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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
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000029#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
30#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
31#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h"
32#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h"
34
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000035#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
36#include "libGLESv2/renderer/shaders/compiled/clear11ps.h"
37
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000038#include <sstream>
39
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000040namespace rx
41{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000042static const DXGI_FORMAT RenderTargetFormats[] =
43 {
44 DXGI_FORMAT_R8G8B8A8_UNORM
45 };
46
47static const DXGI_FORMAT DepthStencilFormats[] =
48 {
49 DXGI_FORMAT_D24_UNORM_S8_UINT
50 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000051
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000052enum
53{
54 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
55};
56
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000057Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
58{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000059 mVertexDataManager = NULL;
60 mIndexDataManager = NULL;
61
daniel@transgaming.comc5114302012-12-20 21:11:36 +000062 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000063 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000064
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000065 mCopyResourcesInitialized = false;
66 mCopyVB = NULL;
67 mCopySampler = NULL;
68 mCopyIL = NULL;
69 mCopyVS = NULL;
70 mCopyRGBAPS = NULL;
71 mCopyRGBPS = NULL;
72 mCopyLumPS = NULL;
73 mCopyLumAlphaPS = NULL;
74
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000075 mClearResourcesInitialized = false;
76 mClearVB = NULL;
77 mClearIL = NULL;
78 mClearVS = NULL;
79 mClearPS = NULL;
80 mClearScissorRS = NULL;
81 mClearNoScissorRS = NULL;
82
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000083 mD3d11Module = NULL;
84 mDxgiModule = NULL;
85
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000086 mDeviceLost = false;
87
daniel@transgaming.com25072f62012-11-28 19:31:32 +000088 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000089 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000090 mDxgiAdapter = NULL;
91 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +000092
93 mDriverConstantBufferVS = NULL;
94 mDriverConstantBufferPS = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000095}
96
97Renderer11::~Renderer11()
98{
99 releaseDeviceResources();
100
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000101 if (mDxgiFactory)
102 {
103 mDxgiFactory->Release();
104 mDxgiFactory = NULL;
105 }
106
107 if (mDxgiAdapter)
108 {
109 mDxgiAdapter->Release();
110 mDxgiAdapter = NULL;
111 }
112
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000113 if (mDeviceContext)
114 {
daniel@transgaming.comd5df4e82013-01-11 04:11:21 +0000115 mDeviceContext->ClearState();
116 mDeviceContext->Flush();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000117 mDeviceContext->Release();
118 mDeviceContext = NULL;
119 }
120
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000121 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000122 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000123 mDevice->Release();
124 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000125 }
126
127 if (mD3d11Module)
128 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000129 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000130 mD3d11Module = NULL;
131 }
132
133 if (mDxgiModule)
134 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000135 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000136 mDxgiModule = NULL;
137 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000138}
139
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000140Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
141{
142 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
143 return static_cast<rx::Renderer11*>(renderer);
144}
145
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000146EGLint Renderer11::initialize()
147{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000148 if (!initializeCompiler())
149 {
150 return EGL_NOT_INITIALIZED;
151 }
152
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000153 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
154 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000155
156 if (mD3d11Module == NULL || mDxgiModule == NULL)
157 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000158 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000159 return EGL_NOT_INITIALIZED;
160 }
161
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000162 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000163
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000164 if (D3D11CreateDevice == NULL)
165 {
166 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
167 return EGL_NOT_INITIALIZED;
168 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000169
170 D3D_FEATURE_LEVEL featureLevel[] =
171 {
172 D3D_FEATURE_LEVEL_11_0,
173 D3D_FEATURE_LEVEL_10_1,
174 D3D_FEATURE_LEVEL_10_0,
175 };
176
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000177 HRESULT result = D3D11CreateDevice(NULL,
178 D3D_DRIVER_TYPE_HARDWARE,
179 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000180 #if defined(_DEBUG)
181 D3D11_CREATE_DEVICE_DEBUG,
182 #else
183 0,
184 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000185 featureLevel,
186 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000187 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000188 &mDevice,
189 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000190 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000191
192 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000193 {
194 ERR("Could not create D3D11 device - aborting!\n");
195 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
196 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000197
198 IDXGIDevice *dxgiDevice = NULL;
199 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
200
201 if (FAILED(result))
202 {
203 ERR("Could not query DXGI device - aborting!\n");
204 return EGL_NOT_INITIALIZED;
205 }
206
207 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
208
209 if (FAILED(result))
210 {
211 ERR("Could not retrieve DXGI adapter - aborting!\n");
212 return EGL_NOT_INITIALIZED;
213 }
214
215 dxgiDevice->Release();
216
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000217 mDxgiAdapter->GetDesc(&mAdapterDescription);
218 memset(mDescription, 0, sizeof(mDescription));
219 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
220
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000221 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
222
223 if (!mDxgiFactory || FAILED(result))
224 {
225 ERR("Could not create DXGI factory - aborting!\n");
226 return EGL_NOT_INITIALIZED;
227 }
228
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000229 initializeDevice();
230
231 return EGL_SUCCESS;
232}
233
234// do any one-time device initialization
235// NOTE: this is also needed after a device lost/reset
236// to reset the scene status and ensure the default states are reset.
237void Renderer11::initializeDevice()
238{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000239 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000240 mInputLayoutCache.initialize(mDevice, mDeviceContext);
241
242 ASSERT(!mVertexDataManager && !mIndexDataManager);
243 mVertexDataManager = new VertexDataManager(this);
244 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000245
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000246 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000247}
248
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000249int Renderer11::generateConfigs(ConfigDesc **configDescList)
250{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000251 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
252 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000253 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
254 int numConfigs = 0;
255
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000256 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000257 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000258 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000259 {
260 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
261
262 UINT formatSupport = 0;
263 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
264
265 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
266 {
267 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
268
269 UINT formatSupport = 0;
270 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
271
272 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
273 {
274 ConfigDesc newConfig;
275 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
276 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
277 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
278 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
279
280 (*configDescList)[numConfigs++] = newConfig;
281 }
282 }
283 }
284 }
285
286 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000287}
288
289void Renderer11::deleteConfigs(ConfigDesc *configDescList)
290{
291 delete [] (configDescList);
292}
293
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000294void Renderer11::sync(bool block)
295{
296 // TODO
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000297 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000298}
299
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000300SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
301{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000302 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000303}
304
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000305void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
306{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000307 if (type == gl::SAMPLER_PIXEL)
308 {
309 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
310 {
311 ERR("Pixel shader sampler index %i is not valid.", index);
312 return;
313 }
314
315 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
316 {
317 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
318
319 if (!dxSamplerState)
320 {
321 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
322 "sampler state for pixel shaders at slot %i.", index);
323 }
324
325 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
326
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000327 mCurPixelSamplerStates[index] = samplerState;
328 }
329
330 mForceSetPixelSamplerStates[index] = false;
331 }
332 else if (type == gl::SAMPLER_VERTEX)
333 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000334 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000335 {
336 ERR("Vertex shader sampler index %i is not valid.", index);
337 return;
338 }
339
340 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
341 {
342 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
343
344 if (!dxSamplerState)
345 {
346 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
347 "sampler state for vertex shaders at slot %i.", index);
348 }
349
350 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
351
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000352 mCurVertexSamplerStates[index] = samplerState;
353 }
354
355 mForceSetVertexSamplerStates[index] = false;
356 }
357 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000358}
359
360void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
361{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000362 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000363 unsigned int serial = 0;
364 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000365
366 if (texture)
367 {
368 TextureStorageInterface *texStorage = texture->getNativeTexture();
369 if (texStorage)
370 {
371 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
372 textureSRV = storage11->getSRV();
373 }
374
375 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
376 // missing the shader resource view
377 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000378
379 serial = texture->getTextureSerial();
380 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000381 }
382
383 if (type == gl::SAMPLER_PIXEL)
384 {
385 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
386 {
387 ERR("Pixel shader sampler index %i is not valid.", index);
388 return;
389 }
390
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000391 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
392 {
393 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
394 }
395
396 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000397 }
398 else if (type == gl::SAMPLER_VERTEX)
399 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000400 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000401 {
402 ERR("Vertex shader sampler index %i is not valid.", index);
403 return;
404 }
405
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000406 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
407 {
408 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
