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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000014#include "libGLESv2/Program.h"
15#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000016#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000017#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000018#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000019#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000020#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000021#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000022#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000023#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000024#include "libGLESv2/renderer/IndexBuffer11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000025#include "libGLESv2/renderer/VertexDataManager.h"
26#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000027#include "libGLESv2/renderer/TextureStorage11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000028
29#include "libEGL/Config.h"
30#include "libEGL/Display.h"
31
32namespace rx
33{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000034static const DXGI_FORMAT RenderTargetFormats[] =
35 {
36 DXGI_FORMAT_R8G8B8A8_UNORM
37 };
38
39static const DXGI_FORMAT DepthStencilFormats[] =
40 {
41 DXGI_FORMAT_D24_UNORM_S8_UINT
42 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000043
44Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
45{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000046 mVertexDataManager = NULL;
47 mIndexDataManager = NULL;
48
daniel@transgaming.comc5114302012-12-20 21:11:36 +000049 mLineLoopIB = NULL;
50
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000051 mD3d11Module = NULL;
52 mDxgiModule = NULL;
53
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000054 mDeviceLost = false;
55
daniel@transgaming.com25072f62012-11-28 19:31:32 +000056 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000057 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000058 mDxgiAdapter = NULL;
59 mDxgiFactory = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000060}
61
62Renderer11::~Renderer11()
63{
64 releaseDeviceResources();
65
daniel@transgaming.com65e65372012-11-28 19:33:50 +000066 if (mDxgiFactory)
67 {
68 mDxgiFactory->Release();
69 mDxgiFactory = NULL;
70 }
71
72 if (mDxgiAdapter)
73 {
74 mDxgiAdapter->Release();
75 mDxgiAdapter = NULL;
76 }
77
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000078 if (mDeviceContext)
79 {
80 mDeviceContext->Release();
81 mDeviceContext = NULL;
82 }
83
daniel@transgaming.com25072f62012-11-28 19:31:32 +000084 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000085 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +000086 mDevice->Release();
87 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000088 }
89
90 if (mD3d11Module)
91 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000092 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000093 mD3d11Module = NULL;
94 }
95
96 if (mDxgiModule)
97 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000098 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000099 mDxgiModule = NULL;
100 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000101}
102
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000103Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
104{
105 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
106 return static_cast<rx::Renderer11*>(renderer);
107}
108
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000109EGLint Renderer11::initialize()
110{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000111 if (!initializeCompiler())
112 {
113 return EGL_NOT_INITIALIZED;
114 }
115
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000116 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
117 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000118
119 if (mD3d11Module == NULL || mDxgiModule == NULL)
120 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000121 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000122 return EGL_NOT_INITIALIZED;
123 }
124
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000125 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000126
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000127 if (D3D11CreateDevice == NULL)
128 {
129 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
130 return EGL_NOT_INITIALIZED;
131 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000132
133 D3D_FEATURE_LEVEL featureLevel[] =
134 {
135 D3D_FEATURE_LEVEL_11_0,
136 D3D_FEATURE_LEVEL_10_1,
137 D3D_FEATURE_LEVEL_10_0,
138 };
139
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000140 HRESULT result = D3D11CreateDevice(NULL,
141 D3D_DRIVER_TYPE_HARDWARE,
142 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000143 #if defined(_DEBUG)
144 D3D11_CREATE_DEVICE_DEBUG,
145 #else
146 0,
147 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000148 featureLevel,
149 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000150 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000151 &mDevice,
152 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000153 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000154
155 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000156 {
157 ERR("Could not create D3D11 device - aborting!\n");
158 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
159 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000160
161 IDXGIDevice *dxgiDevice = NULL;
162 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
163
164 if (FAILED(result))
165 {
166 ERR("Could not query DXGI device - aborting!\n");
167 return EGL_NOT_INITIALIZED;
168 }
169
170 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
171
172 if (FAILED(result))
173 {
174 ERR("Could not retrieve DXGI adapter - aborting!\n");
175 return EGL_NOT_INITIALIZED;
176 }
177
178 dxgiDevice->Release();
179
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000180 mDxgiAdapter->GetDesc(&mAdapterDescription);
181 memset(mDescription, 0, sizeof(mDescription));
182 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
183
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000184 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
185
186 if (!mDxgiFactory || FAILED(result))
187 {
188 ERR("Could not create DXGI factory - aborting!\n");
189 return EGL_NOT_INITIALIZED;
190 }
191
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000192 initializeDevice();
193
194 return EGL_SUCCESS;
195}
196
197// do any one-time device initialization
198// NOTE: this is also needed after a device lost/reset
199// to reset the scene status and ensure the default states are reset.
