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shannon.woods@transgaming.combdf2d802013-02-28 23:16:20 +00001#include "precompiled.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00003// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00004// Use of this source code is governed by a BSD-style license that can be
5// found in the LICENSE file.
6//
7
8// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
9
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000012#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000013#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000014#include "libGLESv2/Framebuffer.h"
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000015#include "libGLESv2/RenderBuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000016#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000017#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000018#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000019#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000020#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000021#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000022#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000023#include "libGLESv2/renderer/IndexBuffer11.h"
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +000024#include "libGLESv2/renderer/BufferStorage11.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"
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +000028#include "libGLESv2/renderer/Query11.h"
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +000029#include "libGLESv2/renderer/Fence11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000030
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000031#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
32#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h"
34#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h"
35#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h"
36
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000037#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
38#include "libGLESv2/renderer/shaders/compiled/clear11ps.h"
39
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000040#include "libEGL/Display.h"
41
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +000042#ifdef _DEBUG
43// this flag enables suppressing some spurious warnings that pop up in certain WebGL samples
44// and conformance tests. to enable all warnings, remove this define.
45#define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1
46#endif
47
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000048namespace rx
49{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000050static const DXGI_FORMAT RenderTargetFormats[] =
51 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000052 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000053 DXGI_FORMAT_R8G8B8A8_UNORM
54 };
55
56static const DXGI_FORMAT DepthStencilFormats[] =
57 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000058 DXGI_FORMAT_UNKNOWN,
59 DXGI_FORMAT_D24_UNORM_S8_UINT,
60 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000061 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000062
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000063enum
64{
65 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
66};
67
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000068Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
69{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000070 mVertexDataManager = NULL;
71 mIndexDataManager = NULL;
72
daniel@transgaming.comc5114302012-12-20 21:11:36 +000073 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000074 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000075
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000076 mCopyResourcesInitialized = false;
77 mCopyVB = NULL;
78 mCopySampler = NULL;
79 mCopyIL = NULL;
80 mCopyVS = NULL;
81 mCopyRGBAPS = NULL;
82 mCopyRGBPS = NULL;
83 mCopyLumPS = NULL;
84 mCopyLumAlphaPS = NULL;
85
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000086 mClearResourcesInitialized = false;
87 mClearVB = NULL;
88 mClearIL = NULL;
89 mClearVS = NULL;
90 mClearPS = NULL;
91 mClearScissorRS = NULL;
92 mClearNoScissorRS = NULL;
93
daniel@transgaming.combdf787f2013-02-01 03:20:36 +000094 mSyncQuery = NULL;
95
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000096 mD3d11Module = NULL;
97 mDxgiModule = NULL;
98
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000099 mDeviceLost = false;
100
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000101 mMaxSupportedSamples = 0;
102
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000103 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000104 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000105 mDxgiAdapter = NULL;
106 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000107
108 mDriverConstantBufferVS = NULL;
109 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000110
111 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000112
113 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000114}
115
116Renderer11::~Renderer11()
117{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000118 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000119}
120
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000121Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
122{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000123 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000124 return static_cast<rx::Renderer11*>(renderer);
125}
126
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000127EGLint Renderer11::initialize()
128{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000129 if (!initializeCompiler())
130 {
131 return EGL_NOT_INITIALIZED;
132 }
133
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000134 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
135 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000136
137 if (mD3d11Module == NULL || mDxgiModule == NULL)
138 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000139 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000140 return EGL_NOT_INITIALIZED;
141 }
142
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000143 // create the D3D11 device
144 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000145 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000146
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000147 if (D3D11CreateDevice == NULL)
148 {
149 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
150 return EGL_NOT_INITIALIZED;
151 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000152
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000153 D3D_FEATURE_LEVEL featureLevels[] =
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000154 {
155 D3D_FEATURE_LEVEL_11_0,
156 D3D_FEATURE_LEVEL_10_1,
157 D3D_FEATURE_LEVEL_10_0,
158 };
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000159
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000160 HRESULT result = D3D11CreateDevice(NULL,
161 D3D_DRIVER_TYPE_HARDWARE,
162 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000163 #if defined(_DEBUG)
164 D3D11_CREATE_DEVICE_DEBUG,
165 #else
166 0,
167 #endif
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000168 featureLevels,
169 ArraySize(featureLevels),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000170 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000171 &mDevice,
172 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000173 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000174
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000175 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000176 {
177 ERR("Could not create D3D11 device - aborting!\n");
178 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
179 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000180
181 IDXGIDevice *dxgiDevice = NULL;
182 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
183
184 if (FAILED(result))
185 {
186 ERR("Could not query DXGI device - aborting!\n");
187 return EGL_NOT_INITIALIZED;
188 }
189
190 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
191
192 if (FAILED(result))
193 {
194 ERR("Could not retrieve DXGI adapter - aborting!\n");
195 return EGL_NOT_INITIALIZED;
196 }
197
198 dxgiDevice->Release();
199
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000200 mDxgiAdapter->GetDesc(&mAdapterDescription);
201 memset(mDescription, 0, sizeof(mDescription));
202 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
203
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000204 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
205
206 if (!mDxgiFactory || FAILED(result))
207 {
208 ERR("Could not create DXGI factory - aborting!\n");
209 return EGL_NOT_INITIALIZED;
210 }
211
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000212 // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
213#if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
214 ID3D11InfoQueue *infoQueue;
215 result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue);
216
217 if (SUCCEEDED(result))
218 {
219 D3D11_MESSAGE_ID hideMessages[] =
220 {
221 D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETS_HAZARD,
222 D3D11_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_HAZARD
223 };
224
225 D3D11_INFO_QUEUE_FILTER filter = {0};
226 filter.DenyList.NumIDs = ArraySize(hideMessages);
227 filter.DenyList.pIDList = hideMessages;
228
229 infoQueue->AddStorageFilterEntries(&filter);
230
231 infoQueue->Release();
232 }
233#endif
234
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000235 unsigned int maxSupportedSamples = 0;
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000236 unsigned int rtFormatCount = ArraySize(RenderTargetFormats);
237 unsigned int dsFormatCount = ArraySize(DepthStencilFormats);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000238 for (unsigned int i = 0; i < rtFormatCount + dsFormatCount; ++i)
239 {
240 DXGI_FORMAT format = (i < rtFormatCount) ? RenderTargetFormats[i] : DepthStencilFormats[i - rtFormatCount];
241 if (format != DXGI_FORMAT_UNKNOWN)
242 {
243 UINT formatSupport;
244 result = mDevice->CheckFormatSupport(format, &formatSupport);
245 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
246 {
247 MultisampleSupportInfo supportInfo;
248
249 for (unsigned int j = 1; j <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; j++)
250 {
251 result = mDevice->CheckMultisampleQualityLevels(format, j, &supportInfo.qualityLevels[j - 1]);
252 if (SUCCEEDED(result) && supportInfo.qualityLevels[j - 1] > 0)
253 {
254 maxSupportedSamples = std::max(j, maxSupportedSamples);
255 }
256 else
257 {
258 supportInfo.qualityLevels[j - 1] = 0;
259 }
260 }
261
262 mMultisampleSupportMap.insert(std::make_pair(format, supportInfo));
263 }
264 }
265 }
266 mMaxSupportedSamples = maxSupportedSamples;
267
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000268 initializeDevice();
269
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000270 // BGRA texture support is optional in feature levels 10 and 10_1
271 UINT formatSupport;
272 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
273 if (FAILED(result))
274 {
275 ERR("Error checking BGRA format support: 0x%08X", result);
276 }
277 else
278 {
279 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
280 mBGRATextureSupport = (formatSupport & flags) == flags;
281 }
282
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000283 // Check floating point texture support
284 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
285 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
286 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
287
288 DXGI_FORMAT float16Formats[] =
289 {
290 DXGI_FORMAT_R16_FLOAT,
291 DXGI_FORMAT_R16G16_FLOAT,
292 DXGI_FORMAT_R16G16B16A16_FLOAT,
293 };
294
295 DXGI_FORMAT float32Formats[] =
296 {
297 DXGI_FORMAT_R32_FLOAT,
298 DXGI_FORMAT_R32G32_FLOAT,
299 DXGI_FORMAT_R32G32B32_FLOAT,
300 DXGI_FORMAT_R32G32B32A32_FLOAT,
301 };
302
303 mFloat16TextureSupport = true;
304 mFloat16FilterSupport = true;
305 mFloat16RenderSupport = true;
306 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
307 {
308 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
309 {
310 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
311 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
312 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
313 }
314 else
315 {
316 mFloat16TextureSupport = false;
317 mFloat16RenderSupport = false;
318 mFloat16FilterSupport = false;
319 }
320 }
321
322 mFloat32TextureSupport = true;
323 mFloat32FilterSupport = true;
324 mFloat32RenderSupport = true;
325 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
326 {
327 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
328 {
329 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
330 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
331 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
332 }
333 else
334 {
335 mFloat32TextureSupport = false;
336 mFloat32FilterSupport = false;
337 mFloat32RenderSupport = false;
338 }
339 }
340
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +0000341 // Check compressed texture support
342 const unsigned int requiredCompressedTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D;
343
344 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &formatSupport)))
345 {
346 mDXT1TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
347 }
348 else
349 {
350 mDXT1TextureSupport = false;
351 }
352
353 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &formatSupport)))
354 {
355 mDXT3TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
356 }
357 else
358 {
359 mDXT3TextureSupport = false;
360 }
361
362 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC5_UNORM, &formatSupport)))
363 {
364 mDXT5TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
365 }
366 else
367 {
368 mDXT5TextureSupport = false;
369 }
370
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000371 return EGL_SUCCESS;
372}
373
374// do any one-time device initialization
375// NOTE: this is also needed after a device lost/reset
376// to reset the scene status and ensure the default states are reset.
