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shannon.woods@transgaming.combdf2d802013-02-28 23:16:20 +00001#include "precompiled.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00003// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00004// Use of this source code is governed by a BSD-style license that can be
5// found in the LICENSE file.
6//
7
8// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
9
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
shannonwoods@chromium.orga2ecfcc2013-05-30 00:11:59 +000011#include "common/utilities.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000012#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000013#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000014#include "libGLESv2/Framebuffer.h"
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000015#include "libGLESv2/RenderBuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000016#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000017#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000018#include "libGLESv2/renderer/renderer11_utils.h"
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +000019#include "libGLESv2/renderer/formatutils11.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000020#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000021#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000022#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000023#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000024#include "libGLESv2/renderer/IndexBuffer11.h"
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +000025#include "libGLESv2/renderer/BufferStorage11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000026#include "libGLESv2/renderer/VertexDataManager.h"
27#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000028#include "libGLESv2/renderer/TextureStorage11.h"
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +000029#include "libGLESv2/renderer/Query11.h"
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +000030#include "libGLESv2/renderer/Fence11.h"
Geoff Langb86b9792013-06-04 16:32:05 -040031#include "libGLESv2/renderer/Blit11.h"
Geoff Langda507fe2013-08-20 12:01:42 -040032#include "libGLESv2/renderer/Clear11.h"
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000033
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000034#include "libEGL/Display.h"
35
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +000036#ifdef _DEBUG
37// this flag enables suppressing some spurious warnings that pop up in certain WebGL samples
38// and conformance tests. to enable all warnings, remove this define.
39#define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1
40#endif
41
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000042namespace rx
43{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000044static const DXGI_FORMAT RenderTargetFormats[] =
45 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000046 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000047 DXGI_FORMAT_R8G8B8A8_UNORM
48 };
49
50static const DXGI_FORMAT DepthStencilFormats[] =
51 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000052 DXGI_FORMAT_UNKNOWN,
53 DXGI_FORMAT_D24_UNORM_S8_UINT,
54 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000055 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000056
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000057enum
58{
59 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
60};
61
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000062Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
63{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000064 mVertexDataManager = NULL;
65 mIndexDataManager = NULL;
66
daniel@transgaming.comc5114302012-12-20 21:11:36 +000067 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000068 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000069
Geoff Langb86b9792013-06-04 16:32:05 -040070 mBlit = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000071
Geoff Langda507fe2013-08-20 12:01:42 -040072 mClear = NULL;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000073
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000074 mSyncQuery = NULL;
75
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000076 mD3d11Module = NULL;
77 mDxgiModule = NULL;
78
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000079 mDeviceLost = false;
80
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +000081 mMaxSupportedSamples = 0;
82
daniel@transgaming.com25072f62012-11-28 19:31:32 +000083 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000084 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000085 mDxgiAdapter = NULL;
86 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +000087
88 mDriverConstantBufferVS = NULL;
89 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +000090
91 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +000092
93 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000094}
95
96Renderer11::~Renderer11()
97{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +000098 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000099}
100
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000101Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
102{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000103 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000104 return static_cast<rx::Renderer11*>(renderer);
105}
106
shannon.woods%transgaming.com@gtempaccount.comf9686c22013-04-13 03:33:45 +0000107#ifndef __d3d11_1_h__
108#define D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET ((D3D11_MESSAGE_ID)3146081)
109#endif
110
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000111EGLint Renderer11::initialize()
112{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000113 if (!initializeCompiler())
114 {
115 return EGL_NOT_INITIALIZED;
116 }
117
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000118 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
119 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000120
121 if (mD3d11Module == NULL || mDxgiModule == NULL)
122 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000123 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000124 return EGL_NOT_INITIALIZED;
125 }
126
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000127 // create the D3D11 device
128 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000129 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000130
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000131 if (D3D11CreateDevice == NULL)
132 {
133 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
134 return EGL_NOT_INITIALIZED;
135 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000136
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000137 D3D_FEATURE_LEVEL featureLevels[] =
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000138 {
139 D3D_FEATURE_LEVEL_11_0,
140 D3D_FEATURE_LEVEL_10_1,
141 D3D_FEATURE_LEVEL_10_0,
142 };
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000143
shannonwoods@chromium.orgc3419c12013-05-30 00:02:01 +0000144 HRESULT result = S_OK;
145
146#ifdef _DEBUG
147 result = D3D11CreateDevice(NULL,
148 D3D_DRIVER_TYPE_HARDWARE,
149 NULL,
150 D3D11_CREATE_DEVICE_DEBUG,
151 featureLevels,
152 ArraySize(featureLevels),
153 D3D11_SDK_VERSION,
154 &mDevice,
155 &mFeatureLevel,
156 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000157
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000158 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000159 {
shannonwoods@chromium.orgc3419c12013-05-30 00:02:01 +0000160 ERR("Failed creating Debug D3D11 device - falling back to release runtime.\n");
161 }
162
163 if (!mDevice || FAILED(result))
164#endif
165 {
166 result = D3D11CreateDevice(NULL,
167 D3D_DRIVER_TYPE_HARDWARE,
168 NULL,
169 0,
170 featureLevels,
171 ArraySize(featureLevels),
172 D3D11_SDK_VERSION,
173 &mDevice,
174 &mFeatureLevel,
175 &mDeviceContext);
176
177 if (!mDevice || FAILED(result))
178 {
179 ERR("Could not create D3D11 device - aborting!\n");
180 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
181 }
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000182 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000183
184 IDXGIDevice *dxgiDevice = NULL;
185 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
186
187 if (FAILED(result))
188 {
189 ERR("Could not query DXGI device - aborting!\n");
190 return EGL_NOT_INITIALIZED;
191 }
192
193 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
194
195 if (FAILED(result))
196 {
197 ERR("Could not retrieve DXGI adapter - aborting!\n");
198 return EGL_NOT_INITIALIZED;
199 }
200
Geoff Langea228632013-07-30 15:17:12 -0400201 SafeRelease(dxgiDevice);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000202
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000203 mDxgiAdapter->GetDesc(&mAdapterDescription);
204 memset(mDescription, 0, sizeof(mDescription));
205 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
206
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000207 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
208
209 if (!mDxgiFactory || FAILED(result))
210 {
211 ERR("Could not create DXGI factory - aborting!\n");
212 return EGL_NOT_INITIALIZED;
213 }
214
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000215 // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
216#if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
217 ID3D11InfoQueue *infoQueue;
218 result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue);
219
220 if (SUCCEEDED(result))
221 {
222 D3D11_MESSAGE_ID hideMessages[] =
223 {
224 D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETS_HAZARD,
shannon.woods%transgaming.com@gtempaccount.comf9686c22013-04-13 03:33:45 +0000225 D3D11_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_HAZARD,
226 D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000227 };
228
229 D3D11_INFO_QUEUE_FILTER filter = {0};
230 filter.DenyList.NumIDs = ArraySize(hideMessages);
231 filter.DenyList.pIDList = hideMessages;
232
233 infoQueue->AddStorageFilterEntries(&filter);
Geoff Langea228632013-07-30 15:17:12 -0400234 SafeRelease(infoQueue);
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000235 }
236#endif
237
Geoff Lang61e49a52013-05-29 10:22:58 -0400238 mMaxSupportedSamples = 0;
239
240 const d3d11::DXGIFormatSet &dxgiFormats = d3d11::GetAllUsedDXGIFormats();
241 for (d3d11::DXGIFormatSet::const_iterator i = dxgiFormats.begin(); i != dxgiFormats.end(); ++i)
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000242 {
Geoff Lang61e49a52013-05-29 10:22:58 -0400243 MultisampleSupportInfo support = getMultisampleSupportInfo(*i);
244 mMultisampleSupportMap.insert(std::make_pair(*i, support));
245 mMaxSupportedSamples = std::max(mMaxSupportedSamples, support.maxSupportedSamples);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000246 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000247
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000248 initializeDevice();
249
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000250 // BGRA texture support is optional in feature levels 10 and 10_1
251 UINT formatSupport;
252 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
253 if (FAILED(result))
254 {
255 ERR("Error checking BGRA format support: 0x%08X", result);
256 }
257 else
258 {
259 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
260 mBGRATextureSupport = (formatSupport & flags) == flags;
261 }
262
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000263 // Check floating point texture support
264 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
265 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
266 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
267
268 DXGI_FORMAT float16Formats[] =
269 {
270 DXGI_FORMAT_R16_FLOAT,
271 DXGI_FORMAT_R16G16_FLOAT,
272 DXGI_FORMAT_R16G16B16A16_FLOAT,
273 };
274
275 DXGI_FORMAT float32Formats[] =
276 {
277 DXGI_FORMAT_R32_FLOAT,
278 DXGI_FORMAT_R32G32_FLOAT,
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000279 DXGI_FORMAT_R32G32B32A32_FLOAT,
280 };
281
282 mFloat16TextureSupport = true;
283 mFloat16FilterSupport = true;
284 mFloat16RenderSupport = true;
285 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
286 {
287 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
288 {
289 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
290 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
291 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
292 }
293 else
294 {
295 mFloat16TextureSupport = false;
296 mFloat16RenderSupport = false;
297 mFloat16FilterSupport = false;
298 }
299 }
300
301 mFloat32TextureSupport = true;
302 mFloat32FilterSupport = true;
303 mFloat32RenderSupport = true;
304 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
305 {
306 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
307 {
308 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
309 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
310 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
311 }
312 else
313 {
314 mFloat32TextureSupport = false;
315 mFloat32FilterSupport = false;
316 mFloat32RenderSupport = false;
317 }
318 }
319
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +0000320 // Check compressed texture support
321 const unsigned int requiredCompressedTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D;
322
323 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &formatSupport)))
324 {
325 mDXT1TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
326 }
327 else
328 {
329 mDXT1TextureSupport = false;
330 }
331
332 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &formatSupport)))
333 {
334 mDXT3TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
335 }
336 else
337 {
338 mDXT3TextureSupport = false;
339 }
340
341 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC5_UNORM, &formatSupport)))
342 {
343 mDXT5TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
344 }
345 else
346 {
347 mDXT5TextureSupport = false;
348 }
349
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +0000350 // Check depth texture support
351 DXGI_FORMAT depthTextureFormats[] =
352 {
353 DXGI_FORMAT_D16_UNORM,
354 DXGI_FORMAT_D24_UNORM_S8_UINT,
355 };
356
357 static const unsigned int requiredDepthTextureFlags = D3D11_FORMAT_SUPPORT_DEPTH_STENCIL |
358 D3D11_FORMAT_SUPPORT_TEXTURE2D;
359
360 mDepthTextureSupport = true;
361 for (unsigned int i = 0; i < ArraySize(depthTextureFormats); i++)
362 {
363 if (SUCCEEDED(mDevice->CheckFormatSupport(depthTextureFormats[i], &formatSupport)))
364 {
365 mDepthTextureSupport = mDepthTextureSupport && ((formatSupport & requiredDepthTextureFlags) == requiredDepthTextureFlags);
366 }
367 else
368 {
369 mDepthTextureSupport = false;
370 }
371 }
372
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000373 return EGL_SUCCESS;
374}
375
376// do any one-time device initialization
377// NOTE: this is also needed after a device lost/reset
378// to reset the scene status and ensure the default states are reset.