200void Renderer11::initializeDevice()
201{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000202 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000203 mInputLayoutCache.initialize(mDevice, mDeviceContext);
204
205 ASSERT(!mVertexDataManager && !mIndexDataManager);
206 mVertexDataManager = new VertexDataManager(this);
207 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000208
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000209 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000210}
211
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000212int Renderer11::generateConfigs(ConfigDesc **configDescList)
213{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000214 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
215 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000216 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
217 int numConfigs = 0;
218
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000219 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000220 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000221 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000222 {
223 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
224
225 UINT formatSupport = 0;
226 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
227
228 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
229 {
230 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
231
232 UINT formatSupport = 0;
233 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
234
235 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
236 {
237 ConfigDesc newConfig;
238 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
239 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
240 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
241 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
242
243 (*configDescList)[numConfigs++] = newConfig;
244 }
245 }
246 }
247 }
248
249 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000250}
251
252void Renderer11::deleteConfigs(ConfigDesc *configDescList)
253{
254 delete [] (configDescList);
255}
256
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000257void Renderer11::sync(bool block)
258{
259 // TODO
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000260 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000261}
262
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000263SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
264{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000265 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000266}
267
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000268void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
269{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000270 if (type == gl::SAMPLER_PIXEL)
271 {
272 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
273 {
274 ERR("Pixel shader sampler index %i is not valid.", index);
275 return;
276 }
277
278 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
279 {
280 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
281
282 if (!dxSamplerState)
283 {
284 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
285 "sampler state for pixel shaders at slot %i.", index);
286 }
287
288 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
289
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000290 mCurPixelSamplerStates[index] = samplerState;
291 }
292
293 mForceSetPixelSamplerStates[index] = false;
294 }
295 else if (type == gl::SAMPLER_VERTEX)
296 {
297 if (index < 0 || index >= gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF)
298 {
299 ERR("Vertex shader sampler index %i is not valid.", index);
300 return;
301 }
302
303 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
304 {
305 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
306
307 if (!dxSamplerState)
308 {
309 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
310 "sampler state for vertex shaders at slot %i.", index);
311 }
312
313 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
314
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000315 mCurVertexSamplerStates[index] = samplerState;
316 }
317
318 mForceSetVertexSamplerStates[index] = false;
319 }
320 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000321}
322
323void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
324{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000325 ID3D11ShaderResourceView *textureSRV = NULL;
326
327 if (texture)
328 {
329 TextureStorageInterface *texStorage = texture->getNativeTexture();
330 if (texStorage)
331 {
332 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
333 textureSRV = storage11->getSRV();
334 }
335
336 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
337 // missing the shader resource view
338 ASSERT(textureSRV != NULL);
339 }
340
341 if (type == gl::SAMPLER_PIXEL)
342 {
343 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
344 {
345 ERR("Pixel shader sampler index %i is not valid.", index);
346 return;
347 }
348
349 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
350 }
351 else if (type == gl::SAMPLER_VERTEX)
352 {
353 if (index < 0 || index >= gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF)
354 {
355 ERR("Vertex shader sampler index %i is not valid.", index);
356 return;
357 }
358
359 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
360 }
361 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000362}
363
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000364void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000365{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000366 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000367 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000368 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
369 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000370 if (!dxRasterState)
371 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000372 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000373 "rasterizer state.");
374 }
375
376 mDeviceContext->RSSetState(dxRasterState);
377
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000378 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000379 }
380
381 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000382}
383
384void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
385 unsigned int sampleMask)
386{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000387 if (mForceSetBlendState ||
388 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
389 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
390 sampleMask != mCurSampleMask)
391 {
392 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
393 if (!dxBlendState)
394 {
395 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
396 "blend state.");
397 }
398
399 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
400 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
401
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000402 mCurBlendState = blendState;
403 mCurBlendColor = blendColor;
404 mCurSampleMask = sampleMask;
405 }
406
407 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000408}
409
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000410void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000411 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000412{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000413 if (mForceSetDepthStencilState ||
414 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
415 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
416 {
417 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
418 stencilRef != stencilBackRef ||
419 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
420 {
421 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
422 "invalid under WebGL.");
423 return error(GL_INVALID_OPERATION);
424 }
425
426 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
427 if (!dxDepthStencilState)
428 {
429 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
430 "setting the default depth stencil state.");
431 }
432
433 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
434
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000435 mCurDepthStencilState = depthStencilState;
436 mCurStencilRef = stencilRef;
437 mCurStencilBackRef = stencilBackRef;
438 }
439
440 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000441}
442
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000443void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000444{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000445 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
446 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000447 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000448 if (enabled)
449 {
450 D3D11_RECT rect;
451 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
452 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
453 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
454 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000455
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000456 mDeviceContext->RSSetScissorRects(1, &rect);
457 }
458
459 if (enabled != mScissorEnabled)
460 {
461 mForceSetRasterState = true;
462 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000463
464 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000465 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000466 }
467
468 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000469}
470
daniel@transgaming.com12985182012-12-20 20:56:31 +0000471bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
472 bool ignoreViewport, gl::ProgramBinary *currentProgram, bool forceSetUniforms)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000473{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000474 gl::Rectangle actualViewport = viewport;
475 float actualZNear = gl::clamp01(zNear);
476 float actualZFar = gl::clamp01(zFar);
477 if (ignoreViewport)
478 {
479 actualViewport.x = 0;
480 actualViewport.y = 0;
481 actualViewport.width = mRenderTargetDesc.width;
482 actualViewport.height = mRenderTargetDesc.height;
483 actualZNear = 0.0f;
484 actualZFar = 1.0f;
485 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000486
487 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000488 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
489 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
490 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
491 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
492 dxViewport.MinDepth = actualZNear;
493 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000494
495 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
496 {
497 return false; // Nothing to render
498 }
499
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000500 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
501 actualZNear != mCurNear || actualZFar != mCurFar;
502
daniel@transgaming.com53670042012-11-28 20:55:51 +0000503 if (viewportChanged)
504 {
505 mDeviceContext->RSSetViewports(1, &dxViewport);
506
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000507 mCurViewport = actualViewport;
508 mCurNear = actualZNear;
509 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000510 }
511
512 if (currentProgram && (viewportChanged || forceSetUniforms))
513 {
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000514 currentProgram->applyDxHalfPixelSize(0.0f, 0.0f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000515
516 // These values are used for computing gl_FragCoord in Program::linkVaryings().
