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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
2// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000013#include "libGLESv2/Program.h"
14#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000015#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000016#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000017#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000018#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000019#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000020#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000021
22#include "libEGL/Config.h"
23#include "libEGL/Display.h"
24
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +000025#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
26#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3
27#endif
28
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000029namespace rx
30{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000031static const DXGI_FORMAT RenderTargetFormats[] =
32 {
33 DXGI_FORMAT_R8G8B8A8_UNORM
34 };
35
36static const DXGI_FORMAT DepthStencilFormats[] =
37 {
38 DXGI_FORMAT_D24_UNORM_S8_UINT
39 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000040
41Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
42{
43 mD3d11Module = NULL;
44 mDxgiModule = NULL;
daniel@transgaming.com04af90f2012-11-28 21:03:09 +000045 mD3dCompilerModule = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000046
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000047 mDeviceLost = false;
48
daniel@transgaming.com25072f62012-11-28 19:31:32 +000049 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000050 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000051 mDxgiAdapter = NULL;
52 mDxgiFactory = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000053}
54
55Renderer11::~Renderer11()
56{
57 releaseDeviceResources();
58
daniel@transgaming.com65e65372012-11-28 19:33:50 +000059 if (mDxgiFactory)
60 {
61 mDxgiFactory->Release();
62 mDxgiFactory = NULL;
63 }
64
65 if (mDxgiAdapter)
66 {
67 mDxgiAdapter->Release();
68 mDxgiAdapter = NULL;
69 }
70
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000071 if (mDeviceContext)
72 {
73 mDeviceContext->Release();
74 mDeviceContext = NULL;
75 }
76
daniel@transgaming.com25072f62012-11-28 19:31:32 +000077 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000078 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +000079 mDevice->Release();
80 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000081 }
82
83 if (mD3d11Module)
84 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000085 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000086 mD3d11Module = NULL;
87 }
88
89 if (mDxgiModule)
90 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000091 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000092 mDxgiModule = NULL;
93 }
daniel@transgaming.com04af90f2012-11-28 21:03:09 +000094
95 if (mD3dCompilerModule)
96 {
97 FreeLibrary(mD3dCompilerModule);
98 mD3dCompilerModule = NULL;
99 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000100}
101
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000102Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
103{
104 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
105 return static_cast<rx::Renderer11*>(renderer);
106}
107
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000108EGLint Renderer11::initialize()
109{
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000110 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
111 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000112
113 if (mD3d11Module == NULL || mDxgiModule == NULL)
114 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000115 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000116 return EGL_NOT_INITIALIZED;
117 }
118
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000119 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000120
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000121 if (D3D11CreateDevice == NULL)
122 {
123 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
124 return EGL_NOT_INITIALIZED;
125 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000126
127 D3D_FEATURE_LEVEL featureLevel[] =
128 {
129 D3D_FEATURE_LEVEL_11_0,
130 D3D_FEATURE_LEVEL_10_1,
131 D3D_FEATURE_LEVEL_10_0,
132 };
133
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000134 HRESULT result = D3D11CreateDevice(NULL,
135 D3D_DRIVER_TYPE_HARDWARE,
136 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000137 #if defined(_DEBUG)
138 D3D11_CREATE_DEVICE_DEBUG,
139 #else
140 0,
141 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000142 featureLevel,
143 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000144 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000145 &mDevice,
146 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000147 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000148
149 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000150 {
151 ERR("Could not create D3D11 device - aborting!\n");
152 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
153 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000154
155 IDXGIDevice *dxgiDevice = NULL;
156 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
157
158 if (FAILED(result))
159 {
160 ERR("Could not query DXGI device - aborting!\n");
161 return EGL_NOT_INITIALIZED;
162 }
163
164 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
165
166 if (FAILED(result))
167 {
168 ERR("Could not retrieve DXGI adapter - aborting!\n");
169 return EGL_NOT_INITIALIZED;
170 }
171
172 dxgiDevice->Release();
173
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000174 mDxgiAdapter->GetDesc(&mAdapterDescription);
175 memset(mDescription, 0, sizeof(mDescription));
176 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
177
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000178 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
179
180 if (!mDxgiFactory || FAILED(result))
181 {
182 ERR("Could not create DXGI factory - aborting!\n");
183 return EGL_NOT_INITIALIZED;
184 }
185
daniel@transgaming.com04af90f2012-11-28 21:03:09 +0000186#if defined(ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES)
187 // Find a D3DCompiler module that had already been loaded based on a predefined list of versions.
