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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000014#include "libGLESv2/Program.h"
15#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000016#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000017#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000018#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000019#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000020#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000021#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000022#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000023#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000024#include "libGLESv2/renderer/IndexBuffer11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000025#include "libGLESv2/renderer/VertexDataManager.h"
26#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000027#include "libGLESv2/renderer/TextureStorage11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000028
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000029#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
30#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
31#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h"
32#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h"
34
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000035#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
36#include "libGLESv2/renderer/shaders/compiled/clear11ps.h"
37
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000038#include <sstream>
39
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000040namespace rx
41{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000042static const DXGI_FORMAT RenderTargetFormats[] =
43 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000044 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000045 DXGI_FORMAT_R8G8B8A8_UNORM
46 };
47
48static const DXGI_FORMAT DepthStencilFormats[] =
49 {
50 DXGI_FORMAT_D24_UNORM_S8_UINT
51 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000052
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000053enum
54{
55 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
56};
57
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000058Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
59{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000060 mVertexDataManager = NULL;
61 mIndexDataManager = NULL;
62
daniel@transgaming.comc5114302012-12-20 21:11:36 +000063 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000064 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000065
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000066 mCopyResourcesInitialized = false;
67 mCopyVB = NULL;
68 mCopySampler = NULL;
69 mCopyIL = NULL;
70 mCopyVS = NULL;
71 mCopyRGBAPS = NULL;
72 mCopyRGBPS = NULL;
73 mCopyLumPS = NULL;
74 mCopyLumAlphaPS = NULL;
75
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000076 mClearResourcesInitialized = false;
77 mClearVB = NULL;
78 mClearIL = NULL;
79 mClearVS = NULL;
80 mClearPS = NULL;
81 mClearScissorRS = NULL;
82 mClearNoScissorRS = NULL;
83
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000084 mD3d11Module = NULL;
85 mDxgiModule = NULL;
86
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000087 mDeviceLost = false;
88
daniel@transgaming.com25072f62012-11-28 19:31:32 +000089 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000090 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000091 mDxgiAdapter = NULL;
92 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +000093
94 mDriverConstantBufferVS = NULL;
95 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +000096
97 mBGRATextureSupport = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000098}
99
100Renderer11::~Renderer11()
101{
102 releaseDeviceResources();
103
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000104 if (mDxgiFactory)
105 {
106 mDxgiFactory->Release();
107 mDxgiFactory = NULL;
108 }
109
110 if (mDxgiAdapter)
111 {
112 mDxgiAdapter->Release();
113 mDxgiAdapter = NULL;
114 }
115
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000116 if (mDeviceContext)
117 {
daniel@transgaming.comd5df4e82013-01-11 04:11:21 +0000118 mDeviceContext->ClearState();
119 mDeviceContext->Flush();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000120 mDeviceContext->Release();
121 mDeviceContext = NULL;
122 }
123
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000124 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000125 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000126 mDevice->Release();
127 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000128 }
129
130 if (mD3d11Module)
131 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000132 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000133 mD3d11Module = NULL;
134 }
135
136 if (mDxgiModule)
137 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000138 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000139 mDxgiModule = NULL;
140 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000141}
142
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000143Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
144{
145 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
146 return static_cast<rx::Renderer11*>(renderer);
147}
148
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000149EGLint Renderer11::initialize()
150{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000151 if (!initializeCompiler())
152 {
153 return EGL_NOT_INITIALIZED;
154 }
155
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000156 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
157 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000158
159 if (mD3d11Module == NULL || mDxgiModule == NULL)
160 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000161 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000162 return EGL_NOT_INITIALIZED;
163 }
164
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000165 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000166
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000167 if (D3D11CreateDevice == NULL)
168 {
169 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
170 return EGL_NOT_INITIALIZED;
171 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000172
173 D3D_FEATURE_LEVEL featureLevel[] =
174 {
175 D3D_FEATURE_LEVEL_11_0,
176 D3D_FEATURE_LEVEL_10_1,
177 D3D_FEATURE_LEVEL_10_0,
178 };
179
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000180 HRESULT result = D3D11CreateDevice(NULL,
181 D3D_DRIVER_TYPE_HARDWARE,
182 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000183 #if defined(_DEBUG)
184 D3D11_CREATE_DEVICE_DEBUG,
185 #else
186 0,
187 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000188 featureLevel,
189 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000190 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000191 &mDevice,
192 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000193 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000194
195 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000196 {
197 ERR("Could not create D3D11 device - aborting!\n");
198 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
199 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000200
201 IDXGIDevice *dxgiDevice = NULL;
202 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
203
204 if (FAILED(result))
205 {
206 ERR("Could not query DXGI device - aborting!\n");
207 return EGL_NOT_INITIALIZED;
208 }
209
210 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
211
212 if (FAILED(result))
213 {
214 ERR("Could not retrieve DXGI adapter - aborting!\n");
215 return EGL_NOT_INITIALIZED;
216 }
217
218 dxgiDevice->Release();
219
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000220 mDxgiAdapter->GetDesc(&mAdapterDescription);
221 memset(mDescription, 0, sizeof(mDescription));
222 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
223
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000224 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
225
226 if (!mDxgiFactory || FAILED(result))
227 {
228 ERR("Could not create DXGI factory - aborting!\n");
229 return EGL_NOT_INITIALIZED;
230 }
231
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000232 initializeDevice();
233
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000234 // BGRA texture support is optional in feature levels 10 and 10_1
235 UINT formatSupport;
236 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
237 if (FAILED(result))
238 {
239 ERR("Error checking BGRA format support: 0x%08X", result);
240 }
241 else
242 {
243 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
244 mBGRATextureSupport = (formatSupport & flags) == flags;
245 }
246
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000247 return EGL_SUCCESS;
248}
249
250// do any one-time device initialization
251// NOTE: this is also needed after a device lost/reset
252// to reset the scene status and ensure the default states are reset.
253void Renderer11::initializeDevice()
254{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000255 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000256 mInputLayoutCache.initialize(mDevice, mDeviceContext);
257
258 ASSERT(!mVertexDataManager && !mIndexDataManager);
259 mVertexDataManager = new VertexDataManager(this);
260 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000261
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000262 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000263}
264
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000265int Renderer11::generateConfigs(ConfigDesc **configDescList)
266{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000267 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
268 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000269 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
270 int numConfigs = 0;
271
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000272 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000273 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000274 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000275 {
276 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
277
278 UINT formatSupport = 0;
279 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
280
281 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
282 {
283 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
284
285 UINT formatSupport = 0;
286 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
287
288 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
289 {
290 ConfigDesc newConfig;
291 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
292 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
293 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
294 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
295
296 (*configDescList)[numConfigs++] = newConfig;
297 }
298 }
299 }
300 }
301
302 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000303}
304
305void Renderer11::deleteConfigs(ConfigDesc *configDescList)
306{
307 delete [] (configDescList);
308}
309
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000310void Renderer11::sync(bool block)
311{
312 // TODO
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000313 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000314}
315
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000316SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
317{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000318 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000319}
320
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000321void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
322{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000323 if (type == gl::SAMPLER_PIXEL)
324 {
325 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
326 {
327 ERR("Pixel shader sampler index %i is not valid.", index);
328 return;
329 }
330
331 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
332 {
333 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
334
335 if (!dxSamplerState)
336 {
337 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
338 "sampler state for pixel shaders at slot %i.", index);
339 }
340
341 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
342
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000343 mCurPixelSamplerStates[index] = samplerState;
344 }
345
346 mForceSetPixelSamplerStates[index] = false;
347 }
348 else if (type == gl::SAMPLER_VERTEX)
349 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000350 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000351 {
352 ERR("Vertex shader sampler index %i is not valid.", index);
353 return;
354 }
355
356 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
357 {
358 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
359
360 if (!dxSamplerState)
361 {
362 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
363 "sampler state for vertex shaders at slot %i.", index);
364 }
365
366 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
367
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000368 mCurVertexSamplerStates[index] = samplerState;
