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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.com13979a62013-02-28 23:10:18 +00001257 float (*mapVS)[4] = (totalRegisterCountVS > 0 && vertexUniformsDirty) ? new float[totalRegisterCountVS][4] : NULL;
1258 float (*mapPS)[4] = (totalRegisterCountPS > 0 && pixelUniformsDirty) ? new float[totalRegisterCountPS][4] : 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
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001264 if (uniform->type != GL_SAMPLER_2D && uniform->type != GL_SAMPLER_CUBE)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001265 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001266 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001267 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001268 memcpy(mapVS + uniform->vsRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001269 }
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001270
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001271 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001272 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001273 memcpy(mapPS + uniform->psRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001274 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001275 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001276
1277 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001278 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001279
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001280 if (vertexConstantBuffer && mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001281 {
1282 mDeviceContext->UpdateSubresource(vertexConstantBuffer, 0, NULL, mapVS, 0, 0);
1283 }
1284
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001285 if (pixelConstantBuffer && mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001286 {
1287 mDeviceContext->UpdateSubresource(pixelConstantBuffer, 0, NULL, mapPS, 0, 0);
1288 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001289
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001290 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1291 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001292
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001293 delete[] mapVS;
1294 delete[] mapPS;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001295
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001296 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001297 if (!mDriverConstantBufferVS)
1298 {
1299 D3D11_BUFFER_DESC constantBufferDescription = {0};
1300 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1301 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1302 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1303 constantBufferDescription.CPUAccessFlags = 0;
1304 constantBufferDescription.MiscFlags = 0;
1305 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001306
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001307 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001308 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001309
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001310 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1311 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001312
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001313 if (!mDriverConstantBufferPS)
1314 {
1315 D3D11_BUFFER_DESC constantBufferDescription = {0};
1316 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1317 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1318 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1319 constantBufferDescription.CPUAccessFlags = 0;
1320 constantBufferDescription.MiscFlags = 0;
1321 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001322
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001323 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001324 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001325
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001326 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1327 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001328
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001329 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1330 {
1331 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1332 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1333 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001334
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001335 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1336 {
1337 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1338 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1339 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001340
1341 // needed for the point sprite geometry shader
1342 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001343}
1344
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001345void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001346{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001347 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1348 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1349 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1350 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001351
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001352 unsigned int stencilUnmasked = 0x0;
1353 if (frameBuffer->hasStencil())
1354 {
1355 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1356 stencilUnmasked = (0x1 << stencilSize) - 1;
1357 }
1358 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1359 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001360
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001361 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1362 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1363 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001364
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001365 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1366 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001367 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001368 }
1369 else
1370 {
1371 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1372 {
1373 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1374 if (renderbufferObject)
1375 {
1376 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1377 if (!renderTarget)
1378 {
1379 ERR("render target pointer unexpectedly null.");
1380 return;
1381 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001382
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001383 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1384 if (!framebufferRTV)
1385 {
1386 ERR("render target view pointer unexpectedly null.");
1387 return;
1388 }
1389
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001390 const float clearValues[4] = { clearParams.colorClearValue.red,
1391 clearParams.colorClearValue.green,
1392 clearParams.colorClearValue.blue,
1393 clearParams.colorClearValue.alpha };
1394 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001395
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001396 framebufferRTV->Release();
1397 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001398 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001399 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001400 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001401 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1402 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001403 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001404 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1405 if (!renderTarget)
1406 {
1407 ERR("render target pointer unexpectedly null.");
1408 return;
1409 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001410
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001411 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1412 if (!framebufferDSV)
1413 {
1414 ERR("depth stencil view pointer unexpectedly null.");
1415 return;
1416 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001417
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001418 UINT clearFlags = 0;
1419 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1420 {
1421 clearFlags |= D3D11_CLEAR_DEPTH;
1422 }
1423 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1424 {
1425 clearFlags |= D3D11_CLEAR_STENCIL;
1426 }
1427
1428 float depthClear = clearParams.depthClearValue;
1429 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1430
1431 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001432
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001433 framebufferDSV->Release();
1434 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001435 }
1436 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001437}
1438
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001439void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1440{
1441 HRESULT result;
1442
1443 if (!mClearResourcesInitialized)
1444 {
1445 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1446
1447 D3D11_BUFFER_DESC vbDesc;