379void Renderer11::initializeDevice()
380{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000381 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000382 mInputLayoutCache.initialize(mDevice, mDeviceContext);
383
384 ASSERT(!mVertexDataManager && !mIndexDataManager);
385 mVertexDataManager = new VertexDataManager(this);
386 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000387
Geoff Langb86b9792013-06-04 16:32:05 -0400388 ASSERT(!mBlit);
389 mBlit = new Blit11(this);
390
Geoff Langda507fe2013-08-20 12:01:42 -0400391 ASSERT(!mClear);
392 mClear = new Clear11(this);
393
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000394 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000395}
396
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000397int Renderer11::generateConfigs(ConfigDesc **configDescList)
398{
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000399 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
400 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000401 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
402 int numConfigs = 0;
403
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000404 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000405 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000406 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000407 {
408 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
409
410 UINT formatSupport = 0;
411 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000412
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000413 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
414 {
415 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
416
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000417 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000418
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000419 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
420 {
421 UINT formatSupport = 0;
422 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
423 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
424 }
425
426 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000427 {
Jamie Madilld6cb2442013-07-10 15:13:38 -0400428 // FIXME: parse types from context version
429 ASSERT(d3d11_gl::GetInternalFormat(renderTargetFormat, 2) == d3d11_gl::GetInternalFormat(renderTargetFormat, 3));
430 ASSERT(d3d11_gl::GetInternalFormat(depthStencilFormat, 2) == d3d11_gl::GetInternalFormat(depthStencilFormat, 3));
431
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000432 ConfigDesc newConfig;
Jamie Madilld6cb2442013-07-10 15:13:38 -0400433 newConfig.renderTargetFormat = d3d11_gl::GetInternalFormat(renderTargetFormat, getCurrentClientVersion());
434 newConfig.depthStencilFormat = d3d11_gl::GetInternalFormat(depthStencilFormat, getCurrentClientVersion());
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000435 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
436 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
shannon.woods%transgaming.com@gtempaccount.comdcf33d52013-04-13 03:33:11 +0000437 newConfig.es3Capable = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000438
439 (*configDescList)[numConfigs++] = newConfig;
440 }
441 }
442 }
443 }
444
445 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000446}
447
448void Renderer11::deleteConfigs(ConfigDesc *configDescList)
449{
450 delete [] (configDescList);
451}
452
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000453void Renderer11::sync(bool block)
454{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000455 if (block)
456 {
457 HRESULT result;
458
459 if (!mSyncQuery)
460 {
461 D3D11_QUERY_DESC queryDesc;
462 queryDesc.Query = D3D11_QUERY_EVENT;
463 queryDesc.MiscFlags = 0;
464
465 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
466 ASSERT(SUCCEEDED(result));
467 }
468
469 mDeviceContext->End(mSyncQuery);
470 mDeviceContext->Flush();
471
472 do
473 {
474 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
475
476 // Keep polling, but allow other threads to do something useful first
477 Sleep(0);
478
479 if (testDeviceLost(true))
480 {
481 return;
482 }
483 }
484 while (result == S_FALSE);
485 }
486 else
487 {
488 mDeviceContext->Flush();
489 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000490}
491
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000492SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
493{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000494 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000495}
496
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000497void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
498{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000499 if (type == gl::SAMPLER_PIXEL)
500 {
501 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
502 {
503 ERR("Pixel shader sampler index %i is not valid.", index);
504 return;
505 }
506
507 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
508 {
509 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
510
511 if (!dxSamplerState)
512 {
513 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
514 "sampler state for pixel shaders at slot %i.", index);
515 }
516
517 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
518
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000519 mCurPixelSamplerStates[index] = samplerState;
520 }
521
522 mForceSetPixelSamplerStates[index] = false;
523 }
524 else if (type == gl::SAMPLER_VERTEX)
525 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000526 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000527 {
528 ERR("Vertex shader sampler index %i is not valid.", index);
529 return;
530 }
531
532 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
533 {
534 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
535
536 if (!dxSamplerState)
537 {
538 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
539 "sampler state for vertex shaders at slot %i.", index);
540 }
541
542 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
543
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000544 mCurVertexSamplerStates[index] = samplerState;
545 }
546
547 mForceSetVertexSamplerStates[index] = false;
548 }
549 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000550}
551
552void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
553{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000554 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000555 unsigned int serial = 0;
556 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000557
558 if (texture)
559 {
560 TextureStorageInterface *texStorage = texture->getNativeTexture();
561 if (texStorage)
562 {
563 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
564 textureSRV = storage11->getSRV();
565 }
566
567 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
568 // missing the shader resource view
569 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000570
571 serial = texture->getTextureSerial();
572 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000573 }
574
575 if (type == gl::SAMPLER_PIXEL)
576 {
577 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
578 {
579 ERR("Pixel shader sampler index %i is not valid.", index);
580 return;
581 }
582
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000583 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
584 {
585 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
586 }
587
588 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000589 }
590 else if (type == gl::SAMPLER_VERTEX)
591 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000592 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000593 {
594 ERR("Vertex shader sampler index %i is not valid.", index);
595 return;
596 }
597
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000598 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
599 {
600 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
601 }
602
603 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000604 }
605 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000606}
607
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000608bool Renderer11::setUniformBuffers(const gl::Buffer *vertexUniformBuffers[], const gl::Buffer *fragmentUniformBuffers[])
609{
610 // convert buffers to ID3D11Buffer*
611 ID3D11Buffer *vertexConstantBuffers[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS] = { NULL };
612 ID3D11Buffer *pixelConstantBuffers[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS] = { NULL };
613
614 for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
615 {
616 const gl::Buffer *uniformBuffer = vertexUniformBuffers[uniformBufferIndex];
617 if (uniformBuffer)
618 {
619 BufferStorage11 *bufferStorage = BufferStorage11::makeBufferStorage11(uniformBuffer->getStorage());
620 ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(GL_UNIFORM_BUFFER);
621
622 if (!constantBuffer)
623 {
624 return false;
625 }
626
Geoff Langc6354ee2013-07-22 10:40:07 -0400627 if (mCurrentConstantBufferVS[uniformBufferIndex] != bufferStorage->getSerial())
628 {
629 mDeviceContext->VSSetConstantBuffers(getReservedVertexUniformBuffers() + uniformBufferIndex,
630 1, &constantBuffer);
631 mCurrentConstantBufferVS[uniformBufferIndex] = bufferStorage->getSerial();
632 }
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000633 }
634 }
635
636 for (unsigned int uniformBufferIndex = 0; uniformBufferIndex < gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS; uniformBufferIndex++)
637 {
638 const gl::Buffer *uniformBuffer = fragmentUniformBuffers[uniformBufferIndex];
639 if (uniformBuffer)
640 {
641 BufferStorage11 *bufferStorage = BufferStorage11::makeBufferStorage11(uniformBuffer->getStorage());
642 ID3D11Buffer *constantBuffer = bufferStorage->getBuffer(GL_UNIFORM_BUFFER);
643
644 if (!constantBuffer)
645 {
646 return false;
647 }
648
Geoff Langc6354ee2013-07-22 10:40:07 -0400649 if (mCurrentConstantBufferPS[uniformBufferIndex] != bufferStorage->getSerial())
650 {
651 mDeviceContext->PSSetConstantBuffers(getReservedFragmentUniformBuffers() + uniformBufferIndex,
652 1, &constantBuffer);
653 mCurrentConstantBufferPS[uniformBufferIndex] = bufferStorage->getSerial();
654 }
655
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000656 pixelConstantBuffers[uniformBufferIndex] = constantBuffer;
657 }
658 }
659
shannonwoods@chromium.org1bddfb92013-05-30 00:11:29 +0000660 return true;
661}
662
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000663void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000664{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000665 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000666 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000667 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
668 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000669 if (!dxRasterState)
670 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000671 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000672 "rasterizer state.");
673 }
674
675 mDeviceContext->RSSetState(dxRasterState);
676
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000677 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000678 }
679
680 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000681}
682
Geoff Lang2a64ee42013-05-31 11:22:40 -0400683void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::ColorF &blendColor,
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000684 unsigned int sampleMask)
685{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000686 if (mForceSetBlendState ||
687 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
Geoff Lang2a64ee42013-05-31 11:22:40 -0400688 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::ColorF)) != 0 ||
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000689 sampleMask != mCurSampleMask)
690 {
691 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
692 if (!dxBlendState)
693 {
694 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
695 "blend state.");
696 }
697
shannonwoods@chromium.org568c82e2013-05-30 00:13:15 +0000698 float blendColors[4] = {0.0f};
699 if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
700 blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
701 {
702 blendColors[0] = blendColor.red;
703 blendColors[1] = blendColor.green;
704 blendColors[2] = blendColor.blue;
705 blendColors[3] = blendColor.alpha;
706 }
707 else
708 {
709 blendColors[0] = blendColor.alpha;
710 blendColors[1] = blendColor.alpha;
711 blendColors[2] = blendColor.alpha;
712 blendColors[3] = blendColor.alpha;
713 }
714
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000715 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
716
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000717 mCurBlendState = blendState;
718 mCurBlendColor = blendColor;
719 mCurSampleMask = sampleMask;
720 }
721
722 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000723}
724
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000725void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000726 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000727{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000728 if (mForceSetDepthStencilState ||
729 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
730 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
731 {
732 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
733 stencilRef != stencilBackRef ||
734 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
735 {
736 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
737 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000738 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000739 }
740
741 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
742 if (!dxDepthStencilState)
743 {
744 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
745 "setting the default depth stencil state.");
746 }
747
748 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
749
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000750 mCurDepthStencilState = depthStencilState;
751 mCurStencilRef = stencilRef;
752 mCurStencilBackRef = stencilBackRef;
753 }
754
755 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000756}
757
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000758void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000759{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000760 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
761 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000762 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000763 if (enabled)
764 {
765 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000766 rect.left = std::max(0, scissor.x);
767 rect.top = std::max(0, scissor.y);
768 rect.right = scissor.x + std::max(0, scissor.width);
769 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000770
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000771 mDeviceContext->RSSetScissorRects(1, &rect);
772 }
773
774 if (enabled != mScissorEnabled)
775 {
776 mForceSetRasterState = true;
777 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000778
779 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000780 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000781 }
782
783 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000784}
785
daniel@transgaming.com12985182012-12-20 20:56:31 +0000786bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000787 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000788{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000789 gl::Rectangle actualViewport = viewport;
790 float actualZNear = gl::clamp01(zNear);
791 float actualZFar = gl::clamp01(zFar);
792 if (ignoreViewport)
793 {
794 actualViewport.x = 0;
795 actualViewport.y = 0;
796 actualViewport.width = mRenderTargetDesc.width;
797 actualViewport.height = mRenderTargetDesc.height;
798 actualZNear = 0.0f;
799 actualZFar = 1.0f;
800 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000801
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000802 // Get D3D viewport bounds, which depends on the feature level
803 const Range& viewportBounds = getViewportBounds();
804
805 // Clamp width and height first to the gl maximum, then clamp further if we extend past the D3D maximum bounds
daniel@transgaming.com53670042012-11-28 20:55:51 +0000806 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000807 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
808 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
809 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
810 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
811 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
812 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000813 dxViewport.MinDepth = actualZNear;
814 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000815
816 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
817 {
818 return false; // Nothing to render
819 }
820
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000821 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
822 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000823
daniel@transgaming.com53670042012-11-28 20:55:51 +0000824 if (viewportChanged)
825 {
826 mDeviceContext->RSSetViewports(1, &dxViewport);
827
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000828 mCurViewport = actualViewport;
829 mCurNear = actualZNear;
830 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000831
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +0000832 mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
833 mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
834 mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
835 mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000836
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000837 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
838 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000839
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000840 mVertexConstants.depthRange[0] = actualZNear;
841 mVertexConstants.depthRange[1] = actualZFar;
842 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000843
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000844 mPixelConstants.depthRange[0] = actualZNear;
845 mPixelConstants.depthRange[1] = actualZFar;
846 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000847 }
848
849 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000850 return true;
851}
852
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000853bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
854{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000855 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000856
Geoff Lang57e713e2013-07-31 17:01:58 -0400857 GLsizei minCount = 0;
858
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000859 switch (mode)
860 {
Geoff Lang57e713e2013-07-31 17:01:58 -0400861 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; minCount = 1; break;
862 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; minCount = 2; break;
863 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break;
864 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; minCount = 2; break;
865 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break;
866 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; minCount = 3; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000867 // emulate fans via rewriting index buffer
Geoff Lang57e713e2013-07-31 17:01:58 -0400868 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; minCount = 3; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000869 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000870 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000871 }
872
Geoff Lang4c095862013-07-22 10:43:36 -0400873 if (primitiveTopology != mCurrentPrimitiveTopology)
874 {
875 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
876 mCurrentPrimitiveTopology = primitiveTopology;
877 }
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000878
Geoff Lang57e713e2013-07-31 17:01:58 -0400879 return count >= minCount;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000880}
881
882bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000883{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000884 // Get the color render buffer and serial
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000885 // Also extract the render target dimensions and view
886 unsigned int renderTargetWidth = 0;
887 unsigned int renderTargetHeight = 0;
888 GLenum renderTargetFormat = 0;
889 unsigned int renderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {0};
890 ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
891 bool missingColorRenderTarget = true;
892
893 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000894 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000895 const GLenum drawBufferState = framebuffer->getDrawBufferState(colorAttachment);
896
897 if (framebuffer->getColorbufferType(colorAttachment) != GL_NONE && drawBufferState != GL_NONE)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000898 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000899 // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order)
900 ASSERT(drawBufferState == GL_BACK || drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + colorAttachment));
901
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000902 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(colorAttachment);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000903
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000904 if (!colorbuffer)
905 {
906 ERR("render target pointer unexpectedly null.");
907 return false;
908 }
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000909
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000910 // check for zero-sized default framebuffer, which is a special case.