369 }
370
371 mForceSetVertexSamplerStates[index] = false;
372 }
373 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000374}
375
376void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
377{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000378 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000379 unsigned int serial = 0;
380 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000381
382 if (texture)
383 {
384 TextureStorageInterface *texStorage = texture->getNativeTexture();
385 if (texStorage)
386 {
387 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
388 textureSRV = storage11->getSRV();
389 }
390
391 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
392 // missing the shader resource view
393 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000394
395 serial = texture->getTextureSerial();
396 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000397 }
398
399 if (type == gl::SAMPLER_PIXEL)
400 {
401 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
402 {
403 ERR("Pixel shader sampler index %i is not valid.", index);
404 return;
405 }
406
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000407 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
408 {
409 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
410 }
411
412 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000413 }
414 else if (type == gl::SAMPLER_VERTEX)
415 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000416 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000417 {
418 ERR("Vertex shader sampler index %i is not valid.", index);
419 return;
420 }
421
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000422 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
423 {
424 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
425 }
426
427 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000428 }
429 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000430}
431
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000432void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000433{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000434 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000435 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000436 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
437 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000438 if (!dxRasterState)
439 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000440 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000441 "rasterizer state.");
442 }
443
444 mDeviceContext->RSSetState(dxRasterState);
445
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000446 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000447 }
448
449 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000450}
451
452void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
453 unsigned int sampleMask)
454{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000455 if (mForceSetBlendState ||
456 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
457 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
458 sampleMask != mCurSampleMask)
459 {
460 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
461 if (!dxBlendState)
462 {
463 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
464 "blend state.");
465 }
466
467 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
468 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
469
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000470 mCurBlendState = blendState;
471 mCurBlendColor = blendColor;
472 mCurSampleMask = sampleMask;
473 }
474
475 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000476}
477
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000478void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000479 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000480{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000481 if (mForceSetDepthStencilState ||
482 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
483 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
484 {
485 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
486 stencilRef != stencilBackRef ||
487 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
488 {
489 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
490 "invalid under WebGL.");
491 return error(GL_INVALID_OPERATION);
492 }
493
494 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
495 if (!dxDepthStencilState)
496 {
497 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
498 "setting the default depth stencil state.");
499 }
500
501 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
502
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000503 mCurDepthStencilState = depthStencilState;
504 mCurStencilRef = stencilRef;
505 mCurStencilBackRef = stencilBackRef;
506 }
507
508 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000509}
510
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000511void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000512{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000513 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
514 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000515 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000516 if (enabled)
517 {
518 D3D11_RECT rect;
519 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
520 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
521 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
522 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000523
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000524 mDeviceContext->RSSetScissorRects(1, &rect);
525 }
526
527 if (enabled != mScissorEnabled)
528 {
529 mForceSetRasterState = true;
530 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000531
532 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000533 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000534 }
535
536 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000537}
538
daniel@transgaming.com12985182012-12-20 20:56:31 +0000539bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000540 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000541{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000542 gl::Rectangle actualViewport = viewport;
543 float actualZNear = gl::clamp01(zNear);
544 float actualZFar = gl::clamp01(zFar);
545 if (ignoreViewport)
546 {
547 actualViewport.x = 0;
548 actualViewport.y = 0;
549 actualViewport.width = mRenderTargetDesc.width;
550 actualViewport.height = mRenderTargetDesc.height;
551 actualZNear = 0.0f;
552 actualZFar = 1.0f;
553 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000554
555 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000556 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
557 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
558 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
559 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
560 dxViewport.MinDepth = actualZNear;
561 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000562
563 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
564 {
565 return false; // Nothing to render
566 }
567
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000568 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
569 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000570
daniel@transgaming.com53670042012-11-28 20:55:51 +0000571 if (viewportChanged)
572 {
573 mDeviceContext->RSSetViewports(1, &dxViewport);
574
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000575 mCurViewport = actualViewport;
576 mCurNear = actualZNear;
577 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000578
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000579 mVertexConstants.halfPixelSize[0] = 0.0f;
580 mVertexConstants.halfPixelSize[1] = 0.0f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000581
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000582 mPixelConstants.coord[0] = actualViewport.width * 0.5f;
583 mPixelConstants.coord[1] = actualViewport.height * 0.5f;
584 mPixelConstants.coord[2] = actualViewport.x + (actualViewport.width * 0.5f);
585 mPixelConstants.coord[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000586
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000587 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
588 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
589 mPixelConstants.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000590
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000591 mVertexConstants.depthRange[0] = actualZNear;
592 mVertexConstants.depthRange[1] = actualZFar;
593 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000594
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000595 mPixelConstants.depthRange[0] = actualZNear;
596 mPixelConstants.depthRange[1] = actualZFar;
597 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000598 }
599
600 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000601 return true;
602}
603
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000604bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
605{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000606 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000607
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000608 switch (mode)
609 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000610 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
611 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000612 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000613 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
614 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
615 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000616 // emulate fans via rewriting index buffer
617 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000618 default:
619 return error(GL_INVALID_ENUM, false);
620 }
621
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000622 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000623
624 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000625}
626
627bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000628{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000629 // Get the color render buffer and serial
630 gl::Renderbuffer *renderbufferObject = NULL;
631 unsigned int renderTargetSerial = 0;
632 if (framebuffer->getColorbufferType() != GL_NONE)
633 {
634 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000635
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000636 if (!renderbufferObject)
637 {
638 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000639 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000640 }
641
642 renderTargetSerial = renderbufferObject->getSerial();
643 }
644
645 // Get the depth stencil render buffer and serials
646 gl::Renderbuffer *depthStencil = NULL;
647 unsigned int depthbufferSerial = 0;
648 unsigned int stencilbufferSerial = 0;
649 if (framebuffer->getDepthbufferType() != GL_NONE)
650 {
651 depthStencil = framebuffer->getDepthbuffer();
652 if (!depthStencil)
653 {
654 ERR("Depth stencil pointer unexpectedly null.");
655 return false;
656 }
657
658 depthbufferSerial = depthStencil->getSerial();
659 }
660 else if (framebuffer->getStencilbufferType() != GL_NONE)
661 {
662 depthStencil = framebuffer->getStencilbuffer();
663 if (!depthStencil)
664 {
665 ERR("Depth stencil pointer unexpectedly null.");
666 return false;
667 }
668
669 stencilbufferSerial = depthStencil->getSerial();
670 }
671
672 // Extract the render target dimensions and view
673 unsigned int renderTargetWidth = 0;
674 unsigned int renderTargetHeight = 0;
675 GLenum renderTargetFormat = 0;
676 ID3D11RenderTargetView* framebufferRTV = NULL;
677 if (renderbufferObject)
678 {
679 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
680 if (!renderTarget)
681 {
682 ERR("render target pointer unexpectedly null.");
683 return false;
684 }
685
686 framebufferRTV = renderTarget->getRenderTargetView();
687 if (!framebufferRTV)
688 {
689 ERR("render target view pointer unexpectedly null.");
690 return false;
691 }
692
693 renderTargetWidth = renderbufferObject->getWidth();
694 renderTargetHeight = renderbufferObject->getHeight();
695 renderTargetFormat = renderbufferObject->getActualFormat();
696 }
697
698 // Extract the depth stencil sizes and view
699 unsigned int depthSize = 0;
700 unsigned int stencilSize = 0;
701 ID3D11DepthStencilView* framebufferDSV = NULL;
702 if (depthStencil)
703 {
704 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
705 if (!depthStencilRenderTarget)
706 {
707 ERR("render target pointer unexpectedly null.");
708 if (framebufferRTV)
709 {
710 framebufferRTV->Release();
711 }
712 return false;
713 }
714
715 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
716 if (!framebufferDSV)
717 {
718 ERR("depth stencil view pointer unexpectedly null.");
719 if (framebufferRTV)
720 {
721 framebufferRTV->Release();
722 }
723 return false;
724 }
725
726 // If there is no render buffer, the width, height and format values come from
727 // the depth stencil
728 if (!renderbufferObject)
729 {
