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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
2// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000013#include "libGLESv2/Program.h"
14#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000015#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000016#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000017#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000018#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000019
20#include "libEGL/Config.h"
21#include "libEGL/Display.h"
22
23namespace rx
24{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000025static const DXGI_FORMAT RenderTargetFormats[] =
26 {
27 DXGI_FORMAT_R8G8B8A8_UNORM
28 };
29
30static const DXGI_FORMAT DepthStencilFormats[] =
31 {
32 DXGI_FORMAT_D24_UNORM_S8_UINT
33 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000034
35Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
36{
37 mD3d11Module = NULL;
38 mDxgiModule = NULL;
39
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000040 mDeviceLost = false;
41
daniel@transgaming.com25072f62012-11-28 19:31:32 +000042 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000043 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000044 mDxgiAdapter = NULL;
45 mDxgiFactory = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000046}
47
48Renderer11::~Renderer11()
49{
50 releaseDeviceResources();
51
daniel@transgaming.com65e65372012-11-28 19:33:50 +000052 if (mDxgiFactory)
53 {
54 mDxgiFactory->Release();
55 mDxgiFactory = NULL;
56 }
57
58 if (mDxgiAdapter)
59 {
60 mDxgiAdapter->Release();
61 mDxgiAdapter = NULL;
62 }
63
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000064 if (mDeviceContext)
65 {
66 mDeviceContext->Release();
67 mDeviceContext = NULL;
68 }
69
daniel@transgaming.com25072f62012-11-28 19:31:32 +000070 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000071 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +000072 mDevice->Release();
73 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000074 }
75
76 if (mD3d11Module)
77 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000078 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000079 mD3d11Module = NULL;
80 }
81
82 if (mDxgiModule)
83 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000084 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000085 mDxgiModule = NULL;
86 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000087}
88
daniel@transgaming.comb64ed282012-11-28 20:54:02 +000089Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
90{
91 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
92 return static_cast<rx::Renderer11*>(renderer);
93}
94
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000095EGLint Renderer11::initialize()
96{
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000097 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
98 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000099
100 if (mD3d11Module == NULL || mDxgiModule == NULL)
101 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000102 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000103 return EGL_NOT_INITIALIZED;
104 }
105
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000106 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000107
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000108 if (D3D11CreateDevice == NULL)
109 {
110 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
111 return EGL_NOT_INITIALIZED;
112 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000113
114 D3D_FEATURE_LEVEL featureLevel[] =
115 {
116 D3D_FEATURE_LEVEL_11_0,
117 D3D_FEATURE_LEVEL_10_1,
118 D3D_FEATURE_LEVEL_10_0,
119 };
120
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000121 HRESULT result = D3D11CreateDevice(NULL,
122 D3D_DRIVER_TYPE_HARDWARE,
123 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000124 #if defined(_DEBUG)
125 D3D11_CREATE_DEVICE_DEBUG,
126 #else
127 0,
128 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000129 featureLevel,
130 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000131 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000132 &mDevice,
133 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000134 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000135
136 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000137 {
138 ERR("Could not create D3D11 device - aborting!\n");
139 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
140 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000141
142 IDXGIDevice *dxgiDevice = NULL;
143 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
144
145 if (FAILED(result))
146 {
147 ERR("Could not query DXGI device - aborting!\n");
148 return EGL_NOT_INITIALIZED;
149 }
150
151 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
152
153 if (FAILED(result))
154 {
155 ERR("Could not retrieve DXGI adapter - aborting!\n");
156 return EGL_NOT_INITIALIZED;
157 }
158
159 dxgiDevice->Release();
160
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000161 mDxgiAdapter->GetDesc(&mAdapterDescription);
162 memset(mDescription, 0, sizeof(mDescription));
163 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
164
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000165 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
166
167 if (!mDxgiFactory || FAILED(result))
168 {
169 ERR("Could not create DXGI factory - aborting!\n");
170 return EGL_NOT_INITIALIZED;
171 }
172
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000173 initializeDevice();
174
175 return EGL_SUCCESS;
176}
177
178// do any one-time device initialization
179// NOTE: this is also needed after a device lost/reset
180// to reset the scene status and ensure the default states are reset.