1448 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1449 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1450 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1451 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1452 vbDesc.MiscFlags = 0;
1453 vbDesc.StructureByteStride = 0;
1454
1455 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1456 ASSERT(SUCCEEDED(result));
1457 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1458
1459 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1460 {
1461 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1462 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1463 };
1464
1465 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1466 ASSERT(SUCCEEDED(result));
1467 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1468
1469 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1470 ASSERT(SUCCEEDED(result));
1471 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1472
1473 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1474 ASSERT(SUCCEEDED(result));
1475 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1476
1477 D3D11_RASTERIZER_DESC rsScissorDesc;
1478 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1479 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1480 rsScissorDesc.FrontCounterClockwise = FALSE;
1481 rsScissorDesc.DepthBias = 0;
1482 rsScissorDesc.DepthBiasClamp = 0.0f;
1483 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1484 rsScissorDesc.DepthClipEnable = FALSE;
1485 rsScissorDesc.ScissorEnable = TRUE;
1486 rsScissorDesc.MultisampleEnable = FALSE;
1487 rsScissorDesc.AntialiasedLineEnable = FALSE;
1488
1489 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1490 ASSERT(SUCCEEDED(result));
1491 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1492
1493 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1494 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1495 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1496 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1497 rsNoScissorDesc.DepthBias = 0;
1498 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1499 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1500 rsNoScissorDesc.DepthClipEnable = FALSE;
1501 rsNoScissorDesc.ScissorEnable = FALSE;
1502 rsNoScissorDesc.MultisampleEnable = FALSE;
1503 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1504
1505 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1506 ASSERT(SUCCEEDED(result));
1507 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1508
1509 mClearResourcesInitialized = true;
1510 }
1511
1512 // Prepare the depth stencil state to write depth values if the depth should be cleared
1513 // and stencil values if the stencil should be cleared
1514 gl::DepthStencilState glDSState;
1515 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1516 glDSState.depthFunc = GL_ALWAYS;
1517 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1518 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1519 glDSState.stencilFunc = GL_ALWAYS;
1520 glDSState.stencilMask = 0;
1521 glDSState.stencilFail = GL_REPLACE;
1522 glDSState.stencilPassDepthFail = GL_REPLACE;
1523 glDSState.stencilPassDepthPass = GL_REPLACE;
1524 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1525 glDSState.stencilBackFunc = GL_ALWAYS;
1526 glDSState.stencilBackMask = 0;
1527 glDSState.stencilBackFail = GL_REPLACE;
1528 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1529 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1530 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1531
1532 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1533
1534 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1535
1536 // Prepare the blend state to use a write mask if the color buffer should be cleared
1537 gl::BlendState glBlendState;
1538 glBlendState.blend = false;
1539 glBlendState.sourceBlendRGB = GL_ONE;
1540 glBlendState.destBlendRGB = GL_ZERO;
1541 glBlendState.sourceBlendAlpha = GL_ONE;
1542 glBlendState.destBlendAlpha = GL_ZERO;
1543 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1544 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1545 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1546 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1547 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1548 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1549 glBlendState.sampleAlphaToCoverage = false;
1550 glBlendState.dither = false;
1551
1552 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1553 static const UINT sampleMask = 0xFFFFFFFF;
1554
1555 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1556
1557 // Set the vertices
1558 D3D11_MAPPED_SUBRESOURCE mappedResource;
1559 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1560 if (FAILED(result))
1561 {
1562 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1563 return;
1564 }
1565
1566 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1567
1568 float depthClear = gl::clamp01(clearParams.depthClearValue);
1569 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1570 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1571 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1572 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1573
1574 mDeviceContext->Unmap(mClearVB, 0);
1575
1576 // Apply state
1577 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1578 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1579 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1580
1581 // Apply shaders
1582 mDeviceContext->IASetInputLayout(mClearIL);
1583 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1584 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
1585
1586 // Apply vertex buffer
1587 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1588 static UINT startIdx = 0;
1589 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1590 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1591
1592 // Draw the clear quad
1593 mDeviceContext->Draw(4, 0);
1594
1595 // Clean up
1596 markAllStateDirty();
1597}
1598
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001599void Renderer11::markAllStateDirty()
1600{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001601 mAppliedRenderTargetSerial = 0;
1602 mAppliedDepthbufferSerial = 0;
1603 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001604 mDepthStencilInitialized = false;
1605 mRenderTargetDescInitialized = false;
1606
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001607 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001608 {
1609 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001610 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001611 }
1612 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1613 {
1614 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001615 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001616 }
1617
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001618 mForceSetBlendState = true;
1619 mForceSetRasterState = true;
1620 mForceSetDepthStencilState = true;
1621 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001622 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001623
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001624 mAppliedIBSerial = 0;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001625 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001626 mAppliedIBOffset = 0;
1627
daniel@transgaming.come4991412012-12-20 20:55:34 +00001628 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001629 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1630 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001631}
1632
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001633void Renderer11::releaseDeviceResources()
1634{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001635 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001636 mInputLayoutCache.clear();
1637
1638 delete mVertexDataManager;
1639 mVertexDataManager = NULL;
1640
1641 delete mIndexDataManager;
1642 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001643
1644 delete mLineLoopIB;
1645 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001646
1647 delete mTriangleFanIB;
1648 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001649
1650 if (mCopyVB)
1651 {
1652 mCopyVB->Release();
1653 mCopyVB = NULL;
1654 }
1655
1656 if (mCopySampler)
1657 {
1658 mCopySampler->Release();
1659 mCopySampler = NULL;
1660 }
1661
1662 if (mCopyIL)
1663 {
1664 mCopyIL->Release();
1665 mCopyIL = NULL;
1666 }
1667
1668 if (mCopyVS)
1669 {
1670 mCopyVS->Release();
1671 mCopyVS = NULL;
1672 }
1673
1674 if (mCopyRGBAPS)
1675 {
1676 mCopyRGBAPS->Release();
1677 mCopyRGBAPS = NULL;
1678 }
1679
1680 if (mCopyRGBPS)
1681 {
1682 mCopyRGBPS->Release();
1683 mCopyRGBPS = NULL;
1684 }
1685
1686 if (mCopyLumPS)
1687 {
1688 mCopyLumPS->Release();
1689 mCopyLumPS = NULL;
1690 }
1691
1692 if (mCopyLumAlphaPS)
1693 {
1694 mCopyLumAlphaPS->Release();
1695 mCopyLumAlphaPS = NULL;
1696 }
1697
1698 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001699
1700 if (mClearVB)
1701 {
1702 mClearVB->Release();
1703 mClearVB = NULL;
1704 }
1705
1706 if (mClearIL)
1707 {
1708 mClearIL->Release();
1709 mClearIL = NULL;
1710 }
1711