911 // in this case we do not wish to modify any state and just silently return false.
912 // this will not report any gl error but will cause the calling method to return.
913 if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
914 {
915 return false;
916 }
917
918 renderTargetSerials[colorAttachment] = colorbuffer->getSerial();
919
920 // Extract the render target dimensions and view
921 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
922 if (!renderTarget)
923 {
924 ERR("render target pointer unexpectedly null.");
925 return false;
926 }
927
928 framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView();
929 if (!framebufferRTVs[colorAttachment])
930 {
931 ERR("render target view pointer unexpectedly null.");
932 return false;
933 }
934
935 if (missingColorRenderTarget)
936 {
937 renderTargetWidth = colorbuffer->getWidth();
938 renderTargetHeight = colorbuffer->getHeight();
939 renderTargetFormat = colorbuffer->getActualFormat();
940 missingColorRenderTarget = false;
941 }
942 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000943 }
944
945 // Get the depth stencil render buffer and serials
946 gl::Renderbuffer *depthStencil = NULL;
947 unsigned int depthbufferSerial = 0;
948 unsigned int stencilbufferSerial = 0;
949 if (framebuffer->getDepthbufferType() != GL_NONE)
950 {
951 depthStencil = framebuffer->getDepthbuffer();
952 if (!depthStencil)
953 {
954 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000955 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000956 return false;
957 }
958
959 depthbufferSerial = depthStencil->getSerial();
960 }
961 else if (framebuffer->getStencilbufferType() != GL_NONE)
962 {
963 depthStencil = framebuffer->getStencilbuffer();
964 if (!depthStencil)
965 {
966 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000967 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000968 return false;
969 }
970
971 stencilbufferSerial = depthStencil->getSerial();
972 }
973
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000974 // Extract the depth stencil sizes and view
975 unsigned int depthSize = 0;
976 unsigned int stencilSize = 0;
977 ID3D11DepthStencilView* framebufferDSV = NULL;
978 if (depthStencil)
979 {
980 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
981 if (!depthStencilRenderTarget)
982 {
983 ERR("render target pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000984 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000985 return false;
986 }
987
988 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
989 if (!framebufferDSV)
990 {
991 ERR("depth stencil view pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000992 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000993 return false;
994 }
995
996 // If there is no render buffer, the width, height and format values come from
997 // the depth stencil
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000998 if (missingColorRenderTarget)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000999 {
1000 renderTargetWidth = depthStencil->getWidth();
1001 renderTargetHeight = depthStencil->getHeight();
1002 renderTargetFormat = depthStencil->getActualFormat();
1003 }
1004
1005 depthSize = depthStencil->getDepthSize();
1006 stencilSize = depthStencil->getStencilSize();
1007 }
1008
1009 // Apply the render target and depth stencil
1010 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001011 memcmp(renderTargetSerials, mAppliedRenderTargetSerials, sizeof(renderTargetSerials)) != 0 ||
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001012 depthbufferSerial != mAppliedDepthbufferSerial ||
1013 stencilbufferSerial != mAppliedStencilbufferSerial)
1014 {
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001015 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), framebufferRTVs, framebufferDSV);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001016
1017 mRenderTargetDesc.width = renderTargetWidth;
1018 mRenderTargetDesc.height = renderTargetHeight;
1019 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00001020 mForceSetViewport = true;
1021 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001022
1023 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
1024 {
1025 mCurDepthSize = depthSize;
1026 mForceSetRasterState = true;
1027 }
1028
1029 mCurStencilSize = stencilSize;
1030
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001031 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1032 {
1033 mAppliedRenderTargetSerials[rtIndex] = renderTargetSerials[rtIndex];
1034 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001035 mAppliedDepthbufferSerial = depthbufferSerial;
1036 mAppliedStencilbufferSerial = stencilbufferSerial;
1037 mRenderTargetDescInitialized = true;
1038 mDepthStencilInitialized = true;
1039 }
1040
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001041 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001042}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001043
Jamie Madill57a89722013-07-02 11:57:03 -04001044GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, const gl::VertexAttribute vertexAttributes[], gl::VertexAttribCurrentValueData currentValues[],
Jamie Madilla857c362013-07-02 11:57:02 -04001045 GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001046{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001047 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
Jamie Madilla857c362013-07-02 11:57:02 -04001048 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, currentValues, programBinary, first, count, attributes, instances);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001049 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001050 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001051 return err;
1052 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001053
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001054 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001055}
1056
daniel@transgaming.com31240482012-11-28 21:06:41 +00001057GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001058{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001059 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001060
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001061 if (err == GL_NO_ERROR)
1062 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001063 if (indexInfo->storage)
1064 {
1065 if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset)
1066 {
1067 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
1068 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1069
shannonwoods@chromium.org675526e2013-05-30 00:04:49 +00001070 mDeviceContext->IASetIndexBuffer(storage->getBuffer(GL_ELEMENT_ARRAY_BUFFER), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001071
1072 mAppliedIBSerial = 0;
1073 mAppliedStorageIBSerial = storage->getSerial();
1074 mAppliedIBOffset = indexInfo->startOffset;
1075 }
1076 }
1077 else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001078 {
1079 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1080
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +00001081 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001082
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001083 mAppliedIBSerial = indexInfo->serial;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001084 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001085 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001086 }
1087 }
1088
1089 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001090}
1091
1092void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1093{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001094 if (mode == GL_LINE_LOOP)
1095 {
1096 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1097 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001098 else if (mode == GL_TRIANGLE_FAN)
1099 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001100 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001101 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001102 else if (instances > 0)
1103 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001104 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001105 }
1106 else
1107 {
1108 mDeviceContext->Draw(count, 0);
1109 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001110}
1111
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001112void 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 +00001113{
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001114 if (mode == GL_LINE_LOOP)
1115 {
1116 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
1117 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001118 else if (mode == GL_TRIANGLE_FAN)
1119 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001120 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
1121 }
1122 else if (instances > 0)
1123 {
1124 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001125 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001126 else
1127 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +00001128 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001129 }
1130}
1131
1132void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1133{
1134 // Get the raw indices for an indexed draw
1135 if (type != GL_NONE && elementArrayBuffer)
1136 {
1137 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001138 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001139 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001140 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001141 }
1142
1143 if (!mLineLoopIB)
1144 {
1145 mLineLoopIB = new StreamingIndexBufferInterface(this);
1146 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1147 {
1148 delete mLineLoopIB;
1149 mLineLoopIB = NULL;
1150
1151 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001152 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001153 }
1154 }
1155
Geoff Lang57e713e2013-07-31 17:01:58 -04001156 // Checked by Renderer11::applyPrimitiveType
1157 ASSERT(count >= 0);
1158
1159 if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)))
Geoff Langeadfd572013-07-09 15:55:07 -04001160 {
1161 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
1162 return gl::error(GL_OUT_OF_MEMORY);
1163 }
1164
Geoff Lang57e713e2013-07-31 17:01:58 -04001165 const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned int);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001166 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1167 {
1168 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001169 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001170 }
1171
1172 void* mappedMemory = NULL;
Geoff Langa36ead42013-08-02 11:54:08 -04001173 unsigned int offset;
1174 if (!mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory, &offset))
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001175 {
1176 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001177 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001178 }
1179
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001180 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
Geoff Langa36ead42013-08-02 11:54:08 -04001181 unsigned int indexBufferOffset = offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001182
1183 switch (type)
1184 {
1185 case GL_NONE: // Non-indexed draw
1186 for (int i = 0; i < count; i++)
1187 {
1188 data[i] = i;
1189 }
1190 data[count] = 0;
1191 break;
1192 case GL_UNSIGNED_BYTE:
1193 for (int i = 0; i < count; i++)
1194 {
1195 data[i] = static_cast<const GLubyte*>(indices)[i];
1196 }
1197 data[count] = static_cast<const GLubyte*>(indices)[0];
1198 break;
1199 case GL_UNSIGNED_SHORT:
1200 for (int i = 0; i < count; i++)
1201 {
1202 data[i] = static_cast<const GLushort*>(indices)[i];
1203 }
1204 data[count] = static_cast<const GLushort*>(indices)[0];
1205 break;
1206 case GL_UNSIGNED_INT:
1207 for (int i = 0; i < count; i++)
1208 {
1209 data[i] = static_cast<const GLuint*>(indices)[i];
1210 }
1211 data[count] = static_cast<const GLuint*>(indices)[0];
1212 break;
1213 default: UNREACHABLE();
1214 }
1215
1216 if (!mLineLoopIB->unmapBuffer())
1217 {
1218 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001219 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001220 }
1221
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001222 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001223 {
1224 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1225
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001226 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001227 mAppliedIBSerial = mLineLoopIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001228 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001229 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001230 }
1231
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001232 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001233}
1234
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001235void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001236{
1237 // Get the raw indices for an indexed draw
1238 if (type != GL_NONE && elementArrayBuffer)
1239 {
1240 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001241 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001242 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001243 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001244 }
1245
1246 if (!mTriangleFanIB)
1247 {
1248 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1249 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1250 {
1251 delete mTriangleFanIB;
1252 mTriangleFanIB = NULL;
1253
1254 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001255 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001256 }
1257 }
1258
Geoff Lang57e713e2013-07-31 17:01:58 -04001259 // Checked by Renderer11::applyPrimitiveType
1260 ASSERT(count >= 3);
1261
Geoff Langeadfd572013-07-09 15:55:07 -04001262 const unsigned int numTris = count - 2;
1263
Geoff Lang57e713e2013-07-31 17:01:58 -04001264 if (numTris > (std::numeric_limits<unsigned int>::max() / (sizeof(unsigned int) * 3)))
Geoff Langeadfd572013-07-09 15:55:07 -04001265 {
1266 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN, too many indices required.");
1267 return gl::error(GL_OUT_OF_MEMORY);
1268 }
1269
1270 const unsigned int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001271 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1272 {
1273 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001274 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001275 }
1276
1277 void* mappedMemory = NULL;
Geoff Langa36ead42013-08-02 11:54:08 -04001278 unsigned int offset;
1279 if (!mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory, &offset))
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001280 {
1281 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001282 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001283 }
1284
1285 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
Geoff Langa36ead42013-08-02 11:54:08 -04001286 unsigned int indexBufferOffset = offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001287
1288 switch (type)
1289 {
1290 case GL_NONE: // Non-indexed draw
Geoff Langeadfd572013-07-09 15:55:07 -04001291 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001292 {
1293 data[i*3 + 0] = 0;
1294 data[i*3 + 1] = i + 1;
1295 data[i*3 + 2] = i + 2;
1296 }
1297 break;
1298 case GL_UNSIGNED_BYTE:
Geoff Langeadfd572013-07-09 15:55:07 -04001299 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001300 {
1301 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1302 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1303 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1304 }
1305 break;
1306 case GL_UNSIGNED_SHORT:
Geoff Langeadfd572013-07-09 15:55:07 -04001307 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001308 {
1309 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1310 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1311 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1312 }
1313 break;
1314 case GL_UNSIGNED_INT:
Geoff Langeadfd572013-07-09 15:55:07 -04001315 for (unsigned int i = 0; i < numTris; i++)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001316 {
1317 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1318 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1319 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1320 }
1321 break;
1322 default: UNREACHABLE();
1323 }
1324
1325 if (!mTriangleFanIB->unmapBuffer())
1326 {
1327 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001328 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001329 }
1330
1331 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1332 {
1333 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1334
1335 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1336 mAppliedIBSerial = mTriangleFanIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001337 mAppliedStorageIBSerial = 0;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001338 mAppliedIBOffset = indexBufferOffset;
1339 }
1340
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001341 if (instances > 0)
1342 {
1343 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1344 }
1345 else
1346 {
1347 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1348 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001349}
1350
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001351void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1352{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001353 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001354 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1355
1356 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001357 {
1358 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1359 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001360
daniel@transgaming.come4991412012-12-20 20:55:34 +00001361 ID3D11VertexShader *vertexShader = NULL;
1362 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001363
daniel@transgaming.come4991412012-12-20 20:55:34 +00001364 ID3D11PixelShader *pixelShader = NULL;
1365 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001366