377void Renderer11::initializeDevice()
378{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000379 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000380 mInputLayoutCache.initialize(mDevice, mDeviceContext);
381
382 ASSERT(!mVertexDataManager && !mIndexDataManager);
383 mVertexDataManager = new VertexDataManager(this);
384 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000385
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000386 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000387}
388
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000389int Renderer11::generateConfigs(ConfigDesc **configDescList)
390{
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000391 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
392 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000393 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
394 int numConfigs = 0;
395
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000396 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000397 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000398 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000399 {
400 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
401
402 UINT formatSupport = 0;
403 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000404
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000405 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
406 {
407 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
408
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000409 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000410
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000411 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
412 {
413 UINT formatSupport = 0;
414 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
415 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
416 }
417
418 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000419 {
420 ConfigDesc newConfig;
421 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
422 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
423 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
424 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
425
426 (*configDescList)[numConfigs++] = newConfig;
427 }
428 }
429 }
430 }
431
432 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000433}
434
435void Renderer11::deleteConfigs(ConfigDesc *configDescList)
436{
437 delete [] (configDescList);
438}
439
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000440void Renderer11::sync(bool block)
441{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000442 if (block)
443 {
444 HRESULT result;
445
446 if (!mSyncQuery)
447 {
448 D3D11_QUERY_DESC queryDesc;
449 queryDesc.Query = D3D11_QUERY_EVENT;
450 queryDesc.MiscFlags = 0;
451
452 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
453 ASSERT(SUCCEEDED(result));
454 }
455
456 mDeviceContext->End(mSyncQuery);
457 mDeviceContext->Flush();
458
459 do
460 {
461 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
462
463 // Keep polling, but allow other threads to do something useful first
464 Sleep(0);
465
466 if (testDeviceLost(true))
467 {
468 return;
469 }
470 }
471 while (result == S_FALSE);
472 }
473 else
474 {
475 mDeviceContext->Flush();
476 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000477}
478
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000479SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
480{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000481 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000482}
483
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000484void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
485{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000486 if (type == gl::SAMPLER_PIXEL)
487 {
488 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
489 {
490 ERR("Pixel shader sampler index %i is not valid.", index);
491 return;
492 }
493
494 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
495 {
496 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
497
498 if (!dxSamplerState)
499 {
500 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
501 "sampler state for pixel shaders at slot %i.", index);
502 }
503
504 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
505
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000506 mCurPixelSamplerStates[index] = samplerState;
507 }
508
509 mForceSetPixelSamplerStates[index] = false;
510 }
511 else if (type == gl::SAMPLER_VERTEX)
512 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000513 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000514 {
515 ERR("Vertex shader sampler index %i is not valid.", index);
516 return;
517 }
518
519 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
520 {
521 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
522
523 if (!dxSamplerState)
524 {
525 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
526 "sampler state for vertex shaders at slot %i.", index);
527 }
528
529 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
530
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000531 mCurVertexSamplerStates[index] = samplerState;
532 }
533
534 mForceSetVertexSamplerStates[index] = false;
535 }
536 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000537}
538
539void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
540{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000541 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000542 unsigned int serial = 0;
543 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000544
545 if (texture)
546 {
547 TextureStorageInterface *texStorage = texture->getNativeTexture();
548 if (texStorage)
549 {
550 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
551 textureSRV = storage11->getSRV();
552 }
553
554 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
555 // missing the shader resource view
556 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000557
558 serial = texture->getTextureSerial();
559 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000560 }
561
562 if (type == gl::SAMPLER_PIXEL)
563 {
564 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
565 {
566 ERR("Pixel shader sampler index %i is not valid.", index);
567 return;
568 }
569
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000570 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
571 {
572 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
573 }
574
575 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000576 }
577 else if (type == gl::SAMPLER_VERTEX)
578 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000579 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000580 {
581 ERR("Vertex shader sampler index %i is not valid.", index);
582 return;
583 }
584
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000585 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
586 {
587 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
588 }
589
590 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000591 }
592 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000593}
594
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000595void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000596{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000597 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000598 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000599 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
600 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000601 if (!dxRasterState)
602 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000603 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000604 "rasterizer state.");
605 }
606
607 mDeviceContext->RSSetState(dxRasterState);
608
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000609 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000610 }
611
612 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000613}
614
615void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
616 unsigned int sampleMask)
617{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000618 if (mForceSetBlendState ||
619 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
620 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
621 sampleMask != mCurSampleMask)
622 {
623 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
624 if (!dxBlendState)
625 {
626 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
627 "blend state.");
628 }
629
630 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
631 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
632
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000633 mCurBlendState = blendState;
634 mCurBlendColor = blendColor;
635 mCurSampleMask = sampleMask;
636 }
637
638 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000639}
640
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000641void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000642 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000643{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000644 if (mForceSetDepthStencilState ||
645 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
646 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
647 {
648 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
649 stencilRef != stencilBackRef ||
650 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
651 {
652 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
653 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000654 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000655 }
656
657 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
658 if (!dxDepthStencilState)
659 {
660 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
661 "setting the default depth stencil state.");
662 }
663
664 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
665
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000666 mCurDepthStencilState = depthStencilState;
667 mCurStencilRef = stencilRef;
668 mCurStencilBackRef = stencilBackRef;
669 }
670
671 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000672}
673
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000674void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000675{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000676 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
677 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000678 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000679 if (enabled)
680 {
681 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000682 rect.left = std::max(0, scissor.x);
683 rect.top = std::max(0, scissor.y);
684 rect.right = scissor.x + std::max(0, scissor.width);
685 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000686
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000687 mDeviceContext->RSSetScissorRects(1, &rect);
688 }
689
690 if (enabled != mScissorEnabled)
691 {
692 mForceSetRasterState = true;
693 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000694
695 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000696 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000697 }
698
699 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000700}
701
daniel@transgaming.com12985182012-12-20 20:56:31 +0000702bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000703 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000704{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000705 gl::Rectangle actualViewport = viewport;
706 float actualZNear = gl::clamp01(zNear);
707 float actualZFar = gl::clamp01(zFar);
708 if (ignoreViewport)
709 {
710 actualViewport.x = 0;
711 actualViewport.y = 0;
712 actualViewport.width = mRenderTargetDesc.width;
713 actualViewport.height = mRenderTargetDesc.height;
714 actualZNear = 0.0f;
715 actualZFar = 1.0f;
716 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000717
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000718 // Get D3D viewport bounds, which depends on the feature level
719 const Range& viewportBounds = getViewportBounds();
720
721 // Clamp width and height first to the gl maximum, then clamp further if we extend past the D3D maximum bounds
daniel@transgaming.com53670042012-11-28 20:55:51 +0000722 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000723 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
724 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
725 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
726 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
727 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
728 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000729 dxViewport.MinDepth = actualZNear;
730 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000731
732 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
733 {
734 return false; // Nothing to render
735 }
736
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000737 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
738 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000739
daniel@transgaming.com53670042012-11-28 20:55:51 +0000740 if (viewportChanged)
741 {
742 mDeviceContext->RSSetViewports(1, &dxViewport);
743
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000744 mCurViewport = actualViewport;
745 mCurNear = actualZNear;
746 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000747
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +0000748 mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
749 mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
750 mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
751 mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000752
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000753 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
754 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000755
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000756 mVertexConstants.depthRange[0] = actualZNear;
757 mVertexConstants.depthRange[1] = actualZFar;
758 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000759
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000760 mPixelConstants.depthRange[0] = actualZNear;
761 mPixelConstants.depthRange[1] = actualZFar;
762 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000763 }
764
765 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000766 return true;
767}
768
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000769bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
770{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000771 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000772
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000773 switch (mode)
774 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000775 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
776 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000777 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000778 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
779 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
780 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000781 // emulate fans via rewriting index buffer
782 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000783 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000784 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000785 }
786
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000787 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000788
789 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000790}
791
792bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000793{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000794 // Get the color render buffer and serial
795 gl::Renderbuffer *renderbufferObject = NULL;
796 unsigned int renderTargetSerial = 0;
797 if (framebuffer->getColorbufferType() != GL_NONE)
798 {
799 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000800
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000801 if (!renderbufferObject)
802 {
803 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000804 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000805 }
806
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000807 // check for zero-sized default framebuffer, which is a special case.
808 // in this case we do not wish to modify any state and just silently return false.
809 // this will not report any gl error but will cause the calling method to return.