1712 if (mClearVS)
1713 {
1714 mClearVS->Release();
1715 mClearVS = NULL;
1716 }
1717
1718 if (mClearPS)
1719 {
1720 mClearPS->Release();
1721 mClearPS = NULL;
1722 }
1723
1724 if (mClearScissorRS)
1725 {
1726 mClearScissorRS->Release();
1727 mClearScissorRS = NULL;
1728 }
1729
1730 if (mClearNoScissorRS)
1731 {
1732 mClearNoScissorRS->Release();
1733 mClearNoScissorRS = NULL;
1734 }
1735
1736 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001737
1738 if (mDriverConstantBufferVS)
1739 {
1740 mDriverConstantBufferVS->Release();
1741 mDriverConstantBufferVS = NULL;
1742 }
1743
1744 if (mDriverConstantBufferPS)
1745 {
1746 mDriverConstantBufferPS->Release();
1747 mDriverConstantBufferPS = NULL;
1748 }
daniel@transgaming.combdf787f2013-02-01 03:20:36 +00001749
1750 if (mSyncQuery)
1751 {
1752 mSyncQuery->Release();
1753 mSyncQuery = NULL;
1754 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001755}
1756
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001757void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001758{
1759 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001760 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001761}
1762
1763bool Renderer11::isDeviceLost()
1764{
1765 return mDeviceLost;
1766}
1767
1768// set notify to true to broadcast a message to all contexts of the device loss
1769bool Renderer11::testDeviceLost(bool notify)
1770{
1771 bool isLost = false;
1772
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001773 // GetRemovedReason is used to test if the device is removed
1774 HRESULT result = mDevice->GetDeviceRemovedReason();
1775 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001776
1777 if (isLost)
1778 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001779 // Log error if this is a new device lost event
1780 if (mDeviceLost == false)
1781 {
1782 ERR("The D3D11 device was removed: 0x%08X", result);
1783 }
1784
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001785 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001786 // we'll probably get this done again by notifyDeviceLost
1787 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001788 // Note that we don't want to clear the device loss status here
1789 // -- this needs to be done by resetDevice
1790 mDeviceLost = true;
1791 if (notify)
1792 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001793 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001794 }
1795 }
1796
1797 return isLost;
1798}
1799
1800bool Renderer11::testDeviceResettable()
1801{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001802 // determine if the device is resettable by creating a dummy device
1803 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001804
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001805 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001806 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001807 return false;
1808 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001809
1810 D3D_FEATURE_LEVEL featureLevel[] =
1811 {
1812 D3D_FEATURE_LEVEL_11_0,
1813 D3D_FEATURE_LEVEL_10_1,
1814 D3D_FEATURE_LEVEL_10_0,
1815 };
1816
1817 ID3D11Device* dummyDevice;
1818 D3D_FEATURE_LEVEL dummyFeatureLevel;
1819 ID3D11DeviceContext* dummyContext;
1820
1821 HRESULT result = D3D11CreateDevice(NULL,
1822 D3D_DRIVER_TYPE_HARDWARE,
1823 NULL,
1824 #if defined(_DEBUG)
1825 D3D11_CREATE_DEVICE_DEBUG,
1826 #else
1827 0,
1828 #endif
1829 featureLevel,
1830 sizeof(featureLevel)/sizeof(featureLevel[0]),
1831 D3D11_SDK_VERSION,
1832 &dummyDevice,
1833 &dummyFeatureLevel,
1834 &dummyContext);
1835
1836 if (!mDevice || FAILED(result))
1837 {
1838 return false;
1839 }
1840
1841 dummyContext->Release();
1842 dummyDevice->Release();
1843
1844 return true;
1845}
1846
1847void Renderer11::release()
1848{
1849 releaseDeviceResources();
1850
1851 if (mDxgiFactory)
1852 {
1853 mDxgiFactory->Release();
1854 mDxgiFactory = NULL;
1855 }
1856
1857 if (mDxgiAdapter)
1858 {
1859 mDxgiAdapter->Release();
1860 mDxgiAdapter = NULL;
1861 }
1862
1863 if (mDeviceContext)
1864 {
1865 mDeviceContext->ClearState();
1866 mDeviceContext->Flush();
1867 mDeviceContext->Release();
1868 mDeviceContext = NULL;
1869 }
1870
1871 if (mDevice)
1872 {
1873 mDevice->Release();
1874 mDevice = NULL;
1875 }
1876
1877 if (mD3d11Module)
1878 {
1879 FreeLibrary(mD3d11Module);
1880 mD3d11Module = NULL;
1881 }
1882
1883 if (mDxgiModule)
1884 {
1885 FreeLibrary(mDxgiModule);
1886 mDxgiModule = NULL;
1887 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001888}
1889
1890bool Renderer11::resetDevice()
1891{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001892 // recreate everything
1893 release();
1894 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001895
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001896 if (result != EGL_SUCCESS)
1897 {
1898 ERR("Could not reinitialize D3D11 device: %08X", result);
1899 return false;
1900 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001901
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001902 mDeviceLost = false;
1903
1904 return true;
1905}
1906
1907DWORD Renderer11::getAdapterVendor() const
1908{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001909 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001910}
1911
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001912std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001913{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001914 std::ostringstream rendererString;
1915
1916 rendererString << mDescription;
1917 rendererString << " Direct3D11";
1918
1919 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1920 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1921
1922 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001923}
1924
1925GUID Renderer11::getAdapterIdentifier() const
1926{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00001927 // Use the adapter LUID as our adapter ID
1928 // This number is local to a machine is only guaranteed to be unique between restarts
1929 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
1930 GUID adapterId = {0};
1931 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
1932 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001933}
1934
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00001935bool Renderer11::getBGRATextureSupport() const
1936{
1937 return mBGRATextureSupport;
1938}
1939
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001940bool Renderer11::getDXT1TextureSupport()
1941{
1942 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001943 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001944 return false;
1945}
1946
1947bool Renderer11::getDXT3TextureSupport()
1948{
1949 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001950 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001951 return false;
1952}
1953
1954bool Renderer11::getDXT5TextureSupport()
1955{
1956 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001957 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001958 return false;
1959}
1960
1961bool Renderer11::getDepthTextureSupport() const
1962{
1963 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001964 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001965 return false;
1966}
1967
1968bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
1969{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00001970 *renderable = mFloat32RenderSupport;
1971 *filtering = mFloat32FilterSupport;
1972 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001973}
1974
1975bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
1976{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00001977 *renderable = mFloat16RenderSupport;
1978 *filtering = mFloat16FilterSupport;
1979 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001980}
1981
1982bool Renderer11::getLuminanceTextureSupport()
1983{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001984 return false;
1985}
1986
1987bool Renderer11::getLuminanceAlphaTextureSupport()
1988{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001989 return false;
1990}
1991
1992bool Renderer11::getTextureFilterAnisotropySupport() const
1993{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00001994 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001995}
1996
1997float Renderer11::getTextureMaxAnisotropy() const
1998{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00001999 switch (mFeatureLevel)
2000 {
2001 case D3D_FEATURE_LEVEL_11_0:
2002 return D3D11_MAX_MAXANISOTROPY;
2003 case D3D_FEATURE_LEVEL_10_1:
2004 case D3D_FEATURE_LEVEL_10_0:
2005 return D3D10_MAX_MAXANISOTROPY;
2006 default: UNREACHABLE();
2007 return 0;
2008 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002009}
2010
2011bool Renderer11::getEventQuerySupport()
2012{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002013 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002014}
2015
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002016Range Renderer11::getViewportBounds() const
2017{
2018 switch (mFeatureLevel)
2019 {
2020 case D3D_FEATURE_LEVEL_11_0:
2021 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2022 case D3D_FEATURE_LEVEL_10_1:
2023 case D3D_FEATURE_LEVEL_10_0:
2024 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2025 default: UNREACHABLE();
2026 return Range(0, 0);
2027 }
2028}
2029
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002030unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002031{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002032 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2033 switch (mFeatureLevel)
2034 {
2035 case D3D_FEATURE_LEVEL_11_0:
2036 case D3D_FEATURE_LEVEL_10_1:
2037 case D3D_FEATURE_LEVEL_10_0:
2038 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2039 default: UNREACHABLE();
2040 return 0;
2041 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002042}
2043
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002044unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2045{
2046 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2047}
2048
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002049int Renderer11::getMaxVertexUniformVectors() const
2050{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002051 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2052 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2053 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002054}
2055
2056int Renderer11::getMaxFragmentUniformVectors() const
2057{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002058 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2059 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2060 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002061}
2062
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002063int Renderer11::getMaxVaryingVectors() const
2064{
2065 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
2066 switch (mFeatureLevel)
2067 {
2068 case D3D_FEATURE_LEVEL_11_0:
2069 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2070 case D3D_FEATURE_LEVEL_10_1:
2071 case D3D_FEATURE_LEVEL_10_0:
2072 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2073 default: UNREACHABLE();
2074 return 0;
2075 }
2076}
2077
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002078bool Renderer11::getNonPower2TextureSupport() const
2079{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002080 switch (mFeatureLevel)
2081 {
2082 case D3D_FEATURE_LEVEL_11_0:
2083 case D3D_FEATURE_LEVEL_10_1:
2084 case D3D_FEATURE_LEVEL_10_0:
2085 return true;
2086 default: UNREACHABLE();
2087 return false;
2088 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002089}
2090
2091bool Renderer11::getOcclusionQuerySupport() const
2092{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002093 switch (mFeatureLevel)
2094 {
2095 case D3D_FEATURE_LEVEL_11_0:
2096 case D3D_FEATURE_LEVEL_10_1:
2097 case D3D_FEATURE_LEVEL_10_0:
2098 return true;
2099 default: UNREACHABLE();
2100 return false;
2101 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002102}
2103
2104bool Renderer11::getInstancingSupport() const
2105{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002106 switch (mFeatureLevel)
2107 {
2108 case D3D_FEATURE_LEVEL_11_0:
2109 case D3D_FEATURE_LEVEL_10_1:
2110 case D3D_FEATURE_LEVEL_10_0:
2111 return true;
2112 default: UNREACHABLE();
2113 return false;
2114 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002115}
2116
2117bool Renderer11::getShareHandleSupport() const
2118{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002119 // We only currently support share handles with BGRA surfaces, because
2120 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002121 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002122 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002123}
2124
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002125bool Renderer11::getDerivativeInstructionSupport() const
2126{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002127 switch (mFeatureLevel)
2128 {
2129 case D3D_FEATURE_LEVEL_11_0:
2130 case D3D_FEATURE_LEVEL_10_1:
2131 case D3D_FEATURE_LEVEL_10_0:
2132 return true;
2133 default: UNREACHABLE();
2134 return false;
2135 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002136}
2137
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002138bool Renderer11::getPostSubBufferSupport() const
2139{
2140 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2141 return false;
2142}
2143
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002144int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002145{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002146 switch (mFeatureLevel)
2147 {
2148 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002149 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002150 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2151 default: UNREACHABLE(); return 0;
2152 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002153}
2154
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002155int Renderer11::getMinorShaderModel() const
2156{
2157 switch (mFeatureLevel)
2158 {
2159 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2160 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2161 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2162 default: UNREACHABLE(); return 0;
2163 }
2164}
2165
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002166float Renderer11::getMaxPointSize() const
2167{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002168 // choose a reasonable maximum. we enforce this in the shader.
2169 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2170 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002171}
2172
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002173int Renderer11::getMaxViewportDimension() const
2174{
2175 // Clamp viewport width/height to half of the maximum right/bottom edge
2176 switch (mFeatureLevel)
2177 {
2178 case D3D_FEATURE_LEVEL_11_0:
2179 return D3D11_VIEWPORT_BOUNDS_MAX - D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2180 case D3D_FEATURE_LEVEL_10_1:
2181 case D3D_FEATURE_LEVEL_10_0:
2182 return D3D10_VIEWPORT_BOUNDS_MAX - D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2183 default: UNREACHABLE();
2184 return 0;
2185 }
2186}
2187
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002188int Renderer11::getMaxTextureWidth() const
2189{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002190 switch (mFeatureLevel)
2191 {
2192 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2193 case D3D_FEATURE_LEVEL_10_1:
2194 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2195 default: UNREACHABLE(); return 0;
2196 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002197}
2198
2199int Renderer11::getMaxTextureHeight() const
2200{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002201 switch (mFeatureLevel)
2202 {
2203 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2204 case D3D_FEATURE_LEVEL_10_1:
2205 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2206 default: UNREACHABLE(); return 0;
2207 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002208}
2209
2210bool Renderer11::get32BitIndexSupport() const
2211{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002212 switch (mFeatureLevel)
2213 {
2214 case D3D_FEATURE_LEVEL_11_0:
2215 case D3D_FEATURE_LEVEL_10_1:
2216 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2217 default: UNREACHABLE(); return false;
2218 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002219}
2220
2221int Renderer11::getMinSwapInterval() const
2222{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002223 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002224}
2225
2226int Renderer11::getMaxSwapInterval() const
2227{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002228 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002229}
2230
2231int Renderer11::getMaxSupportedSamples() const
2232{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002233 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002234}
2235
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002236int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2237{
2238 if (requested == 0)
2239 {
2240 return 0;
2241 }
2242
2243 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2244 if (iter != mMultisampleSupportMap.end())
2245 {
2246 const MultisampleSupportInfo& info = iter->second;
2247 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2248 {
2249 if (info.qualityLevels[i] > 0)
2250 {
2251 return i + 1;
2252 }
2253 }
2254 }
2255
2256 return -1;
2257}
2258
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002259bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002260{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002261 if (source && dest)
2262 {
2263 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2264 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2265
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002266 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002267 return true;
2268 }
2269
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002270 return false;
2271}
2272