730 renderTargetWidth = depthStencil->getWidth();
731 renderTargetHeight = depthStencil->getHeight();
732 renderTargetFormat = depthStencil->getActualFormat();
733 }
734
735 depthSize = depthStencil->getDepthSize();
736 stencilSize = depthStencil->getStencilSize();
737 }
738
739 // Apply the render target and depth stencil
740 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
741 renderTargetSerial != mAppliedRenderTargetSerial ||
742 depthbufferSerial != mAppliedDepthbufferSerial ||
743 stencilbufferSerial != mAppliedStencilbufferSerial)
744 {
745 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
746
747 mRenderTargetDesc.width = renderTargetWidth;
748 mRenderTargetDesc.height = renderTargetHeight;
749 mRenderTargetDesc.format = renderTargetFormat;
750 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
751 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
752
753 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
754 {
755 mCurDepthSize = depthSize;
756 mForceSetRasterState = true;
757 }
758
759 mCurStencilSize = stencilSize;
760
761 mAppliedRenderTargetSerial = renderTargetSerial;
762 mAppliedDepthbufferSerial = depthbufferSerial;
763 mAppliedStencilbufferSerial = stencilbufferSerial;
764 mRenderTargetDescInitialized = true;
765 mDepthStencilInitialized = true;
766 }
767
768 if (framebufferRTV)
769 {
770 framebufferRTV->Release();
771 }
772 if (framebufferDSV)
773 {
774 framebufferDSV->Release();
775 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000776
777 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000778}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000779
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000780GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000781{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000782 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
783 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
784 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000785 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000786 return err;
787 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000788
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000789 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000790}
791
daniel@transgaming.com31240482012-11-28 21:06:41 +0000792GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000793{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000794 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000795
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000796 if (err == GL_NO_ERROR)
797 {
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000798 if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000799 {
800 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
801
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000802 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000803 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000804 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000805 }
806 }
807
808 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000809}
810
811void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
812{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000813 if (mode == GL_LINE_LOOP)
814 {
815 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
816 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000817 else if (mode == GL_TRIANGLE_FAN)
818 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000819 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000820 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000821 else if (instances > 0)
822 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000823 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000824 }
825 else
826 {
827 mDeviceContext->Draw(count, 0);
828 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000829}
830
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000831void 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 +0000832{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000833 if (mode == GL_LINE_LOOP)
834 {
835 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
836 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000837 else if (mode == GL_TRIANGLE_FAN)
838 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000839 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
840 }
841 else if (instances > 0)
842 {
843 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000844 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000845 else
846 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000847 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000848 }
849}
850
851void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
852{
853 // Get the raw indices for an indexed draw
854 if (type != GL_NONE && elementArrayBuffer)
855 {
856 gl::Buffer *indexBuffer = elementArrayBuffer;
857 intptr_t offset = reinterpret_cast<intptr_t>(indices);
858 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
859 }
860
861 if (!mLineLoopIB)
862 {
863 mLineLoopIB = new StreamingIndexBufferInterface(this);
864 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
865 {
866 delete mLineLoopIB;
867 mLineLoopIB = NULL;
868
869 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
870 return error(GL_OUT_OF_MEMORY);
871 }
872 }
873
874 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
875 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
876 {
877 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
878 return error(GL_OUT_OF_MEMORY);
879 }
880
881 void* mappedMemory = NULL;
882 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
883 if (offset == -1 || mappedMemory == NULL)
884 {
885 ERR("Could not map index buffer for GL_LINE_LOOP.");
886 return error(GL_OUT_OF_MEMORY);
887 }
888
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000889 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000890 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000891
892 switch (type)
893 {
894 case GL_NONE: // Non-indexed draw
895 for (int i = 0; i < count; i++)
896 {
897 data[i] = i;
898 }
899 data[count] = 0;
900 break;
901 case GL_UNSIGNED_BYTE:
902 for (int i = 0; i < count; i++)
903 {
904 data[i] = static_cast<const GLubyte*>(indices)[i];
905 }
906 data[count] = static_cast<const GLubyte*>(indices)[0];
907 break;
908 case GL_UNSIGNED_SHORT:
909 for (int i = 0; i < count; i++)
910 {
911 data[i] = static_cast<const GLushort*>(indices)[i];
912 }
913 data[count] = static_cast<const GLushort*>(indices)[0];
914 break;
915 case GL_UNSIGNED_INT:
916 for (int i = 0; i < count; i++)
917 {
918 data[i] = static_cast<const GLuint*>(indices)[i];
919 }
920 data[count] = static_cast<const GLuint*>(indices)[0];
921 break;
922 default: UNREACHABLE();
923 }
924
925 if (!mLineLoopIB->unmapBuffer())
926 {
927 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
928 return error(GL_OUT_OF_MEMORY);
929 }
930
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000931 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000932 {
933 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
934
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000935 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000936 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000937 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000938 }
939
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000940 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000941}
942
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000943void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000944{
945 // Get the raw indices for an indexed draw
946 if (type != GL_NONE && elementArrayBuffer)
947 {
948 gl::Buffer *indexBuffer = elementArrayBuffer;
949 intptr_t offset = reinterpret_cast<intptr_t>(indices);
950 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
951 }
952
953 if (!mTriangleFanIB)
954 {
955 mTriangleFanIB = new StreamingIndexBufferInterface(this);
956 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
957 {
958 delete mTriangleFanIB;
959 mTriangleFanIB = NULL;
960
961 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
962 return error(GL_OUT_OF_MEMORY);
963 }
964 }
965
966 const int numTris = count - 2;
967 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
968 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
969 {
970 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
971 return error(GL_OUT_OF_MEMORY);
972 }
973
974 void* mappedMemory = NULL;
975 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
976 if (offset == -1 || mappedMemory == NULL)
977 {
978 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
979 return error(GL_OUT_OF_MEMORY);
980 }
981
982 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
983 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
984
985 switch (type)
986 {
987 case GL_NONE: // Non-indexed draw
988 for (int i = 0; i < numTris; i++)
989 {
990 data[i*3 + 0] = 0;
991 data[i*3 + 1] = i + 1;
992 data[i*3 + 2] = i + 2;
993 }
994 break;
995 case GL_UNSIGNED_BYTE:
996 for (int i = 0; i < numTris; i++)
997 {
998 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
999 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1000 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1001 }
1002 break;
1003 case GL_UNSIGNED_SHORT:
1004 for (int i = 0; i < numTris; i++)
1005 {
1006 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1007 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1008 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1009 }
1010 break;
1011 case GL_UNSIGNED_INT:
1012 for (int i = 0; i < numTris; i++)
1013 {
1014 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1015 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1016 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1017 }
1018 break;
1019 default: UNREACHABLE();
1020 }
1021
1022 if (!mTriangleFanIB->unmapBuffer())
1023 {
1024 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
1025 return error(GL_OUT_OF_MEMORY);
1026 }
1027
1028 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1029 {
1030 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1031
1032 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1033 mAppliedIBSerial = mTriangleFanIB->getSerial();
1034 mAppliedIBOffset = indexBufferOffset;
1035 }
1036
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001037 if (instances > 0)
1038 {
1039 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1040 }
1041 else
1042 {
1043 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1044 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001045}
1046
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001047void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1048{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001049 unsigned int programBinarySerial = programBinary->getSerial();
1050 if (programBinarySerial != mAppliedProgramBinarySerial)
1051 {
1052 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1053 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001054 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001055
daniel@transgaming.come4991412012-12-20 20:55:34 +00001056 ID3D11VertexShader *vertexShader = NULL;
1057 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001058
daniel@transgaming.come4991412012-12-20 20:55:34 +00001059 ID3D11PixelShader *pixelShader = NULL;
1060 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001061
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001062 ID3D11GeometryShader *geometryShader = NULL;
1063 if (geometryExe) geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
1064
daniel@transgaming.come4991412012-12-20 20:55:34 +00001065 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1066 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001067
1068 if (geometryShader)
1069 {
1070 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1071 }
1072 else
1073 {
1074 mDeviceContext->GSSetShader(NULL, NULL, 0);
1075 }
1076
daniel@transgaming.come4991412012-12-20 20:55:34 +00001077 programBinary->dirtyAllUniforms();
1078
1079 mAppliedProgramBinarySerial = programBinarySerial;
1080 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001081}
1082
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001083void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001084{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001085 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1086 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001087
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001088 unsigned int totalRegisterCountVS = 0;
1089 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001090
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001091 bool vertexUniformsDirty = false;
1092 bool pixelUniformsDirty = false;
1093
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001094 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1095 {
1096 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001097
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001098 if (uniform->vsRegisterIndex >= 0)
1099 {