810 if (renderbufferObject->getWidth() == 0 || renderbufferObject->getHeight() == 0)
811 {
812 return false;
813 }
814
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000815 renderTargetSerial = renderbufferObject->getSerial();
816 }
817
818 // Get the depth stencil render buffer and serials
819 gl::Renderbuffer *depthStencil = NULL;
820 unsigned int depthbufferSerial = 0;
821 unsigned int stencilbufferSerial = 0;
822 if (framebuffer->getDepthbufferType() != GL_NONE)
823 {
824 depthStencil = framebuffer->getDepthbuffer();
825 if (!depthStencil)
826 {
827 ERR("Depth stencil pointer unexpectedly null.");
828 return false;
829 }
830
831 depthbufferSerial = depthStencil->getSerial();
832 }
833 else if (framebuffer->getStencilbufferType() != GL_NONE)
834 {
835 depthStencil = framebuffer->getStencilbuffer();
836 if (!depthStencil)
837 {
838 ERR("Depth stencil pointer unexpectedly null.");
839 return false;
840 }
841
842 stencilbufferSerial = depthStencil->getSerial();
843 }
844
845 // Extract the render target dimensions and view
846 unsigned int renderTargetWidth = 0;
847 unsigned int renderTargetHeight = 0;
848 GLenum renderTargetFormat = 0;
849 ID3D11RenderTargetView* framebufferRTV = NULL;
850 if (renderbufferObject)
851 {
852 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
853 if (!renderTarget)
854 {
855 ERR("render target pointer unexpectedly null.");
856 return false;
857 }
858
859 framebufferRTV = renderTarget->getRenderTargetView();
860 if (!framebufferRTV)
861 {
862 ERR("render target view pointer unexpectedly null.");
863 return false;
864 }
865
866 renderTargetWidth = renderbufferObject->getWidth();
867 renderTargetHeight = renderbufferObject->getHeight();
868 renderTargetFormat = renderbufferObject->getActualFormat();
869 }
870
871 // Extract the depth stencil sizes and view
872 unsigned int depthSize = 0;
873 unsigned int stencilSize = 0;
874 ID3D11DepthStencilView* framebufferDSV = NULL;
875 if (depthStencil)
876 {
877 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
878 if (!depthStencilRenderTarget)
879 {
880 ERR("render target pointer unexpectedly null.");
881 if (framebufferRTV)
882 {
883 framebufferRTV->Release();
884 }
885 return false;
886 }
887
888 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
889 if (!framebufferDSV)
890 {
891 ERR("depth stencil view pointer unexpectedly null.");
892 if (framebufferRTV)
893 {
894 framebufferRTV->Release();
895 }
896 return false;
897 }
898
899 // If there is no render buffer, the width, height and format values come from
900 // the depth stencil
901 if (!renderbufferObject)
902 {
903 renderTargetWidth = depthStencil->getWidth();
904 renderTargetHeight = depthStencil->getHeight();
905 renderTargetFormat = depthStencil->getActualFormat();
906 }
907
908 depthSize = depthStencil->getDepthSize();
909 stencilSize = depthStencil->getStencilSize();
910 }
911
912 // Apply the render target and depth stencil
913 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
914 renderTargetSerial != mAppliedRenderTargetSerial ||
915 depthbufferSerial != mAppliedDepthbufferSerial ||
916 stencilbufferSerial != mAppliedStencilbufferSerial)
917 {
918 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
919
920 mRenderTargetDesc.width = renderTargetWidth;
921 mRenderTargetDesc.height = renderTargetHeight;
922 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000923 mForceSetViewport = true;
924 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000925
926 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
927 {
928 mCurDepthSize = depthSize;
929 mForceSetRasterState = true;
930 }
931
932 mCurStencilSize = stencilSize;
933
934 mAppliedRenderTargetSerial = renderTargetSerial;
935 mAppliedDepthbufferSerial = depthbufferSerial;
936 mAppliedStencilbufferSerial = stencilbufferSerial;
937 mRenderTargetDescInitialized = true;
938 mDepthStencilInitialized = true;
939 }
940
941 if (framebufferRTV)
942 {
943 framebufferRTV->Release();
944 }
945 if (framebufferDSV)
946 {
947 framebufferDSV->Release();
948 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000949
950 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000951}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000952
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000953GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000954{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000955 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
956 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
957 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000958 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000959 return err;
960 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000961
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000962 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000963}
964
daniel@transgaming.com31240482012-11-28 21:06:41 +0000965GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000966{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000967 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000968
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000969 if (err == GL_NO_ERROR)
970 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000971 if (indexInfo->storage)
972 {
973 if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset)
974 {
975 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
976 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
977
978 mDeviceContext->IASetIndexBuffer(storage->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
979
980 mAppliedIBSerial = 0;
981 mAppliedStorageIBSerial = storage->getSerial();
982 mAppliedIBOffset = indexInfo->startOffset;
983 }
984 }
985 else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000986 {
987 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
988
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000989 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000990
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000991 mAppliedIBSerial = indexInfo->serial;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +0000992 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000993 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000994 }
995 }
996
997 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000998}
999
1000void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1001{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001002 if (mode == GL_LINE_LOOP)
1003 {
1004 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1005 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001006 else if (mode == GL_TRIANGLE_FAN)
1007 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001008 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001009 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001010 else if (instances > 0)
1011 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001012 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001013 }
1014 else
1015 {
1016 mDeviceContext->Draw(count, 0);
1017 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001018}
1019
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001020void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001021{
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001022 if (mode == GL_LINE_LOOP)
1023 {
1024 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
1025 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001026 else if (mode == GL_TRIANGLE_FAN)
1027 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001028 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
1029 }
1030 else if (instances > 0)
1031 {
1032 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001033 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001034 else
1035 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +00001036 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001037 }
1038}
1039
1040void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1041{
1042 // Get the raw indices for an indexed draw
1043 if (type != GL_NONE && elementArrayBuffer)
1044 {
1045 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001046 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001047 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001048 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001049 }
1050
1051 if (!mLineLoopIB)
1052 {
1053 mLineLoopIB = new StreamingIndexBufferInterface(this);
1054 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1055 {
1056 delete mLineLoopIB;
1057 mLineLoopIB = NULL;
1058
1059 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001060 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001061 }
1062 }
1063
1064 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
1065 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1066 {
1067 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001068 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001069 }
1070
1071 void* mappedMemory = NULL;
1072 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1073 if (offset == -1 || mappedMemory == NULL)
1074 {
1075 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001076 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001077 }
1078
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001079 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001080 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001081
1082 switch (type)
1083 {
1084 case GL_NONE: // Non-indexed draw
1085 for (int i = 0; i < count; i++)
1086 {
1087 data[i] = i;
1088 }
1089 data[count] = 0;
1090 break;
1091 case GL_UNSIGNED_BYTE:
1092 for (int i = 0; i < count; i++)
1093 {
1094 data[i] = static_cast<const GLubyte*>(indices)[i];
1095 }
1096 data[count] = static_cast<const GLubyte*>(indices)[0];
1097 break;
1098 case GL_UNSIGNED_SHORT:
1099 for (int i = 0; i < count; i++)
1100 {
1101 data[i] = static_cast<const GLushort*>(indices)[i];
1102 }
1103 data[count] = static_cast<const GLushort*>(indices)[0];
1104 break;
1105 case GL_UNSIGNED_INT:
1106 for (int i = 0; i < count; i++)
1107 {
1108 data[i] = static_cast<const GLuint*>(indices)[i];
1109 }
1110 data[count] = static_cast<const GLuint*>(indices)[0];
1111 break;
1112 default: UNREACHABLE();
1113 }
1114
1115 if (!mLineLoopIB->unmapBuffer())
1116 {
1117 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001118 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001119 }
1120
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001121 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001122 {
1123 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1124
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001125 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001126 mAppliedIBSerial = mLineLoopIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001127 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001128 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001129 }
1130
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001131 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001132}
1133
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001134void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001135{
1136 // Get the raw indices for an indexed draw
1137 if (type != GL_NONE && elementArrayBuffer)
1138 {
1139 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001140 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001141 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001142 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001143 }
1144
1145 if (!mTriangleFanIB)
1146 {
1147 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1148 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1149 {
1150 delete mTriangleFanIB;
1151 mTriangleFanIB = NULL;
1152
1153 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001154 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001155 }
1156 }
1157
1158 const int numTris = count - 2;
1159 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1160 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1161 {
1162 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001163 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001164 }
1165
1166 void* mappedMemory = NULL;
1167 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1168 if (offset == -1 || mappedMemory == NULL)
1169 {
1170 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001171 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001172 }
1173
1174 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1175 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1176
1177 switch (type)
1178 {
1179 case GL_NONE: // Non-indexed draw
1180 for (int i = 0; i < numTris; i++)
1181 {
1182 data[i*3 + 0] = 0;
1183 data[i*3 + 1] = i + 1;
1184 data[i*3 + 2] = i + 2;
1185 }
1186 break;
1187 case GL_UNSIGNED_BYTE:
1188 for (int i = 0; i < numTris; i++)
1189 {
1190 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1191 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1192 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1193 }
1194 break;
1195 case GL_UNSIGNED_SHORT:
1196 for (int i = 0; i < numTris; i++)
1197 {
1198 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1199 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1200 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1201 }
1202 break;
1203 case GL_UNSIGNED_INT:
1204 for (int i = 0; i < numTris; i++)
1205 {
1206 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1207 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1208 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1209 }
1210 break;
1211 default: UNREACHABLE();
1212 }
1213
1214 if (!mTriangleFanIB->unmapBuffer())
1215 {
1216 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001217 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001218 }
1219
1220 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1221 {
1222 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1223
1224 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1225 mAppliedIBSerial = mTriangleFanIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001226 mAppliedStorageIBSerial = 0;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001227 mAppliedIBOffset = indexBufferOffset;
1228 }
1229
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001230 if (instances > 0)
1231 {
1232 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1233 }
1234 else
1235 {
1236 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1237 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001238}
1239
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001240void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1241{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001242 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001243 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1244
1245 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001246 {
1247 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1248 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001249
daniel@transgaming.come4991412012-12-20 20:55:34 +00001250 ID3D11VertexShader *vertexShader = NULL;
1251 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001252
daniel@transgaming.come4991412012-12-20 20:55:34 +00001253 ID3D11PixelShader *pixelShader = NULL;
1254 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001255
daniel@transgaming.come4991412012-12-20 20:55:34 +00001256 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1257 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001258
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001259 programBinary->dirtyAllUniforms();
1260
1261 mAppliedProgramBinarySerial = programBinarySerial;
1262 }
1263
1264 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001265 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001266
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001267 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001268 {
1269 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001270 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001271 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1272 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001273 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1274 }
1275 else
1276 {
1277 mDeviceContext->GSSetShader(NULL, NULL, 0);
1278 }
1279
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001280 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001281 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001282}
1283
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001284void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001285{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001286 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1287 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001288
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001289 unsigned int totalRegisterCountVS = 0;
1290 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001291
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001292 bool vertexUniformsDirty = false;
1293 bool pixelUniformsDirty = false;
1294
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001295 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1296 {
1297 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001298
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001299 if (uniform->vsRegisterIndex >= 0)
1300 {
1301 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001302 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001303 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001304
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001305 if (uniform->psRegisterIndex >= 0)
1306 {
1307 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001308 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001309 }
1310 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001311
