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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.com18adad02012-11-28 21:04:03 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000014#include "libGLESv2/Program.h"
15#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000016#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000017#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000018#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000019#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000020#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000021#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000022
23#include "libEGL/Config.h"
24#include "libEGL/Display.h"
25
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +000026#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
27#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3
28#endif
29
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000030namespace rx
31{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000032static const DXGI_FORMAT RenderTargetFormats[] =
33 {
34 DXGI_FORMAT_R8G8B8A8_UNORM
35 };
36
37static const DXGI_FORMAT DepthStencilFormats[] =
38 {
39 DXGI_FORMAT_D24_UNORM_S8_UINT
40 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000041
42Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
43{
44 mD3d11Module = NULL;
45 mDxgiModule = NULL;
daniel@transgaming.com04af90f2012-11-28 21:03:09 +000046 mD3dCompilerModule = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000047
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000048 mDeviceLost = false;
49
daniel@transgaming.com25072f62012-11-28 19:31:32 +000050 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000051 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000052 mDxgiAdapter = NULL;
53 mDxgiFactory = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000054}
55
56Renderer11::~Renderer11()
57{
58 releaseDeviceResources();
59
daniel@transgaming.com65e65372012-11-28 19:33:50 +000060 if (mDxgiFactory)
61 {
62 mDxgiFactory->Release();
63 mDxgiFactory = NULL;
64 }
65
66 if (mDxgiAdapter)
67 {
68 mDxgiAdapter->Release();
69 mDxgiAdapter = NULL;
70 }
71
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000072 if (mDeviceContext)
73 {
74 mDeviceContext->Release();
75 mDeviceContext = NULL;
76 }
77
daniel@transgaming.com25072f62012-11-28 19:31:32 +000078 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000079 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +000080 mDevice->Release();
81 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000082 }
83
84 if (mD3d11Module)
85 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000086 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000087 mD3d11Module = NULL;
88 }
89
90 if (mDxgiModule)
91 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000092 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000093 mDxgiModule = NULL;
94 }
daniel@transgaming.com04af90f2012-11-28 21:03:09 +000095
96 if (mD3dCompilerModule)
97 {
98 FreeLibrary(mD3dCompilerModule);
99 mD3dCompilerModule = NULL;
100 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000101}
102
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000103Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
104{
105 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
106 return static_cast<rx::Renderer11*>(renderer);
107}
108
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000109EGLint Renderer11::initialize()
110{
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000111 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
112 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000113
114 if (mD3d11Module == NULL || mDxgiModule == NULL)
115 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000116 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000117 return EGL_NOT_INITIALIZED;
118 }
119
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000120 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000121
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000122 if (D3D11CreateDevice == NULL)
123 {
124 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
125 return EGL_NOT_INITIALIZED;
126 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000127
128 D3D_FEATURE_LEVEL featureLevel[] =
129 {
130 D3D_FEATURE_LEVEL_11_0,
131 D3D_FEATURE_LEVEL_10_1,
132 D3D_FEATURE_LEVEL_10_0,
133 };
134
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000135 HRESULT result = D3D11CreateDevice(NULL,
136 D3D_DRIVER_TYPE_HARDWARE,
137 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000138 #if defined(_DEBUG)
139 D3D11_CREATE_DEVICE_DEBUG,
140 #else
141 0,
142 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000143 featureLevel,
144 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000145 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000146 &mDevice,
147 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000148 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000149
150 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000151 {
152 ERR("Could not create D3D11 device - aborting!\n");
153 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
154 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000155
156 IDXGIDevice *dxgiDevice = NULL;
157 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
158
159 if (FAILED(result))
160 {
161 ERR("Could not query DXGI device - aborting!\n");
162 return EGL_NOT_INITIALIZED;
163 }
164
165 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
166
167 if (FAILED(result))
168 {
169 ERR("Could not retrieve DXGI adapter - aborting!\n");
170 return EGL_NOT_INITIALIZED;
171 }
172
173 dxgiDevice->Release();
174
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000175 mDxgiAdapter->GetDesc(&mAdapterDescription);
176 memset(mDescription, 0, sizeof(mDescription));
177 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
178
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000179 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
180
181 if (!mDxgiFactory || FAILED(result))
182 {
183 ERR("Could not create DXGI factory - aborting!\n");
184 return EGL_NOT_INITIALIZED;
185 }
186
daniel@transgaming.com04af90f2012-11-28 21:03:09 +0000187#if defined(ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES)
188 // Find a D3DCompiler module that had already been loaded based on a predefined list of versions.
