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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
2// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.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.com1d6aff22012-11-28 19:30:42 +000024
25#include "libEGL/Config.h"
26#include "libEGL/Display.h"
27
28namespace rx
29{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000030static const DXGI_FORMAT RenderTargetFormats[] =
31 {
32 DXGI_FORMAT_R8G8B8A8_UNORM
33 };
34
35static const DXGI_FORMAT DepthStencilFormats[] =
36 {
37 DXGI_FORMAT_D24_UNORM_S8_UINT
38 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000039
40Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
41{
42 mD3d11Module = NULL;
43 mDxgiModule = NULL;
44
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000045 mDeviceLost = false;
46
daniel@transgaming.com25072f62012-11-28 19:31:32 +000047 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000048 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000049 mDxgiAdapter = NULL;
50 mDxgiFactory = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000051}
52
53Renderer11::~Renderer11()
54{
55 releaseDeviceResources();
56
daniel@transgaming.com65e65372012-11-28 19:33:50 +000057 if (mDxgiFactory)
58 {
59 mDxgiFactory->Release();
60 mDxgiFactory = NULL;
61 }
62
63 if (mDxgiAdapter)
64 {
65 mDxgiAdapter->Release();
66 mDxgiAdapter = NULL;
67 }
68
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000069 if (mDeviceContext)
70 {
71 mDeviceContext->Release();
72 mDeviceContext = NULL;
73 }
74
daniel@transgaming.com25072f62012-11-28 19:31:32 +000075 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000076 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +000077 mDevice->Release();
78 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000079 }
80
81 if (mD3d11Module)
82 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000083 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000084 mD3d11Module = NULL;
85 }
86
87 if (mDxgiModule)
88 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000089 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000090 mDxgiModule = NULL;
91 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000092}
93
daniel@transgaming.comb64ed282012-11-28 20:54:02 +000094Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
95{
96 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
97 return static_cast<rx::Renderer11*>(renderer);
98}
99
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000100EGLint Renderer11::initialize()
101{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000102 if (!initializeCompiler())
103 {
104 return EGL_NOT_INITIALIZED;
105 }
106
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000107 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
108 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000109
110 if (mD3d11Module == NULL || mDxgiModule == NULL)
111 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000112 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000113 return EGL_NOT_INITIALIZED;
114 }
115
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000116 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000117
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000118 if (D3D11CreateDevice == NULL)
119 {
120 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
121 return EGL_NOT_INITIALIZED;
122 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000123
124 D3D_FEATURE_LEVEL featureLevel[] =
125 {
126 D3D_FEATURE_LEVEL_11_0,
127 D3D_FEATURE_LEVEL_10_1,
128 D3D_FEATURE_LEVEL_10_0,
129 };
130
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000131 HRESULT result = D3D11CreateDevice(NULL,
132 D3D_DRIVER_TYPE_HARDWARE,
133 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000134 #if defined(_DEBUG)
135 D3D11_CREATE_DEVICE_DEBUG,
136 #else
137 0,
138 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000139 featureLevel,
140 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000141 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000142 &mDevice,
143 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000144 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000145
146 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000147 {
148 ERR("Could not create D3D11 device - aborting!\n");
149 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
150 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000151
152 IDXGIDevice *dxgiDevice = NULL;
153 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
154
155 if (FAILED(result))
156 {
157 ERR("Could not query DXGI device - aborting!\n");
158 return EGL_NOT_INITIALIZED;
159 }
160
161 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
162
163 if (FAILED(result))
164 {
165 ERR("Could not retrieve DXGI adapter - aborting!\n");
166 return EGL_NOT_INITIALIZED;
167 }
168
169 dxgiDevice->Release();
170
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000171 mDxgiAdapter->GetDesc(&mAdapterDescription);
172 memset(mDescription, 0, sizeof(mDescription));
173 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
174
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000175 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
176
177 if (!mDxgiFactory || FAILED(result))
178 {
179 ERR("Could not create DXGI factory - aborting!\n");
180 return EGL_NOT_INITIALIZED;
181 }
182
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000183 initializeDevice();
184
185 return EGL_SUCCESS;
186}
187
188// do any one-time device initialization
189// NOTE: this is also needed after a device lost/reset
190// to reset the scene status and ensure the default states are reset.