409 }
410
411 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000412 }
413 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000414}
415
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000416void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000417{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000418 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000419 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000420 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
421 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000422 if (!dxRasterState)
423 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000424 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000425 "rasterizer state.");
426 }
427
428 mDeviceContext->RSSetState(dxRasterState);
429
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000430 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000431 }
432
433 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000434}
435
436void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
437 unsigned int sampleMask)
438{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000439 if (mForceSetBlendState ||
440 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
441 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
442 sampleMask != mCurSampleMask)
443 {
444 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
445 if (!dxBlendState)
446 {
447 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
448 "blend state.");
449 }
450
451 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
452 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
453
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000454 mCurBlendState = blendState;
455 mCurBlendColor = blendColor;
456 mCurSampleMask = sampleMask;
457 }
458
459 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000460}
461
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000462void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000463 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000464{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000465 if (mForceSetDepthStencilState ||
466 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
467 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
468 {
469 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
470 stencilRef != stencilBackRef ||
471 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
472 {
473 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
474 "invalid under WebGL.");
475 return error(GL_INVALID_OPERATION);
476 }
477
478 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
479 if (!dxDepthStencilState)
480 {
481 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
482 "setting the default depth stencil state.");
483 }
484
485 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
486
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000487 mCurDepthStencilState = depthStencilState;
488 mCurStencilRef = stencilRef;
489 mCurStencilBackRef = stencilBackRef;
490 }
491
492 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000493}
494
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000495void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000496{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000497 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
498 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000499 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000500 if (enabled)
501 {
502 D3D11_RECT rect;
503 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
504 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
505 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
506 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000507
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000508 mDeviceContext->RSSetScissorRects(1, &rect);
509 }
510
511 if (enabled != mScissorEnabled)
512 {
513 mForceSetRasterState = true;
514 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000515
516 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000517 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000518 }
519
520 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000521}
522
daniel@transgaming.com12985182012-12-20 20:56:31 +0000523bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000524 bool ignoreViewport, gl::ProgramBinary *currentProgram)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000525{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000526 gl::Rectangle actualViewport = viewport;
527 float actualZNear = gl::clamp01(zNear);
528 float actualZFar = gl::clamp01(zFar);
529 if (ignoreViewport)
530 {
531 actualViewport.x = 0;
532 actualViewport.y = 0;
533 actualViewport.width = mRenderTargetDesc.width;
534 actualViewport.height = mRenderTargetDesc.height;
535 actualZNear = 0.0f;
536 actualZFar = 1.0f;
537 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000538
539 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000540 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
541 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
542 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
543 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
544 dxViewport.MinDepth = actualZNear;
545 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000546
547 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
548 {
549 return false; // Nothing to render
550 }
551
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000552 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
553 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000554
daniel@transgaming.com53670042012-11-28 20:55:51 +0000555 if (viewportChanged)
556 {
557 mDeviceContext->RSSetViewports(1, &dxViewport);
558
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000559 mCurViewport = actualViewport;
560 mCurNear = actualZNear;
561 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000562 }
563
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000564 if (currentProgram && viewportChanged)
daniel@transgaming.com53670042012-11-28 20:55:51 +0000565 {
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000566 mVertexConstants.halfPixelSize[0] = 0.0f;
567 mVertexConstants.halfPixelSize[1] = 0.0f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000568
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000569 mPixelConstants.coord[0] = actualViewport.width * 0.5f;
570 mPixelConstants.coord[1] = actualViewport.height * 0.5f;
571 mPixelConstants.coord[2] = actualViewport.x + (actualViewport.width * 0.5f);
572 mPixelConstants.coord[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000573
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000574 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
575 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
576 mPixelConstants.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000577
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000578 mVertexConstants.depthRange[0] = actualZNear;
579 mVertexConstants.depthRange[1] = actualZFar;
580 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000581
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000582 mPixelConstants.depthRange[0] = actualZNear;
583 mPixelConstants.depthRange[1] = actualZFar;
584 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000585 }
586
587 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000588 return true;
589}
590
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000591bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
592{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000593 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000594
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000595 switch (mode)
596 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000597 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
598 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000599 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000600 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
601 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
602 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000603 // emulate fans via rewriting index buffer
604 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000605 default:
606 return error(GL_INVALID_ENUM, false);
607 }
608
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000609 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000610
611 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000612}
613
614bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000615{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000616 // Get the color render buffer and serial
617 gl::Renderbuffer *renderbufferObject = NULL;
618 unsigned int renderTargetSerial = 0;
619 if (framebuffer->getColorbufferType() != GL_NONE)
620 {
621 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000622
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000623 if (!renderbufferObject)
624 {
625 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000626 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000627 }
628
629 renderTargetSerial = renderbufferObject->getSerial();
630 }
631
632 // Get the depth stencil render buffer and serials
633 gl::Renderbuffer *depthStencil = NULL;
634 unsigned int depthbufferSerial = 0;
635 unsigned int stencilbufferSerial = 0;
636 if (framebuffer->getDepthbufferType() != GL_NONE)
637 {
638 depthStencil = framebuffer->getDepthbuffer();
639 if (!depthStencil)
640 {
641 ERR("Depth stencil pointer unexpectedly null.");
642 return false;
643 }
644
645 depthbufferSerial = depthStencil->getSerial();
646 }
647 else if (framebuffer->getStencilbufferType() != GL_NONE)
648 {
649 depthStencil = framebuffer->getStencilbuffer();
650 if (!depthStencil)
651 {
652 ERR("Depth stencil pointer unexpectedly null.");
653 return false;
654 }
655
656 stencilbufferSerial = depthStencil->getSerial();
657 }
658
659 // Extract the render target dimensions and view
660 unsigned int renderTargetWidth = 0;
661 unsigned int renderTargetHeight = 0;
662 GLenum renderTargetFormat = 0;
663 ID3D11RenderTargetView* framebufferRTV = NULL;
664 if (renderbufferObject)
665 {
666 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
667 if (!renderTarget)
668 {
669 ERR("render target pointer unexpectedly null.");
670 return false;
671 }
672
673 framebufferRTV = renderTarget->getRenderTargetView();
674 if (!framebufferRTV)
675 {
676 ERR("render target view pointer unexpectedly null.");
677 return false;
678 }
679
680 renderTargetWidth = renderbufferObject->getWidth();
681 renderTargetHeight = renderbufferObject->getHeight();
682 renderTargetFormat = renderbufferObject->getActualFormat();
683 }
684
685 // Extract the depth stencil sizes and view
686 unsigned int depthSize = 0;
687 unsigned int stencilSize = 0;
688 ID3D11DepthStencilView* framebufferDSV = NULL;
689 if (depthStencil)
690 {
691 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
692 if (!depthStencilRenderTarget)
693 {
694 ERR("render target pointer unexpectedly null.");
695 if (framebufferRTV)
696 {
697 framebufferRTV->Release();
698 }
699 return false;
700 }
701
702 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
703 if (!framebufferDSV)
704 {
705 ERR("depth stencil view pointer unexpectedly null.");
706 if (framebufferRTV)
707 {
708 framebufferRTV->Release();
709 }
710 return false;
711 }
712
713 // If there is no render buffer, the width, height and format values come from
714 // the depth stencil
715 if (!renderbufferObject)
716 {
717 renderTargetWidth = depthStencil->getWidth();
718 renderTargetHeight = depthStencil->getHeight();
719 renderTargetFormat = depthStencil->getActualFormat();
720 }
721
722 depthSize = depthStencil->getDepthSize();
723 stencilSize = depthStencil->getStencilSize();
724 }
725
726 // Apply the render target and depth stencil
727 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
728 renderTargetSerial != mAppliedRenderTargetSerial ||
729 depthbufferSerial != mAppliedDepthbufferSerial ||
730 stencilbufferSerial != mAppliedStencilbufferSerial)
731 {
732 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
733
734 mRenderTargetDesc.width = renderTargetWidth;
735 mRenderTargetDesc.height = renderTargetHeight;
736 mRenderTargetDesc.format = renderTargetFormat;
737 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
738 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
739
740 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
741 {
742 mCurDepthSize = depthSize;
743 mForceSetRasterState = true;
744 }
745
746 mCurStencilSize = stencilSize;
747
748 mAppliedRenderTargetSerial = renderTargetSerial;
749 mAppliedDepthbufferSerial = depthbufferSerial;
750 mAppliedStencilbufferSerial = stencilbufferSerial;
751 mRenderTargetDescInitialized = true;
752 mDepthStencilInitialized = true;
753 }
754
755 if (framebufferRTV)
756 {
757 framebufferRTV->Release();
758 }
759 if (framebufferDSV)
760 {
761 framebufferDSV->Release();
762 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000763
764 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000765}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000766
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000767GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000768{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000769 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