181void Renderer11::initializeDevice()
182{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000183 mStateCache.initialize(mDevice);
184
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000185 markAllStateDirty();
186
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000187 // Permanent non-default states
188 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000189 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000190}
191
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000192int Renderer11::generateConfigs(ConfigDesc **configDescList)
193{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000194 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
195 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000196 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
197 int numConfigs = 0;
198
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000199 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000200 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000201 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000202 {
203 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
204
205 UINT formatSupport = 0;
206 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
207
208 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
209 {
210 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
211
212 UINT formatSupport = 0;
213 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
214
215 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
216 {
217 ConfigDesc newConfig;
218 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
219 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
220 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
221 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
222
223 (*configDescList)[numConfigs++] = newConfig;
224 }
225 }
226 }
227 }
228
229 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000230}
231
232void Renderer11::deleteConfigs(ConfigDesc *configDescList)
233{
234 delete [] (configDescList);
235}
236
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000237void Renderer11::sync(bool block)
238{
239 // TODO
240 UNIMPLEMENTED();
241}
242
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000243SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
244{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000245 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000246}
247
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000248void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
249{
250 // TODO
251 UNIMPLEMENTED();
252}
253
254void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
255{
256 // TODO
257 UNIMPLEMENTED();
258}
259
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000260void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState, unsigned int depthSize)
261{
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000262 if (mForceSetRasterState ||
263 memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0 ||
264 depthSize != mCurDepthSize)
265 {
266 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, depthSize);
267 if (!dxRasterState)
268 {
269 ERR("NULL blend state returned by RenderStateCache::getRasterizerState, setting the "
270 "rasterizer state.");
271 }
272
273 mDeviceContext->RSSetState(dxRasterState);
274
275 if (dxRasterState)
276 {
277 dxRasterState->Release();
278 }
279 mCurRasterState = rasterState;
280 mCurDepthSize = depthSize;
281 }
282
283 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000284}
285
286void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
287 unsigned int sampleMask)
288{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000289 if (mForceSetBlendState ||
290 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
291 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
292 sampleMask != mCurSampleMask)
293 {
294 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
295 if (!dxBlendState)
296 {
297 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
298 "blend state.");
299 }
300
301 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
302 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
303
304 if (dxBlendState)
305 {
306 dxBlendState->Release();
307 }
308 mCurBlendState = blendState;
309 mCurBlendColor = blendColor;
310 mCurSampleMask = sampleMask;
311 }
312
313 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000314}
315
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000316void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
317 int stencilBackRef, bool frontFaceCCW, unsigned int stencilSize)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000318{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000319 if (mForceSetDepthStencilState ||
320 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
321 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
322 {
323 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
324 stencilRef != stencilBackRef ||
325 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
326 {
327 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
328 "invalid under WebGL.");
329 return error(GL_INVALID_OPERATION);
330 }
331
332 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
333 if (!dxDepthStencilState)
334 {
335 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
336 "setting the default depth stencil state.");
337 }
338
339 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
340
341 if (dxDepthStencilState)
342 {
343 dxDepthStencilState->Release();
344 }
345 mCurDepthStencilState = depthStencilState;
346 mCurStencilRef = stencilRef;
347 mCurStencilBackRef = stencilBackRef;
348 }
349
350 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000351}
352
daniel@transgaming.com04f1b332012-11-28 21:00:40 +0000353void Renderer11::setScissorRectangle(const gl::Rectangle &scissor)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000354{
daniel@transgaming.com04f1b332012-11-28 21:00:40 +0000355 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000356 {
357 D3D11_RECT rect;
