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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.com237bc7e2012-11-28 21:01:06 +0000260void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000261{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000262 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000263 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000264 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000265 if (!dxRasterState)
266 {
267 ERR("NULL blend state returned by RenderStateCache::getRasterizerState, setting the "
268 "rasterizer state.");
269 }
270
271 mDeviceContext->RSSetState(dxRasterState);
272
273 if (dxRasterState)
274 {
275 dxRasterState->Release();
276 }
277 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000278 }
279
280 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000281}
282
283void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
284 unsigned int sampleMask)
285{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000286 if (mForceSetBlendState ||
287 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
288 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
289 sampleMask != mCurSampleMask)
290 {
291 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
292 if (!dxBlendState)
293 {
294 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
295 "blend state.");
296 }
297
298 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
299 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
300
301 if (dxBlendState)
302 {
303 dxBlendState->Release();
304 }
305 mCurBlendState = blendState;
306 mCurBlendColor = blendColor;
307 mCurSampleMask = sampleMask;
308 }
309
310 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000311}
312
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000313void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
314 int stencilBackRef, bool frontFaceCCW, unsigned int stencilSize)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000315{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000316 if (mForceSetDepthStencilState ||
317 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
318 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
319 {
320 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
321 stencilRef != stencilBackRef ||
322 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
323 {
324 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
325 "invalid under WebGL.");
326 return error(GL_INVALID_OPERATION);
327 }
328
329 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
330 if (!dxDepthStencilState)
331 {
332 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
333 "setting the default depth stencil state.");
334 }
335
336 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
337
338 if (dxDepthStencilState)
339 {
340 dxDepthStencilState->Release();
341 }
342 mCurDepthStencilState = depthStencilState;
343 mCurStencilRef = stencilRef;
344 mCurStencilBackRef = stencilBackRef;
345 }
346
347 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000348}
349
daniel@transgaming.com04f1b332012-11-28 21:00:40 +0000350void Renderer11::setScissorRectangle(const gl::Rectangle &scissor)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000351{
daniel@transgaming.com04f1b332012-11-28 21:00:40 +0000352 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000353 {
354 D3D11_RECT rect;
daniel@transgaming.com04f1b332012-11-28 21:00:40 +0000355 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
356 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
357 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
358 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000359
360 mDeviceContext->RSSetScissorRects(1, &rect);
361
362 mCurScissor = scissor;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000363 }
364
365 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000366}
367
daniel@transgaming.come2f7b6b2012-11-28 21:00:51 +0000368bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar,
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000369 gl::ProgramBinary *currentProgram, bool forceSetUniforms)
370{
daniel@transgaming.com53670042012-11-28 20:55:51 +0000371 bool viewportChanged = mForceSetViewport || memcmp(&viewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
372 zNear != mCurNear || zFar != mCurFar;
373
374 D3D11_VIEWPORT dxViewport;
daniel@transgaming.come2f7b6b2012-11-28 21:00:51 +0000375 dxViewport.TopLeftX = gl::clamp(viewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
376 dxViewport.TopLeftY = gl::clamp(viewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
377 dxViewport.Width = gl::clamp(viewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
378 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 +0000379 dxViewport.MinDepth = zNear;
380 dxViewport.MaxDepth = zFar;
381
382 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
383 {
384 return false; // Nothing to render
385 }
386
387 if (viewportChanged)
388 {
389 mDeviceContext->RSSetViewports(1, &dxViewport);
390
391 mCurViewport = viewport;
392 mCurNear = zNear;
393 mCurFar = zFar;
394 }
395
396 if (currentProgram && (viewportChanged || forceSetUniforms))
397 {
398 GLint halfPixelSize = currentProgram->getDxHalfPixelSizeLocation();
399 GLfloat xy[2] = { 0.0f, 0.0f };
400 currentProgram->setUniform2fv(halfPixelSize, 1, xy);
401
402 // These values are used for computing gl_FragCoord in Program::linkVaryings().