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000517 currentProgram->applyDxCoord(actualViewport.width * 0.5f,
518 actualViewport.height * 0.5f,
519 actualViewport.x + (actualViewport.width * 0.5f),
520 actualViewport.y + (actualViewport.height * 0.5f));
daniel@transgaming.com53670042012-11-28 20:55:51 +0000521
daniel@transgaming.com12985182012-12-20 20:56:31 +0000522 GLfloat ccw = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000523 currentProgram->applyDxDepthFront((actualZFar - actualZNear) * 0.5f, (actualZNear + actualZFar) * 0.5f, ccw);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000524
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000525 currentProgram->applyDxDepthRange(actualZNear, actualZFar, actualZFar - actualZNear);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000526 }
527
528 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000529 return true;
530}
531
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000532bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
533{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000534 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000535
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000536 switch (mode)
537 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000538 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
539 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000540 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000541 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
542 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
543 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000544 case GL_TRIANGLE_FAN: UNIMPLEMENTED(); /* TODO */ break;
545 default:
546 return error(GL_INVALID_ENUM, false);
547 }
548
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000549 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000550
551 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000552}
553
554bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000555{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000556 // Get the color render buffer and serial
557 gl::Renderbuffer *renderbufferObject = NULL;
558 unsigned int renderTargetSerial = 0;
559 if (framebuffer->getColorbufferType() != GL_NONE)
560 {
561 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000562
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000563 if (!renderbufferObject)
564 {
565 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000566 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000567 }
568
569 renderTargetSerial = renderbufferObject->getSerial();
570 }
571
572 // Get the depth stencil render buffer and serials
573 gl::Renderbuffer *depthStencil = NULL;
574 unsigned int depthbufferSerial = 0;
575 unsigned int stencilbufferSerial = 0;
576 if (framebuffer->getDepthbufferType() != GL_NONE)
577 {
578 depthStencil = framebuffer->getDepthbuffer();
579 if (!depthStencil)
580 {
581 ERR("Depth stencil pointer unexpectedly null.");
582 return false;
583 }
584
585 depthbufferSerial = depthStencil->getSerial();
586 }
587 else if (framebuffer->getStencilbufferType() != GL_NONE)
588 {
589 depthStencil = framebuffer->getStencilbuffer();
590 if (!depthStencil)
591 {
592 ERR("Depth stencil pointer unexpectedly null.");
593 return false;
594 }
595
596 stencilbufferSerial = depthStencil->getSerial();
597 }
598
599 // Extract the render target dimensions and view
600 unsigned int renderTargetWidth = 0;
601 unsigned int renderTargetHeight = 0;
602 GLenum renderTargetFormat = 0;
603 ID3D11RenderTargetView* framebufferRTV = NULL;
604 if (renderbufferObject)
605 {
606 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
607 if (!renderTarget)
608 {
609 ERR("render target pointer unexpectedly null.");
610 return false;
611 }
612
613 framebufferRTV = renderTarget->getRenderTargetView();
614 if (!framebufferRTV)
615 {
616 ERR("render target view pointer unexpectedly null.");
617 return false;
618 }
619
620 renderTargetWidth = renderbufferObject->getWidth();
621 renderTargetHeight = renderbufferObject->getHeight();
622 renderTargetFormat = renderbufferObject->getActualFormat();
623 }
624
625 // Extract the depth stencil sizes and view
626 unsigned int depthSize = 0;
627 unsigned int stencilSize = 0;
628 ID3D11DepthStencilView* framebufferDSV = NULL;
629 if (depthStencil)
630 {
631 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
632 if (!depthStencilRenderTarget)
633 {
634 ERR("render target pointer unexpectedly null.");
635 if (framebufferRTV)
636 {
637 framebufferRTV->Release();
638 }
639 return false;
640 }
641
642 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
643 if (!framebufferDSV)
644 {
645 ERR("depth stencil view pointer unexpectedly null.");
646 if (framebufferRTV)
647 {
648 framebufferRTV->Release();
649 }
650 return false;
651 }
652
653 // If there is no render buffer, the width, height and format values come from
654 // the depth stencil
655 if (!renderbufferObject)
656 {
657 renderTargetWidth = depthStencil->getWidth();
658 renderTargetHeight = depthStencil->getHeight();
659 renderTargetFormat = depthStencil->getActualFormat();
660 }
661
662 depthSize = depthStencil->getDepthSize();
663 stencilSize = depthStencil->getStencilSize();
664 }
665
666 // Apply the render target and depth stencil
667 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
668 renderTargetSerial != mAppliedRenderTargetSerial ||
669 depthbufferSerial != mAppliedDepthbufferSerial ||
670 stencilbufferSerial != mAppliedStencilbufferSerial)
671 {
672 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
673
674 mRenderTargetDesc.width = renderTargetWidth;
675 mRenderTargetDesc.height = renderTargetHeight;
676 mRenderTargetDesc.format = renderTargetFormat;
677 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
678 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
679
680 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
681 {
682 mCurDepthSize = depthSize;
683 mForceSetRasterState = true;
684 }
685
686 mCurStencilSize = stencilSize;
687
688 mAppliedRenderTargetSerial = renderTargetSerial;
689 mAppliedDepthbufferSerial = depthbufferSerial;
690 mAppliedStencilbufferSerial = stencilbufferSerial;
691 mRenderTargetDescInitialized = true;
692 mDepthStencilInitialized = true;
693 }
694
695 if (framebufferRTV)
696 {
697 framebufferRTV->Release();
698 }
699 if (framebufferDSV)
700 {
701 framebufferDSV->Release();
702 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000703
704 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000705}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000706
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000707GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000708{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000709 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
710 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
711 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000712 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000713 return err;
714 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000715
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000716 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000717}
718
daniel@transgaming.com31240482012-11-28 21:06:41 +0000719GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000720{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000721 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000722
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000723 if (err == GL_NO_ERROR)
724 {
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000725 if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000726 {
727 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
728
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000729 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000730 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000731 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000732 }
733 }
734
735 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000736}
737
738void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
739{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000740 if (mode == GL_LINE_LOOP)
741 {
742 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
743 }
744 else if (instances > 0)
745 {
746 // TODO
747 UNIMPLEMENTED();
748 }
749 else
750 {
751 mDeviceContext->Draw(count, 0);
752 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000753}
754
daniel@transgaming.com31240482012-11-28 21:06:41 +0000755void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000756{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000757 if (mode == GL_LINE_LOOP)