189 static TCHAR* d3dCompilerNames[] = ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES;
190
191 for (int i = 0; i < sizeof(d3dCompilerNames) / sizeof(*d3dCompilerNames); ++i)
192 {
193 if (GetModuleHandleEx(0, d3dCompilerNames[i], &mD3dCompilerModule))
194 {
195 break;
196 }
197 }
198#else
199 // Load the version of the D3DCompiler DLL associated with the Direct3D version ANGLE was built with.
200 mD3dCompilerModule = LoadLibrary(D3DCOMPILER_DLL);
201#endif // ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES
202
203 if (!mD3dCompilerModule)
204 {
205 terminate();
206 return false;
207 }
208
209 mD3DCompileFunc = reinterpret_cast<pD3DCompile>(GetProcAddress(mD3dCompilerModule, "D3DCompile"));
210 ASSERT(mD3DCompileFunc);
211
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000212 initializeDevice();
213
214 return EGL_SUCCESS;
215}
216
217// do any one-time device initialization
218// NOTE: this is also needed after a device lost/reset
219// to reset the scene status and ensure the default states are reset.
220void Renderer11::initializeDevice()
221{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000222 mStateCache.initialize(mDevice);
223
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000224 markAllStateDirty();
225
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000226 // Permanent non-default states
227 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000228 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000229}
230
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000231int Renderer11::generateConfigs(ConfigDesc **configDescList)
232{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000233 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
234 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000235 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
236 int numConfigs = 0;
237
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000238 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000239 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000240 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000241 {
242 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
243
244 UINT formatSupport = 0;
245 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
246
247 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
248 {
249 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
250
251 UINT formatSupport = 0;
252 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
253
254 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
255 {
256 ConfigDesc newConfig;
257 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
258 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
259 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
260 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
261
262 (*configDescList)[numConfigs++] = newConfig;
263 }
264 }
265 }
266 }
267
268 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000269}
270
271void Renderer11::deleteConfigs(ConfigDesc *configDescList)
272{
273 delete [] (configDescList);
274}
275
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000276void Renderer11::sync(bool block)
277{
278 // TODO
279 UNIMPLEMENTED();
280}
281
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000282SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
283{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000284 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000285}
286
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000287void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
288{
289 // TODO
290 UNIMPLEMENTED();
291}
292
293void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
294{
295 // TODO
296 UNIMPLEMENTED();
297}
298
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000299void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000300{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000301 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000302 {
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000303 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000304 if (!dxRasterState)
305 {
306 ERR("NULL blend state returned by RenderStateCache::getRasterizerState, setting the "
307 "rasterizer state.");
308 }
309
310 mDeviceContext->RSSetState(dxRasterState);
311
312 if (dxRasterState)
313 {
314 dxRasterState->Release();
315 }
316 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000317 }
318
319 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000320}
321
322void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
323 unsigned int sampleMask)
324{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000325 if (mForceSetBlendState ||
326 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
327 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
328 sampleMask != mCurSampleMask)
329 {
330 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
331 if (!dxBlendState)
332 {
333 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
334 "blend state.");
335 }
336
337 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
338 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
339
340 if (dxBlendState)
341 {
342 dxBlendState->Release();
343 }
344 mCurBlendState = blendState;
345 mCurBlendColor = blendColor;
346 mCurSampleMask = sampleMask;
347 }
348
349 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000350}
351
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000352void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000353 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000354{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000355 if (mForceSetDepthStencilState ||
356 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
357 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
358 {
359 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
360 stencilRef != stencilBackRef ||
361 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
362 {
363 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