daniel@transgaming.come4991412012-12-20 20:55:34 +00001367 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1368 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001369
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001370 programBinary->dirtyAllUniforms();
1371
1372 mAppliedProgramBinarySerial = programBinarySerial;
1373 }
1374
1375 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001376 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001377
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001378 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001379 {
1380 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001381 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001382 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1383 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001384 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1385 }
1386 else
1387 {
1388 mDeviceContext->GSSetShader(NULL, NULL, 0);
1389 }
1390
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001391 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001392 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001393}
1394
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001395void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001396{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001397 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1398 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001399
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001400 unsigned int totalRegisterCountVS = 0;
1401 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001402
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001403 bool vertexUniformsDirty = false;
1404 bool pixelUniformsDirty = false;
1405
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001406 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1407 {
1408 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001409
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001410 if (uniform->isReferencedByVertexShader())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001411 {
1412 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001413 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001414 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001415
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001416 if (uniform->isReferencedByFragmentShader())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001417 {
1418 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001419 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001420 }
1421 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001422
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001423 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1424 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1425
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001426 float (*mapVS)[4] = NULL;
1427 float (*mapPS)[4] = NULL;
1428
Shannon Woods5ab33c82013-06-26 15:31:09 -04001429 if (totalRegisterCountVS > 0 && vertexUniformsDirty)
1430 {
1431 D3D11_MAPPED_SUBRESOURCE map = {0};
1432 HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1433 ASSERT(SUCCEEDED(result));
1434 mapVS = (float(*)[4])map.pData;
1435 }
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001436
Shannon Woods5ab33c82013-06-26 15:31:09 -04001437 if (totalRegisterCountPS > 0 && pixelUniformsDirty)
1438 {
1439 D3D11_MAPPED_SUBRESOURCE map = {0};
1440 HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1441 ASSERT(SUCCEEDED(result));
1442 mapPS = (float(*)[4])map.pData;
1443 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001444
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001445 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001446 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001447 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001448
Nicolas Capense6050882013-07-08 10:43:10 -04001449 if (!gl::IsSampler(uniform->type))
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001450 {
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001451 if (uniform->isReferencedByVertexShader() && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001452 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001453 memcpy(mapVS + uniform->vsRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001454 }
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001455
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001456 if (uniform->isReferencedByFragmentShader() && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001457 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001458 memcpy(mapPS + uniform->psRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001459 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001460 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001461
1462 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001463 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001464
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001465 if (mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001466 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001467 mDeviceContext->Unmap(vertexConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001468 }
1469
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001470 if (mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001471 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001472 mDeviceContext->Unmap(pixelConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001473 }
Geoff Langc6354ee2013-07-22 10:40:07 -04001474
1475 if (mCurrentVertexConstantBuffer != vertexConstantBuffer)
1476 {
1477 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1478 mCurrentVertexConstantBuffer = vertexConstantBuffer;
1479 }
1480
1481 if (mCurrentPixelConstantBuffer != pixelConstantBuffer)
1482 {
1483 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
1484 mCurrentPixelConstantBuffer = pixelConstantBuffer;
1485 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001486
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001487 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001488 if (!mDriverConstantBufferVS)
1489 {
1490 D3D11_BUFFER_DESC constantBufferDescription = {0};
1491 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1492 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1493 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1494 constantBufferDescription.CPUAccessFlags = 0;
1495 constantBufferDescription.MiscFlags = 0;
1496 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001497
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001498 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001499 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001500
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001501 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1502 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001503
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001504 if (!mDriverConstantBufferPS)
1505 {
1506 D3D11_BUFFER_DESC constantBufferDescription = {0};
1507 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1508 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1509 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1510 constantBufferDescription.CPUAccessFlags = 0;
1511 constantBufferDescription.MiscFlags = 0;
1512 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001513
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001514 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001515 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001516
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001517 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1518 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001519
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001520 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1521 {
1522 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1523 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1524 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001525
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001526 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1527 {
1528 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1529 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1530 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001531
1532 // needed for the point sprite geometry shader
Geoff Langc6354ee2013-07-22 10:40:07 -04001533 if (mCurrentGeometryConstantBuffer != mDriverConstantBufferPS)
1534 {
1535 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
1536 mCurrentGeometryConstantBuffer = mDriverConstantBufferPS;
1537 }
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001538}
1539
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001540void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001541{
Geoff Langda507fe2013-08-20 12:01:42 -04001542 mClear->clearFramebuffer(clearParams, frameBuffer);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001543}
1544
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001545void Renderer11::markAllStateDirty()
1546{
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001547 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1548 {
1549 mAppliedRenderTargetSerials[rtIndex] = 0;
1550 }
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001551 mAppliedDepthbufferSerial = 0;
1552 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001553 mDepthStencilInitialized = false;
1554 mRenderTargetDescInitialized = false;
1555
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001556 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001557 {
1558 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001559 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001560 }
1561 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1562 {
1563 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001564 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001565 }
1566
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001567 mForceSetBlendState = true;
1568 mForceSetRasterState = true;
1569 mForceSetDepthStencilState = true;
1570 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001571 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001572
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001573 mAppliedIBSerial = 0;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001574 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001575 mAppliedIBOffset = 0;
1576
daniel@transgaming.come4991412012-12-20 20:55:34 +00001577 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001578 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1579 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
Geoff Lang1f53cab2013-07-22 10:37:22 -04001580
1581 mInputLayoutCache.markDirty();
Geoff Langc6354ee2013-07-22 10:40:07 -04001582
1583 for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; i++)
1584 {
1585 mCurrentConstantBufferVS[i] = -1;
1586 mCurrentConstantBufferPS[i] = -1;
1587 }
1588
1589 mCurrentVertexConstantBuffer = NULL;
1590 mCurrentPixelConstantBuffer = NULL;
1591 mCurrentGeometryConstantBuffer = NULL;
Geoff Lang4c095862013-07-22 10:43:36 -04001592
1593 mCurrentPrimitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001594}
1595
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001596void Renderer11::releaseDeviceResources()
1597{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001598 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001599 mInputLayoutCache.clear();
1600
Geoff Langea228632013-07-30 15:17:12 -04001601 SafeDelete(mVertexDataManager);
1602 SafeDelete(mIndexDataManager);
1603 SafeDelete(mLineLoopIB);
1604 SafeDelete(mTriangleFanIB);
1605 SafeDelete(mBlit);
Geoff Langda507fe2013-08-20 12:01:42 -04001606 SafeDelete(mClear);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001607
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001608 SafeRelease(mDriverConstantBufferVS);
1609 SafeRelease(mDriverConstantBufferPS);
1610 SafeRelease(mSyncQuery);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001611}
1612
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001613void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001614{
1615 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001616 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001617}
1618
1619bool Renderer11::isDeviceLost()
1620{
1621 return mDeviceLost;
1622}
1623
1624// set notify to true to broadcast a message to all contexts of the device loss
1625bool Renderer11::testDeviceLost(bool notify)
1626{
1627 bool isLost = false;
1628
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001629 // GetRemovedReason is used to test if the device is removed
1630 HRESULT result = mDevice->GetDeviceRemovedReason();
1631 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001632
1633 if (isLost)
1634 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001635 // Log error if this is a new device lost event
1636 if (mDeviceLost == false)
1637 {
1638 ERR("The D3D11 device was removed: 0x%08X", result);
1639 }
1640
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001641 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001642 // we'll probably get this done again by notifyDeviceLost
1643 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001644 // Note that we don't want to clear the device loss status here
1645 // -- this needs to be done by resetDevice
1646 mDeviceLost = true;
1647 if (notify)
1648 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001649 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001650 }
1651 }
1652
1653 return isLost;
1654}
1655
1656bool Renderer11::testDeviceResettable()
1657{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001658 // determine if the device is resettable by creating a dummy device
1659 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001660
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001661 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001662 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001663 return false;
1664 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001665
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001666 D3D_FEATURE_LEVEL featureLevels[] =
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001667 {
1668 D3D_FEATURE_LEVEL_11_0,
1669 D3D_FEATURE_LEVEL_10_1,
1670 D3D_FEATURE_LEVEL_10_0,
1671 };
1672
1673 ID3D11Device* dummyDevice;
1674 D3D_FEATURE_LEVEL dummyFeatureLevel;
1675 ID3D11DeviceContext* dummyContext;
1676
1677 HRESULT result = D3D11CreateDevice(NULL,
1678 D3D_DRIVER_TYPE_HARDWARE,
1679 NULL,
1680 #if defined(_DEBUG)
1681 D3D11_CREATE_DEVICE_DEBUG,
1682 #else
1683 0,
1684 #endif
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001685 featureLevels,
1686 ArraySize(featureLevels),
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001687 D3D11_SDK_VERSION,
1688 &dummyDevice,
1689 &dummyFeatureLevel,
1690 &dummyContext);
1691
1692 if (!mDevice || FAILED(result))
1693 {
1694 return false;
1695 }
1696
Geoff Langea228632013-07-30 15:17:12 -04001697 SafeRelease(dummyContext);
1698 SafeRelease(dummyDevice);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001699
1700 return true;
1701}
1702
1703void Renderer11::release()
1704{
1705 releaseDeviceResources();
1706
Geoff Langea228632013-07-30 15:17:12 -04001707 SafeRelease(mDxgiFactory);
1708 SafeRelease(mDxgiAdapter);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001709
1710 if (mDeviceContext)
1711 {
1712 mDeviceContext->ClearState();
1713 mDeviceContext->Flush();
Geoff Langea228632013-07-30 15:17:12 -04001714 SafeRelease(mDeviceContext);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001715 }
1716
Geoff Langea228632013-07-30 15:17:12 -04001717 SafeRelease(mDevice);
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001718
1719 if (mD3d11Module)
1720 {
1721 FreeLibrary(mD3d11Module);
1722 mD3d11Module = NULL;
1723 }
1724
1725 if (mDxgiModule)
1726 {
1727 FreeLibrary(mDxgiModule);
1728 mDxgiModule = NULL;
1729 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001730}
1731
1732bool Renderer11::resetDevice()
1733{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001734 // recreate everything
1735 release();
1736 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001737
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001738 if (result != EGL_SUCCESS)
1739 {
1740 ERR("Could not reinitialize D3D11 device: %08X", result);
1741 return false;
1742 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001743
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001744 mDeviceLost = false;
1745
1746 return true;
1747}
1748
1749DWORD Renderer11::getAdapterVendor() const
1750{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001751 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001752}
1753
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001754std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001755{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001756 std::ostringstream rendererString;
1757
1758 rendererString << mDescription;
1759 rendererString << " Direct3D11";
1760
1761 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1762 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1763
1764 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001765}
1766
1767GUID Renderer11::getAdapterIdentifier() const
1768{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00001769 // Use the adapter LUID as our adapter ID
1770 // This number is local to a machine is only guaranteed to be unique between restarts
1771 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
1772 GUID adapterId = {0};
1773 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
1774 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001775}
1776
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00001777bool Renderer11::getBGRATextureSupport() const
1778{
1779 return mBGRATextureSupport;
1780}
1781
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001782bool Renderer11::getDXT1TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001783{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00001784 return mDXT1TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001785}
1786