770 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
771 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000772 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000773 return err;
774 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000775
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000776 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000777}
778
daniel@transgaming.com31240482012-11-28 21:06:41 +0000779GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000780{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000781 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000782
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000783 if (err == GL_NO_ERROR)
784 {
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000785 if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000786 {
787 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
788
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000789 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000790 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000791 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000792 }
793 }
794
795 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000796}
797
798void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
799{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000800 if (mode == GL_LINE_LOOP)
801 {
802 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
803 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000804 else if (mode == GL_TRIANGLE_FAN)
805 {
806 drawTriangleFan(count, GL_NONE, NULL, 0, NULL);
807 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000808 else if (instances > 0)
809 {
810 // TODO
811 UNIMPLEMENTED();
812 }
813 else
814 {
815 mDeviceContext->Draw(count, 0);
816 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000817}
818
daniel@transgaming.com31240482012-11-28 21:06:41 +0000819void 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 +0000820{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000821 if (mode == GL_LINE_LOOP)
822 {
823 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
824 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000825 else if (mode == GL_TRIANGLE_FAN)
826 {
827 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
828 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000829 else
830 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000831 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000832 }
833}
834
835void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
836{
837 // Get the raw indices for an indexed draw
838 if (type != GL_NONE && elementArrayBuffer)
839 {
840 gl::Buffer *indexBuffer = elementArrayBuffer;
841 intptr_t offset = reinterpret_cast<intptr_t>(indices);
842 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
843 }
844
845 if (!mLineLoopIB)
846 {
847 mLineLoopIB = new StreamingIndexBufferInterface(this);
848 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
849 {
850 delete mLineLoopIB;
851 mLineLoopIB = NULL;
852
853 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
854 return error(GL_OUT_OF_MEMORY);
855 }
856 }
857
858 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
859 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
860 {
861 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
862 return error(GL_OUT_OF_MEMORY);
863 }
864
865 void* mappedMemory = NULL;
866 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
867 if (offset == -1 || mappedMemory == NULL)
868 {
869 ERR("Could not map index buffer for GL_LINE_LOOP.");
870 return error(GL_OUT_OF_MEMORY);
871 }
872
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000873 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000874 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000875
876 switch (type)
877 {
878 case GL_NONE: // Non-indexed draw
879 for (int i = 0; i < count; i++)
880 {
881 data[i] = i;
882 }
883 data[count] = 0;
884 break;
885 case GL_UNSIGNED_BYTE:
886 for (int i = 0; i < count; i++)
887 {
888 data[i] = static_cast<const GLubyte*>(indices)[i];
889 }
890 data[count] = static_cast<const GLubyte*>(indices)[0];
891 break;
892 case GL_UNSIGNED_SHORT:
893 for (int i = 0; i < count; i++)
894 {
895 data[i] = static_cast<const GLushort*>(indices)[i];
896 }
897 data[count] = static_cast<const GLushort*>(indices)[0];
898 break;
899 case GL_UNSIGNED_INT:
900 for (int i = 0; i < count; i++)
901 {
902 data[i] = static_cast<const GLuint*>(indices)[i];
903 }
904 data[count] = static_cast<const GLuint*>(indices)[0];
905 break;
906 default: UNREACHABLE();
907 }
908
909 if (!mLineLoopIB->unmapBuffer())
910 {
911 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
912 return error(GL_OUT_OF_MEMORY);
913 }
914
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000915 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000916 {
917 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
918
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000919 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000920 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000921 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000922 }
923
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000924 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000925}
926
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000927void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
928{
929 // Get the raw indices for an indexed draw
930 if (type != GL_NONE && elementArrayBuffer)
931 {
932 gl::Buffer *indexBuffer = elementArrayBuffer;
933 intptr_t offset = reinterpret_cast<intptr_t>(indices);
934 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
935 }
936
937 if (!mTriangleFanIB)
938 {
939 mTriangleFanIB = new StreamingIndexBufferInterface(this);
940 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
941 {
942 delete mTriangleFanIB;
943 mTriangleFanIB = NULL;
944
945 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
946 return error(GL_OUT_OF_MEMORY);
947 }
948 }
949
950 const int numTris = count - 2;
951 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
952 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
953 {
954 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
955 return error(GL_OUT_OF_MEMORY);
956 }
957
958 void* mappedMemory = NULL;
959 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
960 if (offset == -1 || mappedMemory == NULL)
961 {
962 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
963 return error(GL_OUT_OF_MEMORY);
964 }
965
966 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
967 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
968
969 switch (type)
970 {
971 case GL_NONE: // Non-indexed draw
972 for (int i = 0; i < numTris; i++)
973 {
974 data[i*3 + 0] = 0;
975 data[i*3 + 1] = i + 1;
976 data[i*3 + 2] = i + 2;
977 }
978 break;
979 case GL_UNSIGNED_BYTE:
980 for (int i = 0; i < numTris; i++)
981 {
982 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
983 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
984 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
985 }
986 break;
987 case GL_UNSIGNED_SHORT:
988 for (int i = 0; i < numTris; i++)
989 {
990 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
991 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
992 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
993 }
994 break;
995 case GL_UNSIGNED_INT:
996 for (int i = 0; i < numTris; i++)
997 {
998 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
999 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1000 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1001 }
1002 break;
1003 default: UNREACHABLE();
1004 }
1005
1006 if (!mTriangleFanIB->unmapBuffer())
1007 {
1008 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
1009 return error(GL_OUT_OF_MEMORY);
1010 }
1011
1012 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1013 {
1014 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1015
1016 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1017 mAppliedIBSerial = mTriangleFanIB->getSerial();
1018 mAppliedIBOffset = indexBufferOffset;
1019 }
1020
1021 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1022}
1023
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001024void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1025{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001026 unsigned int programBinarySerial = programBinary->getSerial();
1027 if (programBinarySerial != mAppliedProgramBinarySerial)
1028 {
1029 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1030 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001031
daniel@transgaming.come4991412012-12-20 20:55:34 +00001032 ID3D11VertexShader *vertexShader = NULL;
1033 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001034
daniel@transgaming.come4991412012-12-20 20:55:34 +00001035 ID3D11PixelShader *pixelShader = NULL;
1036 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001037
daniel@transgaming.come4991412012-12-20 20:55:34 +00001038 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1039 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
1040 programBinary->dirtyAllUniforms();
1041
1042 mAppliedProgramBinarySerial = programBinarySerial;
1043 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001044}
1045
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001046void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001047{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001048 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1049 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001050
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001051 unsigned int totalRegisterCountVS = 0;
1052 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001053
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001054 bool vertexUniformsDirty = false;
1055 bool pixelUniformsDirty = false;
1056
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001057 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1058 {
1059 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001060
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001061 if (uniform->vsRegisterIndex >= 0)
1062 {
1063 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001064 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001065 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001066
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001067 if (uniform->psRegisterIndex >= 0)
1068 {
1069 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001070 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001071 }
1072 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001073
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001074 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1075 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1076
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001077 void *mapVS = (totalRegisterCountVS > 0 && vertexUniformsDirty) ? new float[4 * totalRegisterCountVS] : NULL;
1078 void *mapPS = (totalRegisterCountPS > 0 && pixelUniformsDirty) ? new float[4 * totalRegisterCountPS] : NULL;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001079
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001080 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001081 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001082 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001083
1084 switch (uniform->type)
1085 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +00001086 case GL_SAMPLER_2D:
1087 case GL_SAMPLER_CUBE:
1088 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001089 case GL_FLOAT:
1090 case GL_FLOAT_VEC2:
1091 case GL_FLOAT_VEC3:
1092 case GL_FLOAT_VEC4:
1093 case GL_FLOAT_MAT2:
1094 case GL_FLOAT_MAT3:
1095 case GL_FLOAT_MAT4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001096 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001097 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001098 GLfloat (*c)[4] = (GLfloat(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001099 float (*f)[4] = (float(*)[4])uniform->data;
1100
1101 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001102 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001103 c[uniform->vsRegisterIndex + i][0] = f[i][0];
1104 c[uniform->vsRegisterIndex + i][1] = f[i][1];
1105 c[uniform->vsRegisterIndex + i][2] = f[i][2];
1106 c[uniform->vsRegisterIndex + i][3] = f[i][3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001107 }
1108 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001109 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001110 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001111 GLfloat (*c)[4] = (GLfloat(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001112 float (*f)[4] = (float(*)[4])uniform->data;
1113
1114 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001115 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001116 c[uniform->psRegisterIndex + i][0] = f[i][0];
1117 c[uniform->psRegisterIndex + i][1] = f[i][1];
1118 c[uniform->psRegisterIndex + i][2] = f[i][2];
1119 c[uniform->psRegisterIndex + i][3] = f[i][3];
1120 }
1121 }
1122 break;
1123 case GL_INT:
1124 case GL_INT_VEC2:
1125 case GL_INT_VEC3:
1126 case GL_INT_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001127 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001128 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001129 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001130 GLint *x = (GLint*)uniform->data;
1131 int count = gl::VariableColumnCount(uniform->type);
1132
1133 for (unsigned int i = 0; i < uniform->registerCount; i++)
1134 {
1135 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = x[i * count + 0];
1136 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = x[i * count + 1];
1137 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = x[i * count + 2];
1138 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = x[i * count + 3];
1139 }
1140 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001141 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001142 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001143 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001144 GLint *x = (GLint*)uniform->data;
1145 int count = gl::VariableColumnCount(uniform->type);
1146
1147 for (unsigned int i = 0; i < uniform->registerCount; i++)
1148 {
1149 if (count >= 1) c[uniform->psRegisterIndex + i][0] = x[i * count + 0];
1150 if (count >= 2) c[uniform->psRegisterIndex + i][1] = x[i * count + 1];
1151 if (count >= 3) c[uniform->psRegisterIndex + i][2] = x[i * count + 2];
1152 if (count >= 4) c[uniform->psRegisterIndex + i][3] = x[i * count + 3];
1153 }
1154 }
1155 break;
1156 case GL_BOOL:
1157 case GL_BOOL_VEC2:
1158 case GL_BOOL_VEC3:
1159 case GL_BOOL_VEC4:
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001160 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001161 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001162 int (*c)[4] = (int(*)[4])mapVS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001163 GLboolean *b = (GLboolean*)uniform->data;
1164 int count = gl::VariableColumnCount(uniform->type);
1165
1166 for (unsigned int i = 0; i < uniform->registerCount; i++)
1167 {
1168 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = b[i * count + 0];
1169 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = b[i * count + 1];
1170 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = b[i * count + 2];
1171 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = b[i * count + 3];
1172 }
1173 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001174 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001175 {
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001176 int (*c)[4] = (int(*)[4])mapPS;
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001177 GLboolean *b = (GLboolean*)uniform->data;
1178 int count = gl::VariableColumnCount(uniform->type);
1179
1180 for (unsigned int i = 0; i < uniform->registerCount; i++)
1181 {
1182 if (count >= 1) c[uniform->psRegisterIndex + i][0] = b[i * count + 0];
1183 if (count >= 2) c[uniform->psRegisterIndex + i][1] = b[i * count + 1];
1184 if (count >= 3) c[uniform->psRegisterIndex + i][2] = b[i * count + 2];
1185 if (count >= 4) c[uniform->psRegisterIndex + i][3] = b[i * count + 3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001186 }
1187 }
1188 break;
1189 default:
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001190 UNREACHABLE();
1191 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001192
1193 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001194 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001195
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001196 if (vertexConstantBuffer && mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001197 {
1198 mDeviceContext->UpdateSubresource(vertexConstantBuffer, 0, NULL, mapVS, 0, 0);
1199 }
1200
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001201 if (pixelConstantBuffer && mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001202 {
1203 mDeviceContext->UpdateSubresource(pixelConstantBuffer, 0, NULL, mapPS, 0, 0);
1204 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001205
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001206 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1207 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
1208
1209 delete[] mapVS;
1210 delete[] mapPS;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001211
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001212 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001213 if (!mDriverConstantBufferVS)
1214 {
1215 D3D11_BUFFER_DESC constantBufferDescription = {0};
1216 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1217 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1218 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1219 constantBufferDescription.CPUAccessFlags = 0;
1220 constantBufferDescription.MiscFlags = 0;
1221 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001222
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001223 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001224 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001225
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001226 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1227 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001228
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001229 if (!mDriverConstantBufferPS)
1230 {
1231 D3D11_BUFFER_DESC constantBufferDescription = {0};
1232 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1233 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1234 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1235 constantBufferDescription.CPUAccessFlags = 0;
1236 constantBufferDescription.MiscFlags = 0;
1237 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001238
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001239 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001240 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001241
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001242 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1243 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001244
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001245 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1246 {
1247 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1248 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1249 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001250
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001251 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1252 {
1253 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1254 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1255 }
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001256}
1257
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001258void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001259{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001260 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1261 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1262 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1263 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001264
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001265 unsigned int stencilUnmasked = 0x0;
1266 if (frameBuffer->hasStencil())
1267 {
1268 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1269 stencilUnmasked = (0x1 << stencilSize) - 1;
1270 }
1271 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1272 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001273
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001274 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1275 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1276 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001277
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001278 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1279 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001280 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001281 }
1282 else
1283 {
1284 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1285 {
1286 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1287 if (renderbufferObject)
1288 {
1289 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1290 if (!renderTarget)
1291 {
1292 ERR("render target pointer unexpectedly null.");
1293 return;
1294 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001295
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001296 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1297 if (!framebufferRTV)
1298 {
1299 ERR("render target view pointer unexpectedly null.");
1300 return;
1301 }
1302
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001303 const float clearValues[4] = { clearParams.colorClearValue.red,
1304 clearParams.colorClearValue.green,
1305 clearParams.colorClearValue.blue,
1306 clearParams.colorClearValue.alpha };
1307 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001308
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001309 framebufferRTV->Release();
1310 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001311 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001312 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001313 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001314 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1315 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001316 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001317 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1318 if (!renderTarget)
1319 {
1320 ERR("render target pointer unexpectedly null.");
1321 return;
1322 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001323
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001324 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1325 if (!framebufferDSV)
1326 {
1327 ERR("depth stencil view pointer unexpectedly null.");
1328 return;
1329 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001330
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001331 UINT clearFlags = 0;
1332 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1333 {
1334 clearFlags |= D3D11_CLEAR_DEPTH;
1335 }
1336 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1337 {
1338 clearFlags |= D3D11_CLEAR_STENCIL;
1339 }
1340
1341 float depthClear = clearParams.depthClearValue;
1342 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1343
1344 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001345
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001346 framebufferDSV->Release();
1347 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001348 }
1349 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001350}
1351
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001352void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1353{
1354 HRESULT result;
1355
1356 if (!mClearResourcesInitialized)
1357 {
1358 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1359
1360 D3D11_BUFFER_DESC vbDesc;
1361 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1362 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1363 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1364 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1365 vbDesc.MiscFlags = 0;
1366 vbDesc.StructureByteStride = 0;
1367
1368 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1369 ASSERT(SUCCEEDED(result));
1370 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1371
1372 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1373 {
1374 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1375 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1376 };
1377
1378 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1379 ASSERT(SUCCEEDED(result));
1380 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1381
1382 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1383 ASSERT(SUCCEEDED(result));
1384 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1385
1386 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1387 ASSERT(SUCCEEDED(result));
1388 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1389
1390 D3D11_RASTERIZER_DESC rsScissorDesc;
1391 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1392 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1393 rsScissorDesc.FrontCounterClockwise = FALSE;
1394 rsScissorDesc.DepthBias = 0;
1395 rsScissorDesc.DepthBiasClamp = 0.0f;
1396 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1397 rsScissorDesc.DepthClipEnable = FALSE;
1398 rsScissorDesc.ScissorEnable = TRUE;
1399 rsScissorDesc.MultisampleEnable = FALSE;
1400 rsScissorDesc.AntialiasedLineEnable = FALSE;
1401
1402 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1403 ASSERT(SUCCEEDED(result));
1404 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1405
1406 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1407 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1408 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1409 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1410 rsNoScissorDesc.DepthBias = 0;
1411 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1412 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1413 rsNoScissorDesc.DepthClipEnable = FALSE;
1414 rsNoScissorDesc.ScissorEnable = FALSE;
1415 rsNoScissorDesc.MultisampleEnable = FALSE;
1416 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1417
1418 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1419 ASSERT(SUCCEEDED(result));
1420 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1421
1422 mClearResourcesInitialized = true;
1423 }
1424
1425 // Prepare the depth stencil state to write depth values if the depth should be cleared
