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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000014#include "libGLESv2/Program.h"
15#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000016#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000017#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000018#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000019#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000020#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000021#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000022#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000023#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000024#include "libGLESv2/renderer/IndexBuffer11.h"
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +000025#include "libGLESv2/renderer/BufferStorage11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000026#include "libGLESv2/renderer/VertexDataManager.h"
27#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000028#include "libGLESv2/renderer/TextureStorage11.h"
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +000029#include "libGLESv2/renderer/Query11.h"
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +000030#include "libGLESv2/renderer/Fence11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000031
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000032#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
34#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h"
35#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h"
36#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h"
37
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000038#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
39#include "libGLESv2/renderer/shaders/compiled/clear11ps.h"
40
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000041#include <sstream>
42
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000043namespace rx
44{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000045static const DXGI_FORMAT RenderTargetFormats[] =
46 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000047 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000048 DXGI_FORMAT_R8G8B8A8_UNORM
49 };
50
51static const DXGI_FORMAT DepthStencilFormats[] =
52 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000053 DXGI_FORMAT_UNKNOWN,
54 DXGI_FORMAT_D24_UNORM_S8_UINT,
55 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000056 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000057
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000058enum
59{
60 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
61};
62
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000063Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
64{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000065 mVertexDataManager = NULL;
66 mIndexDataManager = NULL;
67
daniel@transgaming.comc5114302012-12-20 21:11:36 +000068 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000069 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000070
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000071 mCopyResourcesInitialized = false;
72 mCopyVB = NULL;
73 mCopySampler = NULL;
74 mCopyIL = NULL;
75 mCopyVS = NULL;
76 mCopyRGBAPS = NULL;
77 mCopyRGBPS = NULL;
78 mCopyLumPS = NULL;
79 mCopyLumAlphaPS = NULL;
80
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000081 mClearResourcesInitialized = false;
82 mClearVB = NULL;
83 mClearIL = NULL;
84 mClearVS = NULL;
85 mClearPS = NULL;
86 mClearScissorRS = NULL;
87 mClearNoScissorRS = NULL;
88
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000089 mSyncQuery = NULL;
90
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000091 mD3d11Module = NULL;
92 mDxgiModule = NULL;
93
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000094 mDeviceLost = false;
95
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +000096 mMaxSupportedSamples = 0;
97
daniel@transgaming.com25072f62012-11-28 19:31:32 +000098 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000099 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000100 mDxgiAdapter = NULL;
101 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000102
103 mDriverConstantBufferVS = NULL;
104 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000105
106 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000107
108 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000109}
110
111Renderer11::~Renderer11()
112{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000113 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000114}
115
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000116Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
117{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000118 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000119 return static_cast<rx::Renderer11*>(renderer);
120}
121
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000122EGLint Renderer11::initialize()
123{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000124 if (!initializeCompiler())
125 {
126 return EGL_NOT_INITIALIZED;
127 }
128
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000129 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
130 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000131
132 if (mD3d11Module == NULL || mDxgiModule == NULL)
133 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000134 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000135 return EGL_NOT_INITIALIZED;
136 }
137
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000138 // create the D3D11 device
139 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000140 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000141
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000142 if (D3D11CreateDevice == NULL)
143 {
144 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
145 return EGL_NOT_INITIALIZED;
146 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000147
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000148 D3D_FEATURE_LEVEL featureLevel[] =
149 {
150 D3D_FEATURE_LEVEL_11_0,
151 D3D_FEATURE_LEVEL_10_1,
152 D3D_FEATURE_LEVEL_10_0,
153 };
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000154
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000155 HRESULT result = D3D11CreateDevice(NULL,
156 D3D_DRIVER_TYPE_HARDWARE,
157 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000158 #if defined(_DEBUG)
159 D3D11_CREATE_DEVICE_DEBUG,
160 #else
161 0,
162 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000163 featureLevel,
164 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000165 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000166 &mDevice,
167 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000168 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000169
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000170 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000171 {
172 ERR("Could not create D3D11 device - aborting!\n");
173 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
174 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000175
176 IDXGIDevice *dxgiDevice = NULL;
177 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
178
179 if (FAILED(result))
180 {
181 ERR("Could not query DXGI device - aborting!\n");
182 return EGL_NOT_INITIALIZED;
183 }
184
185 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
186
187 if (FAILED(result))
188 {
189 ERR("Could not retrieve DXGI adapter - aborting!\n");
190 return EGL_NOT_INITIALIZED;
191 }
192
193 dxgiDevice->Release();
194
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000195 mDxgiAdapter->GetDesc(&mAdapterDescription);
196 memset(mDescription, 0, sizeof(mDescription));
197 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
198
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000199 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
200
201 if (!mDxgiFactory || FAILED(result))
202 {
203 ERR("Could not create DXGI factory - aborting!\n");
204 return EGL_NOT_INITIALIZED;
205 }
206
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000207 unsigned int maxSupportedSamples = 0;
208 unsigned int rtFormatCount = sizeof(RenderTargetFormats) / sizeof(DXGI_FORMAT);
209 unsigned int dsFormatCount = sizeof(DepthStencilFormats) / sizeof(DXGI_FORMAT);
210 for (unsigned int i = 0; i < rtFormatCount + dsFormatCount; ++i)
211 {
212 DXGI_FORMAT format = (i < rtFormatCount) ? RenderTargetFormats[i] : DepthStencilFormats[i - rtFormatCount];
213 if (format != DXGI_FORMAT_UNKNOWN)
214 {
215 UINT formatSupport;
216 result = mDevice->CheckFormatSupport(format, &formatSupport);
217 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
218 {
219 MultisampleSupportInfo supportInfo;
220
221 for (unsigned int j = 1; j <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; j++)
222 {
223 result = mDevice->CheckMultisampleQualityLevels(format, j, &supportInfo.qualityLevels[j - 1]);
224 if (SUCCEEDED(result) && supportInfo.qualityLevels[j - 1] > 0)
225 {
226 maxSupportedSamples = std::max(j, maxSupportedSamples);
227 }
228 else
229 {
230 supportInfo.qualityLevels[j - 1] = 0;
231 }
232 }
233
234 mMultisampleSupportMap.insert(std::make_pair(format, supportInfo));
235 }
236 }
237 }
238 mMaxSupportedSamples = maxSupportedSamples;
239
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000240 initializeDevice();
241
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000242 // BGRA texture support is optional in feature levels 10 and 10_1
243 UINT formatSupport;
244 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
245 if (FAILED(result))
246 {
247 ERR("Error checking BGRA format support: 0x%08X", result);
248 }
249 else
250 {
251 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
252 mBGRATextureSupport = (formatSupport & flags) == flags;
253 }
254
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000255 // Check floating point texture support
256 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
257 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
258 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
259
260 DXGI_FORMAT float16Formats[] =
261 {
262 DXGI_FORMAT_R16_FLOAT,
263 DXGI_FORMAT_R16G16_FLOAT,
264 DXGI_FORMAT_R16G16B16A16_FLOAT,
265 };
266
267 DXGI_FORMAT float32Formats[] =
268 {
269 DXGI_FORMAT_R32_FLOAT,
270 DXGI_FORMAT_R32G32_FLOAT,
271 DXGI_FORMAT_R32G32B32_FLOAT,
272 DXGI_FORMAT_R32G32B32A32_FLOAT,
273 };
274
275 mFloat16TextureSupport = true;
276 mFloat16FilterSupport = true;
277 mFloat16RenderSupport = true;
278 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
279 {
280 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
281 {
282 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
283 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
284 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
285 }
286 else
287 {
288 mFloat16TextureSupport = false;
289 mFloat16RenderSupport = false;
290 mFloat16FilterSupport = false;
291 }
292 }
293
294 mFloat32TextureSupport = true;
295 mFloat32FilterSupport = true;
296 mFloat32RenderSupport = true;
297 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
298 {
299 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
300 {
301 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
302 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
303 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
304 }
305 else
306 {
307 mFloat32TextureSupport = false;
308 mFloat32FilterSupport = false;
309 mFloat32RenderSupport = false;
310 }
311 }
312
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000313 return EGL_SUCCESS;
314}
315
316// do any one-time device initialization
317// NOTE: this is also needed after a device lost/reset
318// to reset the scene status and ensure the default states are reset.