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001312 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1313 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1314
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001315 float (*mapVS)[4] = NULL;
1316 float (*mapPS)[4] = NULL;
1317
1318 if (totalRegisterCountVS > 0 && vertexUniformsDirty)
1319 {
1320 D3D11_MAPPED_SUBRESOURCE map = {0};
1321 HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1322 ASSERT(SUCCEEDED(result));
1323 mapVS = (float(*)[4])map.pData;
1324 }
1325
1326 if (totalRegisterCountPS > 0 && pixelUniformsDirty)
1327 {
1328 D3D11_MAPPED_SUBRESOURCE map = {0};
1329 HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1330 ASSERT(SUCCEEDED(result));
1331 mapPS = (float(*)[4])map.pData;
1332 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001333
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001334 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001335 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001336 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001337
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001338 if (uniform->type != GL_SAMPLER_2D && uniform->type != GL_SAMPLER_CUBE)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001339 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001340 if (uniform->vsRegisterIndex >= 0 && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001341 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001342 memcpy(mapVS + uniform->vsRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001343 }
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001344
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001345 if (uniform->psRegisterIndex >= 0 && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001346 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001347 memcpy(mapPS + uniform->psRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001348 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001349 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001350
1351 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001352 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001353
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001354 if (mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001355 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001356 mDeviceContext->Unmap(vertexConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001357 }
1358
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001359 if (mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001360 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001361 mDeviceContext->Unmap(pixelConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001362 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001363
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001364 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1365 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001366
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001367 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001368 if (!mDriverConstantBufferVS)
1369 {
1370 D3D11_BUFFER_DESC constantBufferDescription = {0};
1371 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1372 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1373 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1374 constantBufferDescription.CPUAccessFlags = 0;
1375 constantBufferDescription.MiscFlags = 0;
1376 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001377
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001378 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001379 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001380
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001381 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1382 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001383
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001384 if (!mDriverConstantBufferPS)
1385 {
1386 D3D11_BUFFER_DESC constantBufferDescription = {0};
1387 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1388 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1389 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1390 constantBufferDescription.CPUAccessFlags = 0;
1391 constantBufferDescription.MiscFlags = 0;
1392 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001393
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001394 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001395 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001396
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001397 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1398 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001399
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001400 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1401 {
1402 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1403 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1404 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001405
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001406 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1407 {
1408 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1409 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1410 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001411
1412 // needed for the point sprite geometry shader
1413 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001414}
1415
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001416void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001417{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001418 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1419 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1420 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1421 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001422
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001423 unsigned int stencilUnmasked = 0x0;
1424 if (frameBuffer->hasStencil())
1425 {
1426 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1427 stencilUnmasked = (0x1 << stencilSize) - 1;
1428 }
1429 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1430 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001431
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001432 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1433 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1434 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001435
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001436 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1437 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001438 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001439 }
1440 else
1441 {
1442 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1443 {
1444 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1445 if (renderbufferObject)
1446 {
1447 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1448 if (!renderTarget)
1449 {
1450 ERR("render target pointer unexpectedly null.");
1451 return;
1452 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001453
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001454 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1455 if (!framebufferRTV)
1456 {
1457 ERR("render target view pointer unexpectedly null.");
1458 return;
1459 }
1460
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001461 const float clearValues[4] = { clearParams.colorClearValue.red,
1462 clearParams.colorClearValue.green,
1463 clearParams.colorClearValue.blue,
1464 clearParams.colorClearValue.alpha };
1465 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001466
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001467 framebufferRTV->Release();
1468 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001469 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001470 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001471 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001472 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1473 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001474 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001475 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1476 if (!renderTarget)
1477 {
1478 ERR("render target pointer unexpectedly null.");
1479 return;
1480 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001481
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001482 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1483 if (!framebufferDSV)
1484 {
1485 ERR("depth stencil view pointer unexpectedly null.");
1486 return;
1487 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001488
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001489 UINT clearFlags = 0;
1490 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1491 {
1492 clearFlags |= D3D11_CLEAR_DEPTH;
1493 }
1494 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1495 {
1496 clearFlags |= D3D11_CLEAR_STENCIL;
1497 }
1498
shannon.woods@transgaming.combe211b32013-02-28 23:17:16 +00001499 float depthClear = gl::clamp01(clearParams.depthClearValue);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001500 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1501
1502 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001503
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001504 framebufferDSV->Release();
1505 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001506 }
1507 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001508}
1509
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001510void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1511{
1512 HRESULT result;
1513
1514 if (!mClearResourcesInitialized)
1515 {
1516 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1517
1518 D3D11_BUFFER_DESC vbDesc;
1519 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1520 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1521 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1522 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1523 vbDesc.MiscFlags = 0;
1524 vbDesc.StructureByteStride = 0;
1525
1526 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1527 ASSERT(SUCCEEDED(result));
1528 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1529
1530 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1531 {
1532 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1533 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1534 };
1535
1536 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1537 ASSERT(SUCCEEDED(result));
1538 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1539
1540 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1541 ASSERT(SUCCEEDED(result));
1542 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1543
1544 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1545 ASSERT(SUCCEEDED(result));
1546 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1547
1548 D3D11_RASTERIZER_DESC rsScissorDesc;
1549 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1550 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1551 rsScissorDesc.FrontCounterClockwise = FALSE;
1552 rsScissorDesc.DepthBias = 0;
1553 rsScissorDesc.DepthBiasClamp = 0.0f;
1554 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1555 rsScissorDesc.DepthClipEnable = FALSE;
1556 rsScissorDesc.ScissorEnable = TRUE;
1557 rsScissorDesc.MultisampleEnable = FALSE;
1558 rsScissorDesc.AntialiasedLineEnable = FALSE;
1559
1560 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1561 ASSERT(SUCCEEDED(result));
1562 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1563
1564 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1565 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1566 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1567 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1568 rsNoScissorDesc.DepthBias = 0;
1569 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1570 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1571 rsNoScissorDesc.DepthClipEnable = FALSE;
1572 rsNoScissorDesc.ScissorEnable = FALSE;
1573 rsNoScissorDesc.MultisampleEnable = FALSE;
1574 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1575
1576 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1577 ASSERT(SUCCEEDED(result));
1578 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1579
1580 mClearResourcesInitialized = true;
1581 }
1582
1583 // Prepare the depth stencil state to write depth values if the depth should be cleared
1584 // and stencil values if the stencil should be cleared
1585 gl::DepthStencilState glDSState;
1586 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1587 glDSState.depthFunc = GL_ALWAYS;
1588 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1589 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1590 glDSState.stencilFunc = GL_ALWAYS;
1591 glDSState.stencilMask = 0;
1592 glDSState.stencilFail = GL_REPLACE;
1593 glDSState.stencilPassDepthFail = GL_REPLACE;
1594 glDSState.stencilPassDepthPass = GL_REPLACE;
1595 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1596 glDSState.stencilBackFunc = GL_ALWAYS;
1597 glDSState.stencilBackMask = 0;
1598 glDSState.stencilBackFail = GL_REPLACE;
1599 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1600 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1601 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1602
1603 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1604
1605 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1606
1607 // Prepare the blend state to use a write mask if the color buffer should be cleared
1608 gl::BlendState glBlendState;
1609 glBlendState.blend = false;
1610 glBlendState.sourceBlendRGB = GL_ONE;
1611 glBlendState.destBlendRGB = GL_ZERO;
1612 glBlendState.sourceBlendAlpha = GL_ONE;
1613 glBlendState.destBlendAlpha = GL_ZERO;
1614 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1615 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1616 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1617 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1618 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
shannon.woods@transgaming.com50ea9932013-02-28 23:13:40 +00001619 glBlendState.colorMaskAlpha = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskAlpha : false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001620 glBlendState.sampleAlphaToCoverage = false;
1621 glBlendState.dither = false;
1622
1623 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1624 static const UINT sampleMask = 0xFFFFFFFF;
1625
1626 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1627
1628 // Set the vertices
1629 D3D11_MAPPED_SUBRESOURCE mappedResource;
1630 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1631 if (FAILED(result))
1632 {
1633 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1634 return;
1635 }
1636
1637 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1638
1639 float depthClear = gl::clamp01(clearParams.depthClearValue);
1640 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1641 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1642 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1643 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1644
1645 mDeviceContext->Unmap(mClearVB, 0);
1646
1647 // Apply state
1648 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1649 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1650 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1651
1652 // Apply shaders
1653 mDeviceContext->IASetInputLayout(mClearIL);
1654 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1655 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
shannon.woods@transgaming.com2c53e472013-02-28 23:13:56 +00001656 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001657
1658 // Apply vertex buffer
1659 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1660 static UINT startIdx = 0;
1661 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1662 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1663
1664 // Draw the clear quad
1665 mDeviceContext->Draw(4, 0);
1666
1667 // Clean up
1668 markAllStateDirty();
1669}
1670
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001671void Renderer11::markAllStateDirty()
1672{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001673 mAppliedRenderTargetSerial = 0;
1674 mAppliedDepthbufferSerial = 0;
1675 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001676 mDepthStencilInitialized = false;
1677 mRenderTargetDescInitialized = false;
1678
shannon.woods@transgaming.comcb4cc5a2013-02-28 23:15:21 +00001679 bool clearVertexTextureResources = false;
1680
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001681 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001682 {
shannon.woods@transgaming.comcb4cc5a2013-02-28 23:15:21 +00001683 if (mCurVertexTextureSerials[i] != 0)
1684 {
1685 clearVertexTextureResources = true;
1686 }
1687
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001688 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001689 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001690 }
shannon.woods@transgaming.comcb4cc5a2013-02-28 23:15:21 +00001691
1692 if (clearVertexTextureResources && mDeviceContext)
1693 {
1694 ID3D11ShaderResourceView *nullSRVs[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS] = {0};
1695 mDeviceContext->VSSetShaderResources(0, getMaxVertexTextureImageUnits(), nullSRVs);
1696 }
1697
1698 bool clearPixelTextureResources = false;
1699
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001700 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1701 {
shannon.woods@transgaming.comcb4cc5a2013-02-28 23:15:21 +00001702 if (mCurPixelTextureSerials[i] != 0)
1703 {
1704 clearPixelTextureResources = true;
1705 }
1706
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001707 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001708 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001709 }