daniel@transgaming.com04f1b332012-11-28 21:00:40 +0000358 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
359 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
360 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
361 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000362
363 mDeviceContext->RSSetScissorRects(1, &rect);
364
365 mCurScissor = scissor;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000366 }
367
368 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000369}
370
daniel@transgaming.come2f7b6b2012-11-28 21:00:51 +0000371bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar,
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000372 gl::ProgramBinary *currentProgram, bool forceSetUniforms)
373{
daniel@transgaming.com53670042012-11-28 20:55:51 +0000374 bool viewportChanged = mForceSetViewport || memcmp(&viewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
375 zNear != mCurNear || zFar != mCurFar;
376
377 D3D11_VIEWPORT dxViewport;
daniel@transgaming.come2f7b6b2012-11-28 21:00:51 +0000378 dxViewport.TopLeftX = gl::clamp(viewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
379 dxViewport.TopLeftY = gl::clamp(viewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
380 dxViewport.Width = gl::clamp(viewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
381 dxViewport.Height = gl::clamp(viewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com53670042012-11-28 20:55:51 +0000382 dxViewport.MinDepth = zNear;
383 dxViewport.MaxDepth = zFar;
384
385 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
386 {
387 return false; // Nothing to render
388 }
389
390 if (viewportChanged)
391 {
392 mDeviceContext->RSSetViewports(1, &dxViewport);
393
394 mCurViewport = viewport;
395 mCurNear = zNear;
396 mCurFar = zFar;
397 }
398
399 if (currentProgram && (viewportChanged || forceSetUniforms))
400 {
401 GLint halfPixelSize = currentProgram->getDxHalfPixelSizeLocation();
402 GLfloat xy[2] = { 0.0f, 0.0f };
403 currentProgram->setUniform2fv(halfPixelSize, 1, xy);
404
405 // These values are used for computing gl_FragCoord in Program::linkVaryings().
406 GLint coord = currentProgram->getDxCoordLocation();
407 GLfloat whxy[4] = { viewport.width * 0.5f,
408 viewport.height * 0.5f,
409 viewport.x + (viewport.width * 0.5f),
410 viewport.y + (viewport.height * 0.5f) };
411 currentProgram->setUniform4fv(coord, 1, whxy);
412
413 GLint depth = currentProgram->getDxDepthLocation();
414 GLfloat dz[2] = { (zFar - zNear) * 0.5f, (zNear + zFar) * 0.5f };
415 currentProgram->setUniform2fv(depth, 1, dz);
416
417 GLint depthRange = currentProgram->getDxDepthRangeLocation();
418 GLfloat nearFarDiff[3] = { zNear, zFar, zFar - zNear };
419 currentProgram->setUniform3fv(depthRange, 1, nearFarDiff);
420 }
421
422 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000423 return true;
424}
425
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000426bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
427{
428 // TODO
429 UNIMPLEMENTED();
430
431 return false;
432}
433
434bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000435{
436 // TODO
437 UNIMPLEMENTED();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000438
439 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000440 mForceSetViewport = true;
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000441
442 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000443}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000444
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000445GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000446{
447 // TODO
448 UNIMPLEMENTED();
449
450 return GL_OUT_OF_MEMORY;
451}
452
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000453GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, gl::TranslatedIndexData *indexInfo)
454{
455 // TODO
456 UNIMPLEMENTED();
457
458 return GL_OUT_OF_MEMORY;
459}
460
461void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
462{
463 // TODO
464 UNIMPLEMENTED();
465}
466
daniel@transgaming.com97400dd2012-11-28 20:57:00 +0000467void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const gl::TranslatedIndexData &indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000468{
469 // TODO
470 UNIMPLEMENTED();
471}
472
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000473void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
474{
475 // TODO
476 UNIMPLEMENTED();
477}
478
daniel@transgaming.com084a2572012-11-28 20:55:17 +0000479void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000480{
481 // TODO
482 UNIMPLEMENTED();
483}
484
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000485void Renderer11::markAllStateDirty()
486{
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +0000487 mDepthStencilInitialized = false;
488 mRenderTargetDescInitialized = false;
489
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000490 mForceSetBlendState = true;
491 mForceSetRasterState = true;
492 mForceSetDepthStencilState = true;
493 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000494 mForceSetViewport = true;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000495}
496
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000497void Renderer11::releaseDeviceResources()
498{
499 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000500 // UNIMPLEMENTED();
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000501 mStateCache.clear();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000502}
503
504void Renderer11::markDeviceLost()
505{
506 mDeviceLost = true;
507}
508
509bool Renderer11::isDeviceLost()
510{
511 return mDeviceLost;
512}
513
514// set notify to true to broadcast a message to all contexts of the device loss
515bool Renderer11::testDeviceLost(bool notify)
516{
517 bool isLost = false;
518
519 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000520 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000521
522 if (isLost)
523 {
524 // ensure we note the device loss --
525 // we'll probably get this done again by markDeviceLost
526 // but best to remember it!