1426 // and stencil values if the stencil should be cleared
1427 gl::DepthStencilState glDSState;
1428 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1429 glDSState.depthFunc = GL_ALWAYS;
1430 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1431 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1432 glDSState.stencilFunc = GL_ALWAYS;
1433 glDSState.stencilMask = 0;
1434 glDSState.stencilFail = GL_REPLACE;
1435 glDSState.stencilPassDepthFail = GL_REPLACE;
1436 glDSState.stencilPassDepthPass = GL_REPLACE;
1437 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1438 glDSState.stencilBackFunc = GL_ALWAYS;
1439 glDSState.stencilBackMask = 0;
1440 glDSState.stencilBackFail = GL_REPLACE;
1441 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1442 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1443 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1444
1445 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1446
1447 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1448
1449 // Prepare the blend state to use a write mask if the color buffer should be cleared
1450 gl::BlendState glBlendState;
1451 glBlendState.blend = false;
1452 glBlendState.sourceBlendRGB = GL_ONE;
1453 glBlendState.destBlendRGB = GL_ZERO;
1454 glBlendState.sourceBlendAlpha = GL_ONE;
1455 glBlendState.destBlendAlpha = GL_ZERO;
1456 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1457 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1458 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1459 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1460 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1461 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1462 glBlendState.sampleAlphaToCoverage = false;
1463 glBlendState.dither = false;
1464
1465 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1466 static const UINT sampleMask = 0xFFFFFFFF;
1467
1468 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1469
1470 // Set the vertices
1471 D3D11_MAPPED_SUBRESOURCE mappedResource;
1472 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1473 if (FAILED(result))
1474 {
1475 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1476 return;
1477 }
1478
1479 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1480
1481 float depthClear = gl::clamp01(clearParams.depthClearValue);
1482 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1483 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1484 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1485 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1486
1487 mDeviceContext->Unmap(mClearVB, 0);
1488
1489 // Apply state
1490 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1491 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1492 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1493
1494 // Apply shaders
1495 mDeviceContext->IASetInputLayout(mClearIL);
1496 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1497 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
1498
1499 // Apply vertex buffer
1500 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1501 static UINT startIdx = 0;
1502 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1503 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1504
1505 // Draw the clear quad
1506 mDeviceContext->Draw(4, 0);
1507
1508 // Clean up
1509 markAllStateDirty();
1510}
1511
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001512void Renderer11::markAllStateDirty()
1513{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001514 mAppliedRenderTargetSerial = 0;
1515 mAppliedDepthbufferSerial = 0;
1516 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001517 mDepthStencilInitialized = false;
1518 mRenderTargetDescInitialized = false;
1519
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001520 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001521 {
1522 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001523 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001524 }
1525 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1526 {
1527 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001528 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001529 }
1530
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001531 mForceSetBlendState = true;
1532 mForceSetRasterState = true;
1533 mForceSetDepthStencilState = true;
1534 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001535 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001536
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001537 mAppliedIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001538 mAppliedIBOffset = 0;
1539
daniel@transgaming.come4991412012-12-20 20:55:34 +00001540 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001541 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1542 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001543}
1544
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001545void Renderer11::releaseDeviceResources()
1546{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001547 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001548 mInputLayoutCache.clear();
1549
1550 delete mVertexDataManager;
1551 mVertexDataManager = NULL;
1552
1553 delete mIndexDataManager;
1554 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001555
1556 delete mLineLoopIB;
1557 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001558
1559 delete mTriangleFanIB;
1560 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001561
1562 if (mCopyVB)
1563 {
1564 mCopyVB->Release();
1565 mCopyVB = NULL;
1566 }
1567
1568 if (mCopySampler)
1569 {
1570 mCopySampler->Release();
1571 mCopySampler = NULL;
1572 }
1573
1574 if (mCopyIL)
1575 {
1576 mCopyIL->Release();
1577 mCopyIL = NULL;
1578 }
1579
1580 if (mCopyVS)
1581 {
1582 mCopyVS->Release();
1583 mCopyVS = NULL;
1584 }
1585
1586 if (mCopyRGBAPS)
1587 {
1588 mCopyRGBAPS->Release();
1589 mCopyRGBAPS = NULL;
1590 }
1591
1592 if (mCopyRGBPS)
1593 {
1594 mCopyRGBPS->Release();
1595 mCopyRGBPS = NULL;
1596 }
1597
1598 if (mCopyLumPS)
1599 {
1600 mCopyLumPS->Release();
1601 mCopyLumPS = NULL;
1602 }
1603
1604 if (mCopyLumAlphaPS)
1605 {
1606 mCopyLumAlphaPS->Release();
1607 mCopyLumAlphaPS = NULL;
1608 }
1609
1610 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001611
1612 if (mClearVB)
1613 {
1614 mClearVB->Release();
1615 mClearVB = NULL;
1616 }
1617
1618 if (mClearIL)
1619 {
1620 mClearIL->Release();
1621 mClearIL = NULL;
1622 }
1623
1624 if (mClearVS)
1625 {
1626 mClearVS->Release();
1627 mClearVS = NULL;
1628 }
1629
1630 if (mClearPS)
1631 {
1632 mClearPS->Release();
1633 mClearPS = NULL;
1634 }
1635
1636 if (mClearScissorRS)
1637 {
1638 mClearScissorRS->Release();
1639 mClearScissorRS = NULL;
1640 }
1641
1642 if (mClearNoScissorRS)
1643 {
1644 mClearNoScissorRS->Release();
1645 mClearNoScissorRS = NULL;
1646 }
1647
1648 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001649
1650 if (mDriverConstantBufferVS)
1651 {
1652 mDriverConstantBufferVS->Release();
1653 mDriverConstantBufferVS = NULL;
1654 }
1655
1656 if (mDriverConstantBufferPS)
1657 {
1658 mDriverConstantBufferPS->Release();
1659 mDriverConstantBufferPS = NULL;
1660 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001661}
1662
1663void Renderer11::markDeviceLost()
1664{
1665 mDeviceLost = true;
1666}
1667
1668bool Renderer11::isDeviceLost()
1669{
1670 return mDeviceLost;
1671}
1672
1673// set notify to true to broadcast a message to all contexts of the device loss
1674bool Renderer11::testDeviceLost(bool notify)
1675{
1676 bool isLost = false;
1677
1678 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +00001679 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001680
1681 if (isLost)
1682 {
1683 // ensure we note the device loss --
1684 // we'll probably get this done again by markDeviceLost
1685 // but best to remember it!
1686 // Note that we don't want to clear the device loss status here
1687 // -- this needs to be done by resetDevice
1688 mDeviceLost = true;
1689 if (notify)
1690 {
1691 mDisplay->notifyDeviceLost();
1692 }
1693 }
1694
1695 return isLost;
1696}
1697
1698bool Renderer11::testDeviceResettable()
1699{
1700 HRESULT status = D3D_OK;
1701
1702 // TODO
1703 UNIMPLEMENTED();
1704
1705 switch (status)
1706 {
1707 case D3DERR_DEVICENOTRESET:
1708 case D3DERR_DEVICEHUNG:
1709 return true;
1710 default:
1711 return false;
1712 }
1713}
1714
1715bool Renderer11::resetDevice()
1716{
1717 releaseDeviceResources();
1718
1719 // TODO
1720 UNIMPLEMENTED();
1721
1722 // reset device defaults
1723 initializeDevice();
1724 mDeviceLost = false;
1725
1726 return true;
1727}
1728
1729DWORD Renderer11::getAdapterVendor() const
1730{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001731 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001732}
1733
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001734std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001735{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001736 std::ostringstream rendererString;
1737
1738 rendererString << mDescription;
1739 rendererString << " Direct3D11";
1740
1741 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1742 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1743
1744 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001745}
1746
1747GUID Renderer11::getAdapterIdentifier() const
1748{
1749 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001750 // UNIMPLEMENTED();
1751 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001752 return foo;
1753}
1754
1755bool Renderer11::getDXT1TextureSupport()
1756{
1757 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001758 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001759 return false;
1760}
1761
1762bool Renderer11::getDXT3TextureSupport()
1763{
1764 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001765 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001766 return false;
1767}
1768
1769bool Renderer11::getDXT5TextureSupport()
1770{
1771 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001772 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001773 return false;
1774}
1775
1776bool Renderer11::getDepthTextureSupport() const
1777{
1778 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001779 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001780 return false;
1781}
1782
1783bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
1784{
1785 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001786 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001787
1788 *filtering = false;
1789 *renderable = false;
1790 return false;
1791}
1792
1793bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
1794{
1795 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001796 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001797
1798 *filtering = false;
1799 *renderable = false;
1800 return false;
1801}
1802
1803bool Renderer11::getLuminanceTextureSupport()
1804{
1805 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001806 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001807 return false;
1808}
1809
1810bool Renderer11::getLuminanceAlphaTextureSupport()
1811{
1812 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001813 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001814 return false;
1815}
1816
1817bool Renderer11::getTextureFilterAnisotropySupport() const
1818{
1819 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001820 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001821 return false;
1822}
1823
1824float Renderer11::getTextureMaxAnisotropy() const
1825{
1826 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001827 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001828 return 1.0f;
1829}
1830
1831bool Renderer11::getEventQuerySupport()
1832{
1833 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001834 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001835 return false;
1836}
1837
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001838unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001839{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001840 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
1841 switch (mFeatureLevel)
1842 {
1843 case D3D_FEATURE_LEVEL_11_0:
1844 case D3D_FEATURE_LEVEL_10_1:
1845 case D3D_FEATURE_LEVEL_10_0:
1846 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
1847 default: UNREACHABLE();
1848 return 0;
1849 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001850}
1851
1852bool Renderer11::getNonPower2TextureSupport() const
1853{
1854 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001855 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001856 return false;
1857}
1858
1859bool Renderer11::getOcclusionQuerySupport() const
1860{
1861 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001862 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001863 return false;
1864}
1865
1866bool Renderer11::getInstancingSupport() const
1867{
1868 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001869 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001870 return false;
1871}
1872
1873bool Renderer11::getShareHandleSupport() const
1874{
1875 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001876 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001877
1878 // PIX doesn't seem to support using share handles, so disable them.