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002273bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002274{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002275 if (source && dest)
2276 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002277 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2278 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002279
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002280 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002281 return true;
2282 }
2283
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002284 return false;
2285}
2286
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002287bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002288 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002289{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002290 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2291 if (!colorbuffer)
2292 {
2293 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002294 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002295 }
2296
2297 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2298 if (!sourceRenderTarget)
2299 {
2300 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002301 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002302 }
2303
2304 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2305 if (!source)
2306 {
2307 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002308 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002309 }
2310
2311 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2312 if (!storage11)
2313 {
2314 source->Release();
2315 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002316 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002317 }
2318
2319 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2320 if (!destRenderTarget)
2321 {
2322 source->Release();
2323 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002324 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002325 }
2326
2327 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2328 if (!dest)
2329 {
2330 source->Release();
2331 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002332 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002333 }
2334
2335 gl::Rectangle destRect;
2336 destRect.x = xoffset;
2337 destRect.y = yoffset;
2338 destRect.width = sourceRect.width;
2339 destRect.height = sourceRect.height;
2340
2341 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2342 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2343
2344 source->Release();
2345 dest->Release();
2346
2347 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002348}
2349
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002350bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002351 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002352{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002353 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2354 if (!colorbuffer)
2355 {
2356 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002357 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002358 }
2359
2360 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2361 if (!sourceRenderTarget)
2362 {
2363 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002364 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002365 }
2366
2367 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2368 if (!source)
2369 {
2370 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002371 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002372 }
2373
2374 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2375 if (!storage11)
2376 {
2377 source->Release();
2378 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002379 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002380 }
2381
2382 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2383 if (!destRenderTarget)
2384 {
2385 source->Release();
2386 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002387 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002388 }
2389
2390 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2391 if (!dest)
2392 {
2393 source->Release();
2394 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002395 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002396 }
2397
2398 gl::Rectangle destRect;
2399 destRect.x = xoffset;
2400 destRect.y = yoffset;
2401 destRect.width = sourceRect.width;
2402 destRect.height = sourceRect.height;
2403
2404 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2405 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2406
2407 source->Release();
2408 dest->Release();
2409
2410 return ret;
2411}
2412
2413bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2414 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2415{
2416 HRESULT result;
2417
2418 if (!mCopyResourcesInitialized)
2419 {
2420 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2421
2422 D3D11_BUFFER_DESC vbDesc;
2423 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2424 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2425 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2426 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2427 vbDesc.MiscFlags = 0;
2428 vbDesc.StructureByteStride = 0;
2429
2430 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2431 ASSERT(SUCCEEDED(result));
2432 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2433
2434 D3D11_SAMPLER_DESC samplerDesc;
2435 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2436 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2437 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2438 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2439 samplerDesc.MipLODBias = 0.0f;
2440 samplerDesc.MaxAnisotropy = 0;
2441 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2442 samplerDesc.BorderColor[0] = 0.0f;
2443 samplerDesc.BorderColor[1] = 0.0f;
2444 samplerDesc.BorderColor[2] = 0.0f;
2445 samplerDesc.BorderColor[3] = 0.0f;
2446 samplerDesc.MinLOD = 0.0f;
2447 samplerDesc.MaxLOD = 0.0f;
2448
2449 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2450 ASSERT(SUCCEEDED(result));
2451 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2452
2453 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2454 {
2455 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2456 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2457 };
2458
2459 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2460 ASSERT(SUCCEEDED(result));
2461 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2462
2463 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2464 ASSERT(SUCCEEDED(result));
2465 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2466
2467 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2468 ASSERT(SUCCEEDED(result));
2469 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2470
2471 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2472 ASSERT(SUCCEEDED(result));
2473 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2474
2475 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2476 ASSERT(SUCCEEDED(result));
2477 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2478
2479 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2480 ASSERT(SUCCEEDED(result));
2481 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2482
2483 mCopyResourcesInitialized = true;
2484 }
2485
2486 // Verify the source and destination area sizes
2487 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2488 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2489 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2490 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2491 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002492 return gl::error(GL_INVALID_VALUE, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002493 }
2494
2495 // Set vertices
2496 D3D11_MAPPED_SUBRESOURCE mappedResource;
2497 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2498 if (FAILED(result))
2499 {
2500 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002501 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002502 }
2503
2504 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2505
2506 // Create a quad in homogeneous coordinates
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002507 float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f;
2508 float y1 = (destArea.y / float(destHeight)) * 2.0f - 1.0f;
2509 float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f;
2510 float y2 = ((destArea.y + destArea.height) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002511
2512 float u1 = sourceArea.x / float(sourceWidth);
2513 float v1 = sourceArea.y / float(sourceHeight);
2514 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2515 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2516
2517 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2518 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2519 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2520 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2521
2522 mDeviceContext->Unmap(mCopyVB, 0);
2523
2524 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2525 static UINT startIdx = 0;
2526 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2527