1100 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001101 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001102 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001103
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001104 if (uniform->psRegisterIndex >= 0)
1105 {
1106 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001107 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001108 }
1109 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001110
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001111 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1112 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1113
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001114 void *mapVS = (totalRegisterCountVS > 0 && vertexUniformsDirty) ? new float[4 * totalRegisterCountVS] : NULL;
1115 void *mapPS = (totalRegisterCountPS > 0 && pixelUniformsDirty) ? new float[4 * totalRegisterCountPS] : NULL;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001116
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001117 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001118 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001119 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001120
1121 switch (uniform->type)
1122 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +00001123 case GL_SAMPLER_2D:
1124 case GL_SAMPLER_CUBE:
1125 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001126 case GL_FLOAT:
1127 case GL_FLOAT_VEC2:
1128 case GL_FLOAT_VEC3:
1129 case GL_FLOAT_VEC4:
1130 case GL_FLOAT_MAT2:
1131 case GL_FLOAT_MAT3:
1132 case GL_FLOAT_MAT4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001133 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001134 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001135 GLfloat (*c)[4] = (GLfloat(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001136 float (*f)[4] = (float(*)[4])uniform->data;
1137
1138 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001139 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001140 c[uniform->vsRegisterIndex + i][0] = f[i][0];
1141 c[uniform->vsRegisterIndex + i][1] = f[i][1];
1142 c[uniform->vsRegisterIndex + i][2] = f[i][2];
1143 c[uniform->vsRegisterIndex + i][3] = f[i][3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001144 }
1145 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001146 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001147 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001148 GLfloat (*c)[4] = (GLfloat(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001149 float (*f)[4] = (float(*)[4])uniform->data;
1150
1151 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001152 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001153 c[uniform->psRegisterIndex + i][0] = f[i][0];
1154 c[uniform->psRegisterIndex + i][1] = f[i][1];
1155 c[uniform->psRegisterIndex + i][2] = f[i][2];
1156 c[uniform->psRegisterIndex + i][3] = f[i][3];
1157 }
1158 }
1159 break;
1160 case GL_INT:
1161 case GL_INT_VEC2:
1162 case GL_INT_VEC3:
1163 case GL_INT_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001164 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001165 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001166 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001167 GLint *x = (GLint*)uniform->data;
1168 int count = gl::VariableColumnCount(uniform->type);
1169
1170 for (unsigned int i = 0; i < uniform->registerCount; i++)
1171 {
1172 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = x[i * count + 0];
1173 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = x[i * count + 1];
1174 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = x[i * count + 2];
1175 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = x[i * count + 3];
1176 }
1177 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001178 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001179 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001180 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001181 GLint *x = (GLint*)uniform->data;
1182 int count = gl::VariableColumnCount(uniform->type);
1183
1184 for (unsigned int i = 0; i < uniform->registerCount; i++)
1185 {
1186 if (count >= 1) c[uniform->psRegisterIndex + i][0] = x[i * count + 0];
1187 if (count >= 2) c[uniform->psRegisterIndex + i][1] = x[i * count + 1];
1188 if (count >= 3) c[uniform->psRegisterIndex + i][2] = x[i * count + 2];
1189 if (count >= 4) c[uniform->psRegisterIndex + i][3] = x[i * count + 3];
1190 }
1191 }
1192 break;
1193 case GL_BOOL:
1194 case GL_BOOL_VEC2:
1195 case GL_BOOL_VEC3:
1196 case GL_BOOL_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001197 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001198 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001199 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001200 GLboolean *b = (GLboolean*)uniform->data;
1201 int count = gl::VariableColumnCount(uniform->type);
1202
1203 for (unsigned int i = 0; i < uniform->registerCount; i++)
1204 {
1205 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = b[i * count + 0];
1206 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = b[i * count + 1];
1207 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = b[i * count + 2];
1208 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = b[i * count + 3];
1209 }
1210 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001211 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001212 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001213 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001214 GLboolean *b = (GLboolean*)uniform->data;
1215 int count = gl::VariableColumnCount(uniform->type);
1216
1217 for (unsigned int i = 0; i < uniform->registerCount; i++)
1218 {
1219 if (count >= 1) c[uniform->psRegisterIndex + i][0] = b[i * count + 0];
1220 if (count >= 2) c[uniform->psRegisterIndex + i][1] = b[i * count + 1];
1221 if (count >= 3) c[uniform->psRegisterIndex + i][2] = b[i * count + 2];
1222 if (count >= 4) c[uniform->psRegisterIndex + i][3] = b[i * count + 3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001223 }
1224 }
1225 break;
1226 default:
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001227 UNREACHABLE();
1228 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001229
1230 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001231 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001232
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001233 if (vertexConstantBuffer && mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001234 {
1235 mDeviceContext->UpdateSubresource(vertexConstantBuffer, 0, NULL, mapVS, 0, 0);
1236 }
1237
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001238 if (pixelConstantBuffer && mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001239 {
1240 mDeviceContext->UpdateSubresource(pixelConstantBuffer, 0, NULL, mapPS, 0, 0);
1241 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001242
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001243 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1244 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001245
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001246 delete[] mapVS;
1247 delete[] mapPS;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001248
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001249 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001250 if (!mDriverConstantBufferVS)
1251 {
1252 D3D11_BUFFER_DESC constantBufferDescription = {0};
1253 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1254 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1255 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1256 constantBufferDescription.CPUAccessFlags = 0;
1257 constantBufferDescription.MiscFlags = 0;
1258 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001259
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001260 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001261 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001262
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001263 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1264 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001265
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001266 if (!mDriverConstantBufferPS)
1267 {
1268 D3D11_BUFFER_DESC constantBufferDescription = {0};
1269 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1270 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1271 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1272 constantBufferDescription.CPUAccessFlags = 0;
1273 constantBufferDescription.MiscFlags = 0;
1274 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001275
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001276 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001277 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001278
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001279 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1280 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001281
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001282 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1283 {
1284 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1285 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1286 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001287
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001288 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1289 {
1290 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1291 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1292 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001293
1294 // needed for the point sprite geometry shader
1295 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001296}
1297
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001298void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001299{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001300 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1301 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1302 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1303 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001304
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001305 unsigned int stencilUnmasked = 0x0;
1306 if (frameBuffer->hasStencil())
1307 {
1308 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1309 stencilUnmasked = (0x1 << stencilSize) - 1;
1310 }
1311 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1312 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001313
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001314 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1315 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1316 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001317
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001318 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1319 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001320 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001321 }
1322 else
1323 {
1324 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1325 {
1326 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1327 if (renderbufferObject)
1328 {
1329 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1330 if (!renderTarget)
1331 {
1332 ERR("render target pointer unexpectedly null.");
1333 return;
1334 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001335
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001336 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1337 if (!framebufferRTV)
1338 {
1339 ERR("render target view pointer unexpectedly null.");
1340 return;
1341 }
1342
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001343 const float clearValues[4] = { clearParams.colorClearValue.red,
1344 clearParams.colorClearValue.green,
1345 clearParams.colorClearValue.blue,
1346 clearParams.colorClearValue.alpha };
1347 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001348
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001349 framebufferRTV->Release();
1350 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001351 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001352 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001353 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001354 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1355 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001356 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001357 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1358 if (!renderTarget)
1359 {
1360 ERR("render target pointer unexpectedly null.");
1361 return;
1362 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001363
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001364 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1365 if (!framebufferDSV)
1366 {
1367 ERR("depth stencil view pointer unexpectedly null.");
1368 return;
1369 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001370
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001371 UINT clearFlags = 0;
1372 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1373 {
1374 clearFlags |= D3D11_CLEAR_DEPTH;
1375 }