364 "invalid under WebGL.");
365 return error(GL_INVALID_OPERATION);
366 }
367
368 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
369 if (!dxDepthStencilState)
370 {
371 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
372 "setting the default depth stencil state.");
373 }
374
375 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
376
377 if (dxDepthStencilState)
378 {
379 dxDepthStencilState->Release();
380 }
381 mCurDepthStencilState = depthStencilState;
382 mCurStencilRef = stencilRef;
383 mCurStencilBackRef = stencilBackRef;
384 }
385
386 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000387}
388
daniel@transgaming.com04f1b332012-11-28 21:00:40 +0000389void Renderer11::setScissorRectangle(const gl::Rectangle &scissor)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000390{
daniel@transgaming.com04f1b332012-11-28 21:00:40 +0000391 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000392 {
393 D3D11_RECT rect;
daniel@transgaming.com04f1b332012-11-28 21:00:40 +0000394 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
395 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
396 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
397 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000398
399 mDeviceContext->RSSetScissorRects(1, &rect);
400
401 mCurScissor = scissor;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000402 }
403
404 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000405}
406
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000407bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, bool ignoreViewport,
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000408 gl::ProgramBinary *currentProgram, bool forceSetUniforms)
409{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000410 gl::Rectangle actualViewport = viewport;
411 float actualZNear = gl::clamp01(zNear);
412 float actualZFar = gl::clamp01(zFar);
413 if (ignoreViewport)
414 {
415 actualViewport.x = 0;
416 actualViewport.y = 0;
417 actualViewport.width = mRenderTargetDesc.width;
418 actualViewport.height = mRenderTargetDesc.height;
419 actualZNear = 0.0f;
420 actualZFar = 1.0f;
421 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000422
423 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000424 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
425 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
426 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
427 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
428 dxViewport.MinDepth = actualZNear;
429 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000430
431 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
432 {
433 return false; // Nothing to render
434 }
435
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000436 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
437 actualZNear != mCurNear || actualZFar != mCurFar;
438
daniel@transgaming.com53670042012-11-28 20:55:51 +0000439 if (viewportChanged)
440 {
441 mDeviceContext->RSSetViewports(1, &dxViewport);
442
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000443 mCurViewport = actualViewport;
444 mCurNear = actualZNear;
445 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000446 }
447
448 if (currentProgram && (viewportChanged || forceSetUniforms))
449 {
450 GLint halfPixelSize = currentProgram->getDxHalfPixelSizeLocation();
451 GLfloat xy[2] = { 0.0f, 0.0f };
452 currentProgram->setUniform2fv(halfPixelSize, 1, xy);
453
454 // These values are used for computing gl_FragCoord in Program::linkVaryings().
455 GLint coord = currentProgram->getDxCoordLocation();
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000456 GLfloat whxy[4] = { actualViewport.width * 0.5f,
457 actualViewport.height * 0.5f,
458 actualViewport.x + (actualViewport.width * 0.5f),
459 actualViewport.y + (actualViewport.height * 0.5f) };
daniel@transgaming.com53670042012-11-28 20:55:51 +0000460 currentProgram->setUniform4fv(coord, 1, whxy);
461
462 GLint depth = currentProgram->getDxDepthLocation();
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000463 GLfloat dz[2] = { (actualZFar - actualZNear) * 0.5f, (actualZNear + actualZFar) * 0.5f };
daniel@transgaming.com53670042012-11-28 20:55:51 +0000464 currentProgram->setUniform2fv(depth, 1, dz);
465
466 GLint depthRange = currentProgram->getDxDepthRangeLocation();
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000467 GLfloat nearFarDiff[3] = { actualZNear, actualZFar, actualZFar - actualZNear };
daniel@transgaming.com53670042012-11-28 20:55:51 +0000468 currentProgram->setUniform3fv(depthRange, 1, nearFarDiff);
469 }
470
471 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000472 return true;
473}
474
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000475bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
476{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000477 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000478
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000479 switch (mode)
480 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000481 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
482 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000483 case GL_LINE_LOOP: UNIMPLEMENTED(); /* TODO */ break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000484 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
485 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
486 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000487 case GL_TRIANGLE_FAN: UNIMPLEMENTED(); /* TODO */ break;
488 default:
489 return error(GL_INVALID_ENUM, false);
490 }
491
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000492 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000493
494 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000495}
496
497bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000498{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000499 // Get the color render buffer and serial
500 gl::Renderbuffer *renderbufferObject = NULL;