2528 // Apply state
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002529 mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002530 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2531 mDeviceContext->RSSetState(NULL);
2532
2533 // Apply shaders
2534 mDeviceContext->IASetInputLayout(mCopyIL);
2535 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2536 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2537
2538 ID3D11PixelShader *ps = NULL;
2539 switch(destFormat)
2540 {
2541 case GL_RGBA: ps = mCopyRGBAPS; break;
2542 case GL_RGB: ps = mCopyRGBPS; break;
2543 case GL_ALPHA: ps = mCopyRGBAPS; break;
2544 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2545 case GL_LUMINANCE: ps = mCopyLumPS; break;
2546 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2547 default: UNREACHABLE(); ps = NULL; break;
2548 }
2549
2550 mDeviceContext->PSSetShader(ps, NULL, 0);
shannon.woods@transgaming.com28e7ba02013-02-28 23:09:28 +00002551 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002552
2553 // Unset the currently bound shader resource to avoid conflicts
2554 static ID3D11ShaderResourceView *const nullSRV = NULL;
2555 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2556
2557 // Apply render targets
2558 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2559
2560 // Set the viewport
2561 D3D11_VIEWPORT viewport;
2562 viewport.TopLeftX = 0;
2563 viewport.TopLeftY = 0;
2564 viewport.Width = destWidth;
2565 viewport.Height = destHeight;
2566 viewport.MinDepth = 0.0f;
2567 viewport.MaxDepth = 1.0f;
2568 mDeviceContext->RSSetViewports(1, &viewport);
2569
2570 // Apply textures
2571 mDeviceContext->PSSetShaderResources(0, 1, &source);
2572 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2573
2574 // Draw the quad
2575 mDeviceContext->Draw(4, 0);
2576
2577 // Unbind textures and render targets and vertex buffer
2578 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2579
2580 static ID3D11RenderTargetView *const nullRTV = NULL;
2581 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2582
2583 static UINT zero = 0;
2584 static ID3D11Buffer *const nullBuffer = NULL;
2585 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2586
2587 markAllStateDirty();
2588
2589 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002590}
2591
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002592RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2593{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002594 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002595 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002596
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002597 if (depth)
2598 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002599 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002600 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
2601 swapChain11->getDepthStencilTexture(), NULL,
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002602 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002603 }
2604 else
2605 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002606 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002607 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002608 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002609 swapChain11->getRenderTargetShaderResource(),
2610 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002611 }
2612 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002613}
2614
2615RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2616{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002617 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2618 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002619}
2620
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002621ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002622{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002623 ShaderExecutable11 *executable = NULL;
2624
2625 switch (type)
2626 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002627 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002628 {
2629 ID3D11VertexShader *vshader = NULL;
2630 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2631 ASSERT(SUCCEEDED(result));
2632
2633 if (vshader)
2634 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002635 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002636 }
2637 }
2638 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002639 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002640 {
2641 ID3D11PixelShader *pshader = NULL;
2642 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2643 ASSERT(SUCCEEDED(result));
2644
2645 if (pshader)
2646 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002647 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002648 }
2649 }
2650 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002651 case rx::SHADER_GEOMETRY:
2652 {
2653 ID3D11GeometryShader *gshader = NULL;
2654 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2655 ASSERT(SUCCEEDED(result));
2656
2657 if (gshader)
2658 {
2659 executable = new ShaderExecutable11(function, length, gshader);
2660 }
2661 }
2662 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002663 default:
2664 UNREACHABLE();
2665 break;
2666 }
2667
2668 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002669}
2670
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002671ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002672{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002673 const char *profile = NULL;
2674
2675 switch (type)
2676 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002677 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002678 profile = "vs_4_0";
2679 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002680 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002681 profile = "ps_4_0";
2682 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002683 case rx::SHADER_GEOMETRY:
2684 profile = "gs_4_0";
2685 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002686 default:
2687 UNREACHABLE();
2688 return NULL;
2689 }
2690
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00002691 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002692 if (!binary)
2693 return NULL;
2694
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002695 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002696 binary->Release();
2697
2698 return executable;
2699}
2700
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002701VertexBuffer *Renderer11::createVertexBuffer()
2702{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002703 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002704}
2705
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002706IndexBuffer *Renderer11::createIndexBuffer()
2707{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002708 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002709}
2710
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00002711BufferStorage *Renderer11::createBufferStorage()
2712{
2713 return new BufferStorage11(this);
2714}
2715
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002716QueryImpl *Renderer11::createQuery(GLenum type)
2717{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002718 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002719}
2720
2721FenceImpl *Renderer11::createFence()
2722{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002723 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002724}
2725
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002726bool Renderer11::getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
2727{
2728 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2729 if (colorbuffer)
2730 {
2731 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2732 if (renderTarget)
2733 {
2734 *subresourceIndex = renderTarget->getSubresourceIndex();
2735
2736 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2737 if (colorBufferRTV)
2738 {
2739 ID3D11Resource *textureResource = NULL;
2740 colorBufferRTV->GetResource(&textureResource);
2741 colorBufferRTV->Release();
2742
2743 if (textureResource)
2744 {
2745 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2746 textureResource->Release();
2747
2748 if (SUCCEEDED(result))
2749 {
2750 return true;
2751 }
2752 else
2753 {
2754 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2755 "HRESULT: 0x%X.", result);
2756 }
2757 }
2758 }
2759 }
2760 }
2761
2762 return false;
2763}
2764
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002765bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002766 bool blitRenderTarget, bool blitDepthStencil)
2767{
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002768 if (blitRenderTarget && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_RENDERTARGET))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002769 {
2770 return false;
2771 }
2772
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002773 if (blitDepthStencil && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_DEPTHSTENCIL))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002774 {
2775 return false;
2776 }
2777