758 {
759 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
760 }
761 else
762 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000763 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000764 }
765}
766
767void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
768{
769 // Get the raw indices for an indexed draw
770 if (type != GL_NONE && elementArrayBuffer)
771 {
772 gl::Buffer *indexBuffer = elementArrayBuffer;
773 intptr_t offset = reinterpret_cast<intptr_t>(indices);
774 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
775 }
776
777 if (!mLineLoopIB)
778 {
779 mLineLoopIB = new StreamingIndexBufferInterface(this);
780 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
781 {
782 delete mLineLoopIB;
783 mLineLoopIB = NULL;
784
785 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
786 return error(GL_OUT_OF_MEMORY);
787 }
788 }
789
790 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
791 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
792 {
793 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
794 return error(GL_OUT_OF_MEMORY);
795 }
796
797 void* mappedMemory = NULL;
798 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
799 if (offset == -1 || mappedMemory == NULL)
800 {
801 ERR("Could not map index buffer for GL_LINE_LOOP.");
802 return error(GL_OUT_OF_MEMORY);
803 }
804
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000805 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000806 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000807
808 switch (type)
809 {
810 case GL_NONE: // Non-indexed draw
811 for (int i = 0; i < count; i++)
812 {
813 data[i] = i;
814 }
815 data[count] = 0;
816 break;
817 case GL_UNSIGNED_BYTE:
818 for (int i = 0; i < count; i++)
819 {
820 data[i] = static_cast<const GLubyte*>(indices)[i];
821 }
822 data[count] = static_cast<const GLubyte*>(indices)[0];
823 break;
824 case GL_UNSIGNED_SHORT:
825 for (int i = 0; i < count; i++)
826 {
827 data[i] = static_cast<const GLushort*>(indices)[i];
828 }
829 data[count] = static_cast<const GLushort*>(indices)[0];
830 break;
831 case GL_UNSIGNED_INT:
832 for (int i = 0; i < count; i++)
833 {
834 data[i] = static_cast<const GLuint*>(indices)[i];
835 }
836 data[count] = static_cast<const GLuint*>(indices)[0];
837 break;
838 default: UNREACHABLE();
839 }
840
841 if (!mLineLoopIB->unmapBuffer())
842 {
843 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
844 return error(GL_OUT_OF_MEMORY);
845 }
846
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000847 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000848 {
849 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
850
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000851 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000852 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000853 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000854 }
855
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000856 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000857}
858
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000859void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
860{
daniel@transgaming.come4991412012-12-20 20:55:34 +0000861 unsigned int programBinarySerial = programBinary->getSerial();
862 if (programBinarySerial != mAppliedProgramBinarySerial)
863 {
864 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
865 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000866
daniel@transgaming.come4991412012-12-20 20:55:34 +0000867 ID3D11VertexShader *vertexShader = NULL;
868 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000869
daniel@transgaming.come4991412012-12-20 20:55:34 +0000870 ID3D11PixelShader *pixelShader = NULL;
871 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000872
daniel@transgaming.come4991412012-12-20 20:55:34 +0000873 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
874 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
875 programBinary->dirtyAllUniforms();
876
877 mAppliedProgramBinarySerial = programBinarySerial;
878 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000879}
880
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +0000881void Renderer11::applyUniforms(const gl::UniformArray *uniformArray, const dx_VertexConstants &vertexConstants, const dx_PixelConstants &pixelConstants)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +0000882{
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000883 D3D11_BUFFER_DESC constantBufferDescription = {0};
884 constantBufferDescription.ByteWidth = D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * sizeof(float[4]);
885 constantBufferDescription.Usage = D3D11_USAGE_DYNAMIC;
886 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
887 constantBufferDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
888 constantBufferDescription.MiscFlags = 0;
889 constantBufferDescription.StructureByteStride = 0;
890
891 ID3D11Buffer *constantBufferVS = NULL;
892 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &constantBufferVS);
893 ASSERT(SUCCEEDED(result));
894
895 ID3D11Buffer *constantBufferPS = NULL;
896 result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &constantBufferPS);
897 ASSERT(SUCCEEDED(result));
898
899 D3D11_MAPPED_SUBRESOURCE mapVS = {0};
900 result = mDeviceContext->Map(constantBufferVS, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapVS);
901 ASSERT(SUCCEEDED(result));
902
903 D3D11_MAPPED_SUBRESOURCE mapPS = {0};
904 result = mDeviceContext->Map(constantBufferPS, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapPS);
905 ASSERT(SUCCEEDED(result));
906
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000907 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +0000908 {
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000909 const gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000910
911 switch (uniform->type)
912 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +0000913 case GL_SAMPLER_2D:
914 case GL_SAMPLER_CUBE:
915 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000916 case GL_FLOAT:
917 case GL_FLOAT_VEC2:
918 case GL_FLOAT_VEC3:
919 case GL_FLOAT_VEC4:
920 case GL_FLOAT_MAT2:
921 case GL_FLOAT_MAT3:
922 case GL_FLOAT_MAT4:
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000923 if (uniform->vsRegisterIndex >= 0)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000924 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000925 GLfloat (*c)[4] = (GLfloat(*)[4])mapVS.pData;
926 float (*f)[4] = (float(*)[4])uniform->data;
927
928 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000929 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000930 c[uniform->vsRegisterIndex + i][0] = f[i][0];
931 c[uniform->vsRegisterIndex + i][1] = f[i][1];
932 c[uniform->vsRegisterIndex + i][2] = f[i][2];
933 c[uniform->vsRegisterIndex + i][3] = f[i][3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000934 }
935 }
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000936 if (uniform->psRegisterIndex >= 0)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000937 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000938 GLfloat (*c)[4] = (GLfloat(*)[4])mapPS.pData;
939 float (*f)[4] = (float(*)[4])uniform->data;
940
941 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000942 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000943 c[uniform->psRegisterIndex + i][0] = f[i][0];
944 c[uniform->psRegisterIndex + i][1] = f[i][1];
945 c[uniform->psRegisterIndex + i][2] = f[i][2];
946 c[uniform->psRegisterIndex + i][3] = f[i][3];
947 }
948 }
949 break;
950 case GL_INT:
951 case GL_INT_VEC2:
952 case GL_INT_VEC3:
953 case GL_INT_VEC4:
954 if (uniform->vsRegisterIndex >= 0)
955 {
956 int (*c)[4] = (int(*)[4])mapVS.pData;
957 GLint *x = (GLint*)uniform->data;
958 int count = gl::VariableColumnCount(uniform->type);
959
960 for (unsigned int i = 0; i < uniform->registerCount; i++)
961 {
962 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = x[i * count + 0];
963 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = x[i * count + 1];
964 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = x[i * count + 2];
965 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = x[i * count + 3];
966 }
967 }
968 if (uniform->psRegisterIndex >= 0)
969 {
970 int (*c)[4] = (int(*)[4])mapPS.pData;
971 GLint *x = (GLint*)uniform->data;
972 int count = gl::VariableColumnCount(uniform->type);
973
974 for (unsigned int i = 0; i < uniform->registerCount; i++)
975 {
976 if (count >= 1) c[uniform->psRegisterIndex + i][0] = x[i * count + 0];
977 if (count >= 2) c[uniform->psRegisterIndex + i][1] = x[i * count + 1];