1710
shannon.woods@transgaming.comcb4cc5a2013-02-28 23:15:21 +00001711 if (clearPixelTextureResources && mDeviceContext)
1712 {
1713 ID3D11ShaderResourceView *nullSRVs[gl::MAX_TEXTURE_IMAGE_UNITS] = {0};
1714 mDeviceContext->PSSetShaderResources(0, gl::MAX_TEXTURE_IMAGE_UNITS, nullSRVs);
1715 }
1716
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001717 mForceSetBlendState = true;
1718 mForceSetRasterState = true;
1719 mForceSetDepthStencilState = true;
1720 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001721 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001722
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001723 mAppliedIBSerial = 0;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001724 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001725 mAppliedIBOffset = 0;
1726
daniel@transgaming.come4991412012-12-20 20:55:34 +00001727 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001728 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1729 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001730}
1731
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001732void Renderer11::releaseDeviceResources()
1733{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001734 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001735 mInputLayoutCache.clear();
1736
1737 delete mVertexDataManager;
1738 mVertexDataManager = NULL;
1739
1740 delete mIndexDataManager;
1741 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001742
1743 delete mLineLoopIB;
1744 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001745
1746 delete mTriangleFanIB;
1747 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001748
1749 if (mCopyVB)
1750 {
1751 mCopyVB->Release();
1752 mCopyVB = NULL;
1753 }
1754
1755 if (mCopySampler)
1756 {
1757 mCopySampler->Release();
1758 mCopySampler = NULL;
1759 }
1760
1761 if (mCopyIL)
1762 {
1763 mCopyIL->Release();
1764 mCopyIL = NULL;
1765 }
1766
1767 if (mCopyVS)
1768 {
1769 mCopyVS->Release();
1770 mCopyVS = NULL;
1771 }
1772
1773 if (mCopyRGBAPS)
1774 {
1775 mCopyRGBAPS->Release();
1776 mCopyRGBAPS = NULL;
1777 }
1778
1779 if (mCopyRGBPS)
1780 {
1781 mCopyRGBPS->Release();
1782 mCopyRGBPS = NULL;
1783 }
1784
1785 if (mCopyLumPS)
1786 {
1787 mCopyLumPS->Release();
1788 mCopyLumPS = NULL;
1789 }
1790
1791 if (mCopyLumAlphaPS)
1792 {
1793 mCopyLumAlphaPS->Release();
1794 mCopyLumAlphaPS = NULL;
1795 }
1796
1797 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001798
1799 if (mClearVB)
1800 {
1801 mClearVB->Release();
1802 mClearVB = NULL;
1803 }
1804
1805 if (mClearIL)
1806 {
1807 mClearIL->Release();
1808 mClearIL = NULL;
1809 }
1810
1811 if (mClearVS)
1812 {
1813 mClearVS->Release();
1814 mClearVS = NULL;
1815 }
1816
1817 if (mClearPS)
1818 {
1819 mClearPS->Release();
1820 mClearPS = NULL;
1821 }
1822
1823 if (mClearScissorRS)
1824 {
1825 mClearScissorRS->Release();
1826 mClearScissorRS = NULL;
1827 }
1828
1829 if (mClearNoScissorRS)
1830 {
1831 mClearNoScissorRS->Release();
1832 mClearNoScissorRS = NULL;
1833 }
1834
1835 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001836
1837 if (mDriverConstantBufferVS)
1838 {
1839 mDriverConstantBufferVS->Release();
1840 mDriverConstantBufferVS = NULL;
1841 }
1842
1843 if (mDriverConstantBufferPS)
1844 {
1845 mDriverConstantBufferPS->Release();
1846 mDriverConstantBufferPS = NULL;
1847 }
daniel@transgaming.combdf787f2013-02-01 03:20:36 +00001848
1849 if (mSyncQuery)
1850 {
1851 mSyncQuery->Release();
1852 mSyncQuery = NULL;
1853 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001854}
1855
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001856void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001857{
1858 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001859 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001860}
1861
1862bool Renderer11::isDeviceLost()
1863{
1864 return mDeviceLost;
1865}
1866
1867// set notify to true to broadcast a message to all contexts of the device loss
1868bool Renderer11::testDeviceLost(bool notify)
1869{
1870 bool isLost = false;
1871
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001872 // GetRemovedReason is used to test if the device is removed
1873 HRESULT result = mDevice->GetDeviceRemovedReason();
1874 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001875
1876 if (isLost)
1877 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001878 // Log error if this is a new device lost event
1879 if (mDeviceLost == false)
1880 {
1881 ERR("The D3D11 device was removed: 0x%08X", result);
1882 }
1883
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001884 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001885 // we'll probably get this done again by notifyDeviceLost
1886 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001887 // Note that we don't want to clear the device loss status here
1888 // -- this needs to be done by resetDevice
1889 mDeviceLost = true;
1890 if (notify)
1891 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001892 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001893 }
1894 }
1895
1896 return isLost;
1897}
1898
1899bool Renderer11::testDeviceResettable()
1900{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001901 // determine if the device is resettable by creating a dummy device
1902 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001903
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001904 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001905 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001906 return false;
1907 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001908
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001909 D3D_FEATURE_LEVEL featureLevels[] =
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001910 {
1911 D3D_FEATURE_LEVEL_11_0,
1912 D3D_FEATURE_LEVEL_10_1,
1913 D3D_FEATURE_LEVEL_10_0,
1914 };
1915
1916 ID3D11Device* dummyDevice;
1917 D3D_FEATURE_LEVEL dummyFeatureLevel;
1918 ID3D11DeviceContext* dummyContext;
1919
1920 HRESULT result = D3D11CreateDevice(NULL,
1921 D3D_DRIVER_TYPE_HARDWARE,
1922 NULL,
1923 #if defined(_DEBUG)
1924 D3D11_CREATE_DEVICE_DEBUG,
1925 #else
1926 0,
1927 #endif
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001928 featureLevels,
1929 ArraySize(featureLevels),
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001930 D3D11_SDK_VERSION,
1931 &dummyDevice,
1932 &dummyFeatureLevel,
1933 &dummyContext);
1934
1935 if (!mDevice || FAILED(result))
1936 {
1937 return false;
1938 }
1939
1940 dummyContext->Release();
1941 dummyDevice->Release();
1942
1943 return true;
1944}
1945
1946void Renderer11::release()
1947{
1948 releaseDeviceResources();
1949
1950 if (mDxgiFactory)
1951 {
1952 mDxgiFactory->Release();
1953 mDxgiFactory = NULL;
1954 }
1955
1956 if (mDxgiAdapter)
1957 {
1958 mDxgiAdapter->Release();
1959 mDxgiAdapter = NULL;
1960 }
1961
1962 if (mDeviceContext)
1963 {
1964 mDeviceContext->ClearState();
1965 mDeviceContext->Flush();
1966 mDeviceContext->Release();
1967 mDeviceContext = NULL;
1968 }
1969
1970 if (mDevice)
1971 {
1972 mDevice->Release();
1973 mDevice = NULL;
1974 }
1975
1976 if (mD3d11Module)
1977 {
1978 FreeLibrary(mD3d11Module);
1979 mD3d11Module = NULL;
1980 }
1981
1982 if (mDxgiModule)
1983 {
1984 FreeLibrary(mDxgiModule);
1985 mDxgiModule = NULL;
1986 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001987}
1988
1989bool Renderer11::resetDevice()
1990{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001991 // recreate everything
1992 release();
1993 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001994
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001995 if (result != EGL_SUCCESS)
1996 {
1997 ERR("Could not reinitialize D3D11 device: %08X", result);
1998 return false;
1999 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002000
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002001 mDeviceLost = false;
2002
2003 return true;
2004}
2005
2006DWORD Renderer11::getAdapterVendor() const
2007{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002008 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002009}
2010
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002011std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002012{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002013 std::ostringstream rendererString;
2014
2015 rendererString << mDescription;
2016 rendererString << " Direct3D11";
2017
2018 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2019 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2020
2021 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002022}
2023
2024GUID Renderer11::getAdapterIdentifier() const
2025{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00002026 // Use the adapter LUID as our adapter ID
2027 // This number is local to a machine is only guaranteed to be unique between restarts
2028 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
2029 GUID adapterId = {0};
2030 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
2031 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002032}
2033
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002034bool Renderer11::getBGRATextureSupport() const
2035{
2036 return mBGRATextureSupport;
2037}
2038
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002039bool Renderer11::getDXT1TextureSupport()
2040{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002041 return mDXT1TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002042}
2043
2044bool Renderer11::getDXT3TextureSupport()
2045{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002046 return mDXT3TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002047}
2048
2049bool Renderer11::getDXT5TextureSupport()
2050{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002051 return mDXT5TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002052}
2053
2054bool Renderer11::getDepthTextureSupport() const
2055{
2056 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00002057 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002058 return false;
2059}
2060
2061bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
2062{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002063 *renderable = mFloat32RenderSupport;
2064 *filtering = mFloat32FilterSupport;
2065 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002066}
2067
2068bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
2069{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002070 *renderable = mFloat16RenderSupport;
2071 *filtering = mFloat16FilterSupport;
2072 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002073}
2074
2075bool Renderer11::getLuminanceTextureSupport()
2076{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002077 return false;
2078}
2079
2080bool Renderer11::getLuminanceAlphaTextureSupport()
2081{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002082 return false;
2083}
2084
2085bool Renderer11::getTextureFilterAnisotropySupport() const
2086{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002087 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002088}
2089
2090float Renderer11::getTextureMaxAnisotropy() const
2091{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002092 switch (mFeatureLevel)
2093 {
2094 case D3D_FEATURE_LEVEL_11_0:
2095 return D3D11_MAX_MAXANISOTROPY;
2096 case D3D_FEATURE_LEVEL_10_1:
2097 case D3D_FEATURE_LEVEL_10_0:
2098 return D3D10_MAX_MAXANISOTROPY;
2099 default: UNREACHABLE();
2100 return 0;
2101 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002102}
2103
2104bool Renderer11::getEventQuerySupport()
2105{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002106 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002107}
2108
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002109Range Renderer11::getViewportBounds() const
2110{
2111 switch (mFeatureLevel)
2112 {
2113 case D3D_FEATURE_LEVEL_11_0:
2114 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2115 case D3D_FEATURE_LEVEL_10_1:
2116 case D3D_FEATURE_LEVEL_10_0:
2117 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2118 default: UNREACHABLE();
2119 return Range(0, 0);
2120 }
2121}
2122
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002123unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002124{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002125 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2126 switch (mFeatureLevel)
2127 {
2128 case D3D_FEATURE_LEVEL_11_0:
2129 case D3D_FEATURE_LEVEL_10_1:
2130 case D3D_FEATURE_LEVEL_10_0:
2131 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2132 default: UNREACHABLE();
2133 return 0;
2134 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002135}
2136
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002137unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2138{
2139 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2140}
2141
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002142unsigned int Renderer11::getReservedVertexUniformVectors() const
2143{
2144 return 0; // Driver uniforms are stored in a separate constant buffer
2145}
2146
2147unsigned int Renderer11::getReservedFragmentUniformVectors() const
2148{
2149 return 0; // Driver uniforms are stored in a separate constant buffer
2150}
2151
2152unsigned int Renderer11::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002153{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002154 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2155 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2156 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002157}
2158
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002159unsigned int Renderer11::getMaxFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002160{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002161 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2162 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2163 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002164}
2165
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002166unsigned int Renderer11::getMaxVaryingVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002167{
2168 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
2169 switch (mFeatureLevel)
2170 {
2171 case D3D_FEATURE_LEVEL_11_0:
2172 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2173 case D3D_FEATURE_LEVEL_10_1:
2174 case D3D_FEATURE_LEVEL_10_0:
2175 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2176 default: UNREACHABLE();
2177 return 0;
2178 }
2179}
2180
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002181bool Renderer11::getNonPower2TextureSupport() const
2182{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002183 switch (mFeatureLevel)
2184 {
2185 case D3D_FEATURE_LEVEL_11_0:
2186 case D3D_FEATURE_LEVEL_10_1:
2187 case D3D_FEATURE_LEVEL_10_0:
2188 return true;
2189 default: UNREACHABLE();
2190 return false;
2191 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002192}
2193
2194bool Renderer11::getOcclusionQuerySupport() const
2195{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002196 switch (mFeatureLevel)
2197 {
2198 case D3D_FEATURE_LEVEL_11_0:
2199 case D3D_FEATURE_LEVEL_10_1:
2200 case D3D_FEATURE_LEVEL_10_0:
2201 return true;
2202 default: UNREACHABLE();
2203 return false;
2204 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002205}
2206
2207bool Renderer11::getInstancingSupport() const
2208{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002209 switch (mFeatureLevel)
2210 {
2211 case D3D_FEATURE_LEVEL_11_0:
2212 case D3D_FEATURE_LEVEL_10_1:
2213 case D3D_FEATURE_LEVEL_10_0:
2214 return true;
2215 default: UNREACHABLE();
2216 return false;
2217 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002218}
2219
2220bool Renderer11::getShareHandleSupport() const
2221{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002222 // We only currently support share handles with BGRA surfaces, because
2223 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002224 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002225 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002226}
2227
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002228bool Renderer11::getDerivativeInstructionSupport() const
2229{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002230 switch (mFeatureLevel)
2231 {
2232 case D3D_FEATURE_LEVEL_11_0:
2233 case D3D_FEATURE_LEVEL_10_1:
2234 case D3D_FEATURE_LEVEL_10_0:
2235 return true;
2236 default: UNREACHABLE();
2237 return false;
2238 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002239}
2240
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002241bool Renderer11::getPostSubBufferSupport() const
2242{
2243 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2244 return false;
2245}
2246
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002247int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002248{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002249 switch (mFeatureLevel)
2250 {
2251 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002252 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002253 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2254 default: UNREACHABLE(); return 0;
2255 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002256}
2257
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002258int Renderer11::getMinorShaderModel() const
2259{
2260 switch (mFeatureLevel)
2261 {
2262 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2263 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2264 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2265 default: UNREACHABLE(); return 0;
2266 }
2267}
2268
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002269float Renderer11::getMaxPointSize() const
2270{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002271 // choose a reasonable maximum. we enforce this in the shader.