319void Renderer11::initializeDevice()
320{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000321 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000322 mInputLayoutCache.initialize(mDevice, mDeviceContext);
323
324 ASSERT(!mVertexDataManager && !mIndexDataManager);
325 mVertexDataManager = new VertexDataManager(this);
326 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000327
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000328 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000329}
330
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000331int Renderer11::generateConfigs(ConfigDesc **configDescList)
332{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000333 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
334 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000335 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
336 int numConfigs = 0;
337
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000338 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000339 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000340 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000341 {
342 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
343
344 UINT formatSupport = 0;
345 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000346
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000347 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
348 {
349 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
350
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000351 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000352
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000353 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
354 {
355 UINT formatSupport = 0;
356 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
357 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
358 }
359
360 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000361 {
362 ConfigDesc newConfig;
363 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
364 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
365 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
366 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
367
368 (*configDescList)[numConfigs++] = newConfig;
369 }
370 }
371 }
372 }
373
374 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000375}
376
377void Renderer11::deleteConfigs(ConfigDesc *configDescList)
378{
379 delete [] (configDescList);
380}
381
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000382void Renderer11::sync(bool block)
383{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000384 if (block)
385 {
386 HRESULT result;
387
388 if (!mSyncQuery)
389 {
390 D3D11_QUERY_DESC queryDesc;
391 queryDesc.Query = D3D11_QUERY_EVENT;
392 queryDesc.MiscFlags = 0;
393
394 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
395 ASSERT(SUCCEEDED(result));
396 }
397
398 mDeviceContext->End(mSyncQuery);
399 mDeviceContext->Flush();
400
401 do
402 {
403 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
404
405 // Keep polling, but allow other threads to do something useful first
406 Sleep(0);
407
408 if (testDeviceLost(true))
409 {
410 return;
411 }
412 }
413 while (result == S_FALSE);
414 }
415 else
416 {
417 mDeviceContext->Flush();
418 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000419}
420
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000421SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
422{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000423 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000424}
425
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000426void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
427{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000428 if (type == gl::SAMPLER_PIXEL)
429 {
430 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
431 {
432 ERR("Pixel shader sampler index %i is not valid.", index);
433 return;
434 }
435
436 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
437 {
438 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
439
440 if (!dxSamplerState)
441 {
442 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
443 "sampler state for pixel shaders at slot %i.", index);
444 }
445
446 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
447
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000448 mCurPixelSamplerStates[index] = samplerState;
449 }
450
451 mForceSetPixelSamplerStates[index] = false;
452 }
453 else if (type == gl::SAMPLER_VERTEX)
454 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000455 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000456 {
457 ERR("Vertex shader sampler index %i is not valid.", index);
458 return;
459 }
460
461 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
462 {
463 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
464
465 if (!dxSamplerState)
466 {
467 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
468 "sampler state for vertex shaders at slot %i.", index);
469 }
470
471 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
472
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000473 mCurVertexSamplerStates[index] = samplerState;
474 }
475
476 mForceSetVertexSamplerStates[index] = false;
477 }
478 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000479}
480
481void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
482{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000483 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000484 unsigned int serial = 0;
485 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000486
487 if (texture)
488 {
489 TextureStorageInterface *texStorage = texture->getNativeTexture();
490 if (texStorage)
491 {
492 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
493 textureSRV = storage11->getSRV();
494 }
495
496 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
497 // missing the shader resource view
498 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000499
500 serial = texture->getTextureSerial();
501 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000502 }
503
504 if (type == gl::SAMPLER_PIXEL)
505 {
506 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
507 {
508 ERR("Pixel shader sampler index %i is not valid.", index);
509 return;
510 }
511
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000512 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
513 {
514 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
515 }
516
517 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000518 }
519 else if (type == gl::SAMPLER_VERTEX)
520 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000521 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000522 {
523 ERR("Vertex shader sampler index %i is not valid.", index);
524 return;
525 }
526
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000527 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
528 {
529 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
530 }
531
532 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000533 }
534 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000535}
536
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000537void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000538{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000539 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000540 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000541 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
542 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000543 if (!dxRasterState)
544 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000545 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000546 "rasterizer state.");
547 }
548
549 mDeviceContext->RSSetState(dxRasterState);
550
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000551 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000552 }
553
554 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000555}
556
557void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
558 unsigned int sampleMask)
559{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000560 if (mForceSetBlendState ||
561 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
562 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
563 sampleMask != mCurSampleMask)
564 {
565 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
566 if (!dxBlendState)
567 {
568 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
569 "blend state.");
570 }
571
572 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
573 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
574
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000575 mCurBlendState = blendState;
576 mCurBlendColor = blendColor;
577 mCurSampleMask = sampleMask;
578 }
579
580 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000581}
582
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000583void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000584 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000585{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000586 if (mForceSetDepthStencilState ||
587 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
588 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
589 {
590 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
591 stencilRef != stencilBackRef ||
592 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
593 {
594 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
595 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000596 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000597 }
598
599 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
600 if (!dxDepthStencilState)
601 {
602 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
603 "setting the default depth stencil state.");
604 }
605
606 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
607
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000608 mCurDepthStencilState = depthStencilState;
609 mCurStencilRef = stencilRef;
610 mCurStencilBackRef = stencilBackRef;
611 }
612
613 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000614}
615
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000616void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000617{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000618 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
619 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000620 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000621 if (enabled)
622 {
623 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000624 rect.left = std::max(0, scissor.x);
625 rect.top = std::max(0, scissor.y);
626 rect.right = scissor.x + std::max(0, scissor.width);
627 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000628
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000629 mDeviceContext->RSSetScissorRects(1, &rect);
630 }
631
632 if (enabled != mScissorEnabled)
633 {
634 mForceSetRasterState = true;
635 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000636
637 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000638 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000639 }
640
641 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000642}
643
daniel@transgaming.com12985182012-12-20 20:56:31 +0000644bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000645 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000646{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000647 gl::Rectangle actualViewport = viewport;
648 float actualZNear = gl::clamp01(zNear);
649 float actualZFar = gl::clamp01(zFar);
650 if (ignoreViewport)
651 {
652 actualViewport.x = 0;
653 actualViewport.y = 0;
654 actualViewport.width = mRenderTargetDesc.width;
655 actualViewport.height = mRenderTargetDesc.height;
656 actualZNear = 0.0f;
657 actualZFar = 1.0f;
658 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000659
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000660 // Get D3D viewport bounds, which depends on the feature level
661 const Range& viewportBounds = getViewportBounds();
662
663 // 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 +0000664 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000665 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
666 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
667 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
668 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
669 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
670 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000671 dxViewport.MinDepth = actualZNear;
672 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000673
674 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
675 {
676 return false; // Nothing to render
677 }
678
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000679 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
680 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000681
daniel@transgaming.com53670042012-11-28 20:55:51 +0000682 if (viewportChanged)
683 {
684 mDeviceContext->RSSetViewports(1, &dxViewport);
685
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000686 mCurViewport = actualViewport;
687 mCurNear = actualZNear;
688 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000689
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +0000690 mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
691 mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
692 mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
693 mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000694
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000695 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
696 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000697
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000698 mVertexConstants.depthRange[0] = actualZNear;
699 mVertexConstants.depthRange[1] = actualZFar;
700 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000701
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000702 mPixelConstants.depthRange[0] = actualZNear;
703 mPixelConstants.depthRange[1] = actualZFar;
704 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000705 }
706
707 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000708 return true;
709}
710
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000711bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
712{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000713 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000714
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000715 switch (mode)
716 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000717 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
718 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000719 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000720 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
721 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
722 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000723 // emulate fans via rewriting index buffer
724 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000725 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000726 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000727 }
728
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000729 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000730
731 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000732}
733
734bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000735{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000736 // Get the color render buffer and serial
737 gl::Renderbuffer *renderbufferObject = NULL;
738 unsigned int renderTargetSerial = 0;
739 if (framebuffer->getColorbufferType() != GL_NONE)
740 {
741 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000742
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000743 if (!renderbufferObject)
744 {
745 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000746 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000747 }
748
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000749 // check for zero-sized default framebuffer, which is a special case.
750 // in this case we do not wish to modify any state and just silently return false.
751 // this will not report any gl error but will cause the calling method to return.
752 if (renderbufferObject->getWidth() == 0 || renderbufferObject->getHeight() == 0)
753 {
754 return false;
755 }
756
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000757 renderTargetSerial = renderbufferObject->getSerial();
758 }
759
760 // Get the depth stencil render buffer and serials
761 gl::Renderbuffer *depthStencil = NULL;
762 unsigned int depthbufferSerial = 0;
763 unsigned int stencilbufferSerial = 0;
764 if (framebuffer->getDepthbufferType() != GL_NONE)
765 {
766 depthStencil = framebuffer->getDepthbuffer();
767 if (!depthStencil)
768 {
769 ERR("Depth stencil pointer unexpectedly null.");
770 return false;
771 }
772
773 depthbufferSerial = depthStencil->getSerial();
774 }
775 else if (framebuffer->getStencilbufferType() != GL_NONE)
776 {
777 depthStencil = framebuffer->getStencilbuffer();
778 if (!depthStencil)
779 {
780 ERR("Depth stencil pointer unexpectedly null.");
781 return false;
782 }
783
784 stencilbufferSerial = depthStencil->getSerial();
785 }
786
787 // Extract the render target dimensions and view
788 unsigned int renderTargetWidth = 0;
789 unsigned int renderTargetHeight = 0;
790 GLenum renderTargetFormat = 0;
791 ID3D11RenderTargetView* framebufferRTV = NULL;