978 if (count >= 3) c[uniform->psRegisterIndex + i][2] = x[i * count + 2];
979 if (count >= 4) c[uniform->psRegisterIndex + i][3] = x[i * count + 3];
980 }
981 }
982 break;
983 case GL_BOOL:
984 case GL_BOOL_VEC2:
985 case GL_BOOL_VEC3:
986 case GL_BOOL_VEC4:
987 if (uniform->vsRegisterIndex >= 0)
988 {
989 int (*c)[4] = (int(*)[4])mapVS.pData;
990 GLboolean *b = (GLboolean*)uniform->data;
991 int count = gl::VariableColumnCount(uniform->type);
992
993 for (unsigned int i = 0; i < uniform->registerCount; i++)
994 {
995 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = b[i * count + 0];
996 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = b[i * count + 1];
997 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = b[i * count + 2];
998 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = b[i * count + 3];
999 }
1000 }
1001 if (uniform->psRegisterIndex >= 0)
1002 {
1003 int (*c)[4] = (int(*)[4])mapPS.pData;
1004 GLboolean *b = (GLboolean*)uniform->data;
1005 int count = gl::VariableColumnCount(uniform->type);
1006
1007 for (unsigned int i = 0; i < uniform->registerCount; i++)
1008 {
1009 if (count >= 1) c[uniform->psRegisterIndex + i][0] = b[i * count + 0];
1010 if (count >= 2) c[uniform->psRegisterIndex + i][1] = b[i * count + 1];
1011 if (count >= 3) c[uniform->psRegisterIndex + i][2] = b[i * count + 2];
1012 if (count >= 4) c[uniform->psRegisterIndex + i][3] = b[i * count + 3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001013 }
1014 }
1015 break;
1016 default:
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001017 UNREACHABLE();
1018 }
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001019 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001020
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001021 // Driver uniforms
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001022 memcpy(mapVS.pData, &vertexConstants, sizeof(dx_VertexConstants));
1023 memcpy(mapPS.pData, &pixelConstants, sizeof(dx_PixelConstants));
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001024
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001025 mDeviceContext->Unmap(constantBufferVS, 0);
1026 mDeviceContext->VSSetConstantBuffers(0, 1, &constantBufferVS);
1027 constantBufferVS->Release();
1028
1029 mDeviceContext->Unmap(constantBufferPS, 0);
1030 mDeviceContext->PSSetConstantBuffers(0, 1, &constantBufferPS);
1031 constantBufferPS->Release();
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001032}
1033
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001034void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001035{
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001036 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1037 {
1038 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1039 if (renderbufferObject)
1040 {
1041 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1042 if (!renderTarget)
1043 {
1044 ERR("render target pointer unexpectedly null.");
1045 return;
1046 }
1047
1048 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1049 if (!framebufferRTV)
1050 {
1051 ERR("render target view pointer unexpectedly null.");
1052 return;
1053 }
1054
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001055 if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1056 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
1057 mCurScissor.y + mCurScissor.height < renderTarget->getHeight()))
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001058 {
1059 // TODO: clearing of subregion of render target
1060 UNIMPLEMENTED();
1061 }
1062
1063 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1064 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1065 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1066 clearParams.colorMaskBlue && alphaUnmasked);
1067
1068 if (needMaskedColorClear)
1069 {
1070 // TODO: masked color clearing
1071 UNIMPLEMENTED();
1072 }
1073 else
1074 {
1075 const float clearValues[4] = { clearParams.colorClearValue.red,
1076 clearParams.colorClearValue.green,
1077 clearParams.colorClearValue.blue,
1078 clearParams.colorClearValue.alpha };
1079 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
1080 }
1081
1082 framebufferRTV->Release();
1083 }
1084 }
1085 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
1086 {
1087 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1088 if (renderbufferObject)
1089 {
daniel@transgaming.comd0f82bc2012-12-20 21:11:42 +00001090 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001091 if (!renderTarget)
1092 {
1093 ERR("render target pointer unexpectedly null.");
1094 return;
1095 }
1096
1097 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1098 if (!framebufferDSV)
1099 {
1100 ERR("depth stencil view pointer unexpectedly null.");
1101 return;
1102 }
1103
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001104 if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1105 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
1106 mCurScissor.y + mCurScissor.height < renderTarget->getHeight()))
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001107 {
1108 // TODO: clearing of subregion of depth stencil view
1109 UNIMPLEMENTED();
1110 }
1111
1112 unsigned int stencilUnmasked = 0x0;
1113 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
1114 {
1115 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1116 stencilUnmasked = (0x1 << stencilSize) - 1;
1117 }
1118
1119 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1120 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
1121
1122 if (needMaskedStencilClear)
1123 {
1124 // TODO: masked clearing of depth stencil
1125 UNIMPLEMENTED();
1126 }
1127 else
1128 {
1129 UINT clearFlags = 0;
1130 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1131 {
1132 clearFlags |= D3D11_CLEAR_DEPTH;
1133 }
1134 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1135 {
1136 clearFlags |= D3D11_CLEAR_STENCIL;
1137 }
1138
1139 float depthClear = clearParams.depthClearValue;
1140 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1141
1142 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
1143 }
1144
1145 framebufferDSV->Release();
1146 }
1147 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001148}
1149
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001150void Renderer11::markAllStateDirty()
1151{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001152 mAppliedRenderTargetSerial = 0;
1153 mAppliedDepthbufferSerial = 0;
1154 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001155 mDepthStencilInitialized = false;
1156 mRenderTargetDescInitialized = false;
1157
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001158 for (int i = 0; i < gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; i++)
1159 {
1160 mForceSetVertexSamplerStates[i] = true;
1161 }
1162 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1163 {
1164 mForceSetPixelSamplerStates[i] = true;
1165 }
1166
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001167 mForceSetBlendState = true;
1168 mForceSetRasterState = true;
1169 mForceSetDepthStencilState = true;
1170 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001171 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001172
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001173 mAppliedIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001174 mAppliedIBOffset = 0;
1175
daniel@transgaming.come4991412012-12-20 20:55:34 +00001176 mAppliedProgramBinarySerial = 0;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001177}
1178
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001179void Renderer11::releaseDeviceResources()
1180{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001181 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001182 mInputLayoutCache.clear();
1183
1184 delete mVertexDataManager;
1185 mVertexDataManager = NULL;
1186
1187 delete mIndexDataManager;
1188 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001189
1190 delete mLineLoopIB;
1191 mLineLoopIB = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001192}
1193
1194void Renderer11::markDeviceLost()
1195{
1196 mDeviceLost = true;
1197}
1198
1199bool Renderer11::isDeviceLost()
1200{
1201 return mDeviceLost;
1202}
1203
1204// set notify to true to broadcast a message to all contexts of the device loss
1205bool Renderer11::testDeviceLost(bool notify)
1206{
1207 bool isLost = false;
1208
1209 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +00001210 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001211
1212 if (isLost)
1213 {
1214 // ensure we note the device loss --
1215 // we'll probably get this done again by markDeviceLost
1216 // but best to remember it!