1376 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1377 {
1378 clearFlags |= D3D11_CLEAR_STENCIL;
1379 }
1380
1381 float depthClear = clearParams.depthClearValue;
1382 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1383
1384 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001385
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001386 framebufferDSV->Release();
1387 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001388 }
1389 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001390}
1391
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001392void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1393{
1394 HRESULT result;
1395
1396 if (!mClearResourcesInitialized)
1397 {
1398 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1399
1400 D3D11_BUFFER_DESC vbDesc;
1401 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1402 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1403 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1404 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1405 vbDesc.MiscFlags = 0;
1406 vbDesc.StructureByteStride = 0;
1407
1408 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1409 ASSERT(SUCCEEDED(result));
1410 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1411
1412 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1413 {
1414 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1415 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1416 };
1417
1418 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1419 ASSERT(SUCCEEDED(result));
1420 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1421
1422 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1423 ASSERT(SUCCEEDED(result));
1424 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1425
1426 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1427 ASSERT(SUCCEEDED(result));
1428 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1429
1430 D3D11_RASTERIZER_DESC rsScissorDesc;
1431 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1432 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1433 rsScissorDesc.FrontCounterClockwise = FALSE;
1434 rsScissorDesc.DepthBias = 0;
1435 rsScissorDesc.DepthBiasClamp = 0.0f;
1436 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1437 rsScissorDesc.DepthClipEnable = FALSE;
1438 rsScissorDesc.ScissorEnable = TRUE;
1439 rsScissorDesc.MultisampleEnable = FALSE;
1440 rsScissorDesc.AntialiasedLineEnable = FALSE;
1441
1442 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1443 ASSERT(SUCCEEDED(result));
1444 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1445
1446 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1447 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1448 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1449 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1450 rsNoScissorDesc.DepthBias = 0;
1451 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1452 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1453 rsNoScissorDesc.DepthClipEnable = FALSE;
1454 rsNoScissorDesc.ScissorEnable = FALSE;
1455 rsNoScissorDesc.MultisampleEnable = FALSE;
1456 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1457
1458 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1459 ASSERT(SUCCEEDED(result));
1460 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1461
1462 mClearResourcesInitialized = true;
1463 }
1464
1465 // Prepare the depth stencil state to write depth values if the depth should be cleared
1466 // and stencil values if the stencil should be cleared
1467 gl::DepthStencilState glDSState;
1468 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1469 glDSState.depthFunc = GL_ALWAYS;
1470 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1471 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1472 glDSState.stencilFunc = GL_ALWAYS;
1473 glDSState.stencilMask = 0;
1474 glDSState.stencilFail = GL_REPLACE;
1475 glDSState.stencilPassDepthFail = GL_REPLACE;
1476 glDSState.stencilPassDepthPass = GL_REPLACE;
1477 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1478 glDSState.stencilBackFunc = GL_ALWAYS;
1479 glDSState.stencilBackMask = 0;
1480 glDSState.stencilBackFail = GL_REPLACE;
1481 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1482 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1483 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1484
1485 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1486
1487 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1488
1489 // Prepare the blend state to use a write mask if the color buffer should be cleared
1490 gl::BlendState glBlendState;
1491 glBlendState.blend = false;
1492 glBlendState.sourceBlendRGB = GL_ONE;
1493 glBlendState.destBlendRGB = GL_ZERO;
1494 glBlendState.sourceBlendAlpha = GL_ONE;
1495 glBlendState.destBlendAlpha = GL_ZERO;
1496 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1497 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1498 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1499 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1500 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1501 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1502 glBlendState.sampleAlphaToCoverage = false;
1503 glBlendState.dither = false;
1504
1505 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1506 static const UINT sampleMask = 0xFFFFFFFF;
1507
1508 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1509
1510 // Set the vertices
1511 D3D11_MAPPED_SUBRESOURCE mappedResource;
1512 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1513 if (FAILED(result))
1514 {
1515 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1516 return;
1517 }
1518
1519 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1520
1521 float depthClear = gl::clamp01(clearParams.depthClearValue);
1522 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1523 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1524 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1525 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1526
1527 mDeviceContext->Unmap(mClearVB, 0);
1528
1529 // Apply state
1530 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1531 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1532 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1533
1534 // Apply shaders
1535 mDeviceContext->IASetInputLayout(mClearIL);
1536 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1537 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
1538
1539 // Apply vertex buffer
1540 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1541 static UINT startIdx = 0;
1542 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1543 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1544
1545 // Draw the clear quad
1546 mDeviceContext->Draw(4, 0);
1547
1548 // Clean up
1549 markAllStateDirty();
1550}
1551
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001552void Renderer11::markAllStateDirty()
1553{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001554 mAppliedRenderTargetSerial = 0;
1555 mAppliedDepthbufferSerial = 0;
1556 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001557 mDepthStencilInitialized = false;
1558 mRenderTargetDescInitialized = false;
1559
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001560 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001561 {
1562 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001563 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001564 }
1565 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1566 {
1567 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001568 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001569 }
1570
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001571 mForceSetBlendState = true;
1572 mForceSetRasterState = true;
1573 mForceSetDepthStencilState = true;
1574 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001575 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001576
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001577 mAppliedIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001578 mAppliedIBOffset = 0;
1579
daniel@transgaming.come4991412012-12-20 20:55:34 +00001580 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001581 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1582 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001583}
1584
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001585void Renderer11::releaseDeviceResources()
1586{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001587 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001588 mInputLayoutCache.clear();
1589
1590 delete mVertexDataManager;
1591 mVertexDataManager = NULL;
1592
1593 delete mIndexDataManager;
1594 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001595
1596 delete mLineLoopIB;
1597 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001598
1599 delete mTriangleFanIB;
1600 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001601
1602 if (mCopyVB)
1603 {
1604 mCopyVB->Release();
1605 mCopyVB = NULL;
1606 }
1607
1608 if (mCopySampler)
1609 {
1610 mCopySampler->Release();
1611 mCopySampler = NULL;
1612 }
1613
1614 if (mCopyIL)
1615 {
1616 mCopyIL->Release();
1617 mCopyIL = NULL;
1618 }
1619
1620 if (mCopyVS)
1621 {
1622 mCopyVS->Release();
1623 mCopyVS = NULL;
1624 }
1625
1626 if (mCopyRGBAPS)
1627 {
1628 mCopyRGBAPS->Release();
1629 mCopyRGBAPS = NULL;
1630 }
1631
1632 if (mCopyRGBPS)
1633 {
1634 mCopyRGBPS->Release();
1635 mCopyRGBPS = NULL;
1636 }
1637
1638 if (mCopyLumPS)
1639 {
1640 mCopyLumPS->Release();
1641 mCopyLumPS = NULL;
1642 }
1643
1644 if (mCopyLumAlphaPS)
1645 {
1646 mCopyLumAlphaPS->Release();
1647 mCopyLumAlphaPS = NULL;
1648 }
1649
1650 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001651
1652 if (mClearVB)
1653 {
1654 mClearVB->Release();
1655 mClearVB = NULL;
1656 }
1657
1658 if (mClearIL)
1659 {
1660 mClearIL->Release();
1661 mClearIL = NULL;
1662 }
1663
1664 if (mClearVS)
1665 {
1666 mClearVS->Release();
1667 mClearVS = NULL;
1668 }
1669
1670 if (mClearPS)
1671 {
1672 mClearPS->Release();
1673 mClearPS = NULL;
1674 }
1675
1676 if (mClearScissorRS)
1677 {
1678 mClearScissorRS->Release();
1679 mClearScissorRS = NULL;
1680 }
1681
1682 if (mClearNoScissorRS)
1683 {
1684 mClearNoScissorRS->Release();
1685 mClearNoScissorRS = NULL;
1686 }
1687
1688 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001689
1690 if (mDriverConstantBufferVS)
1691 {
1692 mDriverConstantBufferVS->Release();
1693 mDriverConstantBufferVS = NULL;
1694 }
1695
1696 if (mDriverConstantBufferPS)
1697 {
1698 mDriverConstantBufferPS->Release();
1699 mDriverConstantBufferPS = NULL;
1700 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001701}
1702
1703void Renderer11::markDeviceLost()
1704{
1705 mDeviceLost = true;
1706}
1707
1708bool Renderer11::isDeviceLost()
1709{
1710 return mDeviceLost;
1711}
1712
1713// set notify to true to broadcast a message to all contexts of the device loss
1714bool Renderer11::testDeviceLost(bool notify)
1715{
1716 bool isLost = false;
1717
1718 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +00001719 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001720
1721 if (isLost)
1722 {
1723 // ensure we note the device loss --
1724 // we'll probably get this done again by markDeviceLost
1725 // but best to remember it!
1726 // Note that we don't want to clear the device loss status here
1727 // -- this needs to be done by resetDevice
1728 mDeviceLost = true;
1729 if (notify)
1730 {
1731 mDisplay->notifyDeviceLost();
1732 }
1733 }
1734
1735 return isLost;
1736}
1737
1738bool Renderer11::testDeviceResettable()
1739{
1740 HRESULT status = D3D_OK;
1741
1742 // TODO
1743 UNIMPLEMENTED();
1744
1745 switch (status)
1746 {
1747 case D3DERR_DEVICENOTRESET:
1748 case D3DERR_DEVICEHUNG:
1749 return true;
1750 default:
1751 return false;
1752 }
1753}
1754
1755bool Renderer11::resetDevice()
1756{
1757 releaseDeviceResources();
1758
1759 // TODO
1760 UNIMPLEMENTED();
1761
1762 // reset device defaults
1763 initializeDevice();
1764 mDeviceLost = false;
1765
1766 return true;
1767}
1768
1769DWORD Renderer11::getAdapterVendor() const
1770{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001771 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001772}
1773
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001774std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001775{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001776 std::ostringstream rendererString;
1777
1778 rendererString << mDescription;
1779 rendererString << " Direct3D11";
1780
1781 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1782 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1783
1784 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001785}
1786
1787GUID Renderer11::getAdapterIdentifier() const
1788{
1789 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001790 // UNIMPLEMENTED();
1791 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001792 return foo;
1793}
1794
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00001795bool Renderer11::getBGRATextureSupport() const
1796{
1797 return mBGRATextureSupport;
1798}