792 if (renderbufferObject)
793 {
794 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
795 if (!renderTarget)
796 {
797 ERR("render target pointer unexpectedly null.");
798 return false;
799 }
800
801 framebufferRTV = renderTarget->getRenderTargetView();
802 if (!framebufferRTV)
803 {
804 ERR("render target view pointer unexpectedly null.");
805 return false;
806 }
807
808 renderTargetWidth = renderbufferObject->getWidth();
809 renderTargetHeight = renderbufferObject->getHeight();
810 renderTargetFormat = renderbufferObject->getActualFormat();
811 }
812
813 // Extract the depth stencil sizes and view
814 unsigned int depthSize = 0;
815 unsigned int stencilSize = 0;
816 ID3D11DepthStencilView* framebufferDSV = NULL;
817 if (depthStencil)
818 {
819 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
820 if (!depthStencilRenderTarget)
821 {
822 ERR("render target pointer unexpectedly null.");
823 if (framebufferRTV)
824 {
825 framebufferRTV->Release();
826 }
827 return false;
828 }
829
830 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
831 if (!framebufferDSV)
832 {
833 ERR("depth stencil view pointer unexpectedly null.");
834 if (framebufferRTV)
835 {
836 framebufferRTV->Release();
837 }
838 return false;
839 }
840
841 // If there is no render buffer, the width, height and format values come from
842 // the depth stencil
843 if (!renderbufferObject)
844 {
845 renderTargetWidth = depthStencil->getWidth();
846 renderTargetHeight = depthStencil->getHeight();
847 renderTargetFormat = depthStencil->getActualFormat();
848 }
849
850 depthSize = depthStencil->getDepthSize();
851 stencilSize = depthStencil->getStencilSize();
852 }
853
854 // Apply the render target and depth stencil
855 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
856 renderTargetSerial != mAppliedRenderTargetSerial ||
857 depthbufferSerial != mAppliedDepthbufferSerial ||
858 stencilbufferSerial != mAppliedStencilbufferSerial)
859 {
860 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
861
862 mRenderTargetDesc.width = renderTargetWidth;
863 mRenderTargetDesc.height = renderTargetHeight;
864 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000865 mForceSetViewport = true;
866 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000867
868 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
869 {
870 mCurDepthSize = depthSize;
871 mForceSetRasterState = true;
872 }
873
874 mCurStencilSize = stencilSize;
875
876 mAppliedRenderTargetSerial = renderTargetSerial;
877 mAppliedDepthbufferSerial = depthbufferSerial;
878 mAppliedStencilbufferSerial = stencilbufferSerial;
879 mRenderTargetDescInitialized = true;
880 mDepthStencilInitialized = true;
881 }
882
883 if (framebufferRTV)
884 {
885 framebufferRTV->Release();
886 }
887 if (framebufferDSV)
888 {
889 framebufferDSV->Release();
890 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000891
892 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000893}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000894
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000895GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000896{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000897 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
898 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
899 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000900 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000901 return err;
902 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000903
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000904 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000905}
906
daniel@transgaming.com31240482012-11-28 21:06:41 +0000907GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000908{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000909 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000910
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000911 if (err == GL_NO_ERROR)
912 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000913 if (indexInfo->storage)
914 {
915 if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset)
916 {
917 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
918 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
919
920 mDeviceContext->IASetIndexBuffer(storage->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
921
922 mAppliedIBSerial = 0;
923 mAppliedStorageIBSerial = storage->getSerial();
924 mAppliedIBOffset = indexInfo->startOffset;
925 }
926 }
927 else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000928 {
929 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
930
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000931 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000932
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000933 mAppliedIBSerial = indexInfo->serial;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000934 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000935 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000936 }
937 }
938
939 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000940}
941
942void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
943{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000944 if (mode == GL_LINE_LOOP)
945 {
946 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
947 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000948 else if (mode == GL_TRIANGLE_FAN)
949 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000950 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000951 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000952 else if (instances > 0)
953 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000954 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000955 }
956 else
957 {
958 mDeviceContext->Draw(count, 0);
959 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000960}
961
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000962void 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 +0000963{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000964 if (mode == GL_LINE_LOOP)
965 {
966 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
967 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000968 else if (mode == GL_TRIANGLE_FAN)
969 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +0000970 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
971 }
972 else if (instances > 0)
973 {
974 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000975 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000976 else
977 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000978 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000979 }
980}
981
982void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
983{
984 // Get the raw indices for an indexed draw
985 if (type != GL_NONE && elementArrayBuffer)
986 {
987 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +0000988 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000989 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +0000990 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000991 }
992
993 if (!mLineLoopIB)
994 {
995 mLineLoopIB = new StreamingIndexBufferInterface(this);
996 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
997 {
998 delete mLineLoopIB;
999 mLineLoopIB = NULL;
1000
1001 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001002 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001003 }
1004 }
1005
1006 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
1007 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1008 {
1009 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001010 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001011 }
1012
1013 void* mappedMemory = NULL;
1014 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1015 if (offset == -1 || mappedMemory == NULL)
1016 {
1017 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001018 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001019 }
1020
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001021 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001022 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001023
1024 switch (type)
1025 {
1026 case GL_NONE: // Non-indexed draw
1027 for (int i = 0; i < count; i++)
1028 {
1029 data[i] = i;
1030 }
1031 data[count] = 0;
1032 break;
1033 case GL_UNSIGNED_BYTE:
1034 for (int i = 0; i < count; i++)
1035 {
1036 data[i] = static_cast<const GLubyte*>(indices)[i];
1037 }
1038 data[count] = static_cast<const GLubyte*>(indices)[0];
1039 break;
1040 case GL_UNSIGNED_SHORT:
1041 for (int i = 0; i < count; i++)
1042 {
1043 data[i] = static_cast<const GLushort*>(indices)[i];
1044 }
1045 data[count] = static_cast<const GLushort*>(indices)[0];
1046 break;
1047 case GL_UNSIGNED_INT:
1048 for (int i = 0; i < count; i++)
1049 {
1050 data[i] = static_cast<const GLuint*>(indices)[i];
1051 }
1052 data[count] = static_cast<const GLuint*>(indices)[0];
1053 break;
1054 default: UNREACHABLE();
1055 }
1056
1057 if (!mLineLoopIB->unmapBuffer())
1058 {
1059 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001060 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001061 }
1062
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001063 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001064 {
1065 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1066
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001067 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001068 mAppliedIBSerial = mLineLoopIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001069 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001070 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001071 }
1072
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001073 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001074}
1075
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001076void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001077{
1078 // Get the raw indices for an indexed draw
1079 if (type != GL_NONE && elementArrayBuffer)
1080 {
1081 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001082 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001083 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001084 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001085 }
1086
1087 if (!mTriangleFanIB)
1088 {
1089 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1090 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1091 {
1092 delete mTriangleFanIB;
1093 mTriangleFanIB = NULL;
1094
1095 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001096 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001097 }
1098 }
1099
1100 const int numTris = count - 2;
1101 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1102 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1103 {
1104 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001105 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001106 }
1107
1108 void* mappedMemory = NULL;
1109 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1110 if (offset == -1 || mappedMemory == NULL)
1111 {
1112 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001113 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001114 }
1115
1116 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1117 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1118
1119 switch (type)
1120 {
1121 case GL_NONE: // Non-indexed draw
1122 for (int i = 0; i < numTris; i++)
1123 {
1124 data[i*3 + 0] = 0;
1125 data[i*3 + 1] = i + 1;
1126 data[i*3 + 2] = i + 2;
1127 }
1128 break;
1129 case GL_UNSIGNED_BYTE:
1130 for (int i = 0; i < numTris; i++)
1131 {
1132 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1133 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1134 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1135 }
1136 break;
1137 case GL_UNSIGNED_SHORT:
1138 for (int i = 0; i < numTris; i++)
1139 {
1140 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1141 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1142 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1143 }
1144 break;
1145 case GL_UNSIGNED_INT:
1146 for (int i = 0; i < numTris; i++)
1147 {
1148 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1149 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1150 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1151 }
1152 break;
1153 default: UNREACHABLE();
1154 }
1155
1156 if (!mTriangleFanIB->unmapBuffer())
1157 {
1158 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001159 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001160 }
1161
1162 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1163 {
1164 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1165
1166 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1167 mAppliedIBSerial = mTriangleFanIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001168 mAppliedStorageIBSerial = 0;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001169 mAppliedIBOffset = indexBufferOffset;
1170 }
1171
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001172 if (instances > 0)
1173 {
1174 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1175 }
1176 else
1177 {
1178 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1179 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001180}
1181
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001182void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1183{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001184 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001185 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1186
1187 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001188 {
1189 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1190 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001191
daniel@transgaming.come4991412012-12-20 20:55:34 +00001192 ID3D11VertexShader *vertexShader = NULL;
1193 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001194
daniel@transgaming.come4991412012-12-20 20:55:34 +00001195 ID3D11PixelShader *pixelShader = NULL;
1196 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001197
daniel@transgaming.come4991412012-12-20 20:55:34 +00001198 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1199 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001200
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001201 programBinary->dirtyAllUniforms();
1202
1203 mAppliedProgramBinarySerial = programBinarySerial;
1204 }
1205
1206 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001207 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001208
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001209 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001210 {
1211 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001212 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001213 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1214 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001215 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1216 }
1217 else
1218 {
1219 mDeviceContext->GSSetShader(NULL, NULL, 0);
1220 }
1221
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001222 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001223 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001224}
1225
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001226void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001227{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001228 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1229 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001230
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001231 unsigned int totalRegisterCountVS = 0;
1232 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001233
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001234 bool vertexUniformsDirty = false;
1235 bool pixelUniformsDirty = false;
1236
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001237 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1238 {
1239 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001240
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001241 if (uniform->vsRegisterIndex >= 0)
1242 {
1243 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001244 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001245 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001246
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001247 if (uniform->psRegisterIndex >= 0)
1248 {
1249 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001250 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001251 }
1252 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001253
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001254 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1255 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1256
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001257 void *mapVS = (totalRegisterCountVS > 0 && vertexUniformsDirty) ? new float[4 * totalRegisterCountVS] : NULL;
1258 void *mapPS = (totalRegisterCountPS > 0 && pixelUniformsDirty) ? new float[4 * totalRegisterCountPS] : NULL;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001259
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001260 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001261 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001262 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001263
1264 switch (uniform->type)
1265 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +00001266 case GL_SAMPLER_2D:
1267 case GL_SAMPLER_CUBE:
1268 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001269 case GL_FLOAT:
1270 case GL_FLOAT_VEC2:
1271 case GL_FLOAT_VEC3:
1272 case GL_FLOAT_VEC4:
1273 case GL_FLOAT_MAT2:
1274 case GL_FLOAT_MAT3:
1275 case GL_FLOAT_MAT4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001276 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001277 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001278 GLfloat (*c)[4] = (GLfloat(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001279 float (*f)[4] = (float(*)[4])uniform->data;
1280
1281 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001282 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001283 c[uniform->vsRegisterIndex + i][0] = f[i][0];
1284 c[uniform->vsRegisterIndex + i][1] = f[i][1];
1285 c[uniform->vsRegisterIndex + i][2] = f[i][2];
1286 c[uniform->vsRegisterIndex + i][3] = f[i][3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001287 }
1288 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001289 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001290 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001291 GLfloat (*c)[4] = (GLfloat(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001292 float (*f)[4] = (float(*)[4])uniform->data;
1293
1294 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001295 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001296 c[uniform->psRegisterIndex + i][0] = f[i][0];
1297 c[uniform->psRegisterIndex + i][1] = f[i][1];
1298 c[uniform->psRegisterIndex + i][2] = f[i][2];
1299 c[uniform->psRegisterIndex + i][3] = f[i][3];
1300 }
1301 }
1302 break;
1303 case GL_INT:
1304 case GL_INT_VEC2:
1305 case GL_INT_VEC3:
1306 case GL_INT_VEC4:
shannon.woods@transgaming.comcd714ef2013-02-28 23:09:50 +00001307 case GL_BOOL:
1308 case GL_BOOL_VEC2:
1309 case GL_BOOL_VEC3:
1310 case GL_BOOL_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001311 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001312 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001313 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001314 GLint *x = (GLint*)uniform->data;
1315 int count = gl::VariableColumnCount(uniform->type);
1316
1317 for (unsigned int i = 0; i < uniform->registerCount; i++)
1318 {
1319 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = x[i * count + 0];
1320 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = x[i * count + 1];
1321 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = x[i * count + 2];
1322 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = x[i * count + 3];
1323 }
1324 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001325 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001326 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001327 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001328 GLint *x = (GLint*)uniform->data;
1329 int count = gl::VariableColumnCount(uniform->type);
1330
1331 for (unsigned int i = 0; i < uniform->registerCount; i++)
1332 {
1333 if (count >= 1) c[uniform->psRegisterIndex + i][0] = x[i * count + 0];
1334 if (count >= 2) c[uniform->psRegisterIndex + i][1] = x[i * count + 1];
1335 if (count >= 3) c[uniform->psRegisterIndex + i][2] = x[i * count + 2];
1336 if (count >= 4) c[uniform->psRegisterIndex + i][3] = x[i * count + 3];
1337 }
1338 }
1339 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001340 default:
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001341 UNREACHABLE();
1342 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001343
1344 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001345 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001346
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001347 if (vertexConstantBuffer && mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001348 {
1349 mDeviceContext->UpdateSubresource(vertexConstantBuffer, 0, NULL, mapVS, 0, 0);
1350 }
1351
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001352 if (pixelConstantBuffer && mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001353 {
1354 mDeviceContext->UpdateSubresource(pixelConstantBuffer, 0, NULL, mapPS, 0, 0);
1355 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001356
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001357 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1358 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001359
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001360 delete[] mapVS;
1361 delete[] mapPS;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001362
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001363 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001364 if (!mDriverConstantBufferVS)
1365 {
1366 D3D11_BUFFER_DESC constantBufferDescription = {0};
1367 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1368 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1369 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1370 constantBufferDescription.CPUAccessFlags = 0;
1371 constantBufferDescription.MiscFlags = 0;
1372 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001373
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001374 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001375 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001376
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001377 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1378 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001379
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001380 if (!mDriverConstantBufferPS)
1381 {
1382 D3D11_BUFFER_DESC constantBufferDescription = {0};
1383 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1384 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1385 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1386 constantBufferDescription.CPUAccessFlags = 0;
1387 constantBufferDescription.MiscFlags = 0;
1388 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001389
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001390 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001391 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001392
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001393 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1394 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001395
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001396 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1397 {
1398 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1399 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1400 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001401
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001402 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1403 {
1404 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1405 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1406 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001407
1408 // needed for the point sprite geometry shader
1409 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001410}
1411
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001412void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001413{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001414 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1415 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1416 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1417 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001418
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001419 unsigned int stencilUnmasked = 0x0;
1420 if (frameBuffer->hasStencil())
1421 {
1422 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1423 stencilUnmasked = (0x1 << stencilSize) - 1;
1424 }
1425 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1426 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001427
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001428 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1429 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1430 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001431
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001432 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1433 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001434 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001435 }
1436 else
1437 {
1438 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1439 {
1440 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1441 if (renderbufferObject)
1442 {
1443 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1444 if (!renderTarget)
1445 {
1446 ERR("render target pointer unexpectedly null.");
1447 return;
1448 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001449
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001450 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1451 if (!framebufferRTV)
1452 {
1453 ERR("render target view pointer unexpectedly null.");
1454 return;
1455 }
1456
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001457 const float clearValues[4] = { clearParams.colorClearValue.red,
1458 clearParams.colorClearValue.green,
1459 clearParams.colorClearValue.blue,
1460 clearParams.colorClearValue.alpha };
1461 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001462
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001463 framebufferRTV->Release();
1464 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001465 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001466 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001467 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001468 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1469 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001470 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001471 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1472 if (!renderTarget)
1473 {
1474 ERR("render target pointer unexpectedly null.");
1475 return;
1476 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001477
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001478 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1479 if (!framebufferDSV)
1480 {
1481 ERR("depth stencil view pointer unexpectedly null.");
1482 return;
1483 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001484
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001485 UINT clearFlags = 0;
1486 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1487 {
1488 clearFlags |= D3D11_CLEAR_DEPTH;
1489 }
1490 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1491 {
1492 clearFlags |= D3D11_CLEAR_STENCIL;
1493 }
1494
1495 float depthClear = clearParams.depthClearValue;
1496 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1497
1498 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001499
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001500 framebufferDSV->Release();
1501 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001502 }
1503 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001504}
1505
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001506void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1507{
1508 HRESULT result;
1509
1510 if (!mClearResourcesInitialized)
1511 {
1512 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1513
1514 D3D11_BUFFER_DESC vbDesc;
1515 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1516 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1517 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1518 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1519 vbDesc.MiscFlags = 0;
1520 vbDesc.StructureByteStride = 0;
1521
1522 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1523 ASSERT(SUCCEEDED(result));
1524 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1525
1526 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1527 {
1528 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1529 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1530 };
1531
1532 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1533 ASSERT(SUCCEEDED(result));
1534 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1535
1536 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1537 ASSERT(SUCCEEDED(result));
1538 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1539
1540 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1541 ASSERT(SUCCEEDED(result));
1542 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1543
1544 D3D11_RASTERIZER_DESC rsScissorDesc;
1545 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1546 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1547 rsScissorDesc.FrontCounterClockwise = FALSE;
1548 rsScissorDesc.DepthBias = 0;
1549 rsScissorDesc.DepthBiasClamp = 0.0f;
1550 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1551 rsScissorDesc.DepthClipEnable = FALSE;
1552 rsScissorDesc.ScissorEnable = TRUE;
1553 rsScissorDesc.MultisampleEnable = FALSE;
1554 rsScissorDesc.AntialiasedLineEnable = FALSE;
1555
1556 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1557 ASSERT(SUCCEEDED(result));
1558 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1559
1560 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1561 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1562 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1563 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1564 rsNoScissorDesc.DepthBias = 0;
1565 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1566 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1567 rsNoScissorDesc.DepthClipEnable = FALSE;
1568 rsNoScissorDesc.ScissorEnable = FALSE;
1569 rsNoScissorDesc.MultisampleEnable = FALSE;
1570 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1571
1572 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1573 ASSERT(SUCCEEDED(result));
1574 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1575
1576 mClearResourcesInitialized = true;
1577 }
1578
1579 // Prepare the depth stencil state to write depth values if the depth should be cleared
1580 // and stencil values if the stencil should be cleared
1581 gl::DepthStencilState glDSState;
1582 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1583 glDSState.depthFunc = GL_ALWAYS;
1584 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1585 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1586 glDSState.stencilFunc = GL_ALWAYS;
1587 glDSState.stencilMask = 0;
1588 glDSState.stencilFail = GL_REPLACE;
1589 glDSState.stencilPassDepthFail = GL_REPLACE;
1590 glDSState.stencilPassDepthPass = GL_REPLACE;
1591 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1592 glDSState.stencilBackFunc = GL_ALWAYS;
1593 glDSState.stencilBackMask = 0;
1594 glDSState.stencilBackFail = GL_REPLACE;
1595 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1596 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1597 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1598
1599 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1600
1601 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1602
1603 // Prepare the blend state to use a write mask if the color buffer should be cleared
1604 gl::BlendState glBlendState;
1605 glBlendState.blend = false;
1606 glBlendState.sourceBlendRGB = GL_ONE;
1607 glBlendState.destBlendRGB = GL_ZERO;
1608 glBlendState.sourceBlendAlpha = GL_ONE;
1609 glBlendState.destBlendAlpha = GL_ZERO;
1610 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1611 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1612 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1613 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1614 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1615 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1616 glBlendState.sampleAlphaToCoverage = false;
1617 glBlendState.dither = false;
1618
1619 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1620 static const UINT sampleMask = 0xFFFFFFFF;
1621
1622 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1623
1624 // Set the vertices
1625 D3D11_MAPPED_SUBRESOURCE mappedResource;
1626 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1627 if (FAILED(result))
1628 {
1629 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1630 return;
1631 }
1632
1633 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1634
1635 float depthClear = gl::clamp01(clearParams.depthClearValue);
1636 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1637 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1638 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1639 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1640
1641 mDeviceContext->Unmap(mClearVB, 0);
1642
1643 // Apply state
1644 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1645 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1646 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1647
1648 // Apply shaders
1649 mDeviceContext->IASetInputLayout(mClearIL);
1650 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1651 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
1652
1653 // Apply vertex buffer
1654 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1655 static UINT startIdx = 0;
1656 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1657 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1658
1659 // Draw the clear quad
1660 mDeviceContext->Draw(4, 0);
1661
1662 // Clean up
1663 markAllStateDirty();
1664}
1665
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001666void Renderer11::markAllStateDirty()
1667{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001668 mAppliedRenderTargetSerial = 0;
1669 mAppliedDepthbufferSerial = 0;