188 static TCHAR* d3dCompilerNames[] = ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES;
189
190 for (int i = 0; i < sizeof(d3dCompilerNames) / sizeof(*d3dCompilerNames); ++i)
191 {
192 if (GetModuleHandleEx(0, d3dCompilerNames[i], &mD3dCompilerModule))
193 {
194 break;
195 }
196 }
197#else
198 // Load the version of the D3DCompiler DLL associated with the Direct3D version ANGLE was built with.
199 mD3dCompilerModule = LoadLibrary(D3DCOMPILER_DLL);
200#endif // ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES
201
202 if (!mD3dCompilerModule)
203 {
204 terminate();
205 return false;
206 }
207
208 mD3DCompileFunc = reinterpret_cast<pD3DCompile>(GetProcAddress(mD3dCompilerModule, "D3DCompile"));
209 ASSERT(mD3DCompileFunc);
210
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000211 initializeDevice();
212
213 return EGL_SUCCESS;
214}
215
216// do any one-time device initialization
217// NOTE: this is also needed after a device lost/reset
218// to reset the scene status and ensure the default states are reset.
219void Renderer11::initializeDevice()
220{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000221 mStateCache.initialize(mDevice);
222
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000223 markAllStateDirty();
224
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000225 // Permanent non-default states
226 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000227 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000228}
229
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000230int Renderer11::generateConfigs(ConfigDesc **configDescList)
231{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000232 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
233 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000234 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
235 int numConfigs = 0;
236
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000237 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000238 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000239 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000240 {
241 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
242
243 UINT formatSupport = 0;
244 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
245
246 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
247 {
248 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
249
250 UINT formatSupport = 0;
251 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
252
253 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
254 {
255 ConfigDesc newConfig;
256 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
257 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
258 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
259 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
260
261 (*configDescList)[numConfigs++] = newConfig;
262 }
263 }
264 }
265 }
266
267 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000268}
269
270void Renderer11::deleteConfigs(ConfigDesc *configDescList)
271{
272 delete [] (configDescList);
273}
274
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000275void Renderer11::sync(bool block)
276{
277 // TODO
278 UNIMPLEMENTED();
279}
280
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000281SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
282{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000283 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000284}
285
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000286void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
287{
288 // TODO
289 UNIMPLEMENTED();
290}
291
292void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
293{
294 // TODO
295 UNIMPLEMENTED();
296}
297
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000298void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000299{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000300 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000301 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000302 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000303 if (!dxRasterState)
304 {
305 ERR("NULL blend state returned by RenderStateCache::getRasterizerState, setting the "
306 "rasterizer state.");
307 }
308
309 mDeviceContext->RSSetState(dxRasterState);
310
311 if (dxRasterState)
312 {
313 dxRasterState->Release();
314 }
315 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000316 }
317
318 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000319}
320
321void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
322 unsigned int sampleMask)
323{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000324 if (mForceSetBlendState ||
325 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
326 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
327 sampleMask != mCurSampleMask)
328 {
329 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
330 if (!dxBlendState)
331 {
332 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
333 "blend state.");
334 }
335
336 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
337 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
338
339 if (dxBlendState)
340 {
341 dxBlendState->Release();
342 }
343 mCurBlendState = blendState;
344 mCurBlendColor = blendColor;
345 mCurSampleMask = sampleMask;
346 }
347