2272 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2273 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002274}
2275
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002276int Renderer11::getMaxViewportDimension() const
2277{
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002278 // Maximum viewport size must be at least as large as the largest render buffer (or larger).
2279 // In our case return the maximum texture size, which is the maximum render buffer size.
2280 META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX);
2281 META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX);
2282
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002283 switch (mFeatureLevel)
2284 {
2285 case D3D_FEATURE_LEVEL_11_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002286 return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002287 case D3D_FEATURE_LEVEL_10_1:
2288 case D3D_FEATURE_LEVEL_10_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002289 return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002290 default: UNREACHABLE();
2291 return 0;
2292 }
2293}
2294
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002295int Renderer11::getMaxTextureWidth() const
2296{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002297 switch (mFeatureLevel)
2298 {
2299 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2300 case D3D_FEATURE_LEVEL_10_1:
2301 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2302 default: UNREACHABLE(); return 0;
2303 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002304}
2305
2306int Renderer11::getMaxTextureHeight() const
2307{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002308 switch (mFeatureLevel)
2309 {
2310 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2311 case D3D_FEATURE_LEVEL_10_1:
2312 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2313 default: UNREACHABLE(); return 0;
2314 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002315}
2316
2317bool Renderer11::get32BitIndexSupport() const
2318{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002319 switch (mFeatureLevel)
2320 {
2321 case D3D_FEATURE_LEVEL_11_0:
2322 case D3D_FEATURE_LEVEL_10_1:
2323 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2324 default: UNREACHABLE(); return false;
2325 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002326}
2327
2328int Renderer11::getMinSwapInterval() const
2329{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002330 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002331}
2332
2333int Renderer11::getMaxSwapInterval() const
2334{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002335 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002336}
2337
2338int Renderer11::getMaxSupportedSamples() const
2339{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002340 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002341}
2342
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002343int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2344{
2345 if (requested == 0)
2346 {
2347 return 0;
2348 }
2349
2350 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2351 if (iter != mMultisampleSupportMap.end())
2352 {
2353 const MultisampleSupportInfo& info = iter->second;
2354 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2355 {
2356 if (info.qualityLevels[i] > 0)
2357 {
2358 return i + 1;
2359 }
2360 }
2361 }
2362
2363 return -1;
2364}
2365
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002366bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002367{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002368 if (source && dest)
2369 {
2370 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2371 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2372
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002373 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002374 return true;
2375 }
2376
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002377 return false;
2378}
2379
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002380bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002381{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002382 if (source && dest)
2383 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002384 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2385 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002386
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002387 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002388 return true;
2389 }
2390
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002391 return false;
2392}
2393
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002394bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002395 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002396{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002397 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2398 if (!colorbuffer)
2399 {
2400 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002401 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002402 }
2403
2404 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2405 if (!sourceRenderTarget)
2406 {
2407 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002408 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002409 }
2410
2411 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2412 if (!source)
2413 {
2414 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002415 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002416 }
2417
2418 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2419 if (!storage11)
2420 {
2421 source->Release();
2422 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002423 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002424 }
2425
2426 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2427 if (!destRenderTarget)
2428 {
2429 source->Release();
2430 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002431 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002432 }
2433
2434 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2435 if (!dest)
2436 {
2437 source->Release();
2438 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002439 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002440 }
2441
2442 gl::Rectangle destRect;
2443 destRect.x = xoffset;
2444 destRect.y = yoffset;
2445 destRect.width = sourceRect.width;
2446 destRect.height = sourceRect.height;
2447
2448 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2449 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2450
2451 source->Release();
2452 dest->Release();
2453
2454 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002455}
2456
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002457bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002458 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002459{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002460 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2461 if (!colorbuffer)
2462 {
2463 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002464 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002465 }
2466
2467 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2468 if (!sourceRenderTarget)
2469 {
2470 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002471 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002472 }
2473
2474 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2475 if (!source)
2476 {
2477 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002478 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002479 }
2480
2481 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2482 if (!storage11)
2483 {
2484 source->Release();
2485 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002486 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002487 }
2488
2489 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2490 if (!destRenderTarget)
2491 {
2492 source->Release();
2493 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002494 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002495 }
2496
2497 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2498 if (!dest)
2499 {
2500 source->Release();
2501 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002502 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002503 }
2504
2505 gl::Rectangle destRect;
2506 destRect.x = xoffset;
2507 destRect.y = yoffset;
2508 destRect.width = sourceRect.width;
2509 destRect.height = sourceRect.height;
2510
2511 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2512 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2513
2514 source->Release();
2515 dest->Release();
2516
2517 return ret;
2518}
2519
2520bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2521 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2522{
2523 HRESULT result;
2524
2525 if (!mCopyResourcesInitialized)
2526 {
2527 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2528
2529 D3D11_BUFFER_DESC vbDesc;
2530 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2531 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2532 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2533 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2534 vbDesc.MiscFlags = 0;
2535 vbDesc.StructureByteStride = 0;
2536
2537 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2538 ASSERT(SUCCEEDED(result));
2539 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2540
2541 D3D11_SAMPLER_DESC samplerDesc;
2542 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2543 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2544 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2545 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2546 samplerDesc.MipLODBias = 0.0f;
2547 samplerDesc.MaxAnisotropy = 0;
2548 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2549 samplerDesc.BorderColor[0] = 0.0f;
2550 samplerDesc.BorderColor[1] = 0.0f;
2551 samplerDesc.BorderColor[2] = 0.0f;
2552 samplerDesc.BorderColor[3] = 0.0f;
2553 samplerDesc.MinLOD = 0.0f;
2554 samplerDesc.MaxLOD = 0.0f;
2555
2556 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2557 ASSERT(SUCCEEDED(result));
2558 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2559
2560 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2561 {
2562 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2563 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2564 };
2565
2566 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2567 ASSERT(SUCCEEDED(result));
2568 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2569
2570 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2571 ASSERT(SUCCEEDED(result));
2572 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2573
2574 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2575 ASSERT(SUCCEEDED(result));
2576 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2577
2578 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2579 ASSERT(SUCCEEDED(result));
2580 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2581
2582 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2583 ASSERT(SUCCEEDED(result));
2584 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2585
2586 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2587 ASSERT(SUCCEEDED(result));
2588 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2589
2590 mCopyResourcesInitialized = true;
2591 }
2592
2593 // Verify the source and destination area sizes
2594 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2595 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2596 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2597 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2598 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002599 return gl::error(GL_INVALID_VALUE, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002600 }
2601
2602 // Set vertices
2603 D3D11_MAPPED_SUBRESOURCE mappedResource;
2604 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2605 if (FAILED(result))
2606 {
2607 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002608 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002609 }
2610
2611 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2612
2613 // Create a quad in homogeneous coordinates
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002614 float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00002615 float y1 = ((destHeight - destArea.y - destArea.height) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002616 float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00002617 float y2 = ((destHeight - destArea.y) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002618
2619 float u1 = sourceArea.x / float(sourceWidth);
2620 float v1 = sourceArea.y / float(sourceHeight);
2621 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2622 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2623
2624 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2625 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2626 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2627 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2628
2629 mDeviceContext->Unmap(mCopyVB, 0);
2630
2631 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2632 static UINT startIdx = 0;
2633 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2634
2635 // Apply state
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002636 mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002637 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2638 mDeviceContext->RSSetState(NULL);
2639
2640 // Apply shaders
2641 mDeviceContext->IASetInputLayout(mCopyIL);