1879 return false && !gl::perfActive();
1880}
1881
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00001882bool Renderer11::getDerivativeInstructionSupport() const
1883{
1884 // TODO
1885 // UNIMPLEMENTED();
1886 return false;
1887}
1888
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001889int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001890{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001891 switch (mFeatureLevel)
1892 {
1893 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001894 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001895 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
1896 default: UNREACHABLE(); return 0;
1897 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001898}
1899
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001900int Renderer11::getMinorShaderModel() const
1901{
1902 switch (mFeatureLevel)
1903 {
1904 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
1905 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
1906 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
1907 default: UNREACHABLE(); return 0;
1908 }
1909}
1910
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001911float Renderer11::getMaxPointSize() const
1912{
1913 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001914 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001915 return 1.0f;
1916}
1917
1918int Renderer11::getMaxTextureWidth() const
1919{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001920 switch (mFeatureLevel)
1921 {
1922 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1923 case D3D_FEATURE_LEVEL_10_1:
1924 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1925 default: UNREACHABLE(); return 0;
1926 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001927}
1928
1929int Renderer11::getMaxTextureHeight() const
1930{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001931 switch (mFeatureLevel)
1932 {
1933 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1934 case D3D_FEATURE_LEVEL_10_1:
1935 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1936 default: UNREACHABLE(); return 0;
1937 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001938}
1939
1940bool Renderer11::get32BitIndexSupport() const
1941{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001942 switch (mFeatureLevel)
1943 {
1944 case D3D_FEATURE_LEVEL_11_0:
1945 case D3D_FEATURE_LEVEL_10_1:
1946 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
1947 default: UNREACHABLE(); return false;
1948 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001949}
1950
1951int Renderer11::getMinSwapInterval() const
1952{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001953 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001954}
1955
1956int Renderer11::getMaxSwapInterval() const
1957{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001958 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001959}
1960
1961int Renderer11::getMaxSupportedSamples() const
1962{
1963 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001964 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001965 return 1;
1966}
1967
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001968bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001969{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001970 if (source && dest)
1971 {
1972 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
1973 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
1974
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001975 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001976 return true;
1977 }
1978
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001979 return false;
1980}
1981
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001982bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001983{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001984 if (source && dest)
1985 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001986 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
1987 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001988
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001989 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001990 return true;
1991 }
1992
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001993 return false;
1994}
1995
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00001996bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001997 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00001998{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001999 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2000 if (!colorbuffer)
2001 {
2002 ERR("Failed to retrieve the color buffer from the frame buffer.");
2003 return error(GL_OUT_OF_MEMORY, false);
2004 }
2005
2006 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2007 if (!sourceRenderTarget)
2008 {
2009 ERR("Failed to retrieve the render target from the frame buffer.");
2010 return error(GL_OUT_OF_MEMORY, false);
2011 }
2012
2013 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2014 if (!source)
2015 {
2016 ERR("Failed to retrieve the render target view from the render target.");
2017 return error(GL_OUT_OF_MEMORY, false);
2018 }
2019
2020 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2021 if (!storage11)
2022 {
2023 source->Release();
2024 ERR("Failed to retrieve the texture storage from the destination.");
2025 return error(GL_OUT_OF_MEMORY, false);
2026 }
2027
2028 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2029 if (!destRenderTarget)
2030 {
2031 source->Release();
2032 ERR("Failed to retrieve the render target from the destination storage.");
2033 return error(GL_OUT_OF_MEMORY, false);
2034 }
2035
2036 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2037 if (!dest)
2038 {
2039 source->Release();
2040 ERR("Failed to retrieve the render target view from the destination render target.");
2041 return error(GL_OUT_OF_MEMORY, false);
2042 }
2043
2044 gl::Rectangle destRect;
2045 destRect.x = xoffset;
2046 destRect.y = yoffset;
2047 destRect.width = sourceRect.width;
2048 destRect.height = sourceRect.height;
2049
2050 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2051 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2052
2053 source->Release();
2054 dest->Release();
2055
2056 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002057}
2058
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002059bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002060 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002061{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002062 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2063 if (!colorbuffer)
2064 {
2065 ERR("Failed to retrieve the color buffer from the frame buffer.");
2066 return error(GL_OUT_OF_MEMORY, false);
2067 }
2068
2069 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2070 if (!sourceRenderTarget)
2071 {
2072 ERR("Failed to retrieve the render target from the frame buffer.");
2073 return error(GL_OUT_OF_MEMORY, false);
2074 }
2075
2076 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2077 if (!source)
2078 {
2079 ERR("Failed to retrieve the render target view from the render target.");
2080 return error(GL_OUT_OF_MEMORY, false);
2081 }
2082
2083 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2084 if (!storage11)
2085 {
2086 source->Release();
2087 ERR("Failed to retrieve the texture storage from the destination.");
2088 return error(GL_OUT_OF_MEMORY, false);
2089 }
2090
2091 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2092 if (!destRenderTarget)
2093 {
2094 source->Release();
2095 ERR("Failed to retrieve the render target from the destination storage.");
2096 return error(GL_OUT_OF_MEMORY, false);
2097 }
2098
2099 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2100 if (!dest)
2101 {
2102 source->Release();
2103 ERR("Failed to retrieve the render target view from the destination render target.");
2104 return error(GL_OUT_OF_MEMORY, false);
2105 }
2106
2107 gl::Rectangle destRect;
2108 destRect.x = xoffset;
2109 destRect.y = yoffset;
2110 destRect.width = sourceRect.width;
2111 destRect.height = sourceRect.height;
2112
2113 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2114 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2115
2116 source->Release();
2117 dest->Release();
2118
2119 return ret;
2120}
2121
2122bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2123 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2124{
2125 HRESULT result;
2126
2127 if (!mCopyResourcesInitialized)
2128 {
2129 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2130
2131 D3D11_BUFFER_DESC vbDesc;
2132 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2133 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2134 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2135 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2136 vbDesc.MiscFlags = 0;
2137 vbDesc.StructureByteStride = 0;
2138
2139 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2140 ASSERT(SUCCEEDED(result));
2141 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2142
2143 D3D11_SAMPLER_DESC samplerDesc;
2144 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2145 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2146 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2147 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2148 samplerDesc.MipLODBias = 0.0f;
2149 samplerDesc.MaxAnisotropy = 0;
2150 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2151 samplerDesc.BorderColor[0] = 0.0f;
2152 samplerDesc.BorderColor[1] = 0.0f;
2153 samplerDesc.BorderColor[2] = 0.0f;
2154 samplerDesc.BorderColor[3] = 0.0f;
2155 samplerDesc.MinLOD = 0.0f;
2156 samplerDesc.MaxLOD = 0.0f;
2157
2158 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2159 ASSERT(SUCCEEDED(result));
2160 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2161
2162 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2163 {
2164 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2165 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2166 };
2167
2168 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2169 ASSERT(SUCCEEDED(result));
2170 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2171
2172 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2173 ASSERT(SUCCEEDED(result));
2174 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2175
2176 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2177 ASSERT(SUCCEEDED(result));
2178 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2179
2180 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2181 ASSERT(SUCCEEDED(result));
2182 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2183
2184 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2185 ASSERT(SUCCEEDED(result));
2186 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2187
2188 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2189 ASSERT(SUCCEEDED(result));
2190 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2191