501 unsigned int renderTargetSerial = 0;
502 if (framebuffer->getColorbufferType() != GL_NONE)
503 {
504 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000505
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000506 if (!renderbufferObject)
507 {
508 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000509 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000510 }
511
512 renderTargetSerial = renderbufferObject->getSerial();
513 }
514
515 // Get the depth stencil render buffer and serials
516 gl::Renderbuffer *depthStencil = NULL;
517 unsigned int depthbufferSerial = 0;
518 unsigned int stencilbufferSerial = 0;
519 if (framebuffer->getDepthbufferType() != GL_NONE)
520 {
521 depthStencil = framebuffer->getDepthbuffer();
522 if (!depthStencil)
523 {
524 ERR("Depth stencil pointer unexpectedly null.");
525 return false;
526 }
527
528 depthbufferSerial = depthStencil->getSerial();
529 }
530 else if (framebuffer->getStencilbufferType() != GL_NONE)
531 {
532 depthStencil = framebuffer->getStencilbuffer();
533 if (!depthStencil)
534 {
535 ERR("Depth stencil pointer unexpectedly null.");
536 return false;
537 }
538
539 stencilbufferSerial = depthStencil->getSerial();
540 }
541
542 // Extract the render target dimensions and view
543 unsigned int renderTargetWidth = 0;
544 unsigned int renderTargetHeight = 0;
545 GLenum renderTargetFormat = 0;
546 ID3D11RenderTargetView* framebufferRTV = NULL;
547 if (renderbufferObject)
548 {
549 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
550 if (!renderTarget)
551 {
552 ERR("render target pointer unexpectedly null.");
553 return false;
554 }
555
556 framebufferRTV = renderTarget->getRenderTargetView();
557 if (!framebufferRTV)
558 {
559 ERR("render target view pointer unexpectedly null.");
560 return false;
561 }
562
563 renderTargetWidth = renderbufferObject->getWidth();
564 renderTargetHeight = renderbufferObject->getHeight();
565 renderTargetFormat = renderbufferObject->getActualFormat();
566 }
567
568 // Extract the depth stencil sizes and view
569 unsigned int depthSize = 0;
570 unsigned int stencilSize = 0;
571 ID3D11DepthStencilView* framebufferDSV = NULL;
572 if (depthStencil)
573 {
574 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
575 if (!depthStencilRenderTarget)
576 {
577 ERR("render target pointer unexpectedly null.");
578 if (framebufferRTV)
579 {
580 framebufferRTV->Release();
581 }
582 return false;
583 }
584
585 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
586 if (!framebufferDSV)
587 {
588 ERR("depth stencil view pointer unexpectedly null.");
589 if (framebufferRTV)
590 {
591 framebufferRTV->Release();
592 }
593 return false;
594 }
595
596 // If there is no render buffer, the width, height and format values come from
597 // the depth stencil
598 if (!renderbufferObject)
599 {
600 renderTargetWidth = depthStencil->getWidth();
601 renderTargetHeight = depthStencil->getHeight();
602 renderTargetFormat = depthStencil->getActualFormat();
603 }
604
605 depthSize = depthStencil->getDepthSize();
606 stencilSize = depthStencil->getStencilSize();
607 }
608
609 // Apply the render target and depth stencil
610 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
611 renderTargetSerial != mAppliedRenderTargetSerial ||
612 depthbufferSerial != mAppliedDepthbufferSerial ||
613 stencilbufferSerial != mAppliedStencilbufferSerial)
614 {
615 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
616
617 mRenderTargetDesc.width = renderTargetWidth;
618 mRenderTargetDesc.height = renderTargetHeight;
619 mRenderTargetDesc.format = renderTargetFormat;
620 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
621 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
622
623 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
624 {
625 mCurDepthSize = depthSize;
626 mForceSetRasterState = true;
627 }
628
629 mCurStencilSize = stencilSize;
630
631 mAppliedRenderTargetSerial = renderTargetSerial;
632 mAppliedDepthbufferSerial = depthbufferSerial;
633 mAppliedStencilbufferSerial = stencilbufferSerial;
634 mRenderTargetDescInitialized = true;
635 mDepthStencilInitialized = true;
636 }
637
638 if (framebufferRTV)
639 {
640 framebufferRTV->Release();
641 }
642 if (framebufferDSV)
643 {
644 framebufferDSV->Release();
645 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000646
647 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000648}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000649
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000650GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000651{
daniel@transgaming.com18adad02012-11-28 21:04:03 +0000652 // TODO: Create/update vertex buffers for arbitrary GL attributes
653 ASSERT(vertexAttributes[0].mBoundBuffer.get() == 0); // UNIMPLEMENTED();
654
655 UINT stride = vertexAttributes[0].mStride != 0 ? vertexAttributes[0].mStride : vertexAttributes[0].typeSize();
656 UINT size = stride * count;
657
658 D3D11_BUFFER_DESC vertexBufferDescription = {0};
659 vertexBufferDescription.ByteWidth = size;
660 vertexBufferDescription.Usage = D3D11_USAGE_DYNAMIC;
661 vertexBufferDescription.BindFlags = D3D11_BIND_VERTEX_BUFFER;
662 vertexBufferDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
663 vertexBufferDescription.MiscFlags = 0;
664 vertexBufferDescription.StructureByteStride = 0;
665
666 ID3D11Buffer *vertexBuffer = NULL;
667 HRESULT result = mDevice->CreateBuffer(&vertexBufferDescription, NULL, &vertexBuffer);
668 ASSERT(SUCCEEDED(result));
669
670 D3D11_MAPPED_SUBRESOURCE map;
671 result = mDeviceContext->Map(vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
672 ASSERT(SUCCEEDED(result));
673 memcpy(map.pData, vertexAttributes[0].mPointer, size);
674 mDeviceContext->Unmap(vertexBuffer, 0);
675
676 UINT offset = 0;
677 mDeviceContext->IASetVertexBuffers(0, 1, &vertexBuffer, &stride, &offset);
678 vertexBuffer->Release();
679
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000680 // TODO: Build the input layout from the (translated) attribute information