191void Renderer11::initializeDevice()
192{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000193 mStateCache.initialize(mDevice);
194
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000195 markAllStateDirty();
196
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000197 // Permanent non-default states
198 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000199 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000200}
201
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000202int Renderer11::generateConfigs(ConfigDesc **configDescList)
203{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000204 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
205 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000206 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
207 int numConfigs = 0;
208
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000209 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000210 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000211 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000212 {
213 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
214
215 UINT formatSupport = 0;
216 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
217
218 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
219 {
220 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
221
222 UINT formatSupport = 0;
223 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
224
225 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
226 {
227 ConfigDesc newConfig;
228 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
229 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
230 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
231 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
232
233 (*configDescList)[numConfigs++] = newConfig;
234 }
235 }
236 }
237 }
238
239 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000240}
241
242void Renderer11::deleteConfigs(ConfigDesc *configDescList)
243{
244 delete [] (configDescList);
245}
246
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000247void Renderer11::sync(bool block)
248{
249 // TODO
250 UNIMPLEMENTED();
251}
252
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000253SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
254{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000255 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000256}
257
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000258void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
259{
260 // TODO
261 UNIMPLEMENTED();
262}
263
264void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
265{
266 // TODO
267 UNIMPLEMENTED();
268}
269
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000270void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000271{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000272 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000273 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000274 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
275 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000276 if (!dxRasterState)
277 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000278 ERR("NULL blend state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000279 "rasterizer state.");
280 }
281
282 mDeviceContext->RSSetState(dxRasterState);
283
284 if (dxRasterState)
285 {
286 dxRasterState->Release();
287 }
288 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000289 }
290
291 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000292}
293
294void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
295 unsigned int sampleMask)
296{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000297 if (mForceSetBlendState ||
298 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
299 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
300 sampleMask != mCurSampleMask)
301 {
302 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
303 if (!dxBlendState)
304 {
305 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
306 "blend state.");
307 }
308
309 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
310 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
311
312 if (dxBlendState)
313 {
314 dxBlendState->Release();
315 }
316 mCurBlendState = blendState;
317 mCurBlendColor = blendColor;
318 mCurSampleMask = sampleMask;
319 }
320
321 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000322}
323
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000324void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000325 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000326{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000327 if (mForceSetDepthStencilState ||
328 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
329 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
330 {
331 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
332 stencilRef != stencilBackRef ||
333 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
334 {
335 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
336 "invalid under WebGL.");
337 return error(GL_INVALID_OPERATION);
338 }
339
340 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
341 if (!dxDepthStencilState)
342 {
343 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
344 "setting the default depth stencil state.");
345 }
346
347 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
348
349 if (dxDepthStencilState)
350 {
351 dxDepthStencilState->Release();
352 }
353 mCurDepthStencilState = depthStencilState;
354 mCurStencilRef = stencilRef;
355 mCurStencilBackRef = stencilBackRef;
356 }
357
358 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000359}
360
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000361void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000362{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000363 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
364 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000365 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000366 if (enabled)
367 {
368 D3D11_RECT rect;
369 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
370 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
371 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
372 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000373
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000374 mDeviceContext->RSSetScissorRects(1, &rect);
375 }
376
377 if (enabled != mScissorEnabled)
378 {
379 mForceSetRasterState = true;
380 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000381
382 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000383 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000384 }
385
386 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000387}
388
daniel@transgaming.com12985182012-12-20 20:56:31 +0000389bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
390 bool ignoreViewport, gl::ProgramBinary *currentProgram, bool forceSetUniforms)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000391{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000392 gl::Rectangle actualViewport = viewport;
393 float actualZNear = gl::clamp01(zNear);
394 float actualZFar = gl::clamp01(zFar);
395 if (ignoreViewport)
396 {
397 actualViewport.x = 0;
398 actualViewport.y = 0;
399 actualViewport.width = mRenderTargetDesc.width;
400 actualViewport.height = mRenderTargetDesc.height;
401 actualZNear = 0.0f;
402 actualZFar = 1.0f;
403 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000404
405 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000406 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
407 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
408 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
409 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
410 dxViewport.MinDepth = actualZNear;
411 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000412
413 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
414 {
415 return false; // Nothing to render
416 }
417
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000418 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
419 actualZNear != mCurNear || actualZFar != mCurFar;
420
daniel@transgaming.com53670042012-11-28 20:55:51 +0000421 if (viewportChanged)
422 {
423 mDeviceContext->RSSetViewports(1, &dxViewport);
424
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000425 mCurViewport = actualViewport;
426 mCurNear = actualZNear;
427 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000428 }
429
430 if (currentProgram && (viewportChanged || forceSetUniforms))
431 {
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000432 currentProgram->applyDxHalfPixelSize(0.0f, 0.0f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000433
434 // These values are used for computing gl_FragCoord in Program::linkVaryings().