2778 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002779}
2780
2781void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2782 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2783{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002784 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002785 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002786
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002787 if (getRenderTargetResource(framebuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002788 {
2789 gl::Rectangle area;
2790 area.x = x;
2791 area.y = y;
2792 area.width = width;
2793 area.height = height;
2794
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002795 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2796 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002797
2798 colorBufferTexture->Release();
2799 colorBufferTexture = NULL;
2800 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002801}
2802
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002803Image *Renderer11::createImage()
2804{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002805 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002806}
2807
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002808void Renderer11::generateMipmap(Image *dest, Image *src)
2809{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002810 Image11 *dest11 = Image11::makeImage11(dest);
2811 Image11 *src11 = Image11::makeImage11(src);
2812 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002813}
2814
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002815TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2816{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002817 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2818 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002819}
2820
2821TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2822{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002823 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002824}
2825
2826TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2827{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002828 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002829}
2830
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002831static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2832{
2833 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2834 destFormat == GL_ALPHA &&
2835 destType == GL_UNSIGNED_BYTE)
2836 {
2837 return 1;
2838 }
2839 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2840 destFormat == GL_RGBA &&
2841 destType == GL_UNSIGNED_BYTE)
2842 {
2843 return 4;
2844 }
2845 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2846 destFormat == GL_BGRA_EXT &&
2847 destType == GL_UNSIGNED_BYTE)
2848 {
2849 return 4;
2850 }
2851 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2852 destFormat == GL_RGBA &&
2853 destType == GL_HALF_FLOAT_OES)
2854 {
2855 return 8;
2856 }
2857 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2858 destFormat == GL_RGB &&
2859 destType == GL_FLOAT)
2860 {
2861 return 12;
2862 }
2863 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2864 destFormat == GL_RGBA &&
2865 destType == GL_FLOAT)
2866 {
2867 return 16;
2868 }
2869 else
2870 {
2871 return 0;
2872 }
2873}
2874
2875static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2876 unsigned int y, int inputPitch, gl::Color *outColor)
2877{
2878 switch (format)
2879 {
2880 case DXGI_FORMAT_R8G8B8A8_UNORM:
2881 {
2882 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00002883 outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
2884 outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
2885 outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
2886 outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002887 }
2888 break;
2889
2890 case DXGI_FORMAT_A8_UNORM:
2891 {
2892 outColor->red = 0.0f;
2893 outColor->green = 0.0f;
2894 outColor->blue = 0.0f;
2895 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
2896 }
2897 break;
2898
2899 case DXGI_FORMAT_R32G32B32A32_FLOAT:
2900 {
2901 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
2902 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
2903 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
2904 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
2905 }
2906 break;
2907
2908 case DXGI_FORMAT_R32G32B32_FLOAT:
2909 {
2910 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
2911 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
2912 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
2913 outColor->alpha = 1.0f;
2914 }
2915 break;
2916
2917 case DXGI_FORMAT_R16G16B16A16_FLOAT:
2918 {
2919 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
2920 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
2921 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
2922 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
2923 }
2924 break;
2925
2926 case DXGI_FORMAT_B8G8R8A8_UNORM:
2927 {
2928 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00002929 outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
2930 outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
2931 outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
2932 outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002933 }
2934 break;
2935
2936 case DXGI_FORMAT_R8_UNORM:
2937 {
2938 outColor->red = *(data + x + y * inputPitch) / 255.0f;
2939 outColor->green = 0.0f;
2940 outColor->blue = 0.0f;
2941 outColor->alpha = 1.0f;
2942 }
2943 break;
2944
2945 case DXGI_FORMAT_R8G8_UNORM:
2946 {
2947 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
2948
2949 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
2950 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
2951 outColor->blue = 0.0f;
2952 outColor->alpha = 1.0f;
2953 }
2954 break;
2955
2956 case DXGI_FORMAT_R16_FLOAT:
2957 {
2958 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
2959 outColor->green = 0.0f;
2960 outColor->blue = 0.0f;
2961 outColor->alpha = 1.0f;
2962 }
2963 break;
2964
2965 case DXGI_FORMAT_R16G16_FLOAT:
2966 {
2967 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
2968 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
2969 outColor->blue = 0.0f;
2970 outColor->alpha = 1.0f;
2971 }
2972 break;
2973
2974 default:
2975 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
2976 UNIMPLEMENTED();
2977 break;
2978 }
2979}
2980
2981static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
2982 unsigned int y, int outputPitch, void *outData)
2983{
2984 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
2985 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
2986
2987 switch (format)
2988 {
2989 case GL_RGBA:
2990 switch (type)
2991 {
2992 case GL_UNSIGNED_BYTE:
2993 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2994 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2995 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2996 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2997 break;
2998
2999 default:
3000 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
3001 UNIMPLEMENTED();
3002 break;
3003 }
3004 break;
3005
3006 case GL_BGRA_EXT:
3007 switch (type)
3008 {
3009 case GL_UNSIGNED_BYTE:
3010 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3011 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3012 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
3013 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3014 break;
3015
3016 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
3017 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3018 // this type is packed as follows:
3019 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3020 // --------------------------------------------------------------------------------
3021 // | 4th | 3rd | 2nd | 1st component |
3022 // --------------------------------------------------------------------------------
3023 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3024 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3025 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
3026 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
3027 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
3028 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
3029 break;
3030
3031 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
3032 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3033 // this type is packed as follows:
3034 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3035 // --------------------------------------------------------------------------------
3036 // | 4th | 3rd | 2nd | 1st component |
3037 // --------------------------------------------------------------------------------
3038 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3039 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3040 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
3041 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
3042 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
3043 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
3044 break;
3045
3046 default:
3047 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