403 GLint coord = currentProgram->getDxCoordLocation();
404 GLfloat whxy[4] = { viewport.width * 0.5f,
405 viewport.height * 0.5f,
406 viewport.x + (viewport.width * 0.5f),
407 viewport.y + (viewport.height * 0.5f) };
408 currentProgram->setUniform4fv(coord, 1, whxy);
409
410 GLint depth = currentProgram->getDxDepthLocation();
411 GLfloat dz[2] = { (zFar - zNear) * 0.5f, (zNear + zFar) * 0.5f };
412 currentProgram->setUniform2fv(depth, 1, dz);
413
414 GLint depthRange = currentProgram->getDxDepthRangeLocation();
415 GLfloat nearFarDiff[3] = { zNear, zFar, zFar - zNear };
416 currentProgram->setUniform3fv(depthRange, 1, nearFarDiff);
417 }
418
419 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000420 return true;
421}
422
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000423bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
424{
425 // TODO
426 UNIMPLEMENTED();
427
428 return false;
429}
430
431bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000432{
433 // TODO
434 UNIMPLEMENTED();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000435
436 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000437 mForceSetViewport = true;
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000438
439 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000440}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000441
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000442GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000443{
444 // TODO
445 UNIMPLEMENTED();
446
447 return GL_OUT_OF_MEMORY;
448}
449
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000450GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, gl::TranslatedIndexData *indexInfo)
451{
452 // TODO
453 UNIMPLEMENTED();
454
455 return GL_OUT_OF_MEMORY;
456}
457
458void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
459{
460 // TODO
461 UNIMPLEMENTED();
462}
463
daniel@transgaming.com97400dd2012-11-28 20:57:00 +0000464void 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 +0000465{
466 // TODO
467 UNIMPLEMENTED();
468}
469
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000470void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
471{
472 // TODO
473 UNIMPLEMENTED();
474}
475
daniel@transgaming.com084a2572012-11-28 20:55:17 +0000476void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000477{
478 // TODO
479 UNIMPLEMENTED();
480}
481
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000482void Renderer11::markAllStateDirty()
483{
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +0000484 mDepthStencilInitialized = false;
485 mRenderTargetDescInitialized = false;
486
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000487 mForceSetBlendState = true;
488 mForceSetRasterState = true;
489 mForceSetDepthStencilState = true;
490 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000491 mForceSetViewport = true;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000492}
493
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000494void Renderer11::releaseDeviceResources()
495{
496 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000497 // UNIMPLEMENTED();
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000498 mStateCache.clear();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000499}
500
501void Renderer11::markDeviceLost()
502{
503 mDeviceLost = true;
504}
505
506bool Renderer11::isDeviceLost()
507{
508 return mDeviceLost;
509}
510
511// set notify to true to broadcast a message to all contexts of the device loss
512bool Renderer11::testDeviceLost(bool notify)
513{
514 bool isLost = false;
515
516 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000517 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000518
519 if (isLost)
520 {
521 // ensure we note the device loss --
522 // we'll probably get this done again by markDeviceLost
523 // but best to remember it!
524 // Note that we don't want to clear the device loss status here
525 // -- this needs to be done by resetDevice
526 mDeviceLost = true;
527 if (notify)
528 {
529 mDisplay->notifyDeviceLost();
530 }
531 }
532
533 return isLost;
534}
535
536bool Renderer11::testDeviceResettable()
537{
538 HRESULT status = D3D_OK;
539
540 // TODO
541 UNIMPLEMENTED();
542
543 switch (status)
544 {
545 case D3DERR_DEVICENOTRESET:
546 case D3DERR_DEVICEHUNG:
547 return true;
548 default:
549 return false;
550 }
551}
552
553bool Renderer11::resetDevice()
554{
555 releaseDeviceResources();
556
557 // TODO
558 UNIMPLEMENTED();
559
560 // reset device defaults
561 initializeDevice();
562 mDeviceLost = false;
563
564 return true;
565}
566
567DWORD Renderer11::getAdapterVendor() const
568{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000569 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000570}
571
572const char *Renderer11::getAdapterDescription() const
573{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000574 return mDescription;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000575}
576
577GUID Renderer11::getAdapterIdentifier() const
578{
579 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000580 // UNIMPLEMENTED();
581 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000582 return foo;
583}
584
585bool Renderer11::getDXT1TextureSupport()
586{
587 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000588 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000589 return false;
590}
591
592bool Renderer11::getDXT3TextureSupport()
593{
594 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000595 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000596 return false;
597}
598
599bool Renderer11::getDXT5TextureSupport()
600{
601 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000602 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000603 return false;
604}
605
606bool Renderer11::getDepthTextureSupport() const
607{
608 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000609 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000610 return false;
611}
612
613bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
614{
615 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000616 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000617
618 *filtering = false;
619 *renderable = false;
620 return false;
621}
622
623bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
624{
625 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000626 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000627
628 *filtering = false;
629 *renderable = false;
630 return false;
631}
632
633bool Renderer11::getLuminanceTextureSupport()
634{
635 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000636 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000637 return false;
638}
639
640bool Renderer11::getLuminanceAlphaTextureSupport()
641{
642 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000643 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000644 return false;
645}
646
647bool Renderer11::getTextureFilterAnisotropySupport() const
648{
649 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000650 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000651 return false;
652}
653
654float Renderer11::getTextureMaxAnisotropy() const
655{
656 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000657 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000658 return 1.0f;
659}
660
661bool Renderer11::getEventQuerySupport()
662{
663 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000664 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000665 return false;
666}
667
668bool Renderer11::getVertexTextureSupport() const
669{
670 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000671 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000672 return false;
673}
674
675bool Renderer11::getNonPower2TextureSupport() const
676{
677 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000678 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000679 return false;
680}
681
682bool Renderer11::getOcclusionQuerySupport() const
683{
684 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000685 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000686 return false;
687}
688
689bool Renderer11::getInstancingSupport() const
690{
691 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000692 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000693 return false;
694}
695
696bool Renderer11::getShareHandleSupport() const
697{
698 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000699 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000700
701 // PIX doesn't seem to support using share handles, so disable them.