1217 // Note that we don't want to clear the device loss status here
1218 // -- this needs to be done by resetDevice
1219 mDeviceLost = true;
1220 if (notify)
1221 {
1222 mDisplay->notifyDeviceLost();
1223 }
1224 }
1225
1226 return isLost;
1227}
1228
1229bool Renderer11::testDeviceResettable()
1230{
1231 HRESULT status = D3D_OK;
1232
1233 // TODO
1234 UNIMPLEMENTED();
1235
1236 switch (status)
1237 {
1238 case D3DERR_DEVICENOTRESET:
1239 case D3DERR_DEVICEHUNG:
1240 return true;
1241 default:
1242 return false;
1243 }
1244}
1245
1246bool Renderer11::resetDevice()
1247{
1248 releaseDeviceResources();
1249
1250 // TODO
1251 UNIMPLEMENTED();
1252
1253 // reset device defaults
1254 initializeDevice();
1255 mDeviceLost = false;
1256
1257 return true;
1258}
1259
1260DWORD Renderer11::getAdapterVendor() const
1261{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001262 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001263}
1264
1265const char *Renderer11::getAdapterDescription() const
1266{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001267 return mDescription;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001268}
1269
1270GUID Renderer11::getAdapterIdentifier() const
1271{
1272 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001273 // UNIMPLEMENTED();
1274 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001275 return foo;
1276}
1277
1278bool Renderer11::getDXT1TextureSupport()
1279{
1280 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001281 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001282 return false;
1283}
1284
1285bool Renderer11::getDXT3TextureSupport()
1286{
1287 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001288 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001289 return false;
1290}
1291
1292bool Renderer11::getDXT5TextureSupport()
1293{
1294 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001295 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001296 return false;
1297}
1298
1299bool Renderer11::getDepthTextureSupport() const
1300{
1301 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001302 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001303 return false;
1304}
1305
1306bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
1307{
1308 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001309 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001310
1311 *filtering = false;
1312 *renderable = false;
1313 return false;
1314}
1315
1316bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
1317{
1318 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001319 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001320
1321 *filtering = false;
1322 *renderable = false;
1323 return false;
1324}
1325
1326bool Renderer11::getLuminanceTextureSupport()
1327{
1328 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001329 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001330 return false;
1331}
1332
1333bool Renderer11::getLuminanceAlphaTextureSupport()
1334{
1335 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001336 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001337 return false;
1338}
1339
1340bool Renderer11::getTextureFilterAnisotropySupport() const
1341{
1342 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001343 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001344 return false;
1345}
1346
1347float Renderer11::getTextureMaxAnisotropy() const
1348{
1349 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001350 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001351 return 1.0f;
1352}
1353
1354bool Renderer11::getEventQuerySupport()
1355{
1356 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001357 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001358 return false;
1359}
1360
1361bool Renderer11::getVertexTextureSupport() const
1362{
1363 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001364 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001365 return false;
1366}
1367
1368bool Renderer11::getNonPower2TextureSupport() const
1369{
1370 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001371 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001372 return false;
1373}
1374
1375bool Renderer11::getOcclusionQuerySupport() const
1376{
1377 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001378 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001379 return false;
1380}
1381
1382bool Renderer11::getInstancingSupport() const
1383{
1384 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001385 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001386 return false;
1387}
1388
1389bool Renderer11::getShareHandleSupport() const
1390{
1391 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001392 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001393
1394 // PIX doesn't seem to support using share handles, so disable them.
1395 return false && !gl::perfActive();
1396}
1397
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001398int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001399{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001400 switch (mFeatureLevel)
1401 {
1402 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
1403 case D3D_FEATURE_LEVEL_10_1:
1404 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
1405 default: UNREACHABLE(); return 0;
1406 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001407}
1408
1409float Renderer11::getMaxPointSize() const
1410{
1411 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001412 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001413 return 1.0f;
1414}
1415
1416int Renderer11::getMaxTextureWidth() const
1417{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001418 switch (mFeatureLevel)
1419 {
1420 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1421 case D3D_FEATURE_LEVEL_10_1:
1422 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1423 default: UNREACHABLE(); return 0;
1424 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001425}
1426
1427int Renderer11::getMaxTextureHeight() const
1428{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001429 switch (mFeatureLevel)
1430 {
1431 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1432 case D3D_FEATURE_LEVEL_10_1:
1433 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1434 default: UNREACHABLE(); return 0;
1435 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001436}
1437
1438bool Renderer11::get32BitIndexSupport() const
1439{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001440 switch (mFeatureLevel)
1441 {
1442 case D3D_FEATURE_LEVEL_11_0:
1443 case D3D_FEATURE_LEVEL_10_1:
1444 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
1445 default: UNREACHABLE(); return false;
1446 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001447}
1448
1449int Renderer11::getMinSwapInterval() const
1450{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001451 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001452}
1453
1454int Renderer11::getMaxSwapInterval() const
1455{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001456 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001457}
1458
1459int Renderer11::getMaxSupportedSamples() const
1460{
1461 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001462 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001463 return 1;
1464}
1465
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001466bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001467{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001468 if (source && dest)
1469 {
1470 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
1471 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
1472
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001473 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001474 return true;
1475 }
1476
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001477 return false;
1478}
1479
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001480bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001481{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001482 if (source && dest)
1483 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001484 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
1485 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001486
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001487 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001488 return true;
1489 }
1490
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001491 return false;
1492}
1493
daniel@transgaming.com38380882012-11-28 19:36:39 +00001494bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001495 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00001496{
1497 // TODO
1498 UNIMPLEMENTED();
1499 return false;
1500}
1501
1502bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001503 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00001504{