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000435 currentProgram->applyDxCoord(actualViewport.width * 0.5f,
436 actualViewport.height * 0.5f,
437 actualViewport.x + (actualViewport.width * 0.5f),
438 actualViewport.y + (actualViewport.height * 0.5f));
daniel@transgaming.com53670042012-11-28 20:55:51 +0000439
daniel@transgaming.com12985182012-12-20 20:56:31 +0000440 GLfloat ccw = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000441 currentProgram->applyDxDepthFront((actualZFar - actualZNear) * 0.5f, (actualZNear + actualZFar) * 0.5f, ccw);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000442
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000443 currentProgram->applyDxDepthRange(actualZNear, actualZFar, actualZFar - actualZNear);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000444 }
445
446 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000447 return true;
448}
449
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000450bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
451{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000452 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000453
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000454 switch (mode)
455 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000456 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
457 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000458 case GL_LINE_LOOP: UNIMPLEMENTED(); /* TODO */ break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000459 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
460 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
461 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000462 case GL_TRIANGLE_FAN: UNIMPLEMENTED(); /* TODO */ break;
463 default:
464 return error(GL_INVALID_ENUM, false);
465 }
466
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000467 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000468
469 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000470}
471
472bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000473{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000474 // Get the color render buffer and serial
475 gl::Renderbuffer *renderbufferObject = NULL;
476 unsigned int renderTargetSerial = 0;
477 if (framebuffer->getColorbufferType() != GL_NONE)
478 {
479 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000480
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000481 if (!renderbufferObject)
482 {
483 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000484 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000485 }
486
487 renderTargetSerial = renderbufferObject->getSerial();
488 }
489
490 // Get the depth stencil render buffer and serials
491 gl::Renderbuffer *depthStencil = NULL;
492 unsigned int depthbufferSerial = 0;
493 unsigned int stencilbufferSerial = 0;
494 if (framebuffer->getDepthbufferType() != GL_NONE)
495 {
496 depthStencil = framebuffer->getDepthbuffer();
497 if (!depthStencil)
498 {
499 ERR("Depth stencil pointer unexpectedly null.");
500 return false;
501 }
502
503 depthbufferSerial = depthStencil->getSerial();
504 }
505 else if (framebuffer->getStencilbufferType() != GL_NONE)
506 {
507 depthStencil = framebuffer->getStencilbuffer();
508 if (!depthStencil)
509 {
510 ERR("Depth stencil pointer unexpectedly null.");
511 return false;
512 }
513
514 stencilbufferSerial = depthStencil->getSerial();
515 }
516
517 // Extract the render target dimensions and view
518 unsigned int renderTargetWidth = 0;
519 unsigned int renderTargetHeight = 0;
520 GLenum renderTargetFormat = 0;
521 ID3D11RenderTargetView* framebufferRTV = NULL;
522 if (renderbufferObject)
523 {
524 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
525 if (!renderTarget)
526 {
527 ERR("render target pointer unexpectedly null.");
528 return false;
529 }
530
531 framebufferRTV = renderTarget->getRenderTargetView();
532 if (!framebufferRTV)
533 {
534 ERR("render target view pointer unexpectedly null.");
535 return false;
536 }
537
538 renderTargetWidth = renderbufferObject->getWidth();