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001787bool Renderer11::getDXT3TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001788{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00001789 return mDXT3TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001790}
1791
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001792bool Renderer11::getDXT5TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001793{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00001794 return mDXT5TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001795}
1796
1797bool Renderer11::getDepthTextureSupport() const
1798{
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +00001799 return mDepthTextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001800}
1801
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001802bool Renderer11::getFloat32TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001803{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00001804 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001805}
1806
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001807bool Renderer11::getFloat32TextureFilteringSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001808{
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001809 return mFloat32FilterSupport;
1810}
1811
1812bool Renderer11::getFloat32TextureRenderingSupport() const
1813{
1814 return mFloat32RenderSupport;
1815}
1816
1817bool Renderer11::getFloat16TextureSupport() const
1818{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00001819 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001820}
1821
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001822bool Renderer11::getFloat16TextureFilteringSupport() const
1823{
1824 return mFloat16FilterSupport;
1825}
1826
1827bool Renderer11::getFloat16TextureRenderingSupport() const
1828{
1829 return mFloat16RenderSupport;
1830}
1831
Geoff Langd42cf4e2013-06-05 16:09:17 -04001832bool Renderer11::getRGB565TextureSupport() const
1833{
1834 return false;
1835}
1836
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001837bool Renderer11::getLuminanceTextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001838{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001839 return false;
1840}
1841
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001842bool Renderer11::getLuminanceAlphaTextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001843{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001844 return false;
1845}
1846
1847bool Renderer11::getTextureFilterAnisotropySupport() const
1848{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00001849 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001850}
1851
1852float Renderer11::getTextureMaxAnisotropy() const
1853{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00001854 switch (mFeatureLevel)
1855 {
1856 case D3D_FEATURE_LEVEL_11_0:
1857 return D3D11_MAX_MAXANISOTROPY;
1858 case D3D_FEATURE_LEVEL_10_1:
1859 case D3D_FEATURE_LEVEL_10_0:
1860 return D3D10_MAX_MAXANISOTROPY;
1861 default: UNREACHABLE();
1862 return 0;
1863 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001864}
1865
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00001866bool Renderer11::getEventQuerySupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001867{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00001868 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001869}
1870
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00001871Range Renderer11::getViewportBounds() const
1872{
1873 switch (mFeatureLevel)
1874 {
1875 case D3D_FEATURE_LEVEL_11_0:
1876 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
1877 case D3D_FEATURE_LEVEL_10_1:
1878 case D3D_FEATURE_LEVEL_10_0:
1879 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
1880 default: UNREACHABLE();
1881 return Range(0, 0);
1882 }
1883}
1884
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001885unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001886{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001887 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
1888 switch (mFeatureLevel)
1889 {
1890 case D3D_FEATURE_LEVEL_11_0:
1891 case D3D_FEATURE_LEVEL_10_1:
1892 case D3D_FEATURE_LEVEL_10_0:
1893 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
1894 default: UNREACHABLE();
1895 return 0;
1896 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001897}
1898
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00001899unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
1900{
1901 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
1902}
1903
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00001904unsigned int Renderer11::getReservedVertexUniformVectors() const
1905{
Shannon Woods5ab33c82013-06-26 15:31:09 -04001906 return 0; // Driver uniforms are stored in a separate constant buffer
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00001907}
1908
1909unsigned int Renderer11::getReservedFragmentUniformVectors() const
1910{
Shannon Woods5ab33c82013-06-26 15:31:09 -04001911 return 0; // Driver uniforms are stored in a separate constant buffer
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00001912}
1913
1914unsigned int Renderer11::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001915{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001916 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
1917 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
1918 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001919}
1920
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00001921unsigned int Renderer11::getMaxFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001922{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00001923 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
1924 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
1925 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00001926}
1927
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00001928unsigned int Renderer11::getMaxVaryingVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00001929{
1930 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
shannonwoods@chromium.org74b86cf2013-05-30 00:02:58 +00001931 META_ASSERT(D3D11_VS_OUTPUT_REGISTER_COUNT <= D3D11_PS_INPUT_REGISTER_COUNT);
1932 META_ASSERT(D3D10_VS_OUTPUT_REGISTER_COUNT <= D3D10_PS_INPUT_REGISTER_COUNT);
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00001933 switch (mFeatureLevel)
1934 {
1935 case D3D_FEATURE_LEVEL_11_0:
1936 return D3D11_VS_OUTPUT_REGISTER_COUNT;
1937 case D3D_FEATURE_LEVEL_10_1:
1938 case D3D_FEATURE_LEVEL_10_0:
1939 return D3D10_VS_OUTPUT_REGISTER_COUNT;
1940 default: UNREACHABLE();
1941 return 0;
1942 }
1943}
1944
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00001945unsigned int Renderer11::getMaxVertexShaderUniformBuffers() const
1946{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00001947 META_ASSERT(gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
1948 gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
1949
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00001950 switch (mFeatureLevel)
1951 {
1952 case D3D_FEATURE_LEVEL_11_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00001953 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00001954 case D3D_FEATURE_LEVEL_10_1:
1955 case D3D_FEATURE_LEVEL_10_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00001956 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00001957 default: UNREACHABLE();
1958 return 0;
1959 }
1960}
1961
1962unsigned int Renderer11::getMaxFragmentShaderUniformBuffers() const
1963{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00001964 META_ASSERT(gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
1965 gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
1966
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00001967 switch (mFeatureLevel)
1968 {
1969 case D3D_FEATURE_LEVEL_11_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00001970 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00001971 case D3D_FEATURE_LEVEL_10_1:
1972 case D3D_FEATURE_LEVEL_10_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00001973 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00001974 default: UNREACHABLE();
1975 return 0;
1976 }
1977}
1978
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00001979unsigned int Renderer11::getReservedVertexUniformBuffers() const
1980{
1981 // we reserve one buffer for the application uniforms, and one for driver uniforms
1982 return 2;
1983}
1984
1985unsigned int Renderer11::getReservedFragmentUniformBuffers() const
1986{
1987 // we reserve one buffer for the application uniforms, and one for driver uniforms
1988 return 2;
1989}
1990
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00001991unsigned int Renderer11::getMaxTransformFeedbackBuffers() const
1992{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00001993 META_ASSERT(gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D11_SO_BUFFER_SLOT_COUNT &&
1994 gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D10_SO_BUFFER_SLOT_COUNT);
1995
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00001996 switch (mFeatureLevel)
1997 {
1998 case D3D_FEATURE_LEVEL_11_0:
1999 return D3D11_SO_BUFFER_SLOT_COUNT;
2000 case D3D_FEATURE_LEVEL_10_1:
2001 case D3D_FEATURE_LEVEL_10_0:
2002 return D3D10_SO_BUFFER_SLOT_COUNT;
2003 default: UNREACHABLE();
2004 return 0;
2005 }
2006}
2007
shannonwoods@chromium.org33e798f2013-05-30 00:05:05 +00002008unsigned int Renderer11::getMaxUniformBufferSize() const
2009{
2010 // Each component is a 4-element vector of 4-byte units (floats)
2011 const unsigned int bytesPerComponent = 4 * sizeof(float);
2012
2013 switch (mFeatureLevel)
2014 {
2015 case D3D_FEATURE_LEVEL_11_0:
2016 return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2017 case D3D_FEATURE_LEVEL_10_1:
2018 case D3D_FEATURE_LEVEL_10_0:
2019 return D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2020 default: UNREACHABLE();
2021 return 0;
2022 }
2023}
2024
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002025bool Renderer11::getNonPower2TextureSupport() const
2026{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002027 switch (mFeatureLevel)
2028 {
2029 case D3D_FEATURE_LEVEL_11_0:
2030 case D3D_FEATURE_LEVEL_10_1:
2031 case D3D_FEATURE_LEVEL_10_0:
2032 return true;
2033 default: UNREACHABLE();
2034 return false;
2035 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002036}
2037
2038bool Renderer11::getOcclusionQuerySupport() const
2039{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002040 switch (mFeatureLevel)
2041 {
2042 case D3D_FEATURE_LEVEL_11_0:
2043 case D3D_FEATURE_LEVEL_10_1:
2044 case D3D_FEATURE_LEVEL_10_0:
2045 return true;
2046 default: UNREACHABLE();
2047 return false;
2048 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002049}
2050
2051bool Renderer11::getInstancingSupport() const
2052{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002053 switch (mFeatureLevel)
2054 {
2055 case D3D_FEATURE_LEVEL_11_0:
2056 case D3D_FEATURE_LEVEL_10_1:
2057 case D3D_FEATURE_LEVEL_10_0:
2058 return true;
2059 default: UNREACHABLE();
2060 return false;
2061 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002062}
2063
2064bool Renderer11::getShareHandleSupport() const
2065{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002066 // We only currently support share handles with BGRA surfaces, because
2067 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002068 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002069 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002070}
2071
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002072bool Renderer11::getDerivativeInstructionSupport() const
2073{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002074 switch (mFeatureLevel)
2075 {
2076 case D3D_FEATURE_LEVEL_11_0:
2077 case D3D_FEATURE_LEVEL_10_1:
2078 case D3D_FEATURE_LEVEL_10_0:
2079 return true;
2080 default: UNREACHABLE();
2081 return false;
2082 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002083}
2084
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002085bool Renderer11::getPostSubBufferSupport() const
2086{
2087 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2088 return false;
2089}
2090
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002091int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002092{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002093 switch (mFeatureLevel)
2094 {
2095 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002096 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002097 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2098 default: UNREACHABLE(); return 0;
2099 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002100}
2101
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002102int Renderer11::getMinorShaderModel() const
2103{
2104 switch (mFeatureLevel)
2105 {
2106 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2107 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2108 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2109 default: UNREACHABLE(); return 0;
2110 }
2111}
2112
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002113float Renderer11::getMaxPointSize() const
2114{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002115 // choose a reasonable maximum. we enforce this in the shader.
2116 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2117 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002118}
2119
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002120int Renderer11::getMaxViewportDimension() const
2121{
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002122 // Maximum viewport size must be at least as large as the largest render buffer (or larger).
2123 // In our case return the maximum texture size, which is the maximum render buffer size.
2124 META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX);
2125 META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX);
2126
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002127 switch (mFeatureLevel)
2128 {
2129 case D3D_FEATURE_LEVEL_11_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002130 return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002131 case D3D_FEATURE_LEVEL_10_1:
2132 case D3D_FEATURE_LEVEL_10_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002133 return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002134 default: UNREACHABLE();
2135 return 0;
2136 }
2137}
2138
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002139int Renderer11::getMaxTextureWidth() const
2140{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002141 switch (mFeatureLevel)
2142 {
2143 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2144 case D3D_FEATURE_LEVEL_10_1:
2145 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2146 default: UNREACHABLE(); return 0;
2147 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002148}
2149
2150int Renderer11::getMaxTextureHeight() const
2151{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002152 switch (mFeatureLevel)
2153 {
2154 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2155 case D3D_FEATURE_LEVEL_10_1:
2156 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2157 default: UNREACHABLE(); return 0;
2158 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002159}
2160
shannon.woods%transgaming.com@gtempaccount.comc1fdf6b2013-04-13 03:44:41 +00002161int Renderer11::getMaxTextureDepth() const
2162{
2163 switch (mFeatureLevel)
2164 {
2165 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2166 case D3D_FEATURE_LEVEL_10_1:
2167 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2168 default: UNREACHABLE(); return 0;
2169 }
2170}
2171
shannon.woods%transgaming.com@gtempaccount.coma98a8112013-04-13 03:45:57 +00002172int Renderer11::getMaxTextureArrayLayers() const
2173{
2174 switch (mFeatureLevel)
2175 {
2176 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 2048
2177 case D3D_FEATURE_LEVEL_10_1:
2178 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 512
2179 default: UNREACHABLE(); return 0;
2180 }
2181}
2182
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002183bool Renderer11::get32BitIndexSupport() const
2184{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002185 switch (mFeatureLevel)
2186 {
2187 case D3D_FEATURE_LEVEL_11_0:
2188 case D3D_FEATURE_LEVEL_10_1:
2189 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2190 default: UNREACHABLE(); return false;
2191 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002192}
2193
2194int Renderer11::getMinSwapInterval() const
2195{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002196 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002197}
2198
2199int Renderer11::getMaxSwapInterval() const
2200{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002201 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002202}
2203
2204int Renderer11::getMaxSupportedSamples() const
2205{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002206 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002207}
2208
Geoff Lang0e120e32013-05-29 10:23:55 -04002209GLsizei Renderer11::getMaxSupportedFormatSamples(GLint internalFormat) const
2210{
Shannon Woodsdd4674f2013-07-08 10:32:15 -04002211 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
Geoff Lang0e120e32013-05-29 10:23:55 -04002212 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2213 return (iter != mMultisampleSupportMap.end()) ? iter->second.maxSupportedSamples : 0;
2214}
2215
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002216GLsizei Renderer11::getNumSampleCounts(GLint internalFormat) const
2217{
2218 unsigned int numCounts = 0;
2219
2220 // D3D11 supports multisampling for signed and unsigned format, but ES 3.0 does not
Geoff Langb2f3d052013-08-13 12:49:27 -04002221 GLenum componentType = gl::GetComponentType(internalFormat, getCurrentClientVersion());
2222 if (componentType != GL_INT && componentType != GL_UNSIGNED_INT)
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002223 {
2224 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
2225 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2226
2227 if (iter != mMultisampleSupportMap.end())
2228 {
2229 const MultisampleSupportInfo& info = iter->second;