681 D3D11_INPUT_ELEMENT_DESC inputElementDescriptions[1] =
682 {
683 {"TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}
684 };
685
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +0000686 ShaderExecutable *vertexExecutable = programBinary->getVertexExecutable();
687
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000688 ID3D11InputLayout *inputLayout = NULL;
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +0000689 result = mDevice->CreateInputLayout(inputElementDescriptions, 1, vertexExecutable->getFunction(), vertexExecutable->getLength(), &inputLayout);
daniel@transgaming.com18adad02012-11-28 21:04:03 +0000690 ASSERT(SUCCEEDED(result));
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000691
692 mDeviceContext->IASetInputLayout(inputLayout);
693 inputLayout->Release(); // TODO: Build a cache of input layouts
694
daniel@transgaming.com18adad02012-11-28 21:04:03 +0000695 return GL_NO_ERROR;
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000696}
697
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000698GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, gl::TranslatedIndexData *indexInfo)
699{
700 // TODO
701 UNIMPLEMENTED();
702
703 return GL_OUT_OF_MEMORY;
704}
705
706void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
707{
daniel@transgaming.comd4cf2512012-11-28 21:05:41 +0000708 mDeviceContext->Draw(count, 0);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000709}
710
daniel@transgaming.com97400dd2012-11-28 20:57:00 +0000711void 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 +0000712{
713 // TODO
714 UNIMPLEMENTED();
715}
716
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000717void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
718{
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000719 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
720 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
721
722 ID3D11VertexShader *vertexShader = NULL;
723 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
724
725 ID3D11PixelShader *pixelShader = NULL;
726 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
727
728 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
729 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
730 programBinary->dirtyAllUniforms();
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000731}
732
daniel@transgaming.com084a2572012-11-28 20:55:17 +0000733void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000734{
daniel@transgaming.com54e67542012-11-28 21:02:31 +0000735 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
736 {
737 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
738 if (renderbufferObject)
739 {
740 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
741 if (!renderTarget)
742 {
743 ERR("render target pointer unexpectedly null.");
744 return;
745 }
746
747 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
748 if (!framebufferRTV)
749 {
750 ERR("render target view pointer unexpectedly null.");
751 return;
752 }
753
754 if (mCurScissor.x > 0 || mCurScissor.y > 0 ||
755 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
756 mCurScissor.y + mCurScissor.height < renderTarget->getHeight())
757 {
758 // TODO: clearing of subregion of render target
759 UNIMPLEMENTED();
760 }
761
762 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
763 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
764 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
765 clearParams.colorMaskBlue && alphaUnmasked);
766
767 if (needMaskedColorClear)
768 {
769 // TODO: masked color clearing
770 UNIMPLEMENTED();
771 }
772 else
773 {
774 const float clearValues[4] = { clearParams.colorClearValue.red,
775 clearParams.colorClearValue.green,
776 clearParams.colorClearValue.blue,
777 clearParams.colorClearValue.alpha };
778 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
779 }
780
781 framebufferRTV->Release();
782 }
783 }
784 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
785 {
786 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
787 if (renderbufferObject)
788 {
789 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
790 if (!renderTarget)
791 {
792 ERR("render target pointer unexpectedly null.");
793 return;
794 }
795
796 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
797 if (!framebufferDSV)
798 {
799 ERR("depth stencil view pointer unexpectedly null.");
800 return;
801 }
802
803 if (mCurScissor.x > 0 || mCurScissor.y > 0 ||
804 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
805 mCurScissor.y + mCurScissor.height < renderTarget->getHeight())
806 {
807 // TODO: clearing of subregion of depth stencil view
808 UNIMPLEMENTED();
809 }
810
811 unsigned int stencilUnmasked = 0x0;
812 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
813 {
814 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
815 stencilUnmasked = (0x1 << stencilSize) - 1;
816 }
817
818 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
819 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
820
821 if (needMaskedStencilClear)
822 {
823 // TODO: masked clearing of depth stencil
824 UNIMPLEMENTED();
825 }
826 else
827 {
828 UINT clearFlags = 0;
829 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
830 {
831 clearFlags |= D3D11_CLEAR_DEPTH;
832 }
833 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
834 {
835 clearFlags |= D3D11_CLEAR_STENCIL;
836 }
837
838 float depthClear = clearParams.depthClearValue;
839 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
840
841 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
842 }
843
844 framebufferDSV->Release();
845 }
846 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000847}
848
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000849void Renderer11::markAllStateDirty()
850{
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +0000851 mDepthStencilInitialized = false;
852 mRenderTargetDescInitialized = false;
853