348 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000349}
350
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000351void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000352 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000353{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000354 if (mForceSetDepthStencilState ||
355 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
356 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
357 {
358 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
359 stencilRef != stencilBackRef ||
360 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
361 {
362 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
363 "invalid under WebGL.");
364 return error(GL_INVALID_OPERATION);
365 }
366
367 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
368 if (!dxDepthStencilState)
369 {
370 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
371 "setting the default depth stencil state.");
372 }
373
374 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
375
376 if (dxDepthStencilState)
377 {
378 dxDepthStencilState->Release();
379 }
380 mCurDepthStencilState = depthStencilState;
381 mCurStencilRef = stencilRef;
382 mCurStencilBackRef = stencilBackRef;
383 }
384
385 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000386}
387
daniel@transgaming.com04f1b332012-11-28 21:00:40 +0000388void Renderer11::setScissorRectangle(const gl::Rectangle &scissor)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000389{
daniel@transgaming.com04f1b332012-11-28 21:00:40 +0000390 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000391 {
392 D3D11_RECT rect;
daniel@transgaming.com04f1b332012-11-28 21:00:40 +0000393 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
394 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
395 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
396 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000397
398 mDeviceContext->RSSetScissorRects(1, &rect);
399
400 mCurScissor = scissor;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000401 }
402
403 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000404}
405
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000406bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, bool ignoreViewport,
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000407 gl::ProgramBinary *currentProgram, bool forceSetUniforms)
408{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000409 gl::Rectangle actualViewport = viewport;
410 float actualZNear = gl::clamp01(zNear);
411 float actualZFar = gl::clamp01(zFar);
412 if (ignoreViewport)
413 {
414 actualViewport.x = 0;
415 actualViewport.y = 0;
416 actualViewport.width = mRenderTargetDesc.width;
417 actualViewport.height = mRenderTargetDesc.height;
418 actualZNear = 0.0f;
419 actualZFar = 1.0f;
420 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000421
422 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000423 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
424 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
425 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
426 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
427 dxViewport.MinDepth = actualZNear;
428 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000429
430 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
431 {
432 return false; // Nothing to render
433 }
434
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000435 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
436 actualZNear != mCurNear || actualZFar != mCurFar;
437
daniel@transgaming.com53670042012-11-28 20:55:51 +0000438 if (viewportChanged)
439 {
440 mDeviceContext->RSSetViewports(1, &dxViewport);
441
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000442 mCurViewport = actualViewport;
443 mCurNear = actualZNear;
444 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000445 }
446
447 if (currentProgram && (viewportChanged || forceSetUniforms))
448 {
449 GLint halfPixelSize = currentProgram->getDxHalfPixelSizeLocation();
450 GLfloat xy[2] = { 0.0f, 0.0f };
451 currentProgram->setUniform2fv(halfPixelSize, 1, xy);
452
453 // These values are used for computing gl_FragCoord in Program::linkVaryings().
454 GLint coord = currentProgram->getDxCoordLocation();
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000455 GLfloat whxy[4] = { actualViewport.width * 0.5f,
456 actualViewport.height * 0.5f,
457 actualViewport.x + (actualViewport.width * 0.5f),
458 actualViewport.y + (actualViewport.height * 0.5f) };
daniel@transgaming.com53670042012-11-28 20:55:51 +0000459 currentProgram->setUniform4fv(coord, 1, whxy);
460
461 GLint depth = currentProgram->getDxDepthLocation();
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000462 GLfloat dz[2] = { (actualZFar - actualZNear) * 0.5f, (actualZNear + actualZFar) * 0.5f };
daniel@transgaming.com53670042012-11-28 20:55:51 +0000463 currentProgram->setUniform2fv(depth, 1, dz);
464
465 GLint depthRange = currentProgram->getDxDepthRangeLocation();
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000466 GLfloat nearFarDiff[3] = { actualZNear, actualZFar, actualZFar - actualZNear };
daniel@transgaming.com53670042012-11-28 20:55:51 +0000467 currentProgram->setUniform3fv(depthRange, 1, nearFarDiff);
468 }
469
470 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000471 return true;