2642 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2643 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2644
2645 ID3D11PixelShader *ps = NULL;
2646 switch(destFormat)
2647 {
2648 case GL_RGBA: ps = mCopyRGBAPS; break;
2649 case GL_RGB: ps = mCopyRGBPS; break;
2650 case GL_ALPHA: ps = mCopyRGBAPS; break;
2651 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2652 case GL_LUMINANCE: ps = mCopyLumPS; break;
2653 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2654 default: UNREACHABLE(); ps = NULL; break;
2655 }
2656
2657 mDeviceContext->PSSetShader(ps, NULL, 0);
shannon.woods@transgaming.com28e7ba02013-02-28 23:09:28 +00002658 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002659
2660 // Unset the currently bound shader resource to avoid conflicts
2661 static ID3D11ShaderResourceView *const nullSRV = NULL;
2662 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2663
2664 // Apply render targets
2665 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2666
2667 // Set the viewport
2668 D3D11_VIEWPORT viewport;
2669 viewport.TopLeftX = 0;
2670 viewport.TopLeftY = 0;
2671 viewport.Width = destWidth;
2672 viewport.Height = destHeight;
2673 viewport.MinDepth = 0.0f;
2674 viewport.MaxDepth = 1.0f;
2675 mDeviceContext->RSSetViewports(1, &viewport);
2676
2677 // Apply textures
2678 mDeviceContext->PSSetShaderResources(0, 1, &source);
2679 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2680
2681 // Draw the quad
2682 mDeviceContext->Draw(4, 0);
2683
2684 // Unbind textures and render targets and vertex buffer
2685 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2686
2687 static ID3D11RenderTargetView *const nullRTV = NULL;
2688 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2689
2690 static UINT zero = 0;
2691 static ID3D11Buffer *const nullBuffer = NULL;
2692 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2693
2694 markAllStateDirty();
2695
2696 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002697}
2698
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002699RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2700{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002701 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002702 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002703
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002704 if (depth)
2705 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002706 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002707 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
2708 swapChain11->getDepthStencilTexture(), NULL,
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002709 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002710 }
2711 else
2712 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00002713 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002714 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00002715 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002716 swapChain11->getRenderTargetShaderResource(),
2717 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002718 }
2719 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002720}
2721
2722RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2723{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002724 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2725 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002726}
2727
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002728ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002729{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002730 ShaderExecutable11 *executable = NULL;
2731
2732 switch (type)
2733 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002734 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002735 {
2736 ID3D11VertexShader *vshader = NULL;
2737 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2738 ASSERT(SUCCEEDED(result));
2739
2740 if (vshader)
2741 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002742 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002743 }
2744 }
2745 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002746 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002747 {
2748 ID3D11PixelShader *pshader = NULL;
2749 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2750 ASSERT(SUCCEEDED(result));
2751
2752 if (pshader)
2753 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002754 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002755 }
2756 }
2757 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002758 case rx::SHADER_GEOMETRY:
2759 {
2760 ID3D11GeometryShader *gshader = NULL;
2761 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
2762 ASSERT(SUCCEEDED(result));
2763
2764 if (gshader)
2765 {
2766 executable = new ShaderExecutable11(function, length, gshader);
2767 }
2768 }
2769 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002770 default:
2771 UNREACHABLE();
2772 break;
2773 }
2774
2775 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002776}
2777
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002778ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002779{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002780 const char *profile = NULL;
2781
2782 switch (type)
2783 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002784 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002785 profile = "vs_4_0";
2786 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00002787 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002788 profile = "ps_4_0";
2789 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002790 case rx::SHADER_GEOMETRY:
2791 profile = "gs_4_0";
2792 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002793 default:
2794 UNREACHABLE();
2795 return NULL;
2796 }
2797
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00002798 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002799 if (!binary)
2800 return NULL;
2801
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002802 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002803 binary->Release();
2804
2805 return executable;
2806}
2807
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002808VertexBuffer *Renderer11::createVertexBuffer()
2809{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002810 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002811}
2812
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002813IndexBuffer *Renderer11::createIndexBuffer()
2814{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002815 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002816}
2817
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00002818BufferStorage *Renderer11::createBufferStorage()
2819{
2820 return new BufferStorage11(this);
2821}
2822
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002823QueryImpl *Renderer11::createQuery(GLenum type)
2824{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002825 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00002826}
2827
2828FenceImpl *Renderer11::createFence()
2829{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002830 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002831}
2832
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002833bool Renderer11::getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
2834{
2835 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2836 if (colorbuffer)
2837 {
2838 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2839 if (renderTarget)
2840 {
2841 *subresourceIndex = renderTarget->getSubresourceIndex();
2842
2843 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2844 if (colorBufferRTV)
2845 {
2846 ID3D11Resource *textureResource = NULL;
2847 colorBufferRTV->GetResource(&textureResource);
2848 colorBufferRTV->Release();
2849
2850 if (textureResource)
2851 {
2852 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2853 textureResource->Release();
2854
2855 if (SUCCEEDED(result))
2856 {
2857 return true;
2858 }
2859 else
2860 {
2861 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2862 "HRESULT: 0x%X.", result);
2863 }
2864 }
2865 }
2866 }
2867 }
2868
2869 return false;
2870}
2871
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002872bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002873 bool blitRenderTarget, bool blitDepthStencil)
2874{
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002875 if (blitRenderTarget && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_RENDERTARGET))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002876 {
2877 return false;
2878 }
2879
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00002880 if (blitDepthStencil && !blitRect(readTarget, readRect, drawTarget, drawRect, BLIT_DEPTHSTENCIL))
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00002881 {
2882 return false;
2883 }
2884
2885 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002886}
2887
2888void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2889 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2890{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002891 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002892 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002893
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002894 if (getRenderTargetResource(framebuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002895 {
2896 gl::Rectangle area;
2897 area.x = x;
2898 area.y = y;
2899 area.width = width;
2900 area.height = height;
2901
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002902 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2903 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002904
2905 colorBufferTexture->Release();
2906 colorBufferTexture = NULL;
2907 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002908}
2909
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002910Image *Renderer11::createImage()
2911{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002912 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002913}
2914
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002915void Renderer11::generateMipmap(Image *dest, Image *src)
2916{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002917 Image11 *dest11 = Image11::makeImage11(dest);
2918 Image11 *src11 = Image11::makeImage11(src);
2919 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002920}
2921
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002922TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2923{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002924 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2925 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002926}
2927
2928TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2929{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002930 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002931}
2932
2933TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2934{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002935 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002936}
2937
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002938static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2939{
2940 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2941 destFormat == GL_ALPHA &&
2942 destType == GL_UNSIGNED_BYTE)
2943 {
2944 return 1;
2945 }
2946 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2947 destFormat == GL_RGBA &&
2948 destType == GL_UNSIGNED_BYTE)
2949 {
2950 return 4;
2951 }
2952 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2953 destFormat == GL_BGRA_EXT &&
2954 destType == GL_UNSIGNED_BYTE)
2955 {
2956 return 4;
2957 }
2958 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2959 destFormat == GL_RGBA &&
2960 destType == GL_HALF_FLOAT_OES)
2961 {
2962 return 8;
2963 }
2964 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2965 destFormat == GL_RGB &&
2966 destType == GL_FLOAT)
2967 {
2968 return 12;
2969 }
2970 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2971 destFormat == GL_RGBA &&
2972 destType == GL_FLOAT)
2973 {
2974 return 16;
2975 }
2976 else
2977 {
2978 return 0;
2979 }
2980}
2981
2982static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2983 unsigned int y, int inputPitch, gl::Color *outColor)
2984{
2985 switch (format)
2986 {
2987 case DXGI_FORMAT_R8G8B8A8_UNORM:
2988 {
2989 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00002990 outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
2991 outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
2992 outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
2993 outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002994 }
2995 break;
2996
2997 case DXGI_FORMAT_A8_UNORM:
2998 {
2999 outColor->red = 0.0f;
3000 outColor->green = 0.0f;
3001 outColor->blue = 0.0f;
3002 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
3003 }
3004 break;
3005
3006 case DXGI_FORMAT_R32G32B32A32_FLOAT:
3007 {
3008 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
3009 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
3010 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
3011 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
3012 }
3013 break;
3014
3015 case DXGI_FORMAT_R32G32B32_FLOAT:
3016 {
3017 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
3018 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
3019 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
3020 outColor->alpha = 1.0f;
3021 }
3022 break;
3023
3024 case DXGI_FORMAT_R16G16B16A16_FLOAT:
3025 {
3026 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