1670 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001671 mDepthStencilInitialized = false;
1672 mRenderTargetDescInitialized = false;
1673
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001674 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001675 {
1676 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001677 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001678 }
1679 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1680 {
1681 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001682 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001683 }
1684
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001685 mForceSetBlendState = true;
1686 mForceSetRasterState = true;
1687 mForceSetDepthStencilState = true;
1688 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001689 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001690
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001691 mAppliedIBSerial = 0;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001692 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001693 mAppliedIBOffset = 0;
1694
daniel@transgaming.come4991412012-12-20 20:55:34 +00001695 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001696 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1697 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001698}
1699
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001700void Renderer11::releaseDeviceResources()
1701{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001702 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001703 mInputLayoutCache.clear();
1704
1705 delete mVertexDataManager;
1706 mVertexDataManager = NULL;
1707
1708 delete mIndexDataManager;
1709 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001710
1711 delete mLineLoopIB;
1712 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001713
1714 delete mTriangleFanIB;
1715 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001716
1717 if (mCopyVB)
1718 {
1719 mCopyVB->Release();
1720 mCopyVB = NULL;
1721 }
1722
1723 if (mCopySampler)
1724 {
1725 mCopySampler->Release();
1726 mCopySampler = NULL;
1727 }
1728
1729 if (mCopyIL)
1730 {
1731 mCopyIL->Release();
1732 mCopyIL = NULL;
1733 }
1734
1735 if (mCopyVS)
1736 {
1737 mCopyVS->Release();
1738 mCopyVS = NULL;
1739 }
1740
1741 if (mCopyRGBAPS)
1742 {
1743 mCopyRGBAPS->Release();
1744 mCopyRGBAPS = NULL;
1745 }
1746
1747 if (mCopyRGBPS)
1748 {
1749 mCopyRGBPS->Release();
1750 mCopyRGBPS = NULL;
1751 }
1752
1753 if (mCopyLumPS)
1754 {
1755 mCopyLumPS->Release();
1756 mCopyLumPS = NULL;
1757 }
1758
1759 if (mCopyLumAlphaPS)
1760 {
1761 mCopyLumAlphaPS->Release();
1762 mCopyLumAlphaPS = NULL;
1763 }
1764
1765 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001766
1767 if (mClearVB)
1768 {
1769 mClearVB->Release();
1770 mClearVB = NULL;
1771 }
1772
1773 if (mClearIL)
1774 {
1775 mClearIL->Release();
1776 mClearIL = NULL;
1777 }
1778
1779 if (mClearVS)
1780 {
1781 mClearVS->Release();
1782 mClearVS = NULL;
1783 }
1784
1785 if (mClearPS)
1786 {
1787 mClearPS->Release();
1788 mClearPS = NULL;
1789 }
1790
1791 if (mClearScissorRS)
1792 {
1793 mClearScissorRS->Release();
1794 mClearScissorRS = NULL;
1795 }
1796
1797 if (mClearNoScissorRS)
1798 {
1799 mClearNoScissorRS->Release();
1800 mClearNoScissorRS = NULL;
1801 }
1802
1803 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001804
1805 if (mDriverConstantBufferVS)
1806 {
1807 mDriverConstantBufferVS->Release();
1808 mDriverConstantBufferVS = NULL;
1809 }
1810
1811 if (mDriverConstantBufferPS)
1812 {
1813 mDriverConstantBufferPS->Release();
1814 mDriverConstantBufferPS = NULL;
1815 }
daniel@transgaming.combdf787f2013-02-01 03:20:36 +00001816
1817 if (mSyncQuery)
1818 {
1819 mSyncQuery->Release();
1820 mSyncQuery = NULL;
1821 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001822}
1823
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001824void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001825{
1826 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001827 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001828}
1829
1830bool Renderer11::isDeviceLost()
1831{
1832 return mDeviceLost;
1833}
1834
1835// set notify to true to broadcast a message to all contexts of the device loss
1836bool Renderer11::testDeviceLost(bool notify)
1837{
1838 bool isLost = false;
1839
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001840 // GetRemovedReason is used to test if the device is removed
1841 HRESULT result = mDevice->GetDeviceRemovedReason();
1842 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001843
1844 if (isLost)
1845 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001846 // Log error if this is a new device lost event
1847 if (mDeviceLost == false)
1848 {
1849 ERR("The D3D11 device was removed: 0x%08X", result);
1850 }
1851
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001852 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001853 // we'll probably get this done again by notifyDeviceLost
1854 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001855 // Note that we don't want to clear the device loss status here
1856 // -- this needs to be done by resetDevice
1857 mDeviceLost = true;
1858 if (notify)
1859 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001860 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001861 }
1862 }
1863
1864 return isLost;
1865}
1866
1867bool Renderer11::testDeviceResettable()
1868{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001869 // determine if the device is resettable by creating a dummy device
1870 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001871
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001872 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001873 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001874 return false;
1875 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001876
1877 D3D_FEATURE_LEVEL featureLevel[] =
1878 {
1879 D3D_FEATURE_LEVEL_11_0,
1880 D3D_FEATURE_LEVEL_10_1,
1881 D3D_FEATURE_LEVEL_10_0,
1882 };
1883
1884 ID3D11Device* dummyDevice;
1885 D3D_FEATURE_LEVEL dummyFeatureLevel;
1886 ID3D11DeviceContext* dummyContext;
1887
1888 HRESULT result = D3D11CreateDevice(NULL,
1889 D3D_DRIVER_TYPE_HARDWARE,
1890 NULL,
1891 #if defined(_DEBUG)
1892 D3D11_CREATE_DEVICE_DEBUG,
1893 #else
1894 0,
1895 #endif
1896 featureLevel,
1897 sizeof(featureLevel)/sizeof(featureLevel[0]),
1898 D3D11_SDK_VERSION,
1899 &dummyDevice,
1900 &dummyFeatureLevel,
1901 &dummyContext);
1902
1903 if (!mDevice || FAILED(result))
1904 {
1905 return false;
1906 }
1907
1908 dummyContext->Release();
1909 dummyDevice->Release();
1910
1911 return true;
1912}
1913
1914void Renderer11::release()
1915{
1916 releaseDeviceResources();
1917
1918 if (mDxgiFactory)
1919 {
1920 mDxgiFactory->Release();
1921 mDxgiFactory = NULL;
1922 }
1923
1924 if (mDxgiAdapter)
1925 {
1926 mDxgiAdapter->Release();
1927 mDxgiAdapter = NULL;
1928 }
1929
1930 if (mDeviceContext)
1931 {
1932 mDeviceContext->ClearState();
1933 mDeviceContext->Flush();
1934 mDeviceContext->Release();
1935 mDeviceContext = NULL;
1936 }
1937
1938 if (mDevice)
1939 {
1940 mDevice->Release();
1941 mDevice = NULL;
1942 }
1943
1944 if (mD3d11Module)
1945 {
1946 FreeLibrary(mD3d11Module);
1947 mD3d11Module = NULL;
1948 }
1949
1950 if (mDxgiModule)
1951 {
1952 FreeLibrary(mDxgiModule);
1953 mDxgiModule = NULL;
1954 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001955}
1956
1957bool Renderer11::resetDevice()
1958{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001959 // recreate everything
1960 release();
1961 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001962
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001963 if (result != EGL_SUCCESS)
1964 {
1965 ERR("Could not reinitialize D3D11 device: %08X", result);
1966 return false;
1967 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001968
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001969 mDeviceLost = false;
1970
1971 return true;
1972}
1973
1974DWORD Renderer11::getAdapterVendor() const
1975{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001976 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001977}
1978
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001979std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001980{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001981 std::ostringstream rendererString;
1982
1983 rendererString << mDescription;
1984 rendererString << " Direct3D11";
1985
1986 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1987 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1988
1989 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001990}
1991
1992GUID Renderer11::getAdapterIdentifier() const
1993{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00001994 // Use the adapter LUID as our adapter ID
1995 // This number is local to a machine is only guaranteed to be unique between restarts
1996 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
1997 GUID adapterId = {0};
1998 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
1999 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002000}
2001
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002002bool Renderer11::getBGRATextureSupport() const
2003{
2004 return mBGRATextureSupport;
2005}
2006
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002007bool Renderer11::getDXT1TextureSupport()
2008{
2009 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002010 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002011 return false;
2012}
2013
2014bool Renderer11::getDXT3TextureSupport()
2015{
2016 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002017 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002018 return false;
2019}
2020
2021bool Renderer11::getDXT5TextureSupport()
2022{
2023 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002024 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002025 return false;
2026}
2027
2028bool Renderer11::getDepthTextureSupport() const
2029{
2030 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002031 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002032 return false;
2033}
2034
2035bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
2036{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002037 *renderable = mFloat32RenderSupport;
2038 *filtering = mFloat32FilterSupport;
2039 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002040}
2041
2042bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
2043{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002044 *renderable = mFloat16RenderSupport;
2045 *filtering = mFloat16FilterSupport;
2046 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002047}
2048
2049bool Renderer11::getLuminanceTextureSupport()
2050{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002051 return false;
2052}
2053
2054bool Renderer11::getLuminanceAlphaTextureSupport()
2055{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002056 return false;
2057}
2058
2059bool Renderer11::getTextureFilterAnisotropySupport() const
2060{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002061 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002062}
2063
2064float Renderer11::getTextureMaxAnisotropy() const
2065{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002066 switch (mFeatureLevel)
2067 {
2068 case D3D_FEATURE_LEVEL_11_0:
2069 return D3D11_MAX_MAXANISOTROPY;
2070 case D3D_FEATURE_LEVEL_10_1:
2071 case D3D_FEATURE_LEVEL_10_0:
2072 return D3D10_MAX_MAXANISOTROPY;
2073 default: UNREACHABLE();
2074 return 0;
2075 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002076}
2077
2078bool Renderer11::getEventQuerySupport()
2079{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002080 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002081}
2082
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002083Range Renderer11::getViewportBounds() const
2084{
2085 switch (mFeatureLevel)
2086 {
2087 case D3D_FEATURE_LEVEL_11_0:
2088 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2089 case D3D_FEATURE_LEVEL_10_1:
2090 case D3D_FEATURE_LEVEL_10_0:
2091 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2092 default: UNREACHABLE();
2093 return Range(0, 0);
2094 }
2095}
2096
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002097unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002098{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002099 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2100 switch (mFeatureLevel)
2101 {
2102 case D3D_FEATURE_LEVEL_11_0:
2103 case D3D_FEATURE_LEVEL_10_1:
2104 case D3D_FEATURE_LEVEL_10_0:
2105 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2106 default: UNREACHABLE();
2107 return 0;
2108 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002109}
2110
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002111unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2112{
2113 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2114}
2115
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002116int Renderer11::getMaxVertexUniformVectors() const
2117{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002118 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2119 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2120 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002121}
2122
2123int Renderer11::getMaxFragmentUniformVectors() const
2124{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002125 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2126 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2127 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002128}
2129
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002130int Renderer11::getMaxVaryingVectors() const
2131{
2132 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
2133 switch (mFeatureLevel)
2134 {
2135 case D3D_FEATURE_LEVEL_11_0:
2136 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2137 case D3D_FEATURE_LEVEL_10_1:
2138 case D3D_FEATURE_LEVEL_10_0:
2139 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2140 default: UNREACHABLE();
2141 return 0;
2142 }
2143}
2144
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002145bool Renderer11::getNonPower2TextureSupport() const
2146{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002147 switch (mFeatureLevel)
2148 {
2149 case D3D_FEATURE_LEVEL_11_0:
2150 case D3D_FEATURE_LEVEL_10_1:
2151 case D3D_FEATURE_LEVEL_10_0:
2152 return true;
2153 default: UNREACHABLE();
2154 return false;
2155 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002156}
2157
2158bool Renderer11::getOcclusionQuerySupport() const
2159{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002160 switch (mFeatureLevel)
2161 {
2162 case D3D_FEATURE_LEVEL_11_0:
2163 case D3D_FEATURE_LEVEL_10_1:
2164 case D3D_FEATURE_LEVEL_10_0:
2165 return true;
2166 default: UNREACHABLE();
2167 return false;
2168 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002169}
2170
2171bool Renderer11::getInstancingSupport() const
2172{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002173 switch (mFeatureLevel)
2174 {
2175 case D3D_FEATURE_LEVEL_11_0:
2176 case D3D_FEATURE_LEVEL_10_1:
2177 case D3D_FEATURE_LEVEL_10_0:
2178 return true;
2179 default: UNREACHABLE();
2180 return false;
2181 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002182}
2183
2184bool Renderer11::getShareHandleSupport() const
2185{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002186 // We only currently support share handles with BGRA surfaces, because
2187 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002188 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002189 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002190}
2191
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002192bool Renderer11::getDerivativeInstructionSupport() const
2193{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002194 switch (mFeatureLevel)
2195 {
2196 case D3D_FEATURE_LEVEL_11_0:
2197 case D3D_FEATURE_LEVEL_10_1:
2198 case D3D_FEATURE_LEVEL_10_0:
2199 return true;
2200 default: UNREACHABLE();
2201 return false;
2202 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002203}
2204
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002205bool Renderer11::getPostSubBufferSupport() const
2206{
2207 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2208 return false;
2209}
2210
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002211int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002212{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002213 switch (mFeatureLevel)
2214 {
2215 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002216 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002217 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2218 default: UNREACHABLE(); return 0;
2219 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002220}
2221
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002222int Renderer11::getMinorShaderModel() const
2223{
2224 switch (mFeatureLevel)
2225 {
2226 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2227 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2228 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2229 default: UNREACHABLE(); return 0;
2230 }
2231}
2232
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002233float Renderer11::getMaxPointSize() const
2234{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002235 // choose a reasonable maximum. we enforce this in the shader.
