 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
3068 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
3069 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
3070 break;
3071
3072 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
3073 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3074 // this type is packed as follows:
3075 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3076 // --------------------------------------------------------------------------------
3077 // | 4th | 3rd | 2nd | 1st component |
3078 // --------------------------------------------------------------------------------
3079 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3080 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3081 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
3082 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
3083 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
3084 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
3085 break;
3086
3087 default:
3088 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
3089 UNIMPLEMENTED();
3090 break;
3091 }
3092 break;
3093
3094 case GL_RGB:
3095 switch (type)
3096 {
3097 case GL_UNSIGNED_SHORT_5_6_5:
3098 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3099 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
3100 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
3101 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
3102 break;
3103
3104 case GL_UNSIGNED_BYTE:
3105 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3106 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3107 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3108 break;
3109
3110 default:
3111 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
3112 UNIMPLEMENTED();
3113 break;
3114 }
3115 break;
3116
3117 default:
3118 ERR("WritePixelColor not implemented for format 0x%X.", format);
3119 UNIMPLEMENTED();
3120 break;
3121 }
3122}
3123
3124void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3125 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3126 GLint packAlignment, void *pixels)
3127{
3128 D3D11_TEXTURE2D_DESC textureDesc;
3129 texture->GetDesc(&textureDesc);
3130
3131 D3D11_TEXTURE2D_DESC stagingDesc;
3132 stagingDesc.Width = area.width;
3133 stagingDesc.Height = area.height;
3134 stagingDesc.MipLevels = 1;
3135 stagingDesc.ArraySize = 1;
3136 stagingDesc.Format = textureDesc.Format;
3137 stagingDesc.SampleDesc.Count = 1;
3138 stagingDesc.SampleDesc.Quality = 0;
3139 stagingDesc.Usage = D3D11_USAGE_STAGING;
3140 stagingDesc.BindFlags = 0;
3141 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3142 stagingDesc.MiscFlags = 0;
3143
3144 ID3D11Texture2D* stagingTex = NULL;
3145 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3146 if (FAILED(result))
3147 {
3148 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3149 return;
3150 }
3151
3152 ID3D11Texture2D* srcTex = NULL;
3153 if (textureDesc.SampleDesc.Count > 1)
3154 {
3155 D3D11_TEXTURE2D_DESC resolveDesc;
3156 resolveDesc.Width = textureDesc.Width;
3157 resolveDesc.Height = textureDesc.Height;
3158 resolveDesc.MipLevels = 1;
3159 resolveDesc.ArraySize = 1;
3160 resolveDesc.Format = textureDesc.Format;
3161 resolveDesc.SampleDesc.Count = 1;
3162 resolveDesc.SampleDesc.Quality = 0;
3163 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3164 resolveDesc.BindFlags = 0;
3165 resolveDesc.CPUAccessFlags = 0;
3166 resolveDesc.MiscFlags = 0;
3167
3168 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3169 if (FAILED(result))
3170 {
3171 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
3172 stagingTex->Release();
3173 return;
3174 }
3175
3176 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3177 subResource = 0;
3178 }
3179 else
3180 {
3181 srcTex = texture;
3182 srcTex->AddRef();
3183 }
3184
3185 D3D11_BOX srcBox;
3186 srcBox.left = area.x;
3187 srcBox.right = area.x + area.width;
3188 srcBox.top = area.y;
3189 srcBox.bottom = area.y + area.height;
3190 srcBox.front = 0;
3191 srcBox.back = 1;
3192
3193 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3194
3195 srcTex->Release();
3196 srcTex = NULL;
3197
3198 D3D11_MAPPED_SUBRESOURCE mapping;
3199 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3200
3201 unsigned char *source;
3202 int inputPitch;
3203 if (packReverseRowOrder)
3204 {
3205 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3206 inputPitch = -static_cast<int>(mapping.RowPitch);
3207 }
3208 else
3209 {
3210 source = static_cast<unsigned char*>(mapping.pData);
3211 inputPitch = static_cast<int>(mapping.RowPitch);
3212 }
3213
3214 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
3215 if (fastPixelSize != 0)
3216 {
3217 unsigned char *dest = static_cast<unsigned char*>(pixels);
3218 for (int j = 0; j < area.height; j++)
3219 {
3220 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
3221 }
3222 }
3223 else
3224 {
3225 gl::Color pixelColor;
3226 for (int j = 0; j < area.height; j++)
3227 {
3228 for (int i = 0; i < area.width; i++)
3229 {
3230 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3231 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3232 }