3027 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
3028 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
3029 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
3030 }
3031 break;
3032
3033 case DXGI_FORMAT_B8G8R8A8_UNORM:
3034 {
3035 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00003036 outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
3037 outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
3038 outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
3039 outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003040 }
3041 break;
3042
3043 case DXGI_FORMAT_R8_UNORM:
3044 {
3045 outColor->red = *(data + x + y * inputPitch) / 255.0f;
3046 outColor->green = 0.0f;
3047 outColor->blue = 0.0f;
3048 outColor->alpha = 1.0f;
3049 }
3050 break;
3051
3052 case DXGI_FORMAT_R8G8_UNORM:
3053 {
3054 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
3055
3056 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
3057 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
3058 outColor->blue = 0.0f;
3059 outColor->alpha = 1.0f;
3060 }
3061 break;
3062
3063 case DXGI_FORMAT_R16_FLOAT:
3064 {
3065 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
3066 outColor->green = 0.0f;
3067 outColor->blue = 0.0f;
3068 outColor->alpha = 1.0f;
3069 }
3070 break;
3071
3072 case DXGI_FORMAT_R16G16_FLOAT:
3073 {
3074 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
3075 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
3076 outColor->blue = 0.0f;
3077 outColor->alpha = 1.0f;
3078 }
3079 break;
3080
3081 default:
3082 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
3083 UNIMPLEMENTED();
3084 break;
3085 }
3086}
3087
3088static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
3089 unsigned int y, int outputPitch, void *outData)
3090{
3091 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
3092 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
3093
3094 switch (format)
3095 {
3096 case GL_RGBA:
3097 switch (type)
3098 {
3099 case GL_UNSIGNED_BYTE:
3100 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3101 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3102 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3103 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3104 break;
3105
3106 default:
3107 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
3108 UNIMPLEMENTED();
3109 break;
3110 }
3111 break;
3112
3113 case GL_BGRA_EXT:
3114 switch (type)
3115 {
3116 case GL_UNSIGNED_BYTE:
3117 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3118 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3119 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
3120 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3121 break;
3122
3123 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
3124 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3125 // this type is packed as follows:
3126 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3127 // --------------------------------------------------------------------------------
3128 // | 4th | 3rd | 2nd | 1st component |
3129 // --------------------------------------------------------------------------------
3130 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3131 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3132 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
3133 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
3134 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
3135 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
3136 break;
3137
3138 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
3139 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3140 // this type is packed as follows:
3141 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3142 // --------------------------------------------------------------------------------
3143 // | 4th | 3rd | 2nd | 1st component |
3144 // --------------------------------------------------------------------------------
3145 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3146 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3147 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
3148 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
3149 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
3150 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
3151 break;
3152
3153 default:
3154 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
3155 UNIMPLEMENTED();
3156 break;
3157 }
3158 break;
3159
3160 case GL_RGB:
3161 switch (type)
3162 {
3163 case GL_UNSIGNED_SHORT_5_6_5:
3164 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3165 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
3166 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
3167 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
3168 break;
3169
3170 case GL_UNSIGNED_BYTE:
3171 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3172 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3173 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3174 break;
3175
3176 default:
3177 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
3178 UNIMPLEMENTED();
3179 break;
3180 }
3181 break;
3182
3183 default:
3184 ERR("WritePixelColor not implemented for format 0x%X.", format);
3185 UNIMPLEMENTED();
3186 break;
3187 }
3188}
3189
3190void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3191 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3192 GLint packAlignment, void *pixels)
3193{
3194 D3D11_TEXTURE2D_DESC textureDesc;
3195 texture->GetDesc(&textureDesc);
3196
3197 D3D11_TEXTURE2D_DESC stagingDesc;
3198 stagingDesc.Width = area.width;
3199 stagingDesc.Height = area.height;
3200 stagingDesc.MipLevels = 1;
3201 stagingDesc.ArraySize = 1;
3202 stagingDesc.Format = textureDesc.Format;
3203 stagingDesc.SampleDesc.Count = 1;
3204 stagingDesc.SampleDesc.Quality = 0;
3205 stagingDesc.Usage = D3D11_USAGE_STAGING;
3206 stagingDesc.BindFlags = 0;
3207 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3208 stagingDesc.MiscFlags = 0;
3209
3210 ID3D11Texture2D* stagingTex = NULL;
3211 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3212 if (FAILED(result))
3213 {
3214 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3215 return;
3216 }
3217
3218 ID3D11Texture2D* srcTex = NULL;
3219 if (textureDesc.SampleDesc.Count > 1)
3220 {
3221 D3D11_TEXTURE2D_DESC resolveDesc;
3222 resolveDesc.Width = textureDesc.Width;
3223 resolveDesc.Height = textureDesc.Height;
3224 resolveDesc.MipLevels = 1;
3225 resolveDesc.ArraySize = 1;
3226 resolveDesc.Format = textureDesc.Format;
3227 resolveDesc.SampleDesc.Count = 1;
3228 resolveDesc.SampleDesc.Quality = 0;
3229 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3230 resolveDesc.BindFlags = 0;
3231 resolveDesc.CPUAccessFlags = 0;
3232 resolveDesc.MiscFlags = 0;
3233
3234 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3235 if (FAILED(result))
3236 {
3237 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
3238 stagingTex->Release();
3239 return;
3240 }
3241
3242 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3243 subResource = 0;
3244 }
3245 else
3246 {
3247 srcTex = texture;
3248 srcTex->AddRef();
3249 }
3250
3251 D3D11_BOX srcBox;
3252 srcBox.left = area.x;
3253 srcBox.right = area.x + area.width;
3254 srcBox.top = area.y;
3255 srcBox.bottom = area.y + area.height;
3256 srcBox.front = 0;
3257 srcBox.back = 1;
3258
3259 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3260
3261 srcTex->Release();
3262 srcTex = NULL;
3263
3264 D3D11_MAPPED_SUBRESOURCE mapping;
3265 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3266
3267 unsigned char *source;
3268 int inputPitch;
3269 if (packReverseRowOrder)
3270 {
3271 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3272 inputPitch = -static_cast<int>(mapping.RowPitch);
3273 }
3274 else
3275 {
3276 source = static_cast<unsigned char*>(mapping.pData);
3277 inputPitch = static_cast<int>(mapping.RowPitch);
3278 }
3279
3280 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
3281 if (fastPixelSize != 0)
3282 {
3283 unsigned char *dest = static_cast<unsigned char*>(pixels);
3284 for (int j = 0; j < area.height; j++)
3285 {
3286 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
3287 }
3288 }
3289 else
3290 {
3291 gl::Color pixelColor;
3292 for (int j = 0; j < area.height; j++)
3293 {
3294 for (int i = 0; i < area.width; i++)
3295 {
3296 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3297 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3298 }
3299 }
3300 }
3301
3302 mDeviceContext->Unmap(stagingTex, 0);
3303
3304 stagingTex->Release();
3305 stagingTex = NULL;
3306}
3307
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003308bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget,
3309 const gl::Rectangle &drawRect, BlitTarget target)
3310{
3311 ASSERT(readRect.width == drawRect.width && readRect.height == drawRect.height);
3312
3313 gl::Renderbuffer *readBuffer = NULL;
3314 switch (target)
3315 {
3316 case BLIT_RENDERTARGET:
3317 readBuffer = readTarget->getColorbuffer();
3318 break;
3319 case BLIT_DEPTHSTENCIL:
3320 readBuffer = readTarget->getDepthOrStencilbuffer();
3321 break;
3322 default: UNREACHABLE();
3323 }
3324 if (!readBuffer)
3325 {
3326 ERR("Failed to retrieve the color buffer from the read target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003327 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003328 }
3329
3330 RenderTarget11 *sourceRenderTarget = NULL;
3331 switch (target)
3332 {
3333 case BLIT_RENDERTARGET:
3334 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getRenderTarget());
3335 break;
3336 case BLIT_DEPTHSTENCIL:
3337 sourceRenderTarget = RenderTarget11::makeRenderTarget11(readBuffer->getDepthStencil());
3338 break;
3339 default: UNREACHABLE();
3340 }
3341 if (!sourceRenderTarget)
3342 {
3343 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003344 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003345 }
3346
3347 ID3D11Texture2D *source = NULL;
3348 unsigned int sourceSubresource = 0;
3349 if (sourceRenderTarget->getSamples() > 0)
3350 {
3351 ID3D11Texture2D *unresolvedTexture = sourceRenderTarget->getTexture();
3352
3353 source = resolveMultisampledTexture(unresolvedTexture, sourceRenderTarget->getSubresourceIndex());
3354 sourceSubresource = 0;
3355
3356 unresolvedTexture->Release();
3357 }
3358 else
3359 {
3360 source = sourceRenderTarget->getTexture();
3361 sourceSubresource = sourceRenderTarget->getSubresourceIndex();
3362 }
3363
3364 if (!source)
3365 {
3366 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003367 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003368 }
3369
3370
3371 gl::Renderbuffer *drawBuffer = NULL;
3372 switch (target)
3373 {
3374 case BLIT_RENDERTARGET:
3375 drawBuffer = drawTarget->getColorbuffer();
3376 break;
3377 case BLIT_DEPTHSTENCIL:
3378 drawBuffer = drawTarget->getDepthOrStencilbuffer();
3379 break;
3380 default: UNREACHABLE();
3381 }
3382 if (!drawBuffer)
3383 {
3384 source->Release();
3385 ERR("Failed to retrieve the color buffer from the draw buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003386 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003387 }
3388
3389 RenderTarget11 *drawRenderTarget = NULL;
3390 switch (target)
3391 {
3392 case BLIT_RENDERTARGET:
3393 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getRenderTarget());
3394 break;
3395 case BLIT_DEPTHSTENCIL:
3396 drawRenderTarget = RenderTarget11::makeRenderTarget11(drawBuffer->getDepthStencil());
3397 break;
3398 default: UNREACHABLE();
3399 }
3400 if (!drawRenderTarget)
3401 {
3402 source->Release();
3403 ERR("Failed to retrieve the render target from the render buffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003404 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003405 }
3406
3407 ID3D11Texture2D *dest = drawRenderTarget->getTexture();
3408 unsigned int destSubresource = drawRenderTarget->getSubresourceIndex();
3409
3410 D3D11_BOX srcBox;
3411 srcBox.left = readRect.x;
3412 srcBox.right = readRect.x + readRect.width;
3413 srcBox.top = readRect.y;
3414 srcBox.bottom = readRect.y + readRect.height;
3415 srcBox.front = 0;
3416 srcBox.back = 1;
3417
3418 mDeviceContext->CopySubresourceRegion(dest, destSubresource, drawRect.x, drawRect.y, 0,
3419 source, sourceSubresource, &srcBox);
3420
3421 source->Release();
3422 dest->Release();
3423
3424 return true;
3425}
3426
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003427ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3428{
3429 D3D11_TEXTURE2D_DESC textureDesc;
3430 source->GetDesc(&textureDesc);
3431
3432 if (textureDesc.SampleDesc.Count > 1)
3433 {
3434 D3D11_TEXTURE2D_DESC resolveDesc;
3435 resolveDesc.Width = textureDesc.Width;
3436 resolveDesc.Height = textureDesc.Height;
3437 resolveDesc.MipLevels = 1;
3438 resolveDesc.ArraySize = 1;
3439 resolveDesc.Format = textureDesc.Format;
3440 resolveDesc.SampleDesc.Count = 1;
3441 resolveDesc.SampleDesc.Quality = 0;
3442 resolveDesc.Usage = textureDesc.Usage;
3443 resolveDesc.BindFlags = textureDesc.BindFlags;
3444 resolveDesc.CPUAccessFlags = 0;
3445 resolveDesc.MiscFlags = 0;
3446
3447 ID3D11Texture2D *resolveTexture = NULL;
3448 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3449 if (FAILED(result))
3450 {
3451 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3452 return NULL;
3453 }
3454
3455 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3456 return resolveTexture;
3457 }
3458 else
3459 {
3460 source->AddRef();
3461 return source;
3462 }
3463}
3464
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003465}