539 renderTargetHeight = renderbufferObject->getHeight();
540 renderTargetFormat = renderbufferObject->getActualFormat();
541 }
542
543 // Extract the depth stencil sizes and view
544 unsigned int depthSize = 0;
545 unsigned int stencilSize = 0;
546 ID3D11DepthStencilView* framebufferDSV = NULL;
547 if (depthStencil)
548 {
549 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
550 if (!depthStencilRenderTarget)
551 {
552 ERR("render target pointer unexpectedly null.");
553 if (framebufferRTV)
554 {
555 framebufferRTV->Release();
556 }
557 return false;
558 }
559
560 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
561 if (!framebufferDSV)
562 {
563 ERR("depth stencil view pointer unexpectedly null.");
564 if (framebufferRTV)
565 {
566 framebufferRTV->Release();
567 }
568 return false;
569 }
570
571 // If there is no render buffer, the width, height and format values come from
572 // the depth stencil
573 if (!renderbufferObject)
574 {
575 renderTargetWidth = depthStencil->getWidth();
576 renderTargetHeight = depthStencil->getHeight();
577 renderTargetFormat = depthStencil->getActualFormat();
578 }
579
580 depthSize = depthStencil->getDepthSize();
581 stencilSize = depthStencil->getStencilSize();
582 }
583
584 // Apply the render target and depth stencil
585 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
586 renderTargetSerial != mAppliedRenderTargetSerial ||
587 depthbufferSerial != mAppliedDepthbufferSerial ||
588 stencilbufferSerial != mAppliedStencilbufferSerial)
589 {
590 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
591
592 mRenderTargetDesc.width = renderTargetWidth;
593 mRenderTargetDesc.height = renderTargetHeight;
594 mRenderTargetDesc.format = renderTargetFormat;
595 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
596 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
597
598 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
599 {
600 mCurDepthSize = depthSize;
601 mForceSetRasterState = true;
602 }
603
604 mCurStencilSize = stencilSize;
605
606 mAppliedRenderTargetSerial = renderTargetSerial;
607 mAppliedDepthbufferSerial = depthbufferSerial;
608 mAppliedStencilbufferSerial = stencilbufferSerial;
609 mRenderTargetDescInitialized = true;
610 mDepthStencilInitialized = true;
611 }
612
613 if (framebufferRTV)
614 {
615 framebufferRTV->Release();
616 }
617 if (framebufferDSV)
618 {
619 framebufferDSV->Release();
620 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000621
622 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000623}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000624
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000625GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000626{
daniel@transgaming.com18adad02012-11-28 21:04:03 +0000627 // TODO: Create/update vertex buffers for arbitrary GL attributes
628 ASSERT(vertexAttributes[0].mBoundBuffer.get() == 0); // UNIMPLEMENTED();
629
630 UINT stride = vertexAttributes[0].mStride != 0 ? vertexAttributes[0].mStride : vertexAttributes[0].typeSize();
631 UINT size = stride * count;
632
633 D3D11_BUFFER_DESC vertexBufferDescription = {0};
634 vertexBufferDescription.ByteWidth = size;
635 vertexBufferDescription.Usage = D3D11_USAGE_DYNAMIC;
636 vertexBufferDescription.BindFlags = D3D11_BIND_VERTEX_BUFFER;
637 vertexBufferDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
638 vertexBufferDescription.MiscFlags = 0;
639 vertexBufferDescription.StructureByteStride = 0;
640
641 ID3D11Buffer *vertexBuffer = NULL;
642 HRESULT result = mDevice->CreateBuffer(&vertexBufferDescription, NULL, &vertexBuffer);
643 ASSERT(SUCCEEDED(result));
644
645 D3D11_MAPPED_SUBRESOURCE map;
646 result = mDeviceContext->Map(vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
647 ASSERT(SUCCEEDED(result));
648 memcpy(map.pData, vertexAttributes[0].mPointer, size);
649 mDeviceContext->Unmap(vertexBuffer, 0);
650
651 UINT offset = 0;
652 mDeviceContext->IASetVertexBuffers(0, 1, &vertexBuffer, &stride, &offset);
653 vertexBuffer->Release();
654
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000655 // TODO: Build the input layout from the (translated) attribute information