2230 for (int i = 0; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2231 {
2232 if (info.qualityLevels[i] > 0)
2233 {
2234 numCounts++;
2235 }
2236 }
2237 }
2238 }
2239
2240 return numCounts;
2241}
2242
2243void Renderer11::getSampleCounts(GLint internalFormat, GLsizei bufSize, GLint *params) const
2244{
2245 // D3D11 supports multisampling for signed and unsigned format, but ES 3.0 does not
Geoff Langb2f3d052013-08-13 12:49:27 -04002246 GLenum componentType = gl::GetComponentType(internalFormat, getCurrentClientVersion());
2247 if (componentType == GL_INT || componentType == GL_UNSIGNED_INT)
2248 {
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002249 return;
Geoff Langb2f3d052013-08-13 12:49:27 -04002250 }
Shannon Woods52f1e7e2013-07-08 10:32:17 -04002251
2252 DXGI_FORMAT format = gl_d3d11::GetRenderableFormat(internalFormat, getCurrentClientVersion());
2253 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2254
2255 if (iter != mMultisampleSupportMap.end())
2256 {
2257 const MultisampleSupportInfo& info = iter->second;
2258 int bufPos = 0;
2259 for (int i = D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT - 1; i >= 0 && bufPos < bufSize; i--)
2260 {
2261 if (info.qualityLevels[i] > 0)
2262 {
2263 params[bufPos++] = i + 1;
2264 }
2265 }
2266 }
2267}
2268
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002269int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2270{
2271 if (requested == 0)
2272 {
2273 return 0;
2274 }
2275
2276 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2277 if (iter != mMultisampleSupportMap.end())
2278 {
2279 const MultisampleSupportInfo& info = iter->second;
2280 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2281 {
2282 if (info.qualityLevels[i] > 0)
2283 {
2284 return i + 1;
2285 }
2286 }
2287 }
2288
2289 return -1;
2290}
2291
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002292unsigned int Renderer11::getMaxRenderTargets() const
2293{
shannon.woods%transgaming.com@gtempaccount.comf30ccc22013-04-13 03:28:36 +00002294 META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2295 META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2296
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002297 switch (mFeatureLevel)
2298 {
2299 case D3D_FEATURE_LEVEL_11_0:
2300 return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2301 case D3D_FEATURE_LEVEL_10_1:
2302 case D3D_FEATURE_LEVEL_10_0:
2303 return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2304 default:
2305 UNREACHABLE();
2306 return 1;
2307 }
2308}
2309
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002310bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002311{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002312 if (source && dest)
2313 {
2314 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2315 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2316
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002317 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002318 return true;
2319 }
2320
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002321 return false;
2322}
2323
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002324bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002325{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002326 if (source && dest)
2327 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002328 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2329 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002330
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002331 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002332 return true;
2333 }
2334
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002335 return false;
2336}
2337
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002338bool Renderer11::copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source)
2339{
2340 if (source && dest)
2341 {
2342 TextureStorage11_3D *source11 = TextureStorage11_3D::makeTextureStorage11_3D(source->getStorageInstance());
2343 TextureStorage11_3D *dest11 = TextureStorage11_3D::makeTextureStorage11_3D(dest->getStorageInstance());
2344
2345 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
2346 return true;
2347 }
2348
2349 return false;
2350}
2351
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002352bool Renderer11::copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source)
2353{
2354 if (source && dest)
2355 {
2356 TextureStorage11_2DArray *source11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(source->getStorageInstance());
2357 TextureStorage11_2DArray *dest11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(dest->getStorageInstance());
2358
2359 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
2360 return true;
2361 }
2362
2363 return false;
2364}
2365
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002366bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002367 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002368{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002369 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002370 if (!colorbuffer)
2371 {
2372 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002373 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002374 }
2375
2376 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2377 if (!sourceRenderTarget)
2378 {
2379 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002380 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002381 }
2382
2383 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2384 if (!source)
2385 {
2386 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002387 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002388 }
2389
2390 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2391 if (!storage11)
2392 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002393 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002394 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002395 }
2396
2397 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2398 if (!destRenderTarget)
2399 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002400 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002401 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002402 }
2403
2404 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2405 if (!dest)
2406 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002407 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002408 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002409 }
2410
Geoff Langb86b9792013-06-04 16:32:05 -04002411 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2412 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002413
Geoff Langb86b9792013-06-04 16:32:05 -04002414 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2415 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002416
Geoff Langb86b9792013-06-04 16:32:05 -04002417 // Use nearest filtering because source and destination are the same size for the direct
2418 // copy
Geoff Lang125deab2013-08-09 13:34:16 -04002419 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
Geoff Langb86b9792013-06-04 16:32:05 -04002420 destFormat, GL_NEAREST);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002421
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002422 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002423}
2424
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002425bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002426 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002427{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002428 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002429 if (!colorbuffer)
2430 {
2431 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002432 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002433 }
2434
2435 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2436 if (!sourceRenderTarget)
2437 {
2438 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002439 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002440 }
2441
2442 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2443 if (!source)
2444 {
2445 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002446 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002447 }
2448
2449 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2450 if (!storage11)
2451 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002452 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002453 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002454 }
2455
Nicolas Capensb13f8662013-06-04 13:30:19 -04002456 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetFace(target, level));
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002457 if (!destRenderTarget)
2458 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002459 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002460 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002461 }
2462
2463 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2464 if (!dest)
2465 {
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002466 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002467 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002468 }
2469
Geoff Langb86b9792013-06-04 16:32:05 -04002470 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2471 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002472
Geoff Langb86b9792013-06-04 16:32:05 -04002473 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2474 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002475
Geoff Langb86b9792013-06-04 16:32:05 -04002476 // Use nearest filtering because source and destination are the same size for the direct
2477 // copy
Geoff Lang125deab2013-08-09 13:34:16 -04002478 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
Geoff Langb86b9792013-06-04 16:32:05 -04002479 destFormat, GL_NEAREST);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002480
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002481 return ret;
2482}
2483
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002484bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2485 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level)
2486{
2487 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2488 if (!colorbuffer)
2489 {
2490 ERR("Failed to retrieve the color buffer from the frame buffer.");
2491 return gl::error(GL_OUT_OF_MEMORY, false);
2492 }
2493
2494 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2495 if (!sourceRenderTarget)
2496 {
2497 ERR("Failed to retrieve the render target from the frame buffer.");
2498 return gl::error(GL_OUT_OF_MEMORY, false);
2499 }
2500
2501 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2502 if (!source)
2503 {
2504 ERR("Failed to retrieve the render target view from the render target.");
2505 return gl::error(GL_OUT_OF_MEMORY, false);
2506 }
2507
2508 TextureStorage11_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(storage->getStorageInstance());
2509 if (!storage11)
2510 {
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002511 ERR("Failed to retrieve the texture storage from the destination.");
2512 return gl::error(GL_OUT_OF_MEMORY, false);
2513 }
2514
2515 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2516 if (!destRenderTarget)
2517 {
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002518 ERR("Failed to retrieve the render target from the destination storage.");
2519 return gl::error(GL_OUT_OF_MEMORY, false);
2520 }
2521
2522 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2523 if (!dest)
2524 {
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002525 ERR("Failed to retrieve the render target view from the destination render target.");
2526 return gl::error(GL_OUT_OF_MEMORY, false);
2527 }
2528
Geoff Langb86b9792013-06-04 16:32:05 -04002529 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2530 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002531
Geoff Langb86b9792013-06-04 16:32:05 -04002532 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2533 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002534
Geoff Langb86b9792013-06-04 16:32:05 -04002535 // Use nearest filtering because source and destination are the same size for the direct
2536 // copy
Geoff Lang125deab2013-08-09 13:34:16 -04002537 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
Geoff Langb86b9792013-06-04 16:32:05 -04002538 destFormat, GL_NEAREST);
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002539
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002540 return ret;
2541}
2542
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002543bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2544 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level)
2545{
2546 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2547 if (!colorbuffer)
2548 {
2549 ERR("Failed to retrieve the color buffer from the frame buffer.");
2550 return gl::error(GL_OUT_OF_MEMORY, false);
2551 }
2552
2553 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2554 if (!sourceRenderTarget)
2555 {
2556 ERR("Failed to retrieve the render target from the frame buffer.");
2557 return gl::error(GL_OUT_OF_MEMORY, false);
2558 }
2559
2560 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2561 if (!source)
2562 {
2563 ERR("Failed to retrieve the render target view from the render target.");
2564 return gl::error(GL_OUT_OF_MEMORY, false);
2565 }
2566
2567 TextureStorage11_2DArray *storage11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(storage->getStorageInstance());
2568 if (!storage11)
2569 {
Geoff Langea228632013-07-30 15:17:12 -04002570 SafeRelease(source);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002571 ERR("Failed to retrieve the texture storage from the destination.");
2572 return gl::error(GL_OUT_OF_MEMORY, false);
2573 }
2574
2575 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2576 if (!destRenderTarget)
2577 {
Geoff Langea228632013-07-30 15:17:12 -04002578 SafeRelease(source);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002579 ERR("Failed to retrieve the render target from the destination storage.");
2580 return gl::error(GL_OUT_OF_MEMORY, false);
2581 }
2582
2583 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2584 if (!dest)
2585 {
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002586 ERR("Failed to retrieve the render target view from the destination render target.");
2587 return gl::error(GL_OUT_OF_MEMORY, false);
2588 }
2589
Geoff Langb86b9792013-06-04 16:32:05 -04002590 gl::Box sourceArea(sourceRect.x, sourceRect.y, 0, sourceRect.width, sourceRect.height, 1);
2591 gl::Extents sourceSize(sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002592
Geoff Langb86b9792013-06-04 16:32:05 -04002593 gl::Box destArea(xoffset, yoffset, 0, sourceRect.width, sourceRect.height, 1);
2594 gl::Extents destSize(destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002595
Geoff Langb86b9792013-06-04 16:32:05 -04002596 // Use nearest filtering because source and destination are the same size for the direct
2597 // copy
Geoff Lang125deab2013-08-09 13:34:16 -04002598 bool ret = mBlit->copyTexture(source, sourceArea, sourceSize, dest, destArea, destSize, NULL,
Geoff Langb86b9792013-06-04 16:32:05 -04002599 destFormat, GL_NEAREST);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002600
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002601 return ret;
2602}
2603
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00002604void Renderer11::unapplyRenderTargets()
2605{
2606 setOneTimeRenderTarget(NULL);
2607}
2608
2609void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView)
2610{
2611 ID3D11RenderTargetView *rtvArray[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
2612
2613 rtvArray[0] = renderTargetView;
2614
2615 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), rtvArray, NULL);
2616
2617 // Do not preserve the serial for this one-time-use render target
2618 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
2619 {
2620 mAppliedRenderTargetSerials[rtIndex] = 0;
2621 }
2622}
2623
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002624RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2625{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002626 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002627 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002628
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002629 if (depth)
2630 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002631 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002632 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
2633 swapChain11->getDepthStencilTexture(), NULL,
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00002634 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002635 }
2636 else
2637 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002638 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002639 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002640 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002641 swapChain11->getRenderTargetShaderResource(),
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00002642 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002643 }
2644 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002645}
2646
Geoff Langa2d97f12013-06-11 11:44:02 -04002647RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples)
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002648{
Geoff Langa2d97f12013-06-11 11:44:02 -04002649 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples);
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002650 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002651}
2652
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002653ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002654{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002655 ShaderExecutable11 *executable = NULL;
2656
2657 switch (type)
2658 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002659 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002660 {
2661 ID3D11VertexShader *vshader = NULL;
2662 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2663 ASSERT(SUCCEEDED(result));
2664
2665 if (vshader)