2236 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2237 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002238}
2239
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002240int Renderer11::getMaxViewportDimension() const
2241{
2242 // Clamp viewport width/height to half of the maximum right/bottom edge
2243 switch (mFeatureLevel)
2244 {
2245 case D3D_FEATURE_LEVEL_11_0:
2246 return D3D11_VIEWPORT_BOUNDS_MAX - D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2247 case D3D_FEATURE_LEVEL_10_1:
2248 case D3D_FEATURE_LEVEL_10_0:
2249 return D3D10_VIEWPORT_BOUNDS_MAX - D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2250 default: UNREACHABLE();
2251 return 0;
2252 }
2253}
2254
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002255int Renderer11::getMaxTextureWidth() const
2256{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002257 switch (mFeatureLevel)
2258 {
2259 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2260 case D3D_FEATURE_LEVEL_10_1:
2261 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2262 default: UNREACHABLE(); return 0;
2263 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002264}
2265
2266int Renderer11::getMaxTextureHeight() const
2267{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002268 switch (mFeatureLevel)
2269 {
2270 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2271 case D3D_FEATURE_LEVEL_10_1:
2272 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2273 default: UNREACHABLE(); return 0;
2274 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002275}
2276
2277bool Renderer11::get32BitIndexSupport() const
2278{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002279 switch (mFeatureLevel)
2280 {
2281 case D3D_FEATURE_LEVEL_11_0:
2282 case D3D_FEATURE_LEVEL_10_1:
2283 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2284 default: UNREACHABLE(); return false;
2285 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002286}
2287
2288int Renderer11::getMinSwapInterval() const
2289{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002290 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002291}
2292
2293int Renderer11::getMaxSwapInterval() const
2294{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002295 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002296}
2297
2298int Renderer11::getMaxSupportedSamples() const
2299{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002300 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002301}
2302
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002303int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2304{
2305 if (requested == 0)
2306 {
2307 return 0;
2308 }
2309
2310 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2311 if (iter != mMultisampleSupportMap.end())
2312 {
2313 const MultisampleSupportInfo& info = iter->second;
2314 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2315 {
2316 if (info.qualityLevels[i] > 0)
2317 {
2318 return i + 1;
2319 }
2320 }
2321 }
2322
2323 return -1;
2324}
2325
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002326bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002327{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002328 if (source && dest)
2329 {
2330 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2331 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2332
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002333 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002334 return true;
2335 }
2336
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002337 return false;
2338}
2339
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002340bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002341{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002342 if (source && dest)
2343 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002344 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2345 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002346
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002347 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002348 return true;
2349 }
2350
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002351 return false;
2352}
2353
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002354bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002355 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002356{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002357 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2358 if (!colorbuffer)
2359 {
2360 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002361 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002362 }
2363
2364 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2365 if (!sourceRenderTarget)
2366 {
2367 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002368 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002369 }
2370
2371 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2372 if (!source)
2373 {
2374 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002375 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002376 }
2377
2378 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2379 if (!storage11)
2380 {
2381 source->Release();
2382 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002383 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002384 }
2385
2386 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2387 if (!destRenderTarget)
2388 {
2389 source->Release();
2390 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002391 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002392 }
2393
2394 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2395 if (!dest)
2396 {
2397 source->Release();
2398 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002399 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002400 }
2401
2402 gl::Rectangle destRect;
2403 destRect.x = xoffset;
2404 destRect.y = yoffset;
2405 destRect.width = sourceRect.width;
2406 destRect.height = sourceRect.height;
2407
2408 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2409 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2410
2411 source->Release();
2412 dest->Release();
2413
2414 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002415}
2416
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002417bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002418 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002419{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002420 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2421 if (!colorbuffer)
2422 {
2423 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002424 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002425 }
2426
2427 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2428 if (!sourceRenderTarget)
2429 {
2430 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002431 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002432 }
2433
2434 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2435 if (!source)
2436 {
2437 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002438 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002439 }
2440
2441 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2442 if (!storage11)
2443 {
2444 source->Release();
2445 ERR("Failed to retrieve the texture storage from the destination.");
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 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2450 if (!destRenderTarget)
2451 {
2452 source->Release();
2453 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002454 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002455 }
2456
2457 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2458 if (!dest)
2459 {
2460 source->Release();
2461 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002462 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002463 }
2464
2465 gl::Rectangle destRect;
2466 destRect.x = xoffset;
2467 destRect.y = yoffset;
2468 destRect.width = sourceRect.width;
2469 destRect.height = sourceRect.height;
2470
2471 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2472 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2473
2474 source->Release();
2475 dest->Release();
2476
2477 return ret;
2478}
2479
2480bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2481 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2482{
2483 HRESULT result;
2484
2485 if (!mCopyResourcesInitialized)
2486 {
2487 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2488
2489 D3D11_BUFFER_DESC vbDesc;
2490 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2491 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2492 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2493 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2494 vbDesc.MiscFlags = 0;
2495 vbDesc.StructureByteStride = 0;
2496
2497 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2498 ASSERT(SUCCEEDED(result));
2499 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2500
2501 D3D11_SAMPLER_DESC samplerDesc;
2502 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2503 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2504 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2505 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2506 samplerDesc.MipLODBias = 0.0f;
2507 samplerDesc.MaxAnisotropy = 0;
2508 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2509 samplerDesc.BorderColor[0] = 0.0f;
2510 samplerDesc.BorderColor[1] = 0.0f;
2511 samplerDesc.BorderColor[2] = 0.0f;
2512 samplerDesc.BorderColor[3] = 0.0f;
2513 samplerDesc.MinLOD = 0.0f;
2514 samplerDesc.MaxLOD = 0.0f;
2515
2516 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2517 ASSERT(SUCCEEDED(result));
2518 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2519
2520 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2521 {
2522 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2523 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2524 };
2525
2526 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2527 ASSERT(SUCCEEDED(result));
2528 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2529
2530 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2531 ASSERT(SUCCEEDED(result));
2532 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2533
2534 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2535 ASSERT(SUCCEEDED(result));
2536 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2537
2538 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2539 ASSERT(SUCCEEDED(result));
2540 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2541
2542 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2543 ASSERT(SUCCEEDED(result));
2544 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2545
2546 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2547 ASSERT(SUCCEEDED(result));
2548 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2549
2550 mCopyResourcesInitialized = true;
2551 }
2552
2553 // Verify the source and destination area sizes
2554 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2555 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2556 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2557 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2558 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002559 return gl::error(GL_INVALID_VALUE, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002560 }
2561
2562 // Set vertices
2563 D3D11_MAPPED_SUBRESOURCE mappedResource;
2564 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2565 if (FAILED(result))
2566 {
2567 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002568 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002569 }
2570
2571 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2572
2573 // Create a quad in homogeneous coordinates
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002574 float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f;
2575 float y1 = (destArea.y / float(destHeight)) * 2.0f - 1.0f;
2576 float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f;
2577 float y2 = ((destArea.y + destArea.height) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002578
2579 float u1 = sourceArea.x / float(sourceWidth);
2580 float v1 = sourceArea.y / float(sourceHeight);
2581 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2582 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2583
2584 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2585 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2586 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2587 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2588
2589 mDeviceContext->Unmap(mCopyVB, 0);
2590
2591 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2592 static UINT startIdx = 0;
2593 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2594
2595 // Apply state
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002596 mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002597 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2598 mDeviceContext->RSSetState(NULL);
2599
2600 // Apply shaders
2601 mDeviceContext->IASetInputLayout(mCopyIL);
2602 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2603 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2604
2605 ID3D11PixelShader *ps = NULL;
2606 switch(destFormat)
2607 {
2608 case GL_RGBA: ps = mCopyRGBAPS; break;
2609 case GL_RGB: ps = mCopyRGBPS; break;