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000854 mForceSetBlendState = true;
855 mForceSetRasterState = true;
856 mForceSetDepthStencilState = true;
857 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000858 mForceSetViewport = true;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000859}
860
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000861void Renderer11::releaseDeviceResources()
862{
863 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000864 // UNIMPLEMENTED();
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000865 mStateCache.clear();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000866}
867
868void Renderer11::markDeviceLost()
869{
870 mDeviceLost = true;
871}
872
873bool Renderer11::isDeviceLost()
874{
875 return mDeviceLost;
876}
877
878// set notify to true to broadcast a message to all contexts of the device loss
879bool Renderer11::testDeviceLost(bool notify)
880{
881 bool isLost = false;
882
883 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000884 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000885
886 if (isLost)
887 {
888 // ensure we note the device loss --
889 // we'll probably get this done again by markDeviceLost
890 // but best to remember it!
891 // Note that we don't want to clear the device loss status here
892 // -- this needs to be done by resetDevice
893 mDeviceLost = true;
894 if (notify)
895 {
896 mDisplay->notifyDeviceLost();
897 }
898 }
899
900 return isLost;
901}
902
903bool Renderer11::testDeviceResettable()
904{
905 HRESULT status = D3D_OK;
906
907 // TODO
908 UNIMPLEMENTED();
909
910 switch (status)
911 {
912 case D3DERR_DEVICENOTRESET:
913 case D3DERR_DEVICEHUNG:
914 return true;
915 default:
916 return false;
917 }
918}
919
920bool Renderer11::resetDevice()
921{
922 releaseDeviceResources();
923
924 // TODO
925 UNIMPLEMENTED();
926
927 // reset device defaults
928 initializeDevice();
929 mDeviceLost = false;
930
931 return true;
932}
933
934DWORD Renderer11::getAdapterVendor() const
935{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000936 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000937}
938
939const char *Renderer11::getAdapterDescription() const
940{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000941 return mDescription;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000942}
943
944GUID Renderer11::getAdapterIdentifier() const
945{
946 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000947 // UNIMPLEMENTED();
948 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000949 return foo;
950}
951
952bool Renderer11::getDXT1TextureSupport()
953{
954 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000955 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000956 return false;
957}
958
959bool Renderer11::getDXT3TextureSupport()
960{
961 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000962 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000963 return false;
964}
965
966bool Renderer11::getDXT5TextureSupport()
967{
968 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000969 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000970 return false;
971}
972
973bool Renderer11::getDepthTextureSupport() const
974{
975 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000976 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000977 return false;
978}
979
980bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
981{
982 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000983 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000984
985 *filtering = false;
986 *renderable = false;
987 return false;
988}
989
990bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
991{
992 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000993 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000994
995 *filtering = false;
996 *renderable = false;
997 return false;
998}
999
1000bool Renderer11::getLuminanceTextureSupport()
1001{
1002 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001003 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001004 return false;
1005}
1006
1007bool Renderer11::getLuminanceAlphaTextureSupport()
1008{
1009 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001010 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001011 return false;
1012}
1013
1014bool Renderer11::getTextureFilterAnisotropySupport() const
1015{
1016 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001017 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001018 return false;
1019}
1020
1021float Renderer11::getTextureMaxAnisotropy() const
1022{
1023 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001024 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001025 return 1.0f;
1026}
1027
1028bool Renderer11::getEventQuerySupport()
1029{
1030 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001031 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001032 return false;
1033}
1034
1035bool Renderer11::getVertexTextureSupport() const
1036{
1037 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001038 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001039 return false;
1040}
1041
1042bool Renderer11::getNonPower2TextureSupport() const
1043{
1044 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001045 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001046 return false;
1047}
1048
1049bool Renderer11::getOcclusionQuerySupport() const
1050{
1051 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001052 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001053 return false;
1054}
1055
1056bool Renderer11::getInstancingSupport() const
1057{
1058 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001059 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001060 return false;
1061}
1062
1063bool Renderer11::getShareHandleSupport() const
1064{
1065 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001066 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001067
1068 // PIX doesn't seem to support using share handles, so disable them.