2666 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002667 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002668 }
2669 }
2670 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002671 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002672 {
2673 ID3D11PixelShader *pshader = NULL;
2674 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2675 ASSERT(SUCCEEDED(result));
2676
2677 if (pshader)
2678 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002679 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002680 }
2681 }
2682 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002683 case rx::SHADER_GEOMETRY:
2684 {
2685 ID3D11GeometryShader *gshader = NULL;
2686 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2687 ASSERT(SUCCEEDED(result));
2688
2689 if (gshader)
2690 {
2691 executable = new ShaderExecutable11(function, length, gshader);
2692 }
2693 }
2694 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002695 default:
2696 UNREACHABLE();
2697 break;
2698 }
2699
2700 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002701}
2702
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002703ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002704{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002705 const char *profile = NULL;
2706
2707 switch (type)
2708 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002709 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002710 profile = "vs_4_0";
2711 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002712 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002713 profile = "ps_4_0";
2714 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002715 case rx::SHADER_GEOMETRY:
2716 profile = "gs_4_0";
2717 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002718 default:
2719 UNREACHABLE();
2720 return NULL;
2721 }
2722
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00002723 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002724 if (!binary)
Geoff Langea228632013-07-30 15:17:12 -04002725 {
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002726 return NULL;
Geoff Langea228632013-07-30 15:17:12 -04002727 }
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002728
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002729 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
Geoff Langea228632013-07-30 15:17:12 -04002730 SafeRelease(binary);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002731
2732 return executable;
2733}
2734
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002735VertexBuffer *Renderer11::createVertexBuffer()
2736{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002737 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002738}
2739
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002740IndexBuffer *Renderer11::createIndexBuffer()
2741{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002742 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002743}
2744
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00002745BufferStorage *Renderer11::createBufferStorage()
2746{
2747 return new BufferStorage11(this);
2748}
2749
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002750QueryImpl *Renderer11::createQuery(GLenum type)
2751{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002752 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002753}
2754
2755FenceImpl *Renderer11::createFence()
2756{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002757 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002758}
2759
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002760bool Renderer11::getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002761{
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002762 ASSERT(colorbuffer != NULL);
2763
2764 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2765 if (renderTarget)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002766 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002767 *subresourceIndex = renderTarget->getSubresourceIndex();
2768
2769 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2770 if (colorBufferRTV)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002771 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002772 ID3D11Resource *textureResource = NULL;
2773 colorBufferRTV->GetResource(&textureResource);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002774
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002775 if (textureResource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002776 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002777 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
Geoff Langea228632013-07-30 15:17:12 -04002778 SafeRelease(textureResource);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002779
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002780 if (SUCCEEDED(result))
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002781 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002782 return true;
2783 }
2784 else
2785 {
2786 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2787 "HRESULT: 0x%X.", result);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002788 }
2789 }
2790 }
2791 }
2792
2793 return false;
2794}
2795
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002796bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
Geoff Lang125deab2013-08-09 13:34:16 -04002797 const gl::Rectangle *scissor, bool blitRenderTarget, bool blitDepth, bool blitStencil, GLenum filter)
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002798{
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00002799 if (blitRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002800 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00002801 gl::Renderbuffer *readBuffer = readTarget->getReadColorbuffer();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00002802
2803 if (!readBuffer)
2804 {
2805 ERR("Failed to retrieve the read buffer from the read framebuffer.");
2806 return gl::error(GL_OUT_OF_MEMORY, false);
2807 }
2808
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00002809 RenderTarget *readRenderTarget = readBuffer->getRenderTarget();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00002810
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00002811 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00002812 {
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00002813 if (drawTarget->isEnabledColorAttachment(colorAttachment))
2814 {
2815 gl::Renderbuffer *drawBuffer = drawTarget->getColorbuffer(colorAttachment);
2816
2817 if (!drawBuffer)
2818 {
2819 ERR("Failed to retrieve the draw buffer from the draw framebuffer.");
2820 return gl::error(GL_OUT_OF_MEMORY, false);
2821 }
2822
2823 RenderTarget *drawRenderTarget = drawBuffer->getRenderTarget();
2824
Geoff Lang125deab2013-08-09 13:34:16 -04002825 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter, scissor,
Geoff Lang685806d2013-06-12 11:16:36 -04002826 blitRenderTarget, false, false))
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00002827 {
2828 return false;
2829 }
2830 }
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00002831 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002832 }
2833
Geoff Lang685806d2013-06-12 11:16:36 -04002834 if (blitDepth || blitStencil)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002835 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00002836 gl::Renderbuffer *readBuffer = readTarget->getDepthOrStencilbuffer();
2837 gl::Renderbuffer *drawBuffer = drawTarget->getDepthOrStencilbuffer();
2838
2839 if (!readBuffer)
2840 {
2841 ERR("Failed to retrieve the read depth-stencil buffer from the read framebuffer.");
2842 return gl::error(GL_OUT_OF_MEMORY, false);
2843 }
2844
2845 if (!drawBuffer)
2846 {
2847 ERR("Failed to retrieve the draw depth-stencil buffer from the draw framebuffer.");
2848 return gl::error(GL_OUT_OF_MEMORY, false);
2849 }
2850
2851 RenderTarget *readRenderTarget = readBuffer->getDepthStencil();
2852 RenderTarget *drawRenderTarget = drawBuffer->getDepthStencil();
2853
Geoff Lang125deab2013-08-09 13:34:16 -04002854 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, filter, scissor,
Geoff Lang685806d2013-06-12 11:16:36 -04002855 false, blitDepth, blitStencil))
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00002856 {
2857 return false;
2858 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002859 }
2860
2861 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002862}
2863
2864void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2865 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2866{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002867 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002868 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002869
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00002870 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2871
2872 if (colorbuffer && getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002873 {
2874 gl::Rectangle area;
2875 area.x = x;
2876 area.y = y;
2877 area.width = width;
2878 area.height = height;
2879
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002880 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2881 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002882
Geoff Langea228632013-07-30 15:17:12 -04002883 SafeRelease(colorBufferTexture);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002884 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002885}
2886
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002887Image *Renderer11::createImage()
2888{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002889 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002890}
2891
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002892void Renderer11::generateMipmap(Image *dest, Image *src)
2893{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002894 Image11 *dest11 = Image11::makeImage11(dest);
2895 Image11 *src11 = Image11::makeImage11(src);
Jamie Madilld6cb2442013-07-10 15:13:38 -04002896 Image11::generateMipmap(getCurrentClientVersion(), dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002897}
2898
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002899TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2900{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002901 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2902 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002903}
2904
2905TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2906{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002907 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002908}
2909
2910TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2911{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002912 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002913}
2914
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00002915TextureStorage *Renderer11::createTextureStorage3D(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
2916{
2917 return new TextureStorage11_3D(this, levels, internalformat, usage, width, height, depth);
2918}
2919
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002920TextureStorage *Renderer11::createTextureStorage2DArray(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
2921{
2922 return new TextureStorage11_2DArray(this, levels, internalformat, usage, width, height, depth);
2923}
2924
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002925void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
2926 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
2927 GLint packAlignment, void *pixels)
2928{
2929 D3D11_TEXTURE2D_DESC textureDesc;
2930 texture->GetDesc(&textureDesc);
2931
2932 D3D11_TEXTURE2D_DESC stagingDesc;
2933 stagingDesc.Width = area.width;
2934 stagingDesc.Height = area.height;
2935 stagingDesc.MipLevels = 1;
2936 stagingDesc.ArraySize = 1;
2937 stagingDesc.Format = textureDesc.Format;
2938 stagingDesc.SampleDesc.Count = 1;
2939 stagingDesc.SampleDesc.Quality = 0;
2940 stagingDesc.Usage = D3D11_USAGE_STAGING;
2941 stagingDesc.BindFlags = 0;
2942 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
2943 stagingDesc.MiscFlags = 0;
2944
2945 ID3D11Texture2D* stagingTex = NULL;
2946 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
2947 if (FAILED(result))
2948 {
2949 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
2950 return;
2951 }
2952
2953 ID3D11Texture2D* srcTex = NULL;
2954 if (textureDesc.SampleDesc.Count > 1)
2955 {
2956 D3D11_TEXTURE2D_DESC resolveDesc;
2957 resolveDesc.Width = textureDesc.Width;
2958 resolveDesc.Height = textureDesc.Height;
2959 resolveDesc.MipLevels = 1;
2960 resolveDesc.ArraySize = 1;
2961 resolveDesc.Format = textureDesc.Format;
2962 resolveDesc.SampleDesc.Count = 1;
2963 resolveDesc.SampleDesc.Quality = 0;
2964 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
2965 resolveDesc.BindFlags = 0;
2966 resolveDesc.CPUAccessFlags = 0;
2967 resolveDesc.MiscFlags = 0;
2968
2969 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
2970 if (FAILED(result))
2971 {
2972 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
Geoff Langea228632013-07-30 15:17:12 -04002973 SafeRelease(stagingTex);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002974 return;
2975 }
2976
2977 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
2978 subResource = 0;
2979 }
2980 else
2981 {
2982 srcTex = texture;
2983 srcTex->AddRef();
2984 }
2985
2986 D3D11_BOX srcBox;
2987 srcBox.left = area.x;
2988 srcBox.right = area.x + area.width;
2989 srcBox.top = area.y;
2990 srcBox.bottom = area.y + area.height;
2991 srcBox.front = 0;
2992 srcBox.back = 1;
2993
2994 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
2995
Geoff Langea228632013-07-30 15:17:12 -04002996 SafeRelease(srcTex);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002997
2998 D3D11_MAPPED_SUBRESOURCE mapping;
2999 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3000
3001 unsigned char *source;
3002 int inputPitch;
3003 if (packReverseRowOrder)
3004 {
3005 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3006 inputPitch = -static_cast<int>(mapping.RowPitch);
3007 }
3008 else
3009 {
3010 source = static_cast<unsigned char*>(mapping.pData);
3011 inputPitch = static_cast<int>(mapping.RowPitch);
3012 }
3013
Geoff Lang697ad3e2013-06-04 10:11:28 -04003014 GLuint clientVersion = getCurrentClientVersion();
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003015
Jamie Madilld6cb2442013-07-10 15:13:38 -04003016 GLint sourceInternalFormat = d3d11_gl::GetInternalFormat(textureDesc.Format, clientVersion);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003017 GLenum sourceFormat = gl::GetFormat(sourceInternalFormat, clientVersion);
3018 GLenum sourceType = gl::GetType(sourceInternalFormat, clientVersion);
3019
3020 GLuint sourcePixelSize = gl::GetPixelBytes(sourceInternalFormat, clientVersion);
3021
3022 if (sourceFormat == format && sourceType == type)
3023 {
3024 // Direct copy possible
3025 unsigned char *dest = static_cast<unsigned char*>(pixels);
3026 for (int y = 0; y < area.height; y++)
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003027 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003028 memcpy(dest + y * outputPitch, source + y * inputPitch, area.width * sourcePixelSize);
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003029 }
3030 }
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003031 else
3032 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003033 GLint destInternalFormat = gl::GetSizedInternalFormat(format, type, clientVersion);
3034 GLuint destPixelSize = gl::GetPixelBytes(destInternalFormat, clientVersion);
3035
3036 ColorCopyFunction fastCopyFunc = d3d11::GetFastCopyFunction(textureDesc.Format, format, type, getCurrentClientVersion());
3037 if (fastCopyFunc)
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003038 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003039 // Fast copy is possible through some special function
3040 for (int y = 0; y < area.height; y++)
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003041 {
Geoff Lang697ad3e2013-06-04 10:11:28 -04003042 for (int x = 0; x < area.width; x++)
3043 {
3044 void *dest = static_cast<unsigned char*>(pixels) + y * outputPitch + x * destPixelSize;
3045 void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize;
3046
3047 fastCopyFunc(src, dest);
3048 }
3049 }
3050 }
3051 else
3052 {
Jamie Madilld6cb2442013-07-10 15:13:38 -04003053 ColorReadFunction readFunc = d3d11::GetColorReadFunction(textureDesc.Format, clientVersion);
Geoff Lang697ad3e2013-06-04 10:11:28 -04003054 ColorWriteFunction writeFunc = gl::GetColorWriteFunction(format, type, clientVersion);
3055
3056 unsigned char temp[16]; // Maximum size of any Color<T> type used.
3057 META_ASSERT(sizeof(temp) >= sizeof(gl::ColorF) &&
3058 sizeof(temp) >= sizeof(gl::ColorUI) &&
3059 sizeof(temp) >= sizeof(gl::ColorI));
3060
3061 for (int y = 0; y < area.height; y++)
3062 {
3063 for (int x = 0; x < area.width; x++)
3064 {
3065 void *dest = static_cast<unsigned char*>(pixels) + y * outputPitch + x * destPixelSize;
3066 void *src = static_cast<unsigned char*>(source) + y * inputPitch + x * sourcePixelSize;
3067
3068 // readFunc and writeFunc will be using the same type of color, CopyTexImage
3069 // will not allow the copy otherwise.
3070 readFunc(src, temp);
3071 writeFunc(temp, dest);
3072 }
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003073 }
3074 }
3075 }
3076
3077 mDeviceContext->Unmap(stagingTex, 0);
3078
Geoff Langea228632013-07-30 15:17:12 -04003079 SafeRelease(stagingTex);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003080}
3081
Geoff Lang758d5b22013-06-11 11:42:50 -04003082bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget,
Geoff Lang125deab2013-08-09 13:34:16 -04003083 RenderTarget *drawRenderTarget, GLenum filter, const gl::Rectangle *scissor,
3084 bool colorBlit, bool depthBlit, bool stencilBlit)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003085{
Geoff Lang975af372013-06-12 11:19:22 -04003086 // Since blitRenderbufferRect is called for each render buffer that needs to be blitted,
3087 // it should never be the case that both color and depth/stencil need to be blitted at
3088 // at the same time.