3233 }
3234 }
3235
3236 mDeviceContext->Unmap(stagingTex, 0);
3237
3238 stagingTex->Release();
3239 stagingTex = NULL;
3240}
3241
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003242bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget,
3243 const gl::Rectangle &drawRect, BlitTarget target)
3244{
3245 ASSERT(readRect.width == drawRect.width && readRect.height == drawRect.height);
3246
3247 gl::Renderbuffer *readBuffer = NULL;
3248 switch (target)
3249 {
3250 case BLIT_RENDERTARGET:
3251 readBuffer = readTarget->getColorbuffer();
3252 break;
3253 case BLIT_DEPTHSTENCIL:
3254 readBuffer = readTarget->getDepthOrStencilbuffer();
3255 break;
3256 default: UNREACHABLE();
3257 }
3258 if (!readBuffer)
3259 {
3260 ERR("Failed to retrieve the color buffer from the read target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003261 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003262 }
3263
3264 RenderTarget11 *sourceRenderTarget = NULL;
3265 switch (target)
3266 {
3267 case BLIT_RENDERTARGET:
3268 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getRenderTarget());
3269 break;
3270 case BLIT_DEPTHSTENCIL:
3271 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getDepthStencil());
3272 break;
3273 default: UNREACHABLE();
3274 }
3275 if (!sourceRenderTarget)
3276 {
3277 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003278 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003279 }
3280
3281 ID3D11Texture2D *source = NULL;
3282 unsigned int sourceSubresource = 0;
3283 if (sourceRenderTarget->getSamples() > 0)
3284 {
3285 ID3D11Texture2D *unresolvedTexture = sourceRenderTarget->getTexture();
3286
3287 source = resolveMultisampledTexture(unresolvedTexture, sourceRenderTarget->getSubresourceIndex());
3288 sourceSubresource = 0;
3289
3290 unresolvedTexture->Release();
3291 }
3292 else
3293 {
3294 source = sourceRenderTarget->getTexture();
3295 sourceSubresource = sourceRenderTarget->getSubresourceIndex();
3296 }
3297
3298 if (!source)
3299 {
3300 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003301 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003302 }
3303
3304
3305 gl::Renderbuffer *drawBuffer = NULL;
3306 switch (target)
3307 {
3308 case BLIT_RENDERTARGET:
3309 drawBuffer = drawTarget->getColorbuffer();
3310 break;
3311 case BLIT_DEPTHSTENCIL:
3312 drawBuffer = drawTarget->getDepthOrStencilbuffer();
3313 break;
3314 default: UNREACHABLE();
3315 }
3316 if (!drawBuffer)
3317 {
3318 source->Release();
3319 ERR("Failed to retrieve the color buffer from the draw buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003320 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003321 }
3322
3323 RenderTarget11 *drawRenderTarget = NULL;
3324 switch (target)
3325 {
3326 case BLIT_RENDERTARGET:
3327 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getRenderTarget());
3328 break;
3329 case BLIT_DEPTHSTENCIL:
3330 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getDepthStencil());
3331 break;
3332 default: UNREACHABLE();
3333 }
3334 if (!drawRenderTarget)
3335 {
3336 source->Release();
3337 ERR("Failed to retrieve the render target from the render buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003338 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003339 }
3340
3341 ID3D11Texture2D *dest = drawRenderTarget->getTexture();
3342 unsigned int destSubresource = drawRenderTarget->getSubresourceIndex();
3343
3344 D3D11_BOX srcBox;
3345 srcBox.left = readRect.x;
3346 srcBox.right = readRect.x + readRect.width;
3347 srcBox.top = readRect.y;
3348 srcBox.bottom = readRect.y + readRect.height;
3349 srcBox.front = 0;
3350 srcBox.back = 1;
3351
3352 mDeviceContext->CopySubresourceRegion(dest, destSubresource, drawRect.x, drawRect.y, 0,
3353 source, sourceSubresource, &srcBox);
3354
3355 source->Release();
3356 dest->Release();
3357
3358 return true;
3359}
3360
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003361ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3362{
3363 D3D11_TEXTURE2D_DESC textureDesc;
3364 source->GetDesc(&textureDesc);
3365
3366 if (textureDesc.SampleDesc.Count > 1)
3367 {
3368 D3D11_TEXTURE2D_DESC resolveDesc;
3369 resolveDesc.Width = textureDesc.Width;
3370 resolveDesc.Height = textureDesc.Height;
3371 resolveDesc.MipLevels = 1;
3372 resolveDesc.ArraySize = 1;
3373 resolveDesc.Format = textureDesc.Format;
3374 resolveDesc.SampleDesc.Count = 1;
3375 resolveDesc.SampleDesc.Quality = 0;
3376 resolveDesc.Usage = textureDesc.Usage;
3377 resolveDesc.BindFlags = textureDesc.BindFlags;
3378 resolveDesc.CPUAccessFlags = 0;
3379 resolveDesc.MiscFlags = 0;
3380
3381 ID3D11Texture2D *resolveTexture = NULL;
3382 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3383 if (FAILED(result))
3384 {
3385 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3386 return NULL;
3387 }
3388
3389 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3390 return resolveTexture;
3391 }
3392 else
3393 {
3394 source->AddRef();
3395 return source;
3396 }
3397}
3398
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003399}