1799
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001800bool Renderer11::getDXT1TextureSupport()
1801{
1802 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001803 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001804 return false;
1805}
1806
1807bool Renderer11::getDXT3TextureSupport()
1808{
1809 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001810 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001811 return false;
1812}
1813
1814bool Renderer11::getDXT5TextureSupport()
1815{
1816 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001817 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001818 return false;
1819}
1820
1821bool Renderer11::getDepthTextureSupport() const
1822{
1823 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001824 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001825 return false;
1826}
1827
1828bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
1829{
1830 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001831 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001832
1833 *filtering = false;
1834 *renderable = false;
1835 return false;
1836}
1837
1838bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
1839{
1840 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001841 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001842
1843 *filtering = false;
1844 *renderable = false;
1845 return false;
1846}
1847
1848bool Renderer11::getLuminanceTextureSupport()
1849{
1850 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001851 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001852 return false;
1853}
1854
1855bool Renderer11::getLuminanceAlphaTextureSupport()
1856{
1857 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001858 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001859 return false;
1860}
1861
1862bool Renderer11::getTextureFilterAnisotropySupport() const
1863{
1864 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001865 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001866 return false;
1867}
1868
1869float Renderer11::getTextureMaxAnisotropy() const
1870{
1871 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001872 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001873 return 1.0f;
1874}
1875
1876bool Renderer11::getEventQuerySupport()
1877{
1878 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001879 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001880 return false;
1881}
1882
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001883unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001884{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001885 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
1886 switch (mFeatureLevel)
1887 {
1888 case D3D_FEATURE_LEVEL_11_0:
1889 case D3D_FEATURE_LEVEL_10_1:
1890 case D3D_FEATURE_LEVEL_10_0:
1891 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
1892 default: UNREACHABLE();
1893 return 0;
1894 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001895}
1896
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00001897unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
1898{
1899 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
1900}
1901
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001902int Renderer11::getMaxVertexUniformVectors() const
1903{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001904 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
1905 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
1906 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001907}
1908
1909int Renderer11::getMaxFragmentUniformVectors() const
1910{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001911 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
1912 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
1913 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001914}
1915
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00001916int Renderer11::getMaxVaryingVectors() const
1917{
1918 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
1919 switch (mFeatureLevel)
1920 {
1921 case D3D_FEATURE_LEVEL_11_0:
1922 return D3D11_VS_OUTPUT_REGISTER_COUNT;
1923 case D3D_FEATURE_LEVEL_10_1:
1924 case D3D_FEATURE_LEVEL_10_0:
1925 return D3D10_VS_OUTPUT_REGISTER_COUNT;
1926 default: UNREACHABLE();
1927 return 0;
1928 }
1929}
1930
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001931bool Renderer11::getNonPower2TextureSupport() const
1932{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00001933 switch (mFeatureLevel)
1934 {
1935 case D3D_FEATURE_LEVEL_11_0:
1936 case D3D_FEATURE_LEVEL_10_1:
1937 case D3D_FEATURE_LEVEL_10_0:
1938 return true;
1939 default: UNREACHABLE();
1940 return false;
1941 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001942}
1943
1944bool Renderer11::getOcclusionQuerySupport() const
1945{
1946 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001947 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001948 return false;
1949}
1950
1951bool Renderer11::getInstancingSupport() const
1952{
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001953 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001954}
1955
1956bool Renderer11::getShareHandleSupport() const
1957{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00001958 // We only currently support share handles with BGRA surfaces, because
1959 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001960 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00001961 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001962}
1963
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00001964bool Renderer11::getDerivativeInstructionSupport() const
1965{
1966 // TODO
1967 // UNIMPLEMENTED();
1968 return false;
1969}
1970
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001971int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001972{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001973 switch (mFeatureLevel)
1974 {
1975 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001976 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001977 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
1978 default: UNREACHABLE(); return 0;
1979 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001980}
1981
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001982int Renderer11::getMinorShaderModel() const
1983{
1984 switch (mFeatureLevel)
1985 {
1986 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
1987 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
1988 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
1989 default: UNREACHABLE(); return 0;
1990 }
1991}
1992
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001993float Renderer11::getMaxPointSize() const
1994{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001995 // choose a reasonable maximum. we enforce this in the shader.
1996 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
1997 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001998}
1999
2000int Renderer11::getMaxTextureWidth() const
2001{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002002 switch (mFeatureLevel)
2003 {
2004 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2005 case D3D_FEATURE_LEVEL_10_1:
2006 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2007 default: UNREACHABLE(); return 0;
2008 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002009}
2010
2011int Renderer11::getMaxTextureHeight() const
2012{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002013 switch (mFeatureLevel)
2014 {
2015 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2016 case D3D_FEATURE_LEVEL_10_1:
2017 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2018 default: UNREACHABLE(); return 0;
2019 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002020}
2021
2022bool Renderer11::get32BitIndexSupport() const
2023{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002024 switch (mFeatureLevel)
2025 {
2026 case D3D_FEATURE_LEVEL_11_0:
2027 case D3D_FEATURE_LEVEL_10_1:
2028 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2029 default: UNREACHABLE(); return false;
2030 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002031}
2032
2033int Renderer11::getMinSwapInterval() const
2034{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002035 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002036}
2037
2038int Renderer11::getMaxSwapInterval() const
2039{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002040 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002041}
2042
2043int Renderer11::getMaxSupportedSamples() const
2044{
2045 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002046 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002047 return 1;
2048}
2049
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002050bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002051{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002052 if (source && dest)
2053 {
2054 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2055 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2056
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002057 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002058 return true;
2059 }
2060
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002061 return false;
2062}
2063
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002064bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002065{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002066 if (source && dest)
2067 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002068 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2069 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002070
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002071 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002072 return true;
2073 }
2074
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002075 return false;
2076}
2077
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002078bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002079 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002080{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002081 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2082 if (!colorbuffer)
2083 {
2084 ERR("Failed to retrieve the color buffer from the frame buffer.");
2085 return error(GL_OUT_OF_MEMORY, false);
2086 }
2087
2088 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2089 if (!sourceRenderTarget)
2090 {
2091 ERR("Failed to retrieve the render target from the frame buffer.");
2092 return error(GL_OUT_OF_MEMORY, false);
2093 }
2094
2095 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2096 if (!source)
2097 {
2098 ERR("Failed to retrieve the render target view from the render target.");
2099 return error(GL_OUT_OF_MEMORY, false);
2100 }
2101
2102 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2103 if (!storage11)
2104 {
2105 source->Release();
2106 ERR("Failed to retrieve the texture storage from the destination.");
2107 return error(GL_OUT_OF_MEMORY, false);
2108 }
2109
2110 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2111 if (!destRenderTarget)
2112 {
2113 source->Release();
2114 ERR("Failed to retrieve the render target from the destination storage.");
2115 return error(GL_OUT_OF_MEMORY, false);
2116 }
2117
2118 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2119 if (!dest)
2120 {
2121 source->Release();
2122 ERR("Failed to retrieve the render target view from the destination render target.");
2123 return error(GL_OUT_OF_MEMORY, false);
2124 }
2125
2126 gl::Rectangle destRect;
2127 destRect.x = xoffset;
2128 destRect.y = yoffset;
2129 destRect.width = sourceRect.width;
2130 destRect.height = sourceRect.height;
2131
2132 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2133 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2134
2135 source->Release();
2136 dest->Release();
2137
2138 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002139}
2140
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002141bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002142 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002143{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002144 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2145 if (!colorbuffer)
2146 {
2147 ERR("Failed to retrieve the color buffer from the frame buffer.");
2148 return error(GL_OUT_OF_MEMORY, false);
2149 }
2150
2151 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2152 if (!sourceRenderTarget)
2153 {
2154 ERR("Failed to retrieve the render target from the frame buffer.");
2155 return error(GL_OUT_OF_MEMORY, false);
2156 }
2157
2158 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2159 if (!source)
2160 {
2161 ERR("Failed to retrieve the render target view from the render target.");
2162 return error(GL_OUT_OF_MEMORY, false);
2163 }
2164
2165 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2166 if (!storage11)
2167 {
2168 source->Release();
2169 ERR("Failed to retrieve the texture storage from the destination.");
2170 return error(GL_OUT_OF_MEMORY, false);
2171 }
2172
2173 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2174 if (!destRenderTarget)