3089 ASSERT(colorBlit != (depthBlit || stencilBlit));
3090
Geoff Langc1f51be2013-06-11 11:49:14 -04003091 bool result = true;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003092
Geoff Lang4d782732013-07-22 10:44:18 -04003093 RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget);
3094 if (!drawRenderTarget)
3095 {
3096 ERR("Failed to retrieve the draw render target from the draw framebuffer.");
3097 return gl::error(GL_OUT_OF_MEMORY, false);
3098 }
3099
3100 ID3D11Resource *drawTexture = drawRenderTarget11->getTexture();
3101 unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex();
3102 ID3D11RenderTargetView *drawRTV = drawRenderTarget11->getRenderTargetView();
3103 ID3D11DepthStencilView *drawDSV = drawRenderTarget11->getDepthStencilView();
3104
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003105 RenderTarget11 *readRenderTarget11 = RenderTarget11::makeRenderTarget11(readRenderTarget);
3106 if (!readRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003107 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003108 ERR("Failed to retrieve the read render target from the read framebuffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003109 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003110 }
3111
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003112 ID3D11Resource *readTexture = NULL;
Geoff Langc1f51be2013-06-11 11:49:14 -04003113 ID3D11ShaderResourceView *readSRV = NULL;
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003114 unsigned int readSubresource = 0;
3115 if (readRenderTarget->getSamples() > 0)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003116 {
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003117 ID3D11Resource *unresolvedResource = readRenderTarget11->getTexture();
3118 ID3D11Texture2D *unresolvedTexture = d3d11::DynamicCastComObject<ID3D11Texture2D>(unresolvedResource);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003119
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003120 if (unresolvedTexture)
3121 {
3122 readTexture = resolveMultisampledTexture(unresolvedTexture, readRenderTarget11->getSubresourceIndex());
3123 readSubresource = 0;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003124
Geoff Langea228632013-07-30 15:17:12 -04003125 SafeRelease(unresolvedTexture);
Geoff Langc1f51be2013-06-11 11:49:14 -04003126
3127 HRESULT result = mDevice->CreateShaderResourceView(readTexture, NULL, &readSRV);
3128 if (FAILED(result))
3129 {
Geoff Langea228632013-07-30 15:17:12 -04003130 SafeRelease(readTexture);
Geoff Langc1f51be2013-06-11 11:49:14 -04003131 return gl::error(GL_OUT_OF_MEMORY, false);
3132 }
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003133 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003134 }
3135 else
3136 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003137 readTexture = readRenderTarget11->getTexture();
Geoff Lang4d782732013-07-22 10:44:18 -04003138 readTexture->AddRef();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003139 readSubresource = readRenderTarget11->getSubresourceIndex();
Geoff Langc1f51be2013-06-11 11:49:14 -04003140 readSRV = readRenderTarget11->getShaderResourceView();
Geoff Lang4d782732013-07-22 10:44:18 -04003141 readSRV->AddRef();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003142 }
3143
Geoff Lang4d782732013-07-22 10:44:18 -04003144 if (!readTexture || !readSRV)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003145 {
Geoff Lang4d782732013-07-22 10:44:18 -04003146 SafeRelease(readTexture);
3147 SafeRelease(readSRV);
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003148 ERR("Failed to retrieve the read render target view from the read render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003149 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003150 }
3151
Geoff Lang125deab2013-08-09 13:34:16 -04003152 gl::Extents readSize(readRenderTarget->getWidth(), readRenderTarget->getHeight(), 1);
3153 gl::Extents drawSize(drawRenderTarget->getWidth(), drawRenderTarget->getHeight(), 1);
3154
3155 bool scissorNeeded = scissor && gl::ClipRectangle(drawRect, *scissor, NULL);
3156
3157 bool wholeBufferCopy = !scissorNeeded &&
3158 readRect.x == 0 && readRect.width == readSize.width &&
3159 readRect.y == 0 && readRect.height == readSize.height &&
3160 drawRect.x == 0 && drawRect.width == drawSize.width &&
3161 drawRect.y == 0 && drawRect.height == drawSize.height;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003162
Geoff Langc1f51be2013-06-11 11:49:14 -04003163 bool stretchRequired = readRect.width != drawRect.width || readRect.height != drawRect.height;
Geoff Lang758d5b22013-06-11 11:42:50 -04003164
Geoff Lang125deab2013-08-09 13:34:16 -04003165 bool flipRequired = readRect.width < 0 || readRect.height < 0 || drawRect.width < 0 || readRect.height < 0;
3166
3167 bool outOfBounds = readRect.x < 0 || readRect.x + readRect.width > readSize.width ||
3168 readRect.y < 0 || readRect.y + readRect.height > readSize.height ||
3169 drawRect.x < 0 || drawRect.x + drawRect.width > drawSize.width ||
3170 drawRect.y < 0 || drawRect.y + drawRect.height > drawSize.height;
3171
3172 bool hasDepth = gl::GetDepthBits(drawRenderTarget11->getActualFormat(), getCurrentClientVersion()) > 0;
3173 bool hasStencil = gl::GetStencilBits(drawRenderTarget11->getActualFormat(), getCurrentClientVersion()) > 0;
3174 bool partialDSBlit = (hasDepth && depthBlit) != (hasStencil && stencilBlit);
3175
Geoff Langc1f51be2013-06-11 11:49:14 -04003176 if (readRenderTarget11->getActualFormat() == drawRenderTarget->getActualFormat() &&
Geoff Lang125deab2013-08-09 13:34:16 -04003177 !stretchRequired && !outOfBounds && !flipRequired && !partialDSBlit &&
3178 (!(depthBlit || stencilBlit) || wholeBufferCopy))
Geoff Langc1f51be2013-06-11 11:49:14 -04003179 {
Geoff Lang125deab2013-08-09 13:34:16 -04003180 UINT dstX = drawRect.x;
3181 UINT dstY = drawRect.y;
3182
Geoff Langc1f51be2013-06-11 11:49:14 -04003183 D3D11_BOX readBox;
3184 readBox.left = readRect.x;
3185 readBox.right = readRect.x + readRect.width;
3186 readBox.top = readRect.y;
3187 readBox.bottom = readRect.y + readRect.height;
3188 readBox.front = 0;
3189 readBox.back = 1;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003190
Geoff Lang125deab2013-08-09 13:34:16 -04003191 if (scissorNeeded)
3192 {
3193 // drawRect is guaranteed to have positive width and height because stretchRequired is false.
3194 ASSERT(drawRect.width >= 0 || drawRect.height >= 0);
3195
3196 if (drawRect.x < scissor->x)
3197 {
3198 dstX = scissor->x;
3199 readBox.left += (scissor->x - drawRect.x);
3200 }
3201 if (drawRect.y < scissor->y)
3202 {
3203 dstY = scissor->y;
3204 readBox.top += (scissor->y - drawRect.y);
3205 }
3206 if (drawRect.x + drawRect.width > scissor->x + scissor->width)
3207 {
3208 readBox.right -= ((drawRect.x + drawRect.width) - (scissor->x + scissor->width));
3209 }
3210 if (drawRect.y + drawRect.height > scissor->y + scissor->height)
3211 {
3212 readBox.bottom -= ((drawRect.y + drawRect.height) - (scissor->y + scissor->height));
3213 }
3214 }
3215
Geoff Langc1f51be2013-06-11 11:49:14 -04003216 // D3D11 needs depth-stencil CopySubresourceRegions to have a NULL pSrcBox
3217 // We also require complete framebuffer copies for depth-stencil blit.
3218 D3D11_BOX *pSrcBox = wholeBufferCopy ? NULL : &readBox;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003219
Geoff Lang125deab2013-08-09 13:34:16 -04003220 mDeviceContext->CopySubresourceRegion(drawTexture, drawSubresource, dstX, dstY, 0,
Geoff Langc1f51be2013-06-11 11:49:14 -04003221 readTexture, readSubresource, pSrcBox);
3222 result = true;
3223 }
3224 else
3225 {
3226 gl::Box readArea(readRect.x, readRect.y, 0, readRect.width, readRect.height, 1);
Geoff Langc1f51be2013-06-11 11:49:14 -04003227 gl::Box drawArea(drawRect.x, drawRect.y, 0, drawRect.width, drawRect.height, 1);
Geoff Langc1f51be2013-06-11 11:49:14 -04003228
Geoff Lang975af372013-06-12 11:19:22 -04003229 if (depthBlit && stencilBlit)
Geoff Langc1f51be2013-06-11 11:49:14 -04003230 {
Geoff Lang975af372013-06-12 11:19:22 -04003231 result = mBlit->copyDepthStencil(readTexture, readSubresource, readArea, readSize,
Geoff Lang125deab2013-08-09 13:34:16 -04003232 drawTexture, drawSubresource, drawArea, drawSize,
3233 scissor);
Geoff Lang975af372013-06-12 11:19:22 -04003234 }
3235 else if (depthBlit)
3236 {
Geoff Lang125deab2013-08-09 13:34:16 -04003237 result = mBlit->copyDepth(readSRV, readArea, readSize, drawDSV, drawArea, drawSize,
3238 scissor);
Geoff Lang975af372013-06-12 11:19:22 -04003239 }
3240 else if (stencilBlit)
3241 {
3242 result = mBlit->copyStencil(readTexture, readSubresource, readArea, readSize,
Geoff Lang125deab2013-08-09 13:34:16 -04003243 drawTexture, drawSubresource, drawArea, drawSize,
3244 scissor);
Geoff Langc1f51be2013-06-11 11:49:14 -04003245 }
3246 else
3247 {
Geoff Lang685806d2013-06-12 11:16:36 -04003248 GLenum format = gl::GetFormat(drawRenderTarget->getInternalFormat(), getCurrentClientVersion());
Geoff Lang125deab2013-08-09 13:34:16 -04003249 result = mBlit->copyTexture(readSRV, readArea, readSize, drawRTV, drawArea, drawSize,
3250 scissor, format, filter);
Geoff Langc1f51be2013-06-11 11:49:14 -04003251 }
3252 }
3253
3254 SafeRelease(readTexture);
3255 SafeRelease(readSRV);
Geoff Langc1f51be2013-06-11 11:49:14 -04003256
3257 return result;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003258}
3259
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003260ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3261{
3262 D3D11_TEXTURE2D_DESC textureDesc;
3263 source->GetDesc(&textureDesc);
3264
3265 if (textureDesc.SampleDesc.Count > 1)
3266 {
3267 D3D11_TEXTURE2D_DESC resolveDesc;
3268 resolveDesc.Width = textureDesc.Width;
3269 resolveDesc.Height = textureDesc.Height;
3270 resolveDesc.MipLevels = 1;
3271 resolveDesc.ArraySize = 1;
3272 resolveDesc.Format = textureDesc.Format;
3273 resolveDesc.SampleDesc.Count = 1;
3274 resolveDesc.SampleDesc.Quality = 0;
3275 resolveDesc.Usage = textureDesc.Usage;
3276 resolveDesc.BindFlags = textureDesc.BindFlags;
3277 resolveDesc.CPUAccessFlags = 0;
3278 resolveDesc.MiscFlags = 0;
3279
3280 ID3D11Texture2D *resolveTexture = NULL;
3281 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3282 if (FAILED(result))
3283 {
3284 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3285 return NULL;
3286 }
3287
3288 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3289 return resolveTexture;
3290 }
3291 else
3292 {
3293 source->AddRef();
3294 return source;
3295 }
3296}
3297
shannonwoods@chromium.org6e4f2a62013-05-30 00:15:19 +00003298bool Renderer11::getLUID(LUID *adapterLuid) const
3299{
3300 adapterLuid->HighPart = 0;
3301 adapterLuid->LowPart = 0;
3302
3303 if (!mDxgiAdapter)
3304 {
3305 return false;
3306 }
3307
3308 DXGI_ADAPTER_DESC adapterDesc;
3309 if (FAILED(mDxgiAdapter->GetDesc(&adapterDesc)))
3310 {
3311 return false;
3312 }
3313
3314 *adapterLuid = adapterDesc.AdapterLuid;
3315 return true;
3316}
3317
Geoff Lang61e49a52013-05-29 10:22:58 -04003318Renderer11::MultisampleSupportInfo Renderer11::getMultisampleSupportInfo(DXGI_FORMAT format)
3319{
3320 MultisampleSupportInfo supportInfo = { 0 };
3321
3322 UINT formatSupport;
3323 HRESULT result;
3324
3325 result = mDevice->CheckFormatSupport(format, &formatSupport);
3326 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
3327 {
3328 for (unsigned int i = 1; i <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
3329 {
3330 result = mDevice->CheckMultisampleQualityLevels(format, i, &supportInfo.qualityLevels[i - 1]);
3331 if (SUCCEEDED(result) && supportInfo.qualityLevels[i - 1] > 0)
3332 {
3333 supportInfo.maxSupportedSamples = std::max(supportInfo.maxSupportedSamples, i);
3334 }
3335 else
3336 {
3337 supportInfo.qualityLevels[i - 1] = 0;
3338 }
3339 }
3340 }
3341
3342 return supportInfo;
3343}
3344
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003345}