656 D3D11_INPUT_ELEMENT_DESC inputElementDescriptions[1] =
657 {
658 {"TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}
659 };
660
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +0000661 ShaderExecutable *vertexExecutable = programBinary->getVertexExecutable();
662
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000663 ID3D11InputLayout *inputLayout = NULL;
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +0000664 result = mDevice->CreateInputLayout(inputElementDescriptions, 1, vertexExecutable->getFunction(), vertexExecutable->getLength(), &inputLayout);
daniel@transgaming.com18adad02012-11-28 21:04:03 +0000665 ASSERT(SUCCEEDED(result));
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000666
667 mDeviceContext->IASetInputLayout(inputLayout);
668 inputLayout->Release(); // TODO: Build a cache of input layouts
669
daniel@transgaming.com18adad02012-11-28 21:04:03 +0000670 return GL_NO_ERROR;
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000671}
672
daniel@transgaming.com31240482012-11-28 21:06:41 +0000673GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000674{
675 // TODO
676 UNIMPLEMENTED();
677
678 return GL_OUT_OF_MEMORY;
679}
680
681void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
682{
daniel@transgaming.comd4cf2512012-11-28 21:05:41 +0000683 mDeviceContext->Draw(count, 0);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000684}
685
daniel@transgaming.com31240482012-11-28 21:06:41 +0000686void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000687{
688 // TODO
689 UNIMPLEMENTED();
690}
691
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000692void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
693{
daniel@transgaming.come4991412012-12-20 20:55:34 +0000694 unsigned int programBinarySerial = programBinary->getSerial();
695 if (programBinarySerial != mAppliedProgramBinarySerial)
696 {
697 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
698 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000699
daniel@transgaming.come4991412012-12-20 20:55:34 +0000700 ID3D11VertexShader *vertexShader = NULL;
701 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000702
daniel@transgaming.come4991412012-12-20 20:55:34 +0000703 ID3D11PixelShader *pixelShader = NULL;
704 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000705
daniel@transgaming.come4991412012-12-20 20:55:34 +0000706 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
707 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
708 programBinary->dirtyAllUniforms();
709
710 mAppliedProgramBinarySerial = programBinarySerial;
711 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000712}
713
daniel@transgaming.comab1c1462012-12-20 21:08:30 +0000714void Renderer11::applyUniforms(const gl::UniformArray *uniformArray)
715{
716 // TODO
717 if (uniformArray->size() != 0)
718 {
719 UNIMPLEMENTED();
720 }
721}
722
daniel@transgaming.com084a2572012-11-28 20:55:17 +0000723void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000724{
daniel@transgaming.com54e67542012-11-28 21:02:31 +0000725 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
726 {
727 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
728 if (renderbufferObject)
729 {
730 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
731 if (!renderTarget)
732 {
733 ERR("render target pointer unexpectedly null.");
734 return;
735 }
736
737 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
738 if (!framebufferRTV)
739 {
740 ERR("render target view pointer unexpectedly null.");
741 return;
742 }
743
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000744 if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
745 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
746 mCurScissor.y + mCurScissor.height < renderTarget->getHeight()))
daniel@transgaming.com54e67542012-11-28 21:02:31 +0000747 {
748 // TODO: clearing of subregion of render target
749 UNIMPLEMENTED();
750 }
751
752 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
753 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