472}
473
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000474bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
475{
476 // TODO
477 UNIMPLEMENTED();
478
479 return false;
480}
481
482bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000483{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000484 // Get the color render buffer and serial
485 gl::Renderbuffer *renderbufferObject = NULL;
486 unsigned int renderTargetSerial = 0;
487 if (framebuffer->getColorbufferType() != GL_NONE)
488 {
489 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000490
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000491 if (!renderbufferObject)
492 {
493 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000494 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000495 }
496
497 renderTargetSerial = renderbufferObject->getSerial();
498 }
499
500 // Get the depth stencil render buffer and serials
501 gl::Renderbuffer *depthStencil = NULL;
502 unsigned int depthbufferSerial = 0;
503 unsigned int stencilbufferSerial = 0;
504 if (framebuffer->getDepthbufferType() != GL_NONE)
505 {
506 depthStencil = framebuffer->getDepthbuffer();
507 if (!depthStencil)
508 {
509 ERR("Depth stencil pointer unexpectedly null.");
510 return false;
511 }
512
513 depthbufferSerial = depthStencil->getSerial();
514 }
515 else if (framebuffer->getStencilbufferType() != GL_NONE)
516 {
517 depthStencil = framebuffer->getStencilbuffer();
518 if (!depthStencil)
519 {
520 ERR("Depth stencil pointer unexpectedly null.");
521 return false;
522 }
523
524 stencilbufferSerial = depthStencil->getSerial();
525 }
526
527 // Extract the render target dimensions and view
528 unsigned int renderTargetWidth = 0;
529 unsigned int renderTargetHeight = 0;
530 GLenum renderTargetFormat = 0;
531 ID3D11RenderTargetView* framebufferRTV = NULL;
532 if (renderbufferObject)
533 {
534 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
535 if (!renderTarget)
536 {
537 ERR("render target pointer unexpectedly null.");
538 return false;
539 }
540
541 framebufferRTV = renderTarget->getRenderTargetView();
542 if (!framebufferRTV)
543 {
544 ERR("render target view pointer unexpectedly null.");
545 return false;
546 }
547
548 renderTargetWidth = renderbufferObject->getWidth();
549 renderTargetHeight = renderbufferObject->getHeight();
550 renderTargetFormat = renderbufferObject->getActualFormat();
551 }
552
553 // Extract the depth stencil sizes and view
554 unsigned int depthSize = 0;
555 unsigned int stencilSize = 0;
556 ID3D11DepthStencilView* framebufferDSV = NULL;
557 if (depthStencil)
558 {
559 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
560 if (!depthStencilRenderTarget)
561 {
562 ERR("render target pointer unexpectedly null.");
563 if (framebufferRTV)
564 {
565 framebufferRTV->Release();
566 }
567 return false;
568 }
569
570 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
571 if (!framebufferDSV)
572 {
573 ERR("depth stencil view pointer unexpectedly null.");
574 if (framebufferRTV)
575 {
576 framebufferRTV->Release();
577 }
578 return false;
579 }
580
581 // If there is no render buffer, the width, height and format values come from
582 // the depth stencil
583 if (!renderbufferObject)
584 {
585 renderTargetWidth = depthStencil->getWidth();
586 renderTargetHeight = depthStencil->getHeight();
587 renderTargetFormat = depthStencil->getActualFormat();
588 }
589
590 depthSize = depthStencil->getDepthSize();
591 stencilSize = depthStencil->getStencilSize();
592 }
593
594 // Apply the render target and depth stencil
595 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
596 renderTargetSerial != mAppliedRenderTargetSerial ||
597 depthbufferSerial != mAppliedDepthbufferSerial ||
598 stencilbufferSerial != mAppliedStencilbufferSerial)
599 {
600 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
601
602 mRenderTargetDesc.width = renderTargetWidth;
603 mRenderTargetDesc.height = renderTargetHeight;
604 mRenderTargetDesc.format = renderTargetFormat;
605 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
606 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
607
608 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
609 {
610 mCurDepthSize = depthSize;
611 mForceSetRasterState = true;
612 }
613
614 mCurStencilSize = stencilSize;
615
616 mAppliedRenderTargetSerial = renderTargetSerial;
617 mAppliedDepthbufferSerial = depthbufferSerial;
618 mAppliedStencilbufferSerial = stencilbufferSerial;
619 mRenderTargetDescInitialized = true;
620 mDepthStencilInitialized = true;
621 }
622
623 if (framebufferRTV)
624 {
625 framebufferRTV->Release();
626 }
627 if (framebufferDSV)
628 {
629 framebufferDSV->Release();
630 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000631
632 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000633}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000634
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000635GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000636{
637 // TODO
638 UNIMPLEMENTED();
639
640 return GL_OUT_OF_MEMORY;
641}
642
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000643GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, gl::TranslatedIndexData *indexInfo)
644{
645 // TODO
646 UNIMPLEMENTED();
647
648 return GL_OUT_OF_MEMORY;
649}
650