1069 return false && !gl::perfActive();
1070}
1071
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001072int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001073{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001074 switch (mFeatureLevel)
1075 {
1076 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
1077 case D3D_FEATURE_LEVEL_10_1:
1078 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
1079 default: UNREACHABLE(); return 0;
1080 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001081}
1082
1083float Renderer11::getMaxPointSize() const
1084{
1085 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001086 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001087 return 1.0f;
1088}
1089
1090int Renderer11::getMaxTextureWidth() const
1091{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001092 switch (mFeatureLevel)
1093 {
1094 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1095 case D3D_FEATURE_LEVEL_10_1:
1096 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1097 default: UNREACHABLE(); return 0;
1098 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001099}
1100
1101int Renderer11::getMaxTextureHeight() const
1102{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001103 switch (mFeatureLevel)
1104 {
1105 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1106 case D3D_FEATURE_LEVEL_10_1:
1107 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1108 default: UNREACHABLE(); return 0;
1109 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001110}
1111
1112bool Renderer11::get32BitIndexSupport() const
1113{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001114 switch (mFeatureLevel)
1115 {
1116 case D3D_FEATURE_LEVEL_11_0:
1117 case D3D_FEATURE_LEVEL_10_1:
1118 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
1119 default: UNREACHABLE(); return false;
1120 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001121}
1122
1123int Renderer11::getMinSwapInterval() const
1124{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001125 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001126}
1127
1128int Renderer11::getMaxSwapInterval() const
1129{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001130 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001131}
1132
1133int Renderer11::getMaxSupportedSamples() const
1134{
1135 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001136 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001137 return 1;
1138}
1139
daniel@transgaming.com31b13e12012-11-28 19:34:30 +00001140bool Renderer11::copyToRenderTarget(TextureStorage2D *dest, TextureStorage2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001141{
1142 // TODO
1143 UNIMPLEMENTED();
1144 return false;
1145}
1146
daniel@transgaming.com31b13e12012-11-28 19:34:30 +00001147bool Renderer11::copyToRenderTarget(TextureStorageCubeMap *dest, TextureStorageCubeMap *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001148{
1149 // TODO
1150 UNIMPLEMENTED();
1151 return false;
1152}
1153
daniel@transgaming.com38380882012-11-28 19:36:39 +00001154bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
1155 GLint xoffset, GLint yoffset, TextureStorage2D *storage, GLint level)
1156{
1157 // TODO
1158 UNIMPLEMENTED();
1159 return false;
1160}
1161
1162bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
1163 GLint xoffset, GLint yoffset, TextureStorageCubeMap *storage, GLenum target, GLint level)
1164{
1165 // TODO
1166 UNIMPLEMENTED();
1167 return false;
1168}
1169
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001170RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
1171{
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00001172 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
1173 RenderTarget11 *renderTarget = NULL;
1174 if (depth)
1175 {
1176 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), swapChain11->getWidth(), swapChain11->getHeight());
1177 }
1178 else
1179 {
1180 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), swapChain11->getWidth(), swapChain11->getHeight());
1181 }
1182 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001183}
1184
1185RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
1186{
1187 // TODO
1188 UNIMPLEMENTED();
1189 return NULL;
1190}
1191
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001192ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, GLenum type, void *data)
daniel@transgaming.com55318902012-11-28 20:58:58 +00001193{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001194 ShaderExecutable11 *executable = NULL;
1195