2610 case GL_ALPHA: ps = mCopyRGBAPS; break;
2611 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2612 case GL_LUMINANCE: ps = mCopyLumPS; break;
2613 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2614 default: UNREACHABLE(); ps = NULL; break;
2615 }
2616
2617 mDeviceContext->PSSetShader(ps, NULL, 0);
shannon.woods@transgaming.com28e7ba02013-02-28 23:09:28 +00002618 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002619
2620 // Unset the currently bound shader resource to avoid conflicts
2621 static ID3D11ShaderResourceView *const nullSRV = NULL;
2622 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2623
2624 // Apply render targets
2625 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2626
2627 // Set the viewport
2628 D3D11_VIEWPORT viewport;
2629 viewport.TopLeftX = 0;
2630 viewport.TopLeftY = 0;
2631 viewport.Width = destWidth;
2632 viewport.Height = destHeight;
2633 viewport.MinDepth = 0.0f;
2634 viewport.MaxDepth = 1.0f;
2635 mDeviceContext->RSSetViewports(1, &viewport);
2636
2637 // Apply textures
2638 mDeviceContext->PSSetShaderResources(0, 1, &source);
2639 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2640
2641 // Draw the quad
2642 mDeviceContext->Draw(4, 0);
2643
2644 // Unbind textures and render targets and vertex buffer
2645 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2646
2647 static ID3D11RenderTargetView *const nullRTV = NULL;
2648 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2649
2650 static UINT zero = 0;
2651 static ID3D11Buffer *const nullBuffer = NULL;
2652 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2653
2654 markAllStateDirty();
2655
2656 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002657}
2658
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002659RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2660{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002661 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002662 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002663
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002664 if (depth)
2665 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002666 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002667 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
2668 swapChain11->getDepthStencilTexture(), NULL,
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002669 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002670 }
2671 else
2672 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002673 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002674 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002675 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002676 swapChain11->getRenderTargetShaderResource(),
2677 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002678 }
2679 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002680}
2681
2682RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2683{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002684 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2685 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002686}
2687
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002688ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002689{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002690 ShaderExecutable11 *executable = NULL;
2691
2692 switch (type)
2693 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002694 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002695 {
2696 ID3D11VertexShader *vshader = NULL;
2697 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2698 ASSERT(SUCCEEDED(result));
2699
2700 if (vshader)
2701 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002702 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002703 }
2704 }
2705 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002706 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002707 {
2708 ID3D11PixelShader *pshader = NULL;
2709 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2710 ASSERT(SUCCEEDED(result));
2711
2712 if (pshader)
2713 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002714 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002715 }
2716 }
2717 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002718 case rx::SHADER_GEOMETRY:
2719 {
2720 ID3D11GeometryShader *gshader = NULL;
2721 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2722 ASSERT(SUCCEEDED(result));
2723
2724 if (gshader)
2725 {
2726 executable = new ShaderExecutable11(function, length, gshader);
2727 }
2728 }
2729 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002730 default:
2731 UNREACHABLE();
2732 break;
2733 }
2734
2735 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002736}
2737
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002738ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002739{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002740 const char *profile = NULL;
2741
2742 switch (type)
2743 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002744 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002745 profile = "vs_4_0";
2746 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002747 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002748 profile = "ps_4_0";
2749 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002750 case rx::SHADER_GEOMETRY:
2751 profile = "gs_4_0";
2752 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002753 default:
2754 UNREACHABLE();
2755 return NULL;
2756 }
2757
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00002758 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002759 if (!binary)
2760 return NULL;
2761
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002762 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002763 binary->Release();
2764
2765 return executable;
2766}
2767
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002768VertexBuffer *Renderer11::createVertexBuffer()
2769{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002770 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002771}
2772
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002773IndexBuffer *Renderer11::createIndexBuffer()
2774{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002775 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002776}
2777
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00002778BufferStorage *Renderer11::createBufferStorage()
2779{
2780 return new BufferStorage11(this);
2781}
2782
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002783QueryImpl *Renderer11::createQuery(GLenum type)
2784{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002785 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002786}
2787
2788FenceImpl *Renderer11::createFence()
2789{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002790 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002791}
2792
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002793bool Renderer11::getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
2794{
2795 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2796 if (colorbuffer)
2797 {
2798 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2799 if (renderTarget)
2800 {
2801 *subresourceIndex = renderTarget->getSubresourceIndex();
2802
2803 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2804 if (colorBufferRTV)
2805 {
2806 ID3D11Resource *textureResource = NULL;
2807 colorBufferRTV->GetResource(&textureResource);
2808 colorBufferRTV->Release();
2809
2810 if (textureResource)
2811 {
2812 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2813 textureResource->Release();
2814
2815 if (SUCCEEDED(result))
2816 {
2817 return true;
2818 }
2819 else
2820 {
2821 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2822 "HRESULT: 0x%X.", result);
2823 }
2824 }
2825 }
2826 }
2827 }
2828
2829 return false;
2830}
2831
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002832bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002833 bool blitRenderTarget, bool blitDepthStencil)
2834{
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002835 if (blitRenderTarget && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_RENDERTARGET))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002836 {
2837 return false;
2838 }
2839
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002840 if (blitDepthStencil && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_DEPTHSTENCIL))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002841 {
2842 return false;
2843 }
2844
2845 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002846}
2847
2848void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2849 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2850{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002851 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002852 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002853
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002854 if (getRenderTargetResource(framebuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002855 {
2856 gl::Rectangle area;
2857 area.x = x;
2858 area.y = y;
2859 area.width = width;
2860 area.height = height;
2861
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002862 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2863 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002864
2865 colorBufferTexture->Release();
2866 colorBufferTexture = NULL;
2867 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002868}
2869
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002870Image *Renderer11::createImage()
2871{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002872 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002873}
2874
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002875void Renderer11::generateMipmap(Image *dest, Image *src)
2876{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002877 Image11 *dest11 = Image11::makeImage11(dest);
2878 Image11 *src11 = Image11::makeImage11(src);
2879 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002880}
2881
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002882TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2883{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002884 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2885 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002886}
2887
2888TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2889{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002890 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002891}
2892
2893TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2894{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002895 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002896}
2897
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002898static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2899{
2900 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2901 destFormat == GL_ALPHA &&
2902 destType == GL_UNSIGNED_BYTE)
2903 {
2904 return 1;
2905 }
2906 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2907 destFormat == GL_RGBA &&
2908 destType == GL_UNSIGNED_BYTE)
2909 {
2910 return 4;
2911 }
2912 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2913 destFormat == GL_BGRA_EXT &&
2914 destType == GL_UNSIGNED_BYTE)
2915 {
2916 return 4;
2917 }
2918 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2919 destFormat == GL_RGBA &&
2920 destType == GL_HALF_FLOAT_OES)
2921 {
2922 return 8;
2923 }
2924 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2925 destFormat == GL_RGB &&
2926 destType == GL_FLOAT)
2927 {
2928 return 12;
2929 }
2930 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2931 destFormat == GL_RGBA &&
2932 destType == GL_FLOAT)
2933 {
2934 return 16;
2935 }
2936 else
2937 {
2938 return 0;
2939 }
2940}
2941
2942static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2943 unsigned int y, int inputPitch, gl::Color *outColor)
2944{
2945 switch (format)
2946 {
2947 case DXGI_FORMAT_R8G8B8A8_UNORM:
2948 {
2949 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00002950 outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
2951 outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
2952 outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
2953 outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002954 }
2955 break;
2956
2957 case DXGI_FORMAT_A8_UNORM:
2958 {
2959 outColor->red = 0.0f;
2960 outColor->green = 0.0f;
2961 outColor->blue = 0.0f;
2962 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
2963 }
2964 break;
2965
2966 case DXGI_FORMAT_R32G32B32A32_FLOAT:
2967 {
2968 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
2969 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
2970 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
2971 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
2972 }
2973 break;
2974
2975 case DXGI_FORMAT_R32G32B32_FLOAT:
2976 {
2977 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
2978 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
2979 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
2980 outColor->alpha = 1.0f;
2981 }
2982 break;
2983
2984 case DXGI_FORMAT_R16G16B16A16_FLOAT:
2985 {
2986 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
2987 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
2988 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
2989 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