2192 mCopyResourcesInitialized = true;
2193 }
2194
2195 // Verify the source and destination area sizes
2196 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2197 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2198 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2199 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2200 {
2201 return error(GL_INVALID_VALUE, false);
2202 }
2203
2204 // Set vertices
2205 D3D11_MAPPED_SUBRESOURCE mappedResource;
2206 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2207 if (FAILED(result))
2208 {
2209 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
2210 return error(GL_OUT_OF_MEMORY, false);
2211 }
2212
2213 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2214
2215 // Create a quad in homogeneous coordinates
2216 float x1 = (destArea.x / destWidth) * 2.0f - 1.0f;
2217 float y1 = (destArea.y / destHeight) * 2.0f - 1.0f;
2218 float x2 = ((destArea.x + destArea.width) / destWidth) * 2.0f - 1.0f;
2219 float y2 = ((destArea.y + destArea.height) / destHeight) * 2.0f - 1.0f;
2220
2221 float u1 = sourceArea.x / float(sourceWidth);
2222 float v1 = sourceArea.y / float(sourceHeight);
2223 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2224 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2225
2226 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2227 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2228 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2229 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2230
2231 mDeviceContext->Unmap(mCopyVB, 0);
2232
2233 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2234 static UINT startIdx = 0;
2235 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2236
2237 // Apply state
2238 static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
2239 mDeviceContext->OMSetBlendState(NULL, blendFactor, 0xFFFFFFF);
2240 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2241 mDeviceContext->RSSetState(NULL);
2242
2243 // Apply shaders
2244 mDeviceContext->IASetInputLayout(mCopyIL);
2245 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2246 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2247
2248 ID3D11PixelShader *ps = NULL;
2249 switch(destFormat)
2250 {
2251 case GL_RGBA: ps = mCopyRGBAPS; break;
2252 case GL_RGB: ps = mCopyRGBPS; break;
2253 case GL_ALPHA: ps = mCopyRGBAPS; break;
2254 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2255 case GL_LUMINANCE: ps = mCopyLumPS; break;
2256 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2257 default: UNREACHABLE(); ps = NULL; break;
2258 }
2259
2260 mDeviceContext->PSSetShader(ps, NULL, 0);
2261
2262 // Unset the currently bound shader resource to avoid conflicts
2263 static ID3D11ShaderResourceView *const nullSRV = NULL;
2264 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2265
2266 // Apply render targets
2267 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2268
2269 // Set the viewport
2270 D3D11_VIEWPORT viewport;
2271 viewport.TopLeftX = 0;
2272 viewport.TopLeftY = 0;
2273 viewport.Width = destWidth;
2274 viewport.Height = destHeight;
2275 viewport.MinDepth = 0.0f;
2276 viewport.MaxDepth = 1.0f;
2277 mDeviceContext->RSSetViewports(1, &viewport);
2278
2279 // Apply textures
2280 mDeviceContext->PSSetShaderResources(0, 1, &source);
2281 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2282
2283 // Draw the quad
2284 mDeviceContext->Draw(4, 0);
2285
2286 // Unbind textures and render targets and vertex buffer
2287 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2288
2289 static ID3D11RenderTargetView *const nullRTV = NULL;
2290 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2291
2292 static UINT zero = 0;
2293 static ID3D11Buffer *const nullBuffer = NULL;
2294 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2295
2296 markAllStateDirty();
2297
2298 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002299}
2300
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002301RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2302{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002303 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002304 RenderTarget11 *renderTarget = NULL;
2305 if (depth)
2306 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002307 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), NULL,
2308 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002309 }
2310 else
2311 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002312 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
2313 swapChain11->getRenderTargetShaderResource(),
2314 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002315 }
2316 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002317}
2318
2319RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2320{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002321 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2322 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002323}
2324
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002325ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, GLenum type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002326{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002327 ShaderExecutable11 *executable = NULL;
2328
2329 switch (type)
2330 {
2331 case GL_VERTEX_SHADER:
2332 {
2333 ID3D11VertexShader *vshader = NULL;
2334 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2335 ASSERT(SUCCEEDED(result));
2336
2337 if (vshader)
2338 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002339 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002340 }
2341 }
2342 break;
2343 case GL_FRAGMENT_SHADER:
2344 {
2345 ID3D11PixelShader *pshader = NULL;
2346 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2347 ASSERT(SUCCEEDED(result));
2348
2349 if (pshader)
2350 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002351 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002352 }
2353 }
2354 break;
2355 default:
2356 UNREACHABLE();
2357 break;
2358 }
2359
2360 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002361}
2362
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002363ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
2364{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002365 const char *profile = NULL;
2366
2367 switch (type)
2368 {
2369 case GL_VERTEX_SHADER:
2370 profile = "vs_4_0";
2371 break;
2372 case GL_FRAGMENT_SHADER:
2373 profile = "ps_4_0";
2374 break;
2375 default:
2376 UNREACHABLE();
2377 return NULL;
2378 }
2379
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00002380 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002381 if (!binary)
2382 return NULL;
2383
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002384 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002385 binary->Release();
2386
2387 return executable;
2388}
2389
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002390VertexBuffer *Renderer11::createVertexBuffer()
2391{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002392 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002393}
2394
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002395IndexBuffer *Renderer11::createIndexBuffer()
2396{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002397 return new IndexBuffer11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002398}
2399
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002400bool Renderer11::getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
2401{
2402 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2403 if (colorbuffer)
2404 {
2405 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2406 if (renderTarget)
2407 {
2408 *subresourceIndex = renderTarget->getSubresourceIndex();
2409
2410 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2411 if (colorBufferRTV)
2412 {
2413 ID3D11Resource *textureResource = NULL;
2414 colorBufferRTV->GetResource(&textureResource);
2415 colorBufferRTV->Release();
2416
2417 if (textureResource)
2418 {
2419 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2420 textureResource->Release();
2421
2422 if (SUCCEEDED(result))
2423 {
2424 return true;
2425 }
2426 else
2427 {
2428 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2429 "HRESULT: 0x%X.", result);
2430 }
2431 }
2432 }
2433 }
2434 }
2435
2436 return false;
2437}
2438
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002439bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
2440 bool blitRenderTarget, bool blitDepthStencil)
2441{
2442 // TODO
2443 UNIMPLEMENTED();
2444 return false;
2445}
2446
2447void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2448 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2449{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002450 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002451 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002452
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002453 if (getRenderTargetResource(framebuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002454 {
2455 gl::Rectangle area;
2456 area.x = x;
2457 area.y = y;
2458 area.width = width;
2459 area.height = height;
2460
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002461 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2462 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002463
2464 colorBufferTexture->Release();
2465 colorBufferTexture = NULL;
2466 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002467}
2468
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002469Image *Renderer11::createImage()
2470{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002471 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002472}
2473
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002474void Renderer11::generateMipmap(Image *dest, Image *src)
2475{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002476 Image11 *dest11 = Image11::makeImage11(dest);
2477 Image11 *src11 = Image11::makeImage11(src);
2478 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002479}
2480
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002481TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2482{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002483 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2484 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002485}
2486
2487TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2488{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002489 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002490}
2491
2492TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2493{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002494 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002495}
2496
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002497static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2498{
2499 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2500 destFormat == GL_ALPHA &&
2501 destType == GL_UNSIGNED_BYTE)
2502 {
2503 return 1;
2504 }