1196 switch (type)
1197 {
1198 case GL_VERTEX_SHADER:
1199 {
1200 ID3D11VertexShader *vshader = NULL;
1201 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
1202 ASSERT(SUCCEEDED(result));
1203
1204 if (vshader)
1205 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001206 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001207 }
1208 }
1209 break;
1210 case GL_FRAGMENT_SHADER:
1211 {
1212 ID3D11PixelShader *pshader = NULL;
1213 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
1214 ASSERT(SUCCEEDED(result));
1215
1216 if (pshader)
1217 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001218 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001219 }
1220 }
1221 break;
1222 default:
1223 UNREACHABLE();
1224 break;
1225 }
1226
1227 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00001228}
1229
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00001230ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
1231{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001232 const char *profile = NULL;
1233
1234 switch (type)
1235 {
1236 case GL_VERTEX_SHADER:
1237 profile = "vs_4_0";
1238 break;
1239 case GL_FRAGMENT_SHADER:
1240 profile = "ps_4_0";
1241 break;
1242 default:
1243 UNREACHABLE();
1244 return NULL;
1245 }
1246
1247 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile);
1248 if (!binary)
1249 return NULL;
1250
1251 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type, NULL);
1252 binary->Release();
1253
1254 return executable;
1255}
1256
1257// Compiles the HLSL code of the attached shaders into executable binaries
1258ID3DBlob *Renderer11::compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile)
1259{
1260 if (!hlsl)
1261 {
1262 return NULL;
1263 }
1264
1265 HRESULT result = S_OK;
1266 UINT flags = 0;
1267 std::string sourceText;
1268 if (gl::perfActive())
1269 {
1270 flags |= D3DCOMPILE_DEBUG;
1271#ifdef NDEBUG
1272 flags |= ANGLE_COMPILE_OPTIMIZATION_LEVEL;
1273#else
1274 flags |= D3DCOMPILE_SKIP_OPTIMIZATION;
1275#endif
1276
1277 std::string sourcePath = getTempPath();
1278 sourceText = std::string("#line 2 \"") + sourcePath + std::string("\"\n\n") + std::string(hlsl);
1279 writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size());
1280 }
1281 else
1282 {
1283 flags |= ANGLE_COMPILE_OPTIMIZATION_LEVEL;
1284 sourceText = hlsl;
1285 }
1286
1287 // Sometimes D3DCompile will fail with the default compilation flags for complicated shaders when it would otherwise pass with alternative options.
1288 // Try the default flags first and if compilation fails, try some alternatives.
1289 const static UINT extraFlags[] =
1290 {
1291 0,
1292 // D3DCOMPILE_AVOID_FLOW_CONTROL,
1293 // D3DCOMPILE_PREFER_FLOW_CONTROL
1294 };
1295
1296 const static char * const extraFlagNames[] =
1297 {
1298 "default",
1299 "avoid flow control",
1300 "prefer flow control"
1301 };
1302
1303 for (int i = 0; i < sizeof(extraFlags) / sizeof(UINT); ++i)
1304 {
1305 ID3DBlob *errorMessage = NULL;
1306 ID3DBlob *binary = NULL;
1307 result = mD3DCompileFunc(hlsl, strlen(hlsl), gl::g_fakepath, NULL, NULL,
1308 "main", profile, flags | extraFlags[i], 0, &binary, &errorMessage);
1309 if (errorMessage)
1310 {
1311 const char *message = (const char*)errorMessage->GetBufferPointer();
1312
1313 infoLog.appendSanitized(message);
1314 TRACE("\n%s", hlsl);
1315 TRACE("\n%s", message);
1316
1317 errorMessage->Release();
1318 errorMessage = NULL;
1319 }
1320
1321 if (SUCCEEDED(result))
1322 {
1323 return binary;
1324 }
1325 else
1326 {
1327 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
1328 {
1329 return error(GL_OUT_OF_MEMORY, (ID3DBlob*) NULL);
1330 }
1331
1332 infoLog.append("Warning: D3D shader compilation failed with ");
1333 infoLog.append(extraFlagNames[i]);
1334 infoLog.append(" flags.");
1335 if (i + 1 < sizeof(extraFlagNames) / sizeof(char*))
1336 {
1337 infoLog.append(" Retrying with ");
1338 infoLog.append(extraFlagNames[i + 1]);
1339 infoLog.append(".\n");
1340 }
1341 }
1342 }
1343
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00001344 return NULL;
1345}
1346
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001347bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
1348 bool blitRenderTarget, bool blitDepthStencil)
1349{
1350 // TODO
1351 UNIMPLEMENTED();
1352 return false;
1353}
1354
1355void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
1356 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
1357{
1358 // TODO
1359 UNIMPLEMENTED();
1360 return;
1361}
1362
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001363}