2175 {
2176 source->Release();
2177 ERR("Failed to retrieve the render target from the destination storage.");
2178 return error(GL_OUT_OF_MEMORY, false);
2179 }
2180
2181 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2182 if (!dest)
2183 {
2184 source->Release();
2185 ERR("Failed to retrieve the render target view from the destination render target.");
2186 return error(GL_OUT_OF_MEMORY, false);
2187 }
2188
2189 gl::Rectangle destRect;
2190 destRect.x = xoffset;
2191 destRect.y = yoffset;
2192 destRect.width = sourceRect.width;
2193 destRect.height = sourceRect.height;
2194
2195 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2196 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2197
2198 source->Release();
2199 dest->Release();
2200
2201 return ret;
2202}
2203
2204bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2205 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2206{
2207 HRESULT result;
2208
2209 if (!mCopyResourcesInitialized)
2210 {
2211 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2212
2213 D3D11_BUFFER_DESC vbDesc;
2214 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2215 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2216 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2217 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2218 vbDesc.MiscFlags = 0;
2219 vbDesc.StructureByteStride = 0;
2220
2221 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2222 ASSERT(SUCCEEDED(result));
2223 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2224
2225 D3D11_SAMPLER_DESC samplerDesc;
2226 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2227 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2228 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2229 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2230 samplerDesc.MipLODBias = 0.0f;
2231 samplerDesc.MaxAnisotropy = 0;
2232 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2233 samplerDesc.BorderColor[0] = 0.0f;
2234 samplerDesc.BorderColor[1] = 0.0f;
2235 samplerDesc.BorderColor[2] = 0.0f;
2236 samplerDesc.BorderColor[3] = 0.0f;
2237 samplerDesc.MinLOD = 0.0f;
2238 samplerDesc.MaxLOD = 0.0f;
2239
2240 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2241 ASSERT(SUCCEEDED(result));
2242 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2243
2244 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2245 {
2246 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2247 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2248 };
2249
2250 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2251 ASSERT(SUCCEEDED(result));
2252 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2253
2254 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2255 ASSERT(SUCCEEDED(result));
2256 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2257
2258 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2259 ASSERT(SUCCEEDED(result));
2260 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2261
2262 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2263 ASSERT(SUCCEEDED(result));
2264 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2265
2266 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2267 ASSERT(SUCCEEDED(result));
2268 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2269
2270 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2271 ASSERT(SUCCEEDED(result));
2272 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2273
2274 mCopyResourcesInitialized = true;
2275 }
2276
2277 // Verify the source and destination area sizes
2278 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2279 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2280 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2281 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2282 {
2283 return error(GL_INVALID_VALUE, false);
2284 }
2285
2286 // Set vertices
2287 D3D11_MAPPED_SUBRESOURCE mappedResource;
2288 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2289 if (FAILED(result))
2290 {
2291 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
2292 return error(GL_OUT_OF_MEMORY, false);
2293 }
2294
2295 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2296
2297 // Create a quad in homogeneous coordinates
2298 float x1 = (destArea.x / destWidth) * 2.0f - 1.0f;
2299 float y1 = (destArea.y / destHeight) * 2.0f - 1.0f;
2300 float x2 = ((destArea.x + destArea.width) / destWidth) * 2.0f - 1.0f;
2301 float y2 = ((destArea.y + destArea.height) / destHeight) * 2.0f - 1.0f;
2302
2303 float u1 = sourceArea.x / float(sourceWidth);
2304 float v1 = sourceArea.y / float(sourceHeight);
2305 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2306 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2307
2308 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2309 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2310 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2311 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2312
2313 mDeviceContext->Unmap(mCopyVB, 0);
2314
2315 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2316 static UINT startIdx = 0;
2317 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2318
2319 // Apply state
2320 static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
2321 mDeviceContext->OMSetBlendState(NULL, blendFactor, 0xFFFFFFF);
2322 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2323 mDeviceContext->RSSetState(NULL);
2324
2325 // Apply shaders
2326 mDeviceContext->IASetInputLayout(mCopyIL);
2327 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2328 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2329
2330 ID3D11PixelShader *ps = NULL;
2331 switch(destFormat)
2332 {
2333 case GL_RGBA: ps = mCopyRGBAPS; break;
2334 case GL_RGB: ps = mCopyRGBPS; break;
2335 case GL_ALPHA: ps = mCopyRGBAPS; break;
2336 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2337 case GL_LUMINANCE: ps = mCopyLumPS; break;
2338 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2339 default: UNREACHABLE(); ps = NULL; break;
2340 }
2341
2342 mDeviceContext->PSSetShader(ps, NULL, 0);
2343
2344 // Unset the currently bound shader resource to avoid conflicts
2345 static ID3D11ShaderResourceView *const nullSRV = NULL;
2346 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2347
2348 // Apply render targets
2349 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2350
2351 // Set the viewport
2352 D3D11_VIEWPORT viewport;
2353 viewport.TopLeftX = 0;
2354 viewport.TopLeftY = 0;
2355 viewport.Width = destWidth;
2356 viewport.Height = destHeight;
2357 viewport.MinDepth = 0.0f;
2358 viewport.MaxDepth = 1.0f;
2359 mDeviceContext->RSSetViewports(1, &viewport);
2360
2361 // Apply textures
2362 mDeviceContext->PSSetShaderResources(0, 1, &source);
2363 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2364
2365 // Draw the quad
2366 mDeviceContext->Draw(4, 0);
2367
2368 // Unbind textures and render targets and vertex buffer
2369 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2370
2371 static ID3D11RenderTargetView *const nullRTV = NULL;
2372 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2373
2374 static UINT zero = 0;
2375 static ID3D11Buffer *const nullBuffer = NULL;
2376 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2377
2378 markAllStateDirty();
2379
2380 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002381}
2382
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002383RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2384{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002385 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002386 RenderTarget11 *renderTarget = NULL;
2387 if (depth)
2388 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002389 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), NULL,
2390 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002391 }
2392 else
2393 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002394 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
2395 swapChain11->getRenderTargetShaderResource(),
2396 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002397 }
2398 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002399}
2400
2401RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2402{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002403 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2404 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002405}
2406
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002407ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002408{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002409 ShaderExecutable11 *executable = NULL;
2410
2411 switch (type)
2412 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002413 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002414 {
2415 ID3D11VertexShader *vshader = NULL;
2416 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2417 ASSERT(SUCCEEDED(result));
2418
2419 if (vshader)
2420 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002421 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002422 }
2423 }
2424 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002425 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002426 {
2427 ID3D11PixelShader *pshader = NULL;
2428 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2429 ASSERT(SUCCEEDED(result));
2430
2431 if (pshader)
2432 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002433 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002434 }
2435 }
2436 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002437 case rx::SHADER_GEOMETRY:
2438 {
2439 ID3D11GeometryShader *gshader = NULL;
2440 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2441 ASSERT(SUCCEEDED(result));
2442
2443 if (gshader)
2444 {
2445 executable = new ShaderExecutable11(function, length, gshader);
2446 }
2447 }
2448 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002449 default:
2450 UNREACHABLE();
2451 break;
2452 }
2453
2454 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002455}
2456
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002457ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002458{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002459 const char *profile = NULL;
2460
2461 switch (type)
2462 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002463 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002464 profile = "vs_4_0";
2465 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002466 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002467 profile = "ps_4_0";
2468 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002469 case rx::SHADER_GEOMETRY:
2470 profile = "gs_4_0";
2471 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002472 default:
2473 UNREACHABLE();
2474 return NULL;
2475 }
2476
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00002477 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002478 if (!binary)
2479 return NULL;
2480
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002481 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002482 binary->Release();
2483
2484 return executable;
2485}
2486
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002487VertexBuffer *Renderer11::createVertexBuffer()
2488{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002489 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002490}
2491
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002492IndexBuffer *Renderer11::createIndexBuffer()
2493{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002494 return new IndexBuffer11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002495}
2496
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002497bool Renderer11::getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
2498{
2499 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2500 if (colorbuffer)
2501 {
2502 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2503 if (renderTarget)
2504 {
2505 *subresourceIndex = renderTarget->getSubresourceIndex();
2506
2507 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2508 if (colorBufferRTV)
2509 {
2510 ID3D11Resource *textureResource = NULL;
2511 colorBufferRTV->GetResource(&textureResource);
2512 colorBufferRTV->Release();
2513
2514 if (textureResource)
2515 {
2516 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2517 textureResource->Release();
2518
2519 if (SUCCEEDED(result))
2520 {
2521 return true;
2522 }
2523 else
2524 {
2525 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2526 "HRESULT: 0x%X.", result);
2527 }
2528 }
2529 }
2530 }
2531 }
2532
2533 return false;
2534}
2535
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002536bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
2537 bool blitRenderTarget, bool blitDepthStencil)
2538{
2539 // TODO
2540 UNIMPLEMENTED();
2541 return false;
2542}
2543
2544void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2545 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2546{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002547 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002548 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002549