651void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
652{
653 // TODO
654 UNIMPLEMENTED();
655}
656
daniel@transgaming.com97400dd2012-11-28 20:57:00 +0000657void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const gl::TranslatedIndexData &indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000658{
659 // TODO
660 UNIMPLEMENTED();
661}
662
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000663void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
664{
665 // TODO
666 UNIMPLEMENTED();
667}
668
daniel@transgaming.com084a2572012-11-28 20:55:17 +0000669void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000670{
daniel@transgaming.com54e67542012-11-28 21:02:31 +0000671 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
672 {
673 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
674 if (renderbufferObject)
675 {
676 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
677 if (!renderTarget)
678 {
679 ERR("render target pointer unexpectedly null.");
680 return;
681 }
682
683 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
684 if (!framebufferRTV)
685 {
686 ERR("render target view pointer unexpectedly null.");
687 return;
688 }
689
690 if (mCurScissor.x > 0 || mCurScissor.y > 0 ||
691 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
692 mCurScissor.y + mCurScissor.height < renderTarget->getHeight())
693 {
694 // TODO: clearing of subregion of render target
695 UNIMPLEMENTED();
696 }
697
698 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
699 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
700 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
701 clearParams.colorMaskBlue && alphaUnmasked);
702
703 if (needMaskedColorClear)
704 {
705 // TODO: masked color clearing
706 UNIMPLEMENTED();
707 }
708 else
709 {
710 const float clearValues[4] = { clearParams.colorClearValue.red,
711 clearParams.colorClearValue.green,
712 clearParams.colorClearValue.blue,
713 clearParams.colorClearValue.alpha };
714 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
715 }
716
717 framebufferRTV->Release();
718 }
719 }
720 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
721 {
722 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
723 if (renderbufferObject)
724 {
725 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
726 if (!renderTarget)
727 {
728 ERR("render target pointer unexpectedly null.");
729 return;
730 }
731
732 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
733 if (!framebufferDSV)
734 {
735 ERR("depth stencil view pointer unexpectedly null.");
736 return;
737 }
738
739 if (mCurScissor.x > 0 || mCurScissor.y > 0 ||
740 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
741 mCurScissor.y + mCurScissor.height < renderTarget->getHeight())
742 {
743 // TODO: clearing of subregion of depth stencil view
744 UNIMPLEMENTED();
745 }
746
747 unsigned int stencilUnmasked = 0x0;
748 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
749 {
750 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
751 stencilUnmasked = (0x1 << stencilSize) - 1;
752 }
753
754 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
755 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
756
757 if (needMaskedStencilClear)
758 {
759 // TODO: masked clearing of depth stencil
760 UNIMPLEMENTED();
761 }
762 else
763 {
764 UINT clearFlags = 0;
765 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
766 {
767 clearFlags |= D3D11_CLEAR_DEPTH;
768 }
769 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
770 {
771 clearFlags |= D3D11_CLEAR_STENCIL;
772 }
773
774 float depthClear = clearParams.depthClearValue;
775 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
776
777 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
778 }
779
780 framebufferDSV->Release();
781 }
782 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000783}
784
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000785void Renderer11::markAllStateDirty()
786{
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +0000787 mDepthStencilInitialized = false;
788 mRenderTargetDescInitialized = false;
789
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000790 mForceSetBlendState = true;
791 mForceSetRasterState = true;
792 mForceSetDepthStencilState = true;
793 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000794 mForceSetViewport = true;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000795}
796
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000797void Renderer11::releaseDeviceResources()
798{
799 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000800 // UNIMPLEMENTED();
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000801 mStateCache.clear();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000802}
803
804void Renderer11::markDeviceLost()
805{
806 mDeviceLost = true;
807}
808
809bool Renderer11::isDeviceLost()
810{
811 return mDeviceLost;
812}
813
814// set notify to true to broadcast a message to all contexts of the device loss
815bool Renderer11::testDeviceLost(bool notify)
816{
817 bool isLost = false;
818
819 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000820 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000821
822 if (isLost)
823 {
824 // ensure we note the device loss --
825 // we'll probably get this done again by markDeviceLost
826 // but best to remember it!