754 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
755 clearParams.colorMaskBlue && alphaUnmasked);
756
757 if (needMaskedColorClear)
758 {
759 // TODO: masked color clearing
760 UNIMPLEMENTED();
761 }
762 else
763 {
764 const float clearValues[4] = { clearParams.colorClearValue.red,
765 clearParams.colorClearValue.green,
766 clearParams.colorClearValue.blue,
767 clearParams.colorClearValue.alpha };
768 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
769 }
770
771 framebufferRTV->Release();
772 }
773 }
774 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
775 {
776 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
777 if (renderbufferObject)
778 {
779 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
780 if (!renderTarget)
781 {
782 ERR("render target pointer unexpectedly null.");
783 return;
784 }
785
786 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
787 if (!framebufferDSV)
788 {
789 ERR("depth stencil view pointer unexpectedly null.");
790 return;
791 }
792
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000793 if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
794 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
795 mCurScissor.y + mCurScissor.height < renderTarget->getHeight()))
daniel@transgaming.com54e67542012-11-28 21:02:31 +0000796 {
797 // TODO: clearing of subregion of depth stencil view
798 UNIMPLEMENTED();
799 }
800
801 unsigned int stencilUnmasked = 0x0;
802 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
803 {
804 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
805 stencilUnmasked = (0x1 << stencilSize) - 1;
806 }
807
808 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
809 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
810
811 if (needMaskedStencilClear)
812 {
813 // TODO: masked clearing of depth stencil
814 UNIMPLEMENTED();
815 }
816 else
817 {
818 UINT clearFlags = 0;
819 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
820 {
821 clearFlags |= D3D11_CLEAR_DEPTH;
822 }
823 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
824 {
825 clearFlags |= D3D11_CLEAR_STENCIL;
826 }
827
828 float depthClear = clearParams.depthClearValue;
829 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
830
831 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
832 }
833
834 framebufferDSV->Release();
835 }
836 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000837}
838
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000839void Renderer11::markAllStateDirty()
840{
daniel@transgaming.com9a067372012-12-20 20:55:24 +0000841 mAppliedRenderTargetSerial = 0;
842 mAppliedDepthbufferSerial = 0;
843 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +0000844 mDepthStencilInitialized = false;
845 mRenderTargetDescInitialized = false;
846
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000847 mForceSetBlendState = true;
848 mForceSetRasterState = true;
849 mForceSetDepthStencilState = true;
850 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000851 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +0000852
853 mAppliedProgramBinarySerial = 0;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000854}
855
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000856void Renderer11::releaseDeviceResources()
857{
858 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000859 // UNIMPLEMENTED();
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000860 mStateCache.clear();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000861}
862
863void Renderer11::markDeviceLost()
864{
865 mDeviceLost = true;
866}
867
868bool Renderer11::isDeviceLost()
869{
870 return mDeviceLost;
871}
872
873// set notify to true to broadcast a message to all contexts of the device loss
874bool Renderer11::testDeviceLost(bool notify)
875{
876 bool isLost = false;
877
878 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000879 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000880
881 if (isLost)
882 {
883 // ensure we note the device loss --
884 // we'll probably get this done again by markDeviceLost
885 // but best to remember it!