702 return false && !gl::perfActive();
703}
704
daniel@transgaming.com9549bea2012-11-28 20:57:23 +0000705int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000706{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +0000707 switch (mFeatureLevel)
708 {
709 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
710 case D3D_FEATURE_LEVEL_10_1:
711 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
712 default: UNREACHABLE(); return 0;
713 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000714}
715
716float Renderer11::getMaxPointSize() const
717{
718 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000719 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000720 return 1.0f;
721}
722
723int Renderer11::getMaxTextureWidth() const
724{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000725 switch (mFeatureLevel)
726 {
727 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
728 case D3D_FEATURE_LEVEL_10_1:
729 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
730 default: UNREACHABLE(); return 0;
731 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000732}
733
734int Renderer11::getMaxTextureHeight() const
735{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000736 switch (mFeatureLevel)
737 {
738 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
739 case D3D_FEATURE_LEVEL_10_1:
740 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
741 default: UNREACHABLE(); return 0;
742 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000743}
744
745bool Renderer11::get32BitIndexSupport() const
746{
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000747 switch (mFeatureLevel)
748 {
749 case D3D_FEATURE_LEVEL_11_0:
750 case D3D_FEATURE_LEVEL_10_1:
751 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
752 default: UNREACHABLE(); return false;
753 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000754}
755
756int Renderer11::getMinSwapInterval() const
757{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +0000758 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000759}
760
761int Renderer11::getMaxSwapInterval() const
762{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +0000763 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000764}
765
766int Renderer11::getMaxSupportedSamples() const
767{
768 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000769 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000770 return 1;
771}
772
daniel@transgaming.com31b13e12012-11-28 19:34:30 +0000773bool Renderer11::copyToRenderTarget(TextureStorage2D *dest, TextureStorage2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +0000774{
775 // TODO
776 UNIMPLEMENTED();
777 return false;
778}
779
daniel@transgaming.com31b13e12012-11-28 19:34:30 +0000780bool Renderer11::copyToRenderTarget(TextureStorageCubeMap *dest, TextureStorageCubeMap *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +0000781{
782 // TODO
783 UNIMPLEMENTED();
784 return false;
785}
786
daniel@transgaming.com38380882012-11-28 19:36:39 +0000787bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
788 GLint xoffset, GLint yoffset, TextureStorage2D *storage, GLint level)
789{
790 // TODO
791 UNIMPLEMENTED();
792 return false;
793}
794
795bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
796 GLint xoffset, GLint yoffset, TextureStorageCubeMap *storage, GLenum target, GLint level)
797{
798 // TODO
799 UNIMPLEMENTED();
800 return false;
801}
802
daniel@transgaming.comf2423652012-11-28 20:53:50 +0000803RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
804{
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +0000805 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
806 RenderTarget11 *renderTarget = NULL;
807 if (depth)
808 {
809 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), swapChain11->getWidth(), swapChain11->getHeight());
810 }
811 else
812 {
813 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), swapChain11->getWidth(), swapChain11->getHeight());
814 }
815 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +0000816}
817
818RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
819{
820 // TODO
821 UNIMPLEMENTED();
822 return NULL;
823}
824
daniel@transgaming.com55318902012-11-28 20:58:58 +0000825ShaderExecutable *Renderer11::loadExecutable(const DWORD *function, size_t length, GLenum type, void *data)
826{
827 // TODO
828 UNIMPLEMENTED();
829 return NULL;
830}
831
daniel@transgaming.coma9c71422012-11-28 20:58:45 +0000832ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
833{
834 // TODO
835 UNIMPLEMENTED();
836 return NULL;
837}
838
daniel@transgaming.com6c872172012-11-28 19:39:33 +0000839bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
840 bool blitRenderTarget, bool blitDepthStencil)
841{
842 // TODO
843 UNIMPLEMENTED();
844 return false;
845}
846
847void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
848 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
849{
850 // TODO
851 UNIMPLEMENTED();
852 return;
853}
854
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000855}