527 // Note that we don't want to clear the device loss status here
528 // -- this needs to be done by resetDevice
529 mDeviceLost = true;
530 if (notify)
531 {
532 mDisplay->notifyDeviceLost();
533 }
534 }
535
536 return isLost;
537}
538
539bool Renderer11::testDeviceResettable()
540{
541 HRESULT status = D3D_OK;
542
543 // TODO
544 UNIMPLEMENTED();
545
546 switch (status)
547 {
548 case D3DERR_DEVICENOTRESET:
549 case D3DERR_DEVICEHUNG:
550 return true;
551 default:
552 return false;
553 }
554}
555
556bool Renderer11::resetDevice()
557{
558 releaseDeviceResources();
559
560 // TODO
561 UNIMPLEMENTED();
562
563 // reset device defaults
564 initializeDevice();
565 mDeviceLost = false;
566
567 return true;
568}
569
570DWORD Renderer11::getAdapterVendor() const
571{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000572 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000573}
574
575const char *Renderer11::getAdapterDescription() const
576{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000577 return mDescription;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000578}
579
580GUID Renderer11::getAdapterIdentifier() const
581{
582 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000583 // UNIMPLEMENTED();
584 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000585 return foo;
586}
587
588bool Renderer11::getDXT1TextureSupport()
589{
590 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000591 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000592 return false;
593}
594
595bool Renderer11::getDXT3TextureSupport()
596{
597 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000598 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000599 return false;
600}
601
602bool Renderer11::getDXT5TextureSupport()
603{
604 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000605 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000606 return false;
607}
608
609bool Renderer11::getDepthTextureSupport() const
610{
611 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000612 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000613 return false;
614}
615
616bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
617{
618 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000619 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000620
621 *filtering = false;
622 *renderable = false;
623 return false;
624}
625
626bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
627{
628 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000629 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000630
631 *filtering = false;
632 *renderable = false;
633 return false;
634}
635
636bool Renderer11::getLuminanceTextureSupport()
637{
638 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000639 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000640 return false;
641}
642
643bool Renderer11::getLuminanceAlphaTextureSupport()
644{
645 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000646 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000647 return false;
648}
649
650bool Renderer11::getTextureFilterAnisotropySupport() const
651{
652 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000653 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000654 return false;
655}
656
657float Renderer11::getTextureMaxAnisotropy() const
658{
659 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000660 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000661 return 1.0f;
662}
663
664bool Renderer11::getEventQuerySupport()
665{
666 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000667 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000668 return false;
669}
670
671bool Renderer11::getVertexTextureSupport() const
672{
673 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000674 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000675 return false;
676}
677
678bool Renderer11::getNonPower2TextureSupport() const
679{
680 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000681 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000682 return false;
683}
684
685bool Renderer11::getOcclusionQuerySupport() const
686{
687 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000688 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000689 return false;
690}
691
692bool Renderer11::getInstancingSupport() const
693{
694 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000695 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000696 return false;
697}
698
699bool Renderer11::getShareHandleSupport() const
700{
701 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000702 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000703
704 // PIX doesn't seem to support using share handles, so disable them.