2505 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2506 destFormat == GL_RGBA &&
2507 destType == GL_UNSIGNED_BYTE)
2508 {
2509 return 4;
2510 }
2511 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2512 destFormat == GL_BGRA_EXT &&
2513 destType == GL_UNSIGNED_BYTE)
2514 {
2515 return 4;
2516 }
2517 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2518 destFormat == GL_RGBA &&
2519 destType == GL_HALF_FLOAT_OES)
2520 {
2521 return 8;
2522 }
2523 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2524 destFormat == GL_RGB &&
2525 destType == GL_FLOAT)
2526 {
2527 return 12;
2528 }
2529 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2530 destFormat == GL_RGBA &&
2531 destType == GL_FLOAT)
2532 {
2533 return 16;
2534 }
2535 else
2536 {
2537 return 0;
2538 }
2539}
2540
2541static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2542 unsigned int y, int inputPitch, gl::Color *outColor)
2543{
2544 switch (format)
2545 {
2546 case DXGI_FORMAT_R8G8B8A8_UNORM:
2547 {
2548 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
2549 outColor->red = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
2550 outColor->green = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
2551 outColor->blue = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
2552 outColor->alpha = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
2553 }
2554 break;
2555
2556 case DXGI_FORMAT_A8_UNORM:
2557 {
2558 outColor->red = 0.0f;
2559 outColor->green = 0.0f;
2560 outColor->blue = 0.0f;
2561 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
2562 }
2563 break;
2564
2565 case DXGI_FORMAT_R32G32B32A32_FLOAT:
2566 {
2567 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
2568 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
2569 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
2570 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
2571 }
2572 break;
2573
2574 case DXGI_FORMAT_R32G32B32_FLOAT:
2575 {
2576 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
2577 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
2578 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
2579 outColor->alpha = 1.0f;
2580 }
2581 break;
2582
2583 case DXGI_FORMAT_R16G16B16A16_FLOAT:
2584 {
2585 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
2586 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
2587 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
2588 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
2589 }
2590 break;
2591
2592 case DXGI_FORMAT_B8G8R8A8_UNORM:
2593 {
2594 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
2595 outColor->red = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
2596 outColor->blue = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
2597 outColor->green = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
2598 outColor->alpha = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
2599 }
2600 break;
2601
2602 case DXGI_FORMAT_R8_UNORM:
2603 {
2604 outColor->red = *(data + x + y * inputPitch) / 255.0f;
2605 outColor->green = 0.0f;
2606 outColor->blue = 0.0f;
2607 outColor->alpha = 1.0f;
2608 }
2609 break;
2610
2611 case DXGI_FORMAT_R8G8_UNORM:
2612 {
2613 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
2614
2615 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
2616 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
2617 outColor->blue = 0.0f;
2618 outColor->alpha = 1.0f;
2619 }
2620 break;
2621
2622 case DXGI_FORMAT_R16_FLOAT:
2623 {
2624 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
2625 outColor->green = 0.0f;
2626 outColor->blue = 0.0f;
2627 outColor->alpha = 1.0f;
2628 }
2629 break;
2630
2631 case DXGI_FORMAT_R16G16_FLOAT:
2632 {
2633 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
2634 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
2635 outColor->blue = 0.0f;
2636 outColor->alpha = 1.0f;
2637 }
2638 break;
2639
2640 default:
2641 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
2642 UNIMPLEMENTED();
2643 break;
2644 }
2645}
2646
2647static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
2648 unsigned int y, int outputPitch, void *outData)
2649{
2650 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
2651 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
2652
2653 switch (format)
2654 {
2655 case GL_RGBA:
2656 switch (type)
2657 {
2658 case GL_UNSIGNED_BYTE:
2659 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2660 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2661 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2662 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2663 break;
2664
2665 default:
2666 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
2667 UNIMPLEMENTED();
2668 break;
2669 }
2670 break;
2671
2672 case GL_BGRA_EXT:
2673 switch (type)
2674 {
2675 case GL_UNSIGNED_BYTE:
2676 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2677 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2678 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
2679 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2680 break;
2681
2682 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2683 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2684 // this type is packed as follows:
2685 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2686 // --------------------------------------------------------------------------------
2687 // | 4th | 3rd | 2nd | 1st component |
2688 // --------------------------------------------------------------------------------
2689 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2690 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2691 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
2692 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
2693 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
2694 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
2695 break;
2696
2697 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2698 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2699 // this type is packed as follows:
2700 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2701 // --------------------------------------------------------------------------------
2702 // | 4th | 3rd | 2nd | 1st component |
2703 // --------------------------------------------------------------------------------
2704 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2705 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2706 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
2707 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
2708 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
2709 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
2710 break;
2711
2712 default:
2713 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
2714 UNIMPLEMENTED();
2715 break;
2716 }
2717 break;
2718
2719 case GL_RGB:
2720 switch (type)
2721 {
2722 case GL_UNSIGNED_SHORT_5_6_5:
2723 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2724 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
2725 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
2726 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
2727 break;
2728
2729 case GL_UNSIGNED_BYTE:
2730 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2731 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2732 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2733 break;
2734
2735 default:
2736 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
2737 UNIMPLEMENTED();
2738 break;
2739 }
2740 break;
2741
2742 default:
2743 ERR("WritePixelColor not implemented for format 0x%X.", format);
2744 UNIMPLEMENTED();
2745 break;
2746 }
2747}
2748
2749void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
2750 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
2751 GLint packAlignment, void *pixels)
2752{
2753 D3D11_TEXTURE2D_DESC textureDesc;
2754 texture->GetDesc(&textureDesc);
2755
2756 D3D11_TEXTURE2D_DESC stagingDesc;
2757 stagingDesc.Width = area.width;
2758 stagingDesc.Height = area.height;
2759 stagingDesc.MipLevels = 1;
2760 stagingDesc.ArraySize = 1;
2761 stagingDesc.Format = textureDesc.Format;
2762 stagingDesc.SampleDesc.Count = 1;
2763 stagingDesc.SampleDesc.Quality = 0;
2764 stagingDesc.Usage = D3D11_USAGE_STAGING;
2765 stagingDesc.BindFlags = 0;
2766 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
2767 stagingDesc.MiscFlags = 0;
2768
2769 ID3D11Texture2D* stagingTex = NULL;
2770 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
2771 if (FAILED(result))
2772 {
2773 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
2774 return;
2775 }
2776
2777 ID3D11Texture2D* srcTex = NULL;
2778 if (textureDesc.SampleDesc.Count > 1)
2779 {
2780 D3D11_TEXTURE2D_DESC resolveDesc;
2781 resolveDesc.Width = textureDesc.Width;
2782 resolveDesc.Height = textureDesc.Height;
2783 resolveDesc.MipLevels = 1;
2784 resolveDesc.ArraySize = 1;
2785 resolveDesc.Format = textureDesc.Format;
2786 resolveDesc.SampleDesc.Count = 1;
2787 resolveDesc.SampleDesc.Quality = 0;
2788 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
2789 resolveDesc.BindFlags = 0;
2790 resolveDesc.CPUAccessFlags = 0;
2791 resolveDesc.MiscFlags = 0;
2792
2793 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
2794 if (FAILED(result))
2795 {
2796 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
2797 stagingTex->Release();
2798 return;
2799 }
2800
2801 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
2802 subResource = 0;
2803 }
2804 else
2805 {
2806 srcTex = texture;
2807 srcTex->AddRef();
2808 }
2809
2810 D3D11_BOX srcBox;
2811 srcBox.left = area.x;
2812 srcBox.right = area.x + area.width;
2813 srcBox.top = area.y;
2814 srcBox.bottom = area.y + area.height;
2815 srcBox.front = 0;
2816 srcBox.back = 1;
2817
2818 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
2819
2820 srcTex->Release();
2821 srcTex = NULL;
2822
2823 D3D11_MAPPED_SUBRESOURCE mapping;
2824 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
2825
2826 unsigned char *source;
2827 int inputPitch;
2828 if (packReverseRowOrder)
2829 {
2830 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
2831 inputPitch = -static_cast<int>(mapping.RowPitch);
2832 }
2833 else
2834 {
2835 source = static_cast<unsigned char*>(mapping.pData);
2836 inputPitch = static_cast<int>(mapping.RowPitch);
2837 }
2838
2839 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
2840 if (fastPixelSize != 0)
2841 {
2842 unsigned char *dest = static_cast<unsigned char*>(pixels);
2843 for (int j = 0; j < area.height; j++)
2844 {
2845 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
2846 }
2847 }
2848 else
2849 {
2850 gl::Color pixelColor;
2851 for (int j = 0; j < area.height; j++)
2852 {
2853 for (int i = 0; i < area.width; i++)
2854 {
2855 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
2856 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
2857 }
2858 }
2859 }
2860
2861 mDeviceContext->Unmap(stagingTex, 0);
2862
2863 stagingTex->Release();
2864 stagingTex = NULL;
2865}
2866
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002867}