886 // Note that we don't want to clear the device loss status here
887 // -- this needs to be done by resetDevice
888 mDeviceLost = true;
889 if (notify)
890 {
891 mDisplay->notifyDeviceLost();
892 }
893 }
894
895 return isLost;
896}
897
898bool Renderer11::testDeviceResettable()
899{
900 HRESULT status = D3D_OK;
901
902 // TODO
903 UNIMPLEMENTED();
904
905 switch (status)
906 {
907 case D3DERR_DEVICENOTRESET:
908 case D3DERR_DEVICEHUNG:
909 return true;
910 default:
911 return false;
912 }
913}
914
915bool Renderer11::resetDevice()
916{
917 releaseDeviceResources();
918
919 // TODO
920 UNIMPLEMENTED();
921
922 // reset device defaults
923 initializeDevice();
924 mDeviceLost = false;
925
926 return true;
927}
928
929DWORD Renderer11::getAdapterVendor() const
930{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000931 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000932}
933
934const char *Renderer11::getAdapterDescription() const
935{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000936 return mDescription;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000937}
938
939GUID Renderer11::getAdapterIdentifier() const
940{
941 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000942 // UNIMPLEMENTED();
943 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000944 return foo;
945}
946
947bool Renderer11::getDXT1TextureSupport()
948{
949 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000950 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000951 return false;
952}
953
954bool Renderer11::getDXT3TextureSupport()
955{
956 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000957 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000958 return false;
959}
960
961bool Renderer11::getDXT5TextureSupport()
962{
963 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000964 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000965 return false;
966}
967
968bool Renderer11::getDepthTextureSupport() const
969{
970 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000971 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000972 return false;
973}
974
975bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
976{
977 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000978 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000979
980 *filtering = false;
981 *renderable = false;
982 return false;
983}
984
985bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
986{
987 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000988 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000989
990 *filtering = false;
991 *renderable = false;
992 return false;
993}
994
995bool Renderer11::getLuminanceTextureSupport()
996{
997 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000998 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000999 return false;
1000}
1001
1002bool Renderer11::getLuminanceAlphaTextureSupport()
1003{
1004 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001005 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001006 return false;
1007}
1008
1009bool Renderer11::getTextureFilterAnisotropySupport() const
1010{
1011 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001012 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001013 return false;
1014}
1015
1016float Renderer11::getTextureMaxAnisotropy() const
1017{
1018 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001019 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001020 return 1.0f;
1021}
1022
1023bool Renderer11::getEventQuerySupport()
1024{
1025 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001026 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001027 return false;
1028}
1029
1030bool Renderer11::getVertexTextureSupport() const
1031{
1032 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001033 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001034 return false;
1035}
1036
1037bool Renderer11::getNonPower2TextureSupport() const
1038{
1039 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001040 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001041 return false;
1042}
1043
1044bool Renderer11::getOcclusionQuerySupport() const
1045{
1046 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001047 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001048 return false;
1049}
1050
1051bool Renderer11::getInstancingSupport() const
1052{
1053 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001054 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001055 return false;
1056}
1057
1058bool Renderer11::getShareHandleSupport() const
1059{
1060 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001061 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001062
1063 // PIX doesn't seem to support using share handles, so disable them.
1064 return false && !gl::perfActive();
1065}
1066
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001067int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001068{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001069 switch (mFeatureLevel)
1070 {
1071 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
1072 case D3D_FEATURE_LEVEL_10_1:
1073 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
1074 default: UNREACHABLE(); return 0;
1075 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001076}
1077
1078float Renderer11::getMaxPointSize() const
1079{
1080 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001081 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001082 return 1.0f;
1083}
1084
1085int Renderer11::getMaxTextureWidth() const
1086{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001087 switch (mFeatureLevel)
1088 {
1089 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1090 case D3D_FEATURE_LEVEL_10_1:
1091 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1092 default: UNREACHABLE(); return 0;
1093 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001094}
1095
1096int Renderer11::getMaxTextureHeight() const
1097{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001098 switch (mFeatureLevel)
1099 {
1100 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1101 case D3D_FEATURE_LEVEL_10_1:
1102 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1103 default: UNREACHABLE(); return 0;
1104 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001105}
1106
1107bool Renderer11::get32BitIndexSupport() const
1108{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001109 switch (mFeatureLevel)
1110 {
1111 case D3D_FEATURE_LEVEL_11_0:
1112 case D3D_FEATURE_LEVEL_10_1:
1113 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
1114 default: UNREACHABLE(); return false;
1115 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001116}
1117
1118int Renderer11::getMinSwapInterval() const
1119{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001120 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001121}
1122
1123int Renderer11::getMaxSwapInterval() const
1124{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001125 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001126}
1127
1128int Renderer11::getMaxSupportedSamples() const
1129{
1130 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001131 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001132 return 1;
1133}
1134
daniel@transgaming.com31b13e12012-11-28 19:34:30 +00001135bool Renderer11::copyToRenderTarget(TextureStorage2D *dest, TextureStorage2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001136{
1137 // TODO
1138 UNIMPLEMENTED();
1139 return false;
1140}
1141
daniel@transgaming.com31b13e12012-11-28 19:34:30 +00001142bool Renderer11::copyToRenderTarget(TextureStorageCubeMap *dest, TextureStorageCubeMap *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001143{
1144 // TODO
1145 UNIMPLEMENTED();
1146 return false;
1147}
1148
daniel@transgaming.com38380882012-11-28 19:36:39 +00001149bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
1150 GLint xoffset, GLint yoffset, TextureStorage2D *storage, GLint level)
1151{
1152 // TODO
1153 UNIMPLEMENTED();
1154 return false;
1155}
1156
1157bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
1158 GLint xoffset, GLint yoffset, TextureStorageCubeMap *storage, GLenum target, GLint level)
1159{
1160 // TODO
1161 UNIMPLEMENTED();
1162 return false;
1163}
1164
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001165RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
1166{
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00001167 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
1168 RenderTarget11 *renderTarget = NULL;
1169 if (depth)
1170 {
1171 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), swapChain11->getWidth(), swapChain11->getHeight());
1172 }
1173 else
1174 {
1175 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), swapChain11->getWidth(), swapChain11->getHeight());
1176 }
1177 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001178}
1179
1180RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
1181{
1182 // TODO
1183 UNIMPLEMENTED();
1184 return NULL;
1185}
1186
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001187ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, GLenum type, void *data)
daniel@transgaming.com55318902012-11-28 20:58:58 +00001188{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001189 ShaderExecutable11 *executable = NULL;
1190
1191 switch (type)
1192 {
1193 case GL_VERTEX_SHADER:
1194 {
1195 ID3D11VertexShader *vshader = NULL;
1196 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
1197 ASSERT(SUCCEEDED(result));
1198
1199 if (vshader)
1200 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001201 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001202 }
1203 }
1204 break;
1205 case GL_FRAGMENT_SHADER:
1206 {
1207 ID3D11PixelShader *pshader = NULL;
1208 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
1209 ASSERT(SUCCEEDED(result));
1210
1211 if (pshader)
1212 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001213 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001214 }
1215 }
1216 break;
1217 default:
1218 UNREACHABLE();
1219 break;
1220 }
1221
1222 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00001223}
1224
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00001225ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
1226{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001227 const char *profile = NULL;
1228
1229 switch (type)
1230 {
1231 case GL_VERTEX_SHADER:
1232 profile = "vs_4_0";
1233 break;
1234 case GL_FRAGMENT_SHADER:
1235 profile = "ps_4_0";
1236 break;
1237 default:
1238 UNREACHABLE();
1239 return NULL;
1240 }
1241
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00001242 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001243 if (!binary)
1244 return NULL;
1245
1246 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type, NULL);
1247 binary->Release();
1248
1249 return executable;
1250}
1251
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00001252VertexBuffer *Renderer11::createVertexBuffer()
1253{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00001254 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00001255}
1256
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00001257IndexBuffer *Renderer11::createIndexBuffer()
1258{
1259 // TODO
1260 UNIMPLEMENTED();
1261 return NULL;
1262}
1263
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001264bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
1265 bool blitRenderTarget, bool blitDepthStencil)
1266{
1267 // TODO
1268 UNIMPLEMENTED();
1269 return false;
1270}
1271
1272void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
1273 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
1274{
1275 // TODO
1276 UNIMPLEMENTED();
1277 return;
1278}
1279
daniel@transgaming.com244e1832012-12-20 20:52:35 +00001280Image *Renderer11::createImage()
1281{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00001282 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00001283}
1284
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00001285void Renderer11::generateMipmap(Image *dest, Image *src)
1286{
1287 // TODO
1288 UNIMPLEMENTED();
1289 return;
1290}
1291
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001292}