827 // Note that we don't want to clear the device loss status here
828 // -- this needs to be done by resetDevice
829 mDeviceLost = true;
830 if (notify)
831 {
832 mDisplay->notifyDeviceLost();
833 }
834 }
835
836 return isLost;
837}
838
839bool Renderer11::testDeviceResettable()
840{
841 HRESULT status = D3D_OK;
842
843 // TODO
844 UNIMPLEMENTED();
845
846 switch (status)
847 {
848 case D3DERR_DEVICENOTRESET:
849 case D3DERR_DEVICEHUNG:
850 return true;
851 default:
852 return false;
853 }
854}
855
856bool Renderer11::resetDevice()
857{
858 releaseDeviceResources();
859
860 // TODO
861 UNIMPLEMENTED();
862
863 // reset device defaults
864 initializeDevice();
865 mDeviceLost = false;
866
867 return true;
868}
869
870DWORD Renderer11::getAdapterVendor() const
871{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000872 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000873}
874
875const char *Renderer11::getAdapterDescription() const
876{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000877 return mDescription;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000878}
879
880GUID Renderer11::getAdapterIdentifier() const
881{
882 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000883 // UNIMPLEMENTED();
884 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000885 return foo;
886}
887
888bool Renderer11::getDXT1TextureSupport()
889{
890 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000891 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000892 return false;
893}
894
895bool Renderer11::getDXT3TextureSupport()
896{
897 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000898 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000899 return false;
900}
901
902bool Renderer11::getDXT5TextureSupport()
903{
904 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000905 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000906 return false;
907}
908
909bool Renderer11::getDepthTextureSupport() const
910{
911 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000912 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000913 return false;
914}
915
916bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
917{
918 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000919 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000920
921 *filtering = false;
922 *renderable = false;
923 return false;
924}
925
926bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
927{
928 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000929 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000930
931 *filtering = false;
932 *renderable = false;
933 return false;
934}
935
936bool Renderer11::getLuminanceTextureSupport()
937{
938 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000939 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000940 return false;
941}
942
943bool Renderer11::getLuminanceAlphaTextureSupport()
944{
945 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000946 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000947 return false;
948}
949
950bool Renderer11::getTextureFilterAnisotropySupport() const
951{
952 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000953 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000954 return false;
955}
956
957float Renderer11::getTextureMaxAnisotropy() const
958{
959 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000960 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000961 return 1.0f;
962}
963
964bool Renderer11::getEventQuerySupport()
965{
966 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000967 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000968 return false;
969}
970
971bool Renderer11::getVertexTextureSupport() const
972{
973 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000974 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000975 return false;
976}
977
978bool Renderer11::getNonPower2TextureSupport() const
979{
980 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000981 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000982 return false;
983}
984
985bool Renderer11::getOcclusionQuerySupport() const
986{
987 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000988 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000989 return false;
990}
991
992bool Renderer11::getInstancingSupport() const
993{
994 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000995 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000996 return false;
997}
998
999bool Renderer11::getShareHandleSupport() const
1000{
1001 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001002 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001003
1004 // PIX doesn't seem to support using share handles, so disable them.