1505 // TODO
1506 UNIMPLEMENTED();
1507 return false;
1508}
1509
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001510RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
1511{
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00001512 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
1513 RenderTarget11 *renderTarget = NULL;
1514 if (depth)
1515 {
1516 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), swapChain11->getWidth(), swapChain11->getHeight());
1517 }
1518 else
1519 {
1520 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), swapChain11->getWidth(), swapChain11->getHeight());
1521 }
1522 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001523}
1524
1525RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
1526{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00001527 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
1528 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001529}
1530
daniel@transgaming.com2275f912012-12-20 21:13:22 +00001531ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, GLenum type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00001532{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001533 ShaderExecutable11 *executable = NULL;
1534
1535 switch (type)
1536 {
1537 case GL_VERTEX_SHADER:
1538 {
1539 ID3D11VertexShader *vshader = NULL;
1540 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
1541 ASSERT(SUCCEEDED(result));
1542
1543 if (vshader)
1544 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001545 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001546 }
1547 }
1548 break;
1549 case GL_FRAGMENT_SHADER:
1550 {
1551 ID3D11PixelShader *pshader = NULL;
1552 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
1553 ASSERT(SUCCEEDED(result));
1554
1555 if (pshader)
1556 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001557 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001558 }
1559 }
1560 break;
1561 default:
1562 UNREACHABLE();
1563 break;
1564 }
1565
1566 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00001567}
1568
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00001569ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
1570{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001571 const char *profile = NULL;
1572
1573 switch (type)
1574 {
1575 case GL_VERTEX_SHADER:
1576 profile = "vs_4_0";
1577 break;
1578 case GL_FRAGMENT_SHADER:
1579 profile = "ps_4_0";
1580 break;
1581 default:
1582 UNREACHABLE();
1583 return NULL;
1584 }
1585
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00001586 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001587 if (!binary)
1588 return NULL;
1589
daniel@transgaming.com2275f912012-12-20 21:13:22 +00001590 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001591 binary->Release();
1592
1593 return executable;
1594}
1595
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00001596VertexBuffer *Renderer11::createVertexBuffer()
1597{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00001598 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00001599}
1600
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00001601IndexBuffer *Renderer11::createIndexBuffer()
1602{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00001603 return new IndexBuffer11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00001604}
1605
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001606bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
1607 bool blitRenderTarget, bool blitDepthStencil)
1608{
1609 // TODO
1610 UNIMPLEMENTED();
1611 return false;
1612}
1613
1614void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
1615 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
1616{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00001617 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00001618 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00001619
1620 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
1621 if (colorbuffer)
1622 {
1623 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
1624 if (renderTarget)
1625 {
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00001626 subresourceIndex = renderTarget->getSubresourceIndex();
1627
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00001628 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
1629 if (colorBufferRTV)
1630 {
1631 ID3D11Resource *textureResource = NULL;
1632 colorBufferRTV->GetResource(&textureResource);
1633
1634 if (textureResource)
1635 {
1636 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)&colorBufferTexture);
1637 textureResource->Release();
1638
1639 if (FAILED(result))
1640 {
1641 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
1642 "HRESULT: 0x%X.", result);
1643 return;
1644 }
1645 }
1646 }
1647 }
1648 }
1649
1650 if (colorBufferTexture)
1651 {
1652 gl::Rectangle area;
1653 area.x = x;
1654 area.y = y;
1655 area.width = width;
1656 area.height = height;
1657
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00001658 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
1659 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00001660
1661 colorBufferTexture->Release();
1662 colorBufferTexture = NULL;
1663 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001664}
1665
daniel@transgaming.com244e1832012-12-20 20:52:35 +00001666Image *Renderer11::createImage()
1667{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00001668 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00001669}
1670
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00001671void Renderer11::generateMipmap(Image *dest, Image *src)
1672{
1673 // TODO
1674 UNIMPLEMENTED();
1675 return;
1676}
1677
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001678TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
1679{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00001680 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
1681 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001682}
1683
1684TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
1685{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00001686 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001687}
1688
1689TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
1690{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00001691 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001692}
1693
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00001694static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
1695{
1696 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
1697 destFormat == GL_ALPHA &&
1698 destType == GL_UNSIGNED_BYTE)
1699 {
1700 return 1;
1701 }
1702 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
1703 destFormat == GL_RGBA &&
1704 destType == GL_UNSIGNED_BYTE)
1705 {
1706 return 4;
1707 }
1708 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
1709 destFormat == GL_BGRA_EXT &&
1710 destType == GL_UNSIGNED_BYTE)
1711 {
1712 return 4;
1713 }
1714 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
1715 destFormat == GL_RGBA &&
1716 destType == GL_HALF_FLOAT_OES)
1717 {
1718 return 8;
1719 }
1720 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
1721 destFormat == GL_RGB &&
1722 destType == GL_FLOAT)
1723 {
1724 return 12;
1725 }
1726 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
1727 destFormat == GL_RGBA &&
1728 destType == GL_FLOAT)
1729 {
1730 return 16;
1731 }
1732 else
1733 {
1734 return 0;
1735 }
1736}
1737
1738static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
1739 unsigned int y, int inputPitch, gl::Color *outColor)
1740{
1741 switch (format)
1742 {
1743 case DXGI_FORMAT_R8G8B8A8_UNORM:
1744 {
1745 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
1746 outColor->red = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
1747 outColor->green = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
1748 outColor->blue = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
1749 outColor->alpha = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
1750 }
1751 break;
1752
1753 case DXGI_FORMAT_A8_UNORM:
1754 {
1755 outColor->red = 0.0f;
1756 outColor->green = 0.0f;
1757 outColor->blue = 0.0f;
1758 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
1759 }
1760 break;
1761
1762 case DXGI_FORMAT_R32G32B32A32_FLOAT:
1763 {
1764 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
1765 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
1766 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
1767 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
1768 }
1769 break;
1770
1771 case DXGI_FORMAT_R32G32B32_FLOAT:
1772 {
1773 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
1774 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
1775 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
1776 outColor->alpha = 1.0f;
1777 }
1778 break;
1779