2990 }
2991 break;
2992
2993 case DXGI_FORMAT_B8G8R8A8_UNORM:
2994 {
2995 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00002996 outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
2997 outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
2998 outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
2999 outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003000 }
3001 break;
3002
3003 case DXGI_FORMAT_R8_UNORM:
3004 {
3005 outColor->red = *(data + x + y * inputPitch) / 255.0f;
3006 outColor->green = 0.0f;
3007 outColor->blue = 0.0f;
3008 outColor->alpha = 1.0f;
3009 }
3010 break;
3011
3012 case DXGI_FORMAT_R8G8_UNORM:
3013 {
3014 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
3015
3016 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
3017 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
3018 outColor->blue = 0.0f;
3019 outColor->alpha = 1.0f;
3020 }
3021 break;
3022
3023 case DXGI_FORMAT_R16_FLOAT:
3024 {
3025 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
3026 outColor->green = 0.0f;
3027 outColor->blue = 0.0f;
3028 outColor->alpha = 1.0f;
3029 }
3030 break;
3031
3032 case DXGI_FORMAT_R16G16_FLOAT:
3033 {
3034 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
3035 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
3036 outColor->blue = 0.0f;
3037 outColor->alpha = 1.0f;
3038 }
3039 break;
3040
3041 default:
3042 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
3043 UNIMPLEMENTED();
3044 break;
3045 }
3046}
3047
3048static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
3049 unsigned int y, int outputPitch, void *outData)
3050{
3051 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
3052 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
3053
3054 switch (format)
3055 {
3056 case GL_RGBA:
3057 switch (type)
3058 {
3059 case GL_UNSIGNED_BYTE:
3060 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3061 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3062 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3063 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3064 break;
3065
3066 default:
3067 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
3068 UNIMPLEMENTED();
3069 break;
3070 }
3071 break;
3072
3073 case GL_BGRA_EXT:
3074 switch (type)
3075 {
3076 case GL_UNSIGNED_BYTE:
3077 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3078 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3079 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
3080 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3081 break;
3082
3083 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
3084 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3085 // this type is packed as follows:
3086 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3087 // --------------------------------------------------------------------------------
3088 // | 4th | 3rd | 2nd | 1st component |
3089 // --------------------------------------------------------------------------------
3090 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3091 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3092 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
3093 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
3094 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
3095 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
3096 break;
3097
3098 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
3099 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3100 // this type is packed as follows:
3101 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3102 // --------------------------------------------------------------------------------
3103 // | 4th | 3rd | 2nd | 1st component |
3104 // --------------------------------------------------------------------------------
3105 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3106 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3107 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
3108 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
3109 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
3110 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
3111 break;
3112
3113 default:
3114 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
3115 UNIMPLEMENTED();
3116 break;
3117 }
3118 break;
3119
3120 case GL_RGB:
3121 switch (type)
3122 {
3123 case GL_UNSIGNED_SHORT_5_6_5:
3124 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3125 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
3126 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
3127 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
3128 break;
3129
3130 case GL_UNSIGNED_BYTE:
3131 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3132 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3133 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3134 break;
3135
3136 default:
3137 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
3138 UNIMPLEMENTED();
3139 break;
3140 }
3141 break;
3142
3143 default:
3144 ERR("WritePixelColor not implemented for format 0x%X.", format);
3145 UNIMPLEMENTED();
3146 break;
3147 }
3148}
3149
3150void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3151 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3152 GLint packAlignment, void *pixels)
3153{
3154 D3D11_TEXTURE2D_DESC textureDesc;
3155 texture->GetDesc(&textureDesc);
3156
3157 D3D11_TEXTURE2D_DESC stagingDesc;
3158 stagingDesc.Width = area.width;
3159 stagingDesc.Height = area.height;
3160 stagingDesc.MipLevels = 1;
3161 stagingDesc.ArraySize = 1;
3162 stagingDesc.Format = textureDesc.Format;
3163 stagingDesc.SampleDesc.Count = 1;
3164 stagingDesc.SampleDesc.Quality = 0;
3165 stagingDesc.Usage = D3D11_USAGE_STAGING;
3166 stagingDesc.BindFlags = 0;
3167 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3168 stagingDesc.MiscFlags = 0;
3169
3170 ID3D11Texture2D* stagingTex = NULL;
3171 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3172 if (FAILED(result))
3173 {
3174 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3175 return;
3176 }
3177
3178 ID3D11Texture2D* srcTex = NULL;
3179 if (textureDesc.SampleDesc.Count > 1)
3180 {
3181 D3D11_TEXTURE2D_DESC resolveDesc;
3182 resolveDesc.Width = textureDesc.Width;
3183 resolveDesc.Height = textureDesc.Height;
3184 resolveDesc.MipLevels = 1;
3185 resolveDesc.ArraySize = 1;
3186 resolveDesc.Format = textureDesc.Format;
3187 resolveDesc.SampleDesc.Count = 1;
3188 resolveDesc.SampleDesc.Quality = 0;
3189 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3190 resolveDesc.BindFlags = 0;
3191 resolveDesc.CPUAccessFlags = 0;
3192 resolveDesc.MiscFlags = 0;
3193
3194 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3195 if (FAILED(result))
3196 {
3197 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
3198 stagingTex->Release();
3199 return;
3200 }
3201
3202 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3203 subResource = 0;
3204 }
3205 else
3206 {
3207 srcTex = texture;
3208 srcTex->AddRef();
3209 }
3210
3211 D3D11_BOX srcBox;
3212 srcBox.left = area.x;
3213 srcBox.right = area.x + area.width;
3214 srcBox.top = area.y;
3215 srcBox.bottom = area.y + area.height;
3216 srcBox.front = 0;
3217 srcBox.back = 1;
3218
3219 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3220
3221 srcTex->Release();
3222 srcTex = NULL;
3223
3224 D3D11_MAPPED_SUBRESOURCE mapping;
3225 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3226
3227 unsigned char *source;
3228 int inputPitch;
3229 if (packReverseRowOrder)
3230 {
3231 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3232 inputPitch = -static_cast<int>(mapping.RowPitch);
3233 }
3234 else
3235 {
3236 source = static_cast<unsigned char*>(mapping.pData);
3237 inputPitch = static_cast<int>(mapping.RowPitch);
3238 }
3239
3240 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
3241 if (fastPixelSize != 0)
3242 {
3243 unsigned char *dest = static_cast<unsigned char*>(pixels);
3244 for (int j = 0; j < area.height; j++)
3245 {
3246 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
3247 }
3248 }
3249 else
3250 {
3251 gl::Color pixelColor;
3252 for (int j = 0; j < area.height; j++)
3253 {
3254 for (int i = 0; i < area.width; i++)
3255 {
3256 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3257 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3258 }
3259 }
3260 }
3261
3262 mDeviceContext->Unmap(stagingTex, 0);
3263
3264 stagingTex->Release();
3265 stagingTex = NULL;
3266}
3267
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003268bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget,
3269 const gl::Rectangle &drawRect, BlitTarget target)
3270{
3271 ASSERT(readRect.width == drawRect.width && readRect.height == drawRect.height);
3272
3273 gl::Renderbuffer *readBuffer = NULL;
3274 switch (target)
3275 {
3276 case BLIT_RENDERTARGET:
3277 readBuffer = readTarget->getColorbuffer();
3278 break;
3279 case BLIT_DEPTHSTENCIL:
3280 readBuffer = readTarget->getDepthOrStencilbuffer();
3281 break;
3282 default: UNREACHABLE();
3283 }
3284 if (!readBuffer)
3285 {
3286 ERR("Failed to retrieve the color buffer from the read target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003287 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003288 }
3289
3290 RenderTarget11 *sourceRenderTarget = NULL;
3291 switch (target)
3292 {
3293 case BLIT_RENDERTARGET:
3294 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getRenderTarget());
3295 break;
3296 case BLIT_DEPTHSTENCIL:
3297 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getDepthStencil());
3298 break;
3299 default: UNREACHABLE();
3300 }
3301 if (!sourceRenderTarget)
3302 {
3303 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003304 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003305 }
3306
3307 ID3D11Texture2D *source = NULL;
3308 unsigned int sourceSubresource = 0;
3309 if (sourceRenderTarget->getSamples() > 0)
3310 {
3311 ID3D11Texture2D *unresolvedTexture = sourceRenderTarget->getTexture();
3312
3313 source = resolveMultisampledTexture(unresolvedTexture, sourceRenderTarget->getSubresourceIndex());
3314 sourceSubresource = 0;
3315
3316 unresolvedTexture->Release();
3317 }
3318 else
3319 {
3320 source = sourceRenderTarget->getTexture();
3321 sourceSubresource = sourceRenderTarget->getSubresourceIndex();
3322 }
3323
3324 if (!source)
3325 {
3326 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003327 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003328 }
3329
3330
3331 gl::Renderbuffer *drawBuffer = NULL;
3332 switch (target)
3333 {
3334 case BLIT_RENDERTARGET:
3335 drawBuffer = drawTarget->getColorbuffer();
3336 break;
3337 case BLIT_DEPTHSTENCIL:
3338 drawBuffer = drawTarget->getDepthOrStencilbuffer();
3339 break;
3340 default: UNREACHABLE();
3341 }
3342 if (!drawBuffer)
3343 {
3344 source->Release();
3345 ERR("Failed to retrieve the color buffer from the draw buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003346 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003347 }
3348
3349 RenderTarget11 *drawRenderTarget = NULL;
3350 switch (target)
3351 {
3352 case BLIT_RENDERTARGET:
3353 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getRenderTarget());
3354 break;
3355 case BLIT_DEPTHSTENCIL:
3356 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getDepthStencil());
3357 break;
3358 default: UNREACHABLE();
3359 }
3360 if (!drawRenderTarget)
3361 {
3362 source->Release();
3363 ERR("Failed to retrieve the render target from the render buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003364 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003365 }
3366
3367 ID3D11Texture2D *dest = drawRenderTarget->getTexture();
3368 unsigned int destSubresource = drawRenderTarget->getSubresourceIndex();
3369
3370 D3D11_BOX srcBox;
3371 srcBox.left = readRect.x;
3372 srcBox.right = readRect.x + readRect.width;
3373 srcBox.top = readRect.y;
3374 srcBox.bottom = readRect.y + readRect.height;
3375 srcBox.front = 0;
3376 srcBox.back = 1;
3377
3378 mDeviceContext->CopySubresourceRegion(dest, destSubresource, drawRect.x, drawRect.y, 0,
3379 source, sourceSubresource, &srcBox);
3380
3381 source->Release();
3382 dest->Release();
3383
3384 return true;
3385}
3386
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003387ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3388{
3389 D3D11_TEXTURE2D_DESC textureDesc;
3390 source->GetDesc(&textureDesc);
3391
3392 if (textureDesc.SampleDesc.Count > 1)
3393 {
3394 D3D11_TEXTURE2D_DESC resolveDesc;
3395 resolveDesc.Width = textureDesc.Width;
3396 resolveDesc.Height = textureDesc.Height;
3397 resolveDesc.MipLevels = 1;
3398 resolveDesc.ArraySize = 1;
3399 resolveDesc.Format = textureDesc.Format;
3400 resolveDesc.SampleDesc.Count = 1;
3401 resolveDesc.SampleDesc.Quality = 0;
3402 resolveDesc.Usage = textureDesc.Usage;
3403 resolveDesc.BindFlags = textureDesc.BindFlags;
3404 resolveDesc.CPUAccessFlags = 0;
3405 resolveDesc.MiscFlags = 0;
3406
3407 ID3D11Texture2D *resolveTexture = NULL;
3408 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3409 if (FAILED(result))
3410 {
3411 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3412 return NULL;
3413 }
3414
3415 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3416 return resolveTexture;
3417 }
3418 else
3419 {
3420 source->AddRef();
3421 return source;
3422 }
3423}
3424
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003425}