1005 return false && !gl::perfActive();
1006}
1007
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001008int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001009{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001010 switch (mFeatureLevel)
1011 {
1012 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
1013 case D3D_FEATURE_LEVEL_10_1:
1014 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
1015 default: UNREACHABLE(); return 0;
1016 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001017}
1018
1019float Renderer11::getMaxPointSize() const
1020{
1021 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001022 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001023 return 1.0f;
1024}
1025
1026int Renderer11::getMaxTextureWidth() const
1027{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001028 switch (mFeatureLevel)
1029 {
1030 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1031 case D3D_FEATURE_LEVEL_10_1:
1032 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1033 default: UNREACHABLE(); return 0;
1034 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001035}
1036
1037int Renderer11::getMaxTextureHeight() const
1038{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001039 switch (mFeatureLevel)
1040 {
1041 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1042 case D3D_FEATURE_LEVEL_10_1:
1043 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1044 default: UNREACHABLE(); return 0;
1045 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001046}
1047
1048bool Renderer11::get32BitIndexSupport() const
1049{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001050 switch (mFeatureLevel)
1051 {
1052 case D3D_FEATURE_LEVEL_11_0:
1053 case D3D_FEATURE_LEVEL_10_1:
1054 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
1055 default: UNREACHABLE(); return false;
1056 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001057}
1058
1059int Renderer11::getMinSwapInterval() const
1060{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001061 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001062}
1063
1064int Renderer11::getMaxSwapInterval() const
1065{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001066 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001067}
1068
1069int Renderer11::getMaxSupportedSamples() const
1070{
1071 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001072 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001073 return 1;
1074}
1075
daniel@transgaming.com31b13e12012-11-28 19:34:30 +00001076bool Renderer11::copyToRenderTarget(TextureStorage2D *dest, TextureStorage2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001077{
1078 // TODO
1079 UNIMPLEMENTED();
1080 return false;
1081}
1082
daniel@transgaming.com31b13e12012-11-28 19:34:30 +00001083bool Renderer11::copyToRenderTarget(TextureStorageCubeMap *dest, TextureStorageCubeMap *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001084{
1085 // TODO
1086 UNIMPLEMENTED();
1087 return false;
1088}
1089
daniel@transgaming.com38380882012-11-28 19:36:39 +00001090bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
1091 GLint xoffset, GLint yoffset, TextureStorage2D *storage, GLint level)
1092{
1093 // TODO
1094 UNIMPLEMENTED();
1095 return false;
1096}
1097
1098bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
1099 GLint xoffset, GLint yoffset, TextureStorageCubeMap *storage, GLenum target, GLint level)
1100{
1101 // TODO
1102 UNIMPLEMENTED();
1103 return false;
1104}
1105
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001106RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
1107{
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00001108 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
1109 RenderTarget11 *renderTarget = NULL;
1110 if (depth)
1111 {
1112 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), swapChain11->getWidth(), swapChain11->getHeight());
1113 }
1114 else
1115 {
1116 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), swapChain11->getWidth(), swapChain11->getHeight());
1117 }
1118 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001119}
1120
1121RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
1122{
1123 // TODO
1124 UNIMPLEMENTED();
1125 return NULL;
1126}
1127
daniel@transgaming.com55318902012-11-28 20:58:58 +00001128ShaderExecutable *Renderer11::loadExecutable(const DWORD *function, size_t length, GLenum type, void *data)
1129{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001130 ShaderExecutable11 *executable = NULL;