1780 case DXGI_FORMAT_R16G16B16A16_FLOAT:
1781 {
1782 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
1783 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
1784 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
1785 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
1786 }
1787 break;
1788
1789 case DXGI_FORMAT_B8G8R8A8_UNORM:
1790 {
1791 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
1792 outColor->red = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
1793 outColor->blue = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
1794 outColor->green = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
1795 outColor->alpha = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
1796 }
1797 break;
1798
1799 case DXGI_FORMAT_R8_UNORM:
1800 {
1801 outColor->red = *(data + x + y * inputPitch) / 255.0f;
1802 outColor->green = 0.0f;
1803 outColor->blue = 0.0f;
1804 outColor->alpha = 1.0f;
1805 }
1806 break;
1807
1808 case DXGI_FORMAT_R8G8_UNORM:
1809 {
1810 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
1811
1812 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
1813 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
1814 outColor->blue = 0.0f;
1815 outColor->alpha = 1.0f;
1816 }
1817 break;
1818
1819 case DXGI_FORMAT_R16_FLOAT:
1820 {
1821 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
1822 outColor->green = 0.0f;
1823 outColor->blue = 0.0f;
1824 outColor->alpha = 1.0f;
1825 }
1826 break;
1827
1828 case DXGI_FORMAT_R16G16_FLOAT:
1829 {
1830 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
1831 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
1832 outColor->blue = 0.0f;
1833 outColor->alpha = 1.0f;
1834 }
1835 break;
1836
1837 default:
1838 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
1839 UNIMPLEMENTED();
1840 break;
1841 }
1842}
1843
1844static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
1845 unsigned int y, int outputPitch, void *outData)
1846{
1847 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
1848 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
1849
1850 switch (format)
1851 {
1852 case GL_RGBA:
1853 switch (type)
1854 {
1855 case GL_UNSIGNED_BYTE:
1856 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
1857 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
1858 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
1859 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
1860 break;
1861
1862 default:
1863 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
1864 UNIMPLEMENTED();
1865 break;
1866 }
1867 break;
1868
1869 case GL_BGRA_EXT:
1870 switch (type)
1871 {
1872 case GL_UNSIGNED_BYTE:
1873 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
1874 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
1875 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
1876 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
1877 break;
1878
1879 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
1880 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
1881 // this type is packed as follows:
1882 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
1883 // --------------------------------------------------------------------------------
1884 // | 4th | 3rd | 2nd | 1st component |
1885 // --------------------------------------------------------------------------------
1886 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
1887 shortData[x + y * outputPitch / sizeof(unsigned short)] =
1888 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
1889 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
1890 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
1891 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
1892 break;
1893
1894 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
1895 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
1896 // this type is packed as follows:
1897 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
1898 // --------------------------------------------------------------------------------
1899 // | 4th | 3rd | 2nd | 1st component |
1900 // --------------------------------------------------------------------------------
1901 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
1902 shortData[x + y * outputPitch / sizeof(unsigned short)] =
1903 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
1904 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
1905 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
1906 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
1907 break;
1908
1909 default:
1910 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
1911 UNIMPLEMENTED();
1912 break;
1913 }
1914 break;
1915
1916 case GL_RGB:
1917 switch (type)
1918 {
1919 case GL_UNSIGNED_SHORT_5_6_5:
1920 shortData[x + y * outputPitch / sizeof(unsigned short)] =
1921 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
1922 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
1923 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
1924 break;
1925
1926 case GL_UNSIGNED_BYTE:
1927 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
1928 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
1929 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
1930 break;
1931
1932 default:
1933 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
1934 UNIMPLEMENTED();
1935 break;
1936 }
1937 break;
1938
1939 default:
1940 ERR("WritePixelColor not implemented for format 0x%X.", format);
1941 UNIMPLEMENTED();
1942 break;
1943 }
1944}
1945
1946void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
1947 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
1948 GLint packAlignment, void *pixels)
1949{
1950 D3D11_TEXTURE2D_DESC textureDesc;
1951 texture->GetDesc(&textureDesc);
1952
1953 D3D11_TEXTURE2D_DESC stagingDesc;
1954 stagingDesc.Width = area.width;
1955 stagingDesc.Height = area.height;
1956 stagingDesc.MipLevels = 1;
1957 stagingDesc.ArraySize = 1;
1958 stagingDesc.Format = textureDesc.Format;
1959 stagingDesc.SampleDesc.Count = 1;
1960 stagingDesc.SampleDesc.Quality = 0;
1961 stagingDesc.Usage = D3D11_USAGE_STAGING;
1962 stagingDesc.BindFlags = 0;
1963 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
1964 stagingDesc.MiscFlags = 0;
1965
1966 ID3D11Texture2D* stagingTex = NULL;
1967 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
1968 if (FAILED(result))
1969 {
1970 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
1971 return;
1972 }
1973
1974 ID3D11Texture2D* srcTex = NULL;
1975 if (textureDesc.SampleDesc.Count > 1)
1976 {
1977 D3D11_TEXTURE2D_DESC resolveDesc;
1978 resolveDesc.Width = textureDesc.Width;
1979 resolveDesc.Height = textureDesc.Height;
1980 resolveDesc.MipLevels = 1;
1981 resolveDesc.ArraySize = 1;
1982 resolveDesc.Format = textureDesc.Format;
1983 resolveDesc.SampleDesc.Count = 1;
1984 resolveDesc.SampleDesc.Quality = 0;
1985 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
1986 resolveDesc.BindFlags = 0;
1987 resolveDesc.CPUAccessFlags = 0;
1988 resolveDesc.MiscFlags = 0;
1989
1990 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
1991 if (FAILED(result))
1992 {
1993 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
1994 stagingTex->Release();
1995 return;
1996 }
1997
1998 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
1999 subResource = 0;
2000 }
2001 else
2002 {
2003 srcTex = texture;
2004 srcTex->AddRef();
2005 }
2006
2007 D3D11_BOX srcBox;
2008 srcBox.left = area.x;
2009 srcBox.right = area.x + area.width;
2010 srcBox.top = area.y;
2011 srcBox.bottom = area.y + area.height;
2012 srcBox.front = 0;
2013 srcBox.back = 1;
2014
2015 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
2016
2017 srcTex->Release();
2018 srcTex = NULL;
2019
2020 D3D11_MAPPED_SUBRESOURCE mapping;
2021 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
2022
2023 unsigned char *source;
2024 int inputPitch;
2025 if (packReverseRowOrder)
2026 {
2027 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
2028 inputPitch = -static_cast<int>(mapping.RowPitch);
2029 }
2030 else
2031 {
2032 source = static_cast<unsigned char*>(mapping.pData);
2033 inputPitch = static_cast<int>(mapping.RowPitch);
2034 }
2035
2036 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
2037 if (fastPixelSize != 0)
2038 {
2039 unsigned char *dest = static_cast<unsigned char*>(pixels);
2040 for (int j = 0; j < area.height; j++)
2041 {
2042 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
2043 }
2044 }
2045 else
2046 {
2047 gl::Color pixelColor;
2048 for (int j = 0; j < area.height; j++)
2049 {
2050 for (int i = 0; i < area.width; i++)
2051 {
2052 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
2053 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
2054 }
2055 }
2056 }
2057
2058 mDeviceContext->Unmap(stagingTex, 0);
2059
2060 stagingTex->Release();
2061 stagingTex = NULL;
2062}
2063
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002064}