705 return false && !gl::perfActive();
706}
707
daniel@transgaming.com9549bea2012-11-28 20:57:23 +0000708int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000709{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +0000710 switch (mFeatureLevel)
711 {
712 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
713 case D3D_FEATURE_LEVEL_10_1:
714 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
715 default: UNREACHABLE(); return 0;
716 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000717}
718
719float Renderer11::getMaxPointSize() const
720{
721 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000722 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000723 return 1.0f;
724}
725
726int Renderer11::getMaxTextureWidth() const
727{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000728 switch (mFeatureLevel)
729 {
730 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
731 case D3D_FEATURE_LEVEL_10_1:
732 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
733 default: UNREACHABLE(); return 0;
734 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000735}
736
737int Renderer11::getMaxTextureHeight() const
738{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000739 switch (mFeatureLevel)
740 {
741 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
742 case D3D_FEATURE_LEVEL_10_1:
743 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
744 default: UNREACHABLE(); return 0;
745 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000746}
747
748bool Renderer11::get32BitIndexSupport() const
749{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000750 switch (mFeatureLevel)
751 {
752 case D3D_FEATURE_LEVEL_11_0:
753 case D3D_FEATURE_LEVEL_10_1:
754 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
755 default: UNREACHABLE(); return false;
756 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000757}
758
759int Renderer11::getMinSwapInterval() const
760{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +0000761 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000762}
763
764int Renderer11::getMaxSwapInterval() const
765{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +0000766 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000767}
768
769int Renderer11::getMaxSupportedSamples() const
770{
771 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000772 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000773 return 1;
774}
775
daniel@transgaming.com31b13e12012-11-28 19:34:30 +0000776bool Renderer11::copyToRenderTarget(TextureStorage2D *dest, TextureStorage2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +0000777{
778 // TODO
779 UNIMPLEMENTED();
780 return false;
781}
782
daniel@transgaming.com31b13e12012-11-28 19:34:30 +0000783bool Renderer11::copyToRenderTarget(TextureStorageCubeMap *dest, TextureStorageCubeMap *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +0000784{
785 // TODO
786 UNIMPLEMENTED();
787 return false;
788}
789
daniel@transgaming.com38380882012-11-28 19:36:39 +0000790bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
791 GLint xoffset, GLint yoffset, TextureStorage2D *storage, GLint level)
792{
793 // TODO
794 UNIMPLEMENTED();
795 return false;
796}
797
798bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
799 GLint xoffset, GLint yoffset, TextureStorageCubeMap *storage, GLenum target, GLint level)
800{
801 // TODO
802 UNIMPLEMENTED();
803 return false;
804}
805
daniel@transgaming.comf2423652012-11-28 20:53:50 +0000806RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
807{
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +0000808 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
809 RenderTarget11 *renderTarget = NULL;
810 if (depth)
811 {
812 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), swapChain11->getWidth(), swapChain11->getHeight());
813 }
814 else
815 {
816 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), swapChain11->getWidth(), swapChain11->getHeight());
817 }
818 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +0000819}
820
821RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
822{
823 // TODO
824 UNIMPLEMENTED();
825 return NULL;
826}
827
daniel@transgaming.com55318902012-11-28 20:58:58 +0000828ShaderExecutable *Renderer11::loadExecutable(const DWORD *function, size_t length, GLenum type, void *data)
829{
830 // TODO
831 UNIMPLEMENTED();
832 return NULL;
833}
834
daniel@transgaming.coma9c71422012-11-28 20:58:45 +0000835ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
836{
837 // TODO
838 UNIMPLEMENTED();
839 return NULL;
840}
841
daniel@transgaming.com6c872172012-11-28 19:39:33 +0000842bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
843 bool blitRenderTarget, bool blitDepthStencil)
844{
845 // TODO
846 UNIMPLEMENTED();
847 return false;
848}
849
850void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
851 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
852{
853 // TODO
854 UNIMPLEMENTED();
855 return;
856}
857
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000858}