1131
1132 switch (type)
1133 {
1134 case GL_VERTEX_SHADER:
1135 {
1136 ID3D11VertexShader *vshader = NULL;
1137 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
1138 ASSERT(SUCCEEDED(result));
1139
1140 if (vshader)
1141 {
1142 executable = new ShaderExecutable11(vshader);
1143 }
1144 }
1145 break;
1146 case GL_FRAGMENT_SHADER:
1147 {
1148 ID3D11PixelShader *pshader = NULL;
1149 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
1150 ASSERT(SUCCEEDED(result));
1151
1152 if (pshader)
1153 {
1154 executable = new ShaderExecutable11(pshader);
1155 }
1156 }
1157 break;
1158 default:
1159 UNREACHABLE();
1160 break;
1161 }
1162
1163 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00001164}
1165
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00001166ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
1167{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001168 const char *profile = NULL;
1169
1170 switch (type)
1171 {
1172 case GL_VERTEX_SHADER:
1173 profile = "vs_4_0";
1174 break;
1175 case GL_FRAGMENT_SHADER:
1176 profile = "ps_4_0";
1177 break;
1178 default:
1179 UNREACHABLE();
1180 return NULL;
1181 }
1182
1183 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile);
1184 if (!binary)
1185 return NULL;
1186
1187 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type, NULL);
1188 binary->Release();
1189
1190 return executable;
1191}
1192
1193// Compiles the HLSL code of the attached shaders into executable binaries
1194ID3DBlob *Renderer11::compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile)
1195{
1196 if (!hlsl)
1197 {
1198 return NULL;
1199 }
1200
1201 HRESULT result = S_OK;
1202 UINT flags = 0;
1203 std::string sourceText;
1204 if (gl::perfActive())
1205 {
1206 flags |= D3DCOMPILE_DEBUG;
1207#ifdef NDEBUG
1208 flags |= ANGLE_COMPILE_OPTIMIZATION_LEVEL;
1209#else
1210 flags |= D3DCOMPILE_SKIP_OPTIMIZATION;
1211#endif
1212
1213 std::string sourcePath = getTempPath();
1214 sourceText = std::string("#line 2 \"") + sourcePath + std::string("\"\n\n") + std::string(hlsl);
1215 writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size());
1216 }
1217 else
1218 {
1219 flags |= ANGLE_COMPILE_OPTIMIZATION_LEVEL;
1220 sourceText = hlsl;
1221 }
1222
1223 // Sometimes D3DCompile will fail with the default compilation flags for complicated shaders when it would otherwise pass with alternative options.
1224 // Try the default flags first and if compilation fails, try some alternatives.
1225 const static UINT extraFlags[] =
1226 {
1227 0,
1228 // D3DCOMPILE_AVOID_FLOW_CONTROL,
1229 // D3DCOMPILE_PREFER_FLOW_CONTROL
1230 };
1231
1232 const static char * const extraFlagNames[] =
1233 {
1234 "default",
1235 "avoid flow control",
1236 "prefer flow control"
1237 };
1238
1239 for (int i = 0; i < sizeof(extraFlags) / sizeof(UINT); ++i)
1240 {
1241 ID3DBlob *errorMessage = NULL;
1242 ID3DBlob *binary = NULL;
1243 result = mD3DCompileFunc(hlsl, strlen(hlsl), gl::g_fakepath, NULL, NULL,
1244 "main", profile, flags | extraFlags[i], 0, &binary, &errorMessage);
1245 if (errorMessage)
1246 {
1247 const char *message = (const char*)errorMessage->GetBufferPointer();
1248
1249 infoLog.appendSanitized(message);
1250 TRACE("\n%s", hlsl);
1251 TRACE("\n%s", message);
1252
1253 errorMessage->Release();
1254 errorMessage = NULL;
1255 }
1256
1257 if (SUCCEEDED(result))
1258 {
1259 return binary;
1260 }
1261 else
1262 {
1263 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
1264 {
1265 return error(GL_OUT_OF_MEMORY, (ID3DBlob*) NULL);
1266 }
1267
1268 infoLog.append("Warning: D3D shader compilation failed with ");
1269 infoLog.append(extraFlagNames[i]);
1270 infoLog.append(" flags.");
1271 if (i + 1 < sizeof(extraFlagNames) / sizeof(char*))
1272 {
1273 infoLog.append(" Retrying with ");
1274 infoLog.append(extraFlagNames[i + 1]);
1275 infoLog.append(".\n");
1276 }
1277 }
1278 }
1279
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00001280 return NULL;
1281}
1282
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001283bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
1284 bool blitRenderTarget, bool blitDepthStencil)
1285{
1286 // TODO
1287 UNIMPLEMENTED();
1288 return false;
1289}
1290
1291void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
1292 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
1293{
1294 // TODO
1295 UNIMPLEMENTED();
1296 return;
1297}
1298
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001299}