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002550 if (getRenderTargetResource(framebuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002551 {
2552 gl::Rectangle area;
2553 area.x = x;
2554 area.y = y;
2555 area.width = width;
2556 area.height = height;
2557
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002558 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2559 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002560
2561 colorBufferTexture->Release();
2562 colorBufferTexture = NULL;
2563 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002564}
2565
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002566Image *Renderer11::createImage()
2567{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002568 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002569}
2570
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002571void Renderer11::generateMipmap(Image *dest, Image *src)
2572{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002573 Image11 *dest11 = Image11::makeImage11(dest);
2574 Image11 *src11 = Image11::makeImage11(src);
2575 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002576}
2577
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002578TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2579{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002580 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2581 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002582}
2583
2584TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2585{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002586 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002587}
2588
2589TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2590{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002591 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002592}
2593
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002594static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2595{
2596 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2597 destFormat == GL_ALPHA &&
2598 destType == GL_UNSIGNED_BYTE)
2599 {
2600 return 1;
2601 }
2602 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2603 destFormat == GL_RGBA &&
2604 destType == GL_UNSIGNED_BYTE)
2605 {
2606 return 4;
2607 }
2608 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2609 destFormat == GL_BGRA_EXT &&
2610 destType == GL_UNSIGNED_BYTE)
2611 {
2612 return 4;
2613 }
2614 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2615 destFormat == GL_RGBA &&
2616 destType == GL_HALF_FLOAT_OES)
2617 {
2618 return 8;
2619 }
2620 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2621 destFormat == GL_RGB &&
2622 destType == GL_FLOAT)
2623 {
2624 return 12;
2625 }
2626 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2627 destFormat == GL_RGBA &&
2628 destType == GL_FLOAT)
2629 {
2630 return 16;
2631 }
2632 else
2633 {
2634 return 0;
2635 }
2636}
2637
2638static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2639 unsigned int y, int inputPitch, gl::Color *outColor)
2640{
2641 switch (format)
2642 {
2643 case DXGI_FORMAT_R8G8B8A8_UNORM:
2644 {
2645 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
2646 outColor->red = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
2647 outColor->green = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
2648 outColor->blue = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
2649 outColor->alpha = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
2650 }
2651 break;
2652
2653 case DXGI_FORMAT_A8_UNORM:
2654 {
2655 outColor->red = 0.0f;
2656 outColor->green = 0.0f;
2657 outColor->blue = 0.0f;
2658 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
2659 }
2660 break;
2661
2662 case DXGI_FORMAT_R32G32B32A32_FLOAT:
2663 {
2664 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
2665 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
2666 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
2667 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
2668 }
2669 break;
2670
2671 case DXGI_FORMAT_R32G32B32_FLOAT:
2672 {
2673 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
2674 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
2675 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
2676 outColor->alpha = 1.0f;
2677 }
2678 break;
2679
2680 case DXGI_FORMAT_R16G16B16A16_FLOAT:
2681 {
2682 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
2683 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
2684 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
2685 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
2686 }
2687 break;
2688
2689 case DXGI_FORMAT_B8G8R8A8_UNORM:
2690 {
2691 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
2692 outColor->red = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
2693 outColor->blue = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
2694 outColor->green = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
2695 outColor->alpha = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
2696 }
2697 break;
2698
2699 case DXGI_FORMAT_R8_UNORM:
2700 {
2701 outColor->red = *(data + x + y * inputPitch) / 255.0f;
2702 outColor->green = 0.0f;
2703 outColor->blue = 0.0f;
2704 outColor->alpha = 1.0f;
2705 }
2706 break;
2707
2708 case DXGI_FORMAT_R8G8_UNORM:
2709 {
2710 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
2711
2712 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
2713 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
2714 outColor->blue = 0.0f;
2715 outColor->alpha = 1.0f;
2716 }
2717 break;
2718
2719 case DXGI_FORMAT_R16_FLOAT:
2720 {
2721 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
2722 outColor->green = 0.0f;
2723 outColor->blue = 0.0f;
2724 outColor->alpha = 1.0f;
2725 }
2726 break;
2727
2728 case DXGI_FORMAT_R16G16_FLOAT:
2729 {
2730 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
2731 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
2732 outColor->blue = 0.0f;
2733 outColor->alpha = 1.0f;
2734 }
2735 break;
2736
2737 default:
2738 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
2739 UNIMPLEMENTED();
2740 break;
2741 }
2742}
2743
2744static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
2745 unsigned int y, int outputPitch, void *outData)
2746{
2747 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
2748 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
2749
2750 switch (format)
2751 {
2752 case GL_RGBA:
2753 switch (type)
2754 {
2755 case GL_UNSIGNED_BYTE:
2756 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2757 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2758 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2759 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2760 break;
2761
2762 default:
2763 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
2764 UNIMPLEMENTED();
2765 break;
2766 }
2767 break;
2768
2769 case GL_BGRA_EXT:
2770 switch (type)
2771 {
2772 case GL_UNSIGNED_BYTE:
2773 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2774 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2775 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
2776 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2777 break;
2778
2779 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2780 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2781 // this type is packed as follows:
2782 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2783 // --------------------------------------------------------------------------------
2784 // | 4th | 3rd | 2nd | 1st component |
2785 // --------------------------------------------------------------------------------
2786 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2787 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2788 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
2789 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
2790 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
2791 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
2792 break;
2793
2794 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2795 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2796 // this type is packed as follows:
2797 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2798 // --------------------------------------------------------------------------------
2799 // | 4th | 3rd | 2nd | 1st component |
2800 // --------------------------------------------------------------------------------
2801 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2802 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2803 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
2804 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
2805 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
2806 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
2807 break;
2808
2809 default:
2810 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
2811 UNIMPLEMENTED();
2812 break;
2813 }
2814 break;
2815
2816 case GL_RGB:
2817 switch (type)
2818 {
2819 case GL_UNSIGNED_SHORT_5_6_5:
2820 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2821 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
2822 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
2823 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
2824 break;
2825
2826 case GL_UNSIGNED_BYTE:
2827 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2828 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2829 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2830 break;
2831
2832 default:
2833 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
2834 UNIMPLEMENTED();
2835 break;
2836 }
2837 break;
2838
2839 default:
2840 ERR("WritePixelColor not implemented for format 0x%X.", format);
2841 UNIMPLEMENTED();
2842 break;
2843 }
2844}
2845
2846void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
2847 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
2848 GLint packAlignment, void *pixels)
2849{
2850 D3D11_TEXTURE2D_DESC textureDesc;
2851 texture->GetDesc(&textureDesc);
2852
2853 D3D11_TEXTURE2D_DESC stagingDesc;
2854 stagingDesc.Width = area.width;
2855 stagingDesc.Height = area.height;
2856 stagingDesc.MipLevels = 1;
2857 stagingDesc.ArraySize = 1;
2858 stagingDesc.Format = textureDesc.Format;
2859 stagingDesc.SampleDesc.Count = 1;
2860 stagingDesc.SampleDesc.Quality = 0;
2861 stagingDesc.Usage = D3D11_USAGE_STAGING;
2862 stagingDesc.BindFlags = 0;
2863 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
2864 stagingDesc.MiscFlags = 0;
2865
2866 ID3D11Texture2D* stagingTex = NULL;
2867 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
2868 if (FAILED(result))
2869 {
2870 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
2871 return;
2872 }
2873
2874 ID3D11Texture2D* srcTex = NULL;
2875 if (textureDesc.SampleDesc.Count > 1)
2876 {
2877 D3D11_TEXTURE2D_DESC resolveDesc;
2878 resolveDesc.Width = textureDesc.Width;
2879 resolveDesc.Height = textureDesc.Height;
2880 resolveDesc.MipLevels = 1;
2881 resolveDesc.ArraySize = 1;
2882 resolveDesc.Format = textureDesc.Format;
2883 resolveDesc.SampleDesc.Count = 1;
2884 resolveDesc.SampleDesc.Quality = 0;
2885 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
2886 resolveDesc.BindFlags = 0;
2887 resolveDesc.CPUAccessFlags = 0;
2888 resolveDesc.MiscFlags = 0;
2889
2890 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
2891 if (FAILED(result))
2892 {
2893 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
2894 stagingTex->Release();
2895 return;
2896 }
2897
2898 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
2899 subResource = 0;
2900 }
2901 else
2902 {
2903 srcTex = texture;
2904 srcTex->AddRef();
2905 }
2906
2907 D3D11_BOX srcBox;
2908 srcBox.left = area.x;
2909 srcBox.right = area.x + area.width;
2910 srcBox.top = area.y;
2911 srcBox.bottom = area.y + area.height;
2912 srcBox.front = 0;
2913 srcBox.back = 1;
2914
2915 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
2916
2917 srcTex->Release();
2918 srcTex = NULL;
2919
2920 D3D11_MAPPED_SUBRESOURCE mapping;
2921 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
2922
2923 unsigned char *source;
2924 int inputPitch;
2925 if (packReverseRowOrder)
2926 {
2927 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
2928 inputPitch = -static_cast<int>(mapping.RowPitch);
2929 }
2930 else
2931 {
2932 source = static_cast<unsigned char*>(mapping.pData);
2933 inputPitch = static_cast<int>(mapping.RowPitch);
2934 }
2935
2936 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
2937 if (fastPixelSize != 0)
2938 {
2939 unsigned char *dest = static_cast<unsigned char*>(pixels);
2940 for (int j = 0; j < area.height; j++)
2941 {
2942 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
2943 }
2944 }
2945 else
2946 {
2947 gl::Color pixelColor;
2948 for (int j = 0; j < area.height; j++)
2949 {
2950 for (int i = 0; i < area.width; i++)
2951 {
2952 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
2953 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
2954 }
2955 }
2956 }
2957
2958 mDeviceContext->Unmap(stagingTex, 0);
2959
2960 stagingTex->Release();
2961 stagingTex = NULL;
2962}
2963
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002964}