3048 UNIMPLEMENTED();
3049 break;
3050 }
3051 break;
3052
3053 case GL_RGB:
3054 switch (type)
3055 {
3056 case GL_UNSIGNED_SHORT_5_6_5:
3057 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3058 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
3059 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
3060 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
3061 break;
3062
3063 case GL_UNSIGNED_BYTE:
3064 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3065 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3066 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3067 break;
3068
3069 default:
3070 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
3071 UNIMPLEMENTED();
3072 break;
3073 }
3074 break;
3075
3076 default:
3077 ERR("WritePixelColor not implemented for format 0x%X.", format);
3078 UNIMPLEMENTED();
3079 break;
3080 }
3081}
3082
3083void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3084 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3085 GLint packAlignment, void *pixels)
3086{
3087 D3D11_TEXTURE2D_DESC textureDesc;
3088 texture->GetDesc(&textureDesc);
3089
3090 D3D11_TEXTURE2D_DESC stagingDesc;
3091 stagingDesc.Width = area.width;
3092 stagingDesc.Height = area.height;
3093 stagingDesc.MipLevels = 1;
3094 stagingDesc.ArraySize = 1;
3095 stagingDesc.Format = textureDesc.Format;
3096 stagingDesc.SampleDesc.Count = 1;
3097 stagingDesc.SampleDesc.Quality = 0;
3098 stagingDesc.Usage = D3D11_USAGE_STAGING;
3099 stagingDesc.BindFlags = 0;
3100 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3101 stagingDesc.MiscFlags = 0;
3102
3103 ID3D11Texture2D* stagingTex = NULL;
3104 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3105 if (FAILED(result))
3106 {
3107 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3108 return;
3109 }
3110
3111 ID3D11Texture2D* srcTex = NULL;
3112 if (textureDesc.SampleDesc.Count > 1)
3113 {
3114 D3D11_TEXTURE2D_DESC resolveDesc;
3115 resolveDesc.Width = textureDesc.Width;
3116 resolveDesc.Height = textureDesc.Height;
3117 resolveDesc.MipLevels = 1;
3118 resolveDesc.ArraySize = 1;
3119 resolveDesc.Format = textureDesc.Format;
3120 resolveDesc.SampleDesc.Count = 1;
3121 resolveDesc.SampleDesc.Quality = 0;
3122 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3123 resolveDesc.BindFlags = 0;
3124 resolveDesc.CPUAccessFlags = 0;
3125 resolveDesc.MiscFlags = 0;
3126
3127 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3128 if (FAILED(result))
3129 {
3130 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
3131 stagingTex->Release();
3132 return;
3133 }
3134
3135 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3136 subResource = 0;
3137 }
3138 else
3139 {
3140 srcTex = texture;
3141 srcTex->AddRef();
3142 }
3143
3144 D3D11_BOX srcBox;
3145 srcBox.left = area.x;
3146 srcBox.right = area.x + area.width;
3147 srcBox.top = area.y;
3148 srcBox.bottom = area.y + area.height;
3149 srcBox.front = 0;
3150 srcBox.back = 1;
3151
3152 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3153
3154 srcTex->Release();
3155 srcTex = NULL;
3156
3157 D3D11_MAPPED_SUBRESOURCE mapping;
3158 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3159
3160 unsigned char *source;
3161 int inputPitch;
3162 if (packReverseRowOrder)
3163 {
3164 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3165 inputPitch = -static_cast<int>(mapping.RowPitch);
3166 }
3167 else
3168 {
3169 source = static_cast<unsigned char*>(mapping.pData);
3170 inputPitch = static_cast<int>(mapping.RowPitch);
3171 }
3172
3173 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
3174 if (fastPixelSize != 0)
3175 {
3176 unsigned char *dest = static_cast<unsigned char*>(pixels);
3177 for (int j = 0; j < area.height; j++)
3178 {
3179 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
3180 }
3181 }
3182 else
3183 {
3184 gl::Color pixelColor;
3185 for (int j = 0; j < area.height; j++)
3186 {
3187 for (int i = 0; i < area.width; i++)
3188 {
3189 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3190 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3191 }
3192 }
3193 }
3194
3195 mDeviceContext->Unmap(stagingTex, 0);
3196
3197 stagingTex->Release();
3198 stagingTex = NULL;
3199}
3200
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003201bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget,
3202 const gl::Rectangle &drawRect, BlitTarget target)
3203{
3204 ASSERT(readRect.width == drawRect.width && readRect.height == drawRect.height);
3205
3206 gl::Renderbuffer *readBuffer = NULL;
3207 switch (target)
3208 {
3209 case BLIT_RENDERTARGET:
3210 readBuffer = readTarget->getColorbuffer();
3211 break;
3212 case BLIT_DEPTHSTENCIL:
3213 readBuffer = readTarget->getDepthOrStencilbuffer();
3214 break;
3215 default: UNREACHABLE();
3216 }
3217 if (!readBuffer)
3218 {
3219 ERR("Failed to retrieve the color buffer from the read target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003220 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003221 }
3222
3223 RenderTarget11 *sourceRenderTarget = NULL;
3224 switch (target)
3225 {
3226 case BLIT_RENDERTARGET:
3227 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getRenderTarget());
3228 break;
3229 case BLIT_DEPTHSTENCIL:
3230 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getDepthStencil());
3231 break;
3232 default: UNREACHABLE();
3233 }
3234 if (!sourceRenderTarget)
3235 {
3236 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003237 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003238 }
3239
3240 ID3D11Texture2D *source = NULL;
3241 unsigned int sourceSubresource = 0;
3242 if (sourceRenderTarget->getSamples() > 0)
3243 {
3244 ID3D11Texture2D *unresolvedTexture = sourceRenderTarget->getTexture();
3245
3246 source = resolveMultisampledTexture(unresolvedTexture, sourceRenderTarget->getSubresourceIndex());
3247 sourceSubresource = 0;
3248
3249 unresolvedTexture->Release();
3250 }
3251 else
3252 {
3253 source = sourceRenderTarget->getTexture();
3254 sourceSubresource = sourceRenderTarget->getSubresourceIndex();
3255 }
3256
3257 if (!source)
3258 {
3259 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003260 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003261 }
3262
3263
3264 gl::Renderbuffer *drawBuffer = NULL;
3265 switch (target)
3266 {
3267 case BLIT_RENDERTARGET:
3268 drawBuffer = drawTarget->getColorbuffer();
3269 break;
3270 case BLIT_DEPTHSTENCIL:
3271 drawBuffer = drawTarget->getDepthOrStencilbuffer();
3272 break;
3273 default: UNREACHABLE();
3274 }
3275 if (!drawBuffer)
3276 {
3277 source->Release();
3278 ERR("Failed to retrieve the color buffer from the draw buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003279 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003280 }
3281
3282 RenderTarget11 *drawRenderTarget = NULL;
3283 switch (target)
3284 {
3285 case BLIT_RENDERTARGET:
3286 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getRenderTarget());
3287 break;
3288 case BLIT_DEPTHSTENCIL:
3289 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getDepthStencil());
3290 break;
3291 default: UNREACHABLE();
3292 }
3293 if (!drawRenderTarget)
3294 {
3295 source->Release();
3296 ERR("Failed to retrieve the render target from the render buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003297 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003298 }
3299
3300 ID3D11Texture2D *dest = drawRenderTarget->getTexture();
3301 unsigned int destSubresource = drawRenderTarget->getSubresourceIndex();
3302
3303 D3D11_BOX srcBox;
3304 srcBox.left = readRect.x;
3305 srcBox.right = readRect.x + readRect.width;
3306 srcBox.top = readRect.y;
3307 srcBox.bottom = readRect.y + readRect.height;
3308 srcBox.front = 0;
3309 srcBox.back = 1;
3310
3311 mDeviceContext->CopySubresourceRegion(dest, destSubresource, drawRect.x, drawRect.y, 0,
3312 source, sourceSubresource, &srcBox);
3313
3314 source->Release();
3315 dest->Release();
3316
3317 return true;
3318}
3319
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003320ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3321{
3322 D3D11_TEXTURE2D_DESC textureDesc;
3323 source->GetDesc(&textureDesc);
3324
3325 if (textureDesc.SampleDesc.Count > 1)
3326 {
3327 D3D11_TEXTURE2D_DESC resolveDesc;
3328 resolveDesc.Width = textureDesc.Width;
3329 resolveDesc.Height = textureDesc.Height;
3330 resolveDesc.MipLevels = 1;
3331 resolveDesc.ArraySize = 1;
3332 resolveDesc.Format = textureDesc.Format;
3333 resolveDesc.SampleDesc.Count = 1;
3334 resolveDesc.SampleDesc.Quality = 0;
3335 resolveDesc.Usage = textureDesc.Usage;
3336 resolveDesc.BindFlags = textureDesc.BindFlags;
3337 resolveDesc.CPUAccessFlags = 0;
3338 resolveDesc.MiscFlags = 0;
3339
3340 ID3D11Texture2D *resolveTexture = NULL;
3341 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3342 if (FAILED(result))
3343 {
3344 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3345 return NULL;
3346 }
3347
3348 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3349 return resolveTexture;
3350 }
3351 else
3352 {
3353 source->AddRef();
3354 return source;
3355 }
3356}
3357
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003358}