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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000014#include "libGLESv2/Program.h"
15#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000016#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000017#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000018#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000019#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000020#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000021#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000022#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000023#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000024#include "libGLESv2/renderer/IndexBuffer11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000025#include "libGLESv2/renderer/VertexDataManager.h"
26#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000027#include "libGLESv2/renderer/TextureStorage11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000028
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000029#include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h"
30#include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h"
31#include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h"
32#include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h"
34
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000035#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
36#include "libGLESv2/renderer/shaders/compiled/clear11ps.h"
37
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +000038#include <sstream>
39
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000040namespace rx
41{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000042static const DXGI_FORMAT RenderTargetFormats[] =
43 {
44 DXGI_FORMAT_R8G8B8A8_UNORM
45 };
46
47static const DXGI_FORMAT DepthStencilFormats[] =
48 {
49 DXGI_FORMAT_D24_UNORM_S8_UINT
50 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000051
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000052enum
53{
54 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
55};
56
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000057Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
58{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000059 mVertexDataManager = NULL;
60 mIndexDataManager = NULL;
61
daniel@transgaming.comc5114302012-12-20 21:11:36 +000062 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000063 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000064
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000065 mCopyResourcesInitialized = false;
66 mCopyVB = NULL;
67 mCopySampler = NULL;
68 mCopyIL = NULL;
69 mCopyVS = NULL;
70 mCopyRGBAPS = NULL;
71 mCopyRGBPS = NULL;
72 mCopyLumPS = NULL;
73 mCopyLumAlphaPS = NULL;
74
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000075 mClearResourcesInitialized = false;
76 mClearVB = NULL;
77 mClearIL = NULL;
78 mClearVS = NULL;
79 mClearPS = NULL;
80 mClearScissorRS = NULL;
81 mClearNoScissorRS = NULL;
82
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000083 mD3d11Module = NULL;
84 mDxgiModule = NULL;
85
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000086 mDeviceLost = false;
87
daniel@transgaming.com25072f62012-11-28 19:31:32 +000088 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000089 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000090 mDxgiAdapter = NULL;
91 mDxgiFactory = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000092}
93
94Renderer11::~Renderer11()
95{
96 releaseDeviceResources();
97
daniel@transgaming.com65e65372012-11-28 19:33:50 +000098 if (mDxgiFactory)
99 {
100 mDxgiFactory->Release();
101 mDxgiFactory = NULL;
102 }
103
104 if (mDxgiAdapter)
105 {
106 mDxgiAdapter->Release();
107 mDxgiAdapter = NULL;
108 }
109
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000110 if (mDeviceContext)
111 {
daniel@transgaming.comd5df4e82013-01-11 04:11:21 +0000112 mDeviceContext->ClearState();
113 mDeviceContext->Flush();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000114 mDeviceContext->Release();
115 mDeviceContext = NULL;
116 }
117
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000118 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000119 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000120 mDevice->Release();
121 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000122 }
123
124 if (mD3d11Module)
125 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000126 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000127 mD3d11Module = NULL;
128 }
129
130 if (mDxgiModule)
131 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000132 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000133 mDxgiModule = NULL;
134 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000135}
136
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000137Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
138{
139 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
140 return static_cast<rx::Renderer11*>(renderer);
141}
142
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000143EGLint Renderer11::initialize()
144{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000145 if (!initializeCompiler())
146 {
147 return EGL_NOT_INITIALIZED;
148 }
149
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000150 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
151 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000152
153 if (mD3d11Module == NULL || mDxgiModule == NULL)
154 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000155 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000156 return EGL_NOT_INITIALIZED;
157 }
158
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000159 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000160
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000161 if (D3D11CreateDevice == NULL)
162 {
163 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
164 return EGL_NOT_INITIALIZED;
165 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000166
167 D3D_FEATURE_LEVEL featureLevel[] =
168 {
169 D3D_FEATURE_LEVEL_11_0,
170 D3D_FEATURE_LEVEL_10_1,
171 D3D_FEATURE_LEVEL_10_0,
172 };
173
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000174 HRESULT result = D3D11CreateDevice(NULL,
175 D3D_DRIVER_TYPE_HARDWARE,
176 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000177 #if defined(_DEBUG)
178 D3D11_CREATE_DEVICE_DEBUG,
179 #else
180 0,
181 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000182 featureLevel,
183 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000184 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000185 &mDevice,
186 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000187 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000188
189 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000190 {
191 ERR("Could not create D3D11 device - aborting!\n");
192 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
193 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000194
195 IDXGIDevice *dxgiDevice = NULL;
196 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
197
198 if (FAILED(result))
199 {
200 ERR("Could not query DXGI device - aborting!\n");
201 return EGL_NOT_INITIALIZED;
202 }
203
204 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
205
206 if (FAILED(result))
207 {
208 ERR("Could not retrieve DXGI adapter - aborting!\n");
209 return EGL_NOT_INITIALIZED;
210 }
211
212 dxgiDevice->Release();
213
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000214 mDxgiAdapter->GetDesc(&mAdapterDescription);
215 memset(mDescription, 0, sizeof(mDescription));
216 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
217
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000218 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
219
220 if (!mDxgiFactory || FAILED(result))
221 {
222 ERR("Could not create DXGI factory - aborting!\n");
223 return EGL_NOT_INITIALIZED;
224 }
225
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000226 initializeDevice();
227
228 return EGL_SUCCESS;
229}
230
231// do any one-time device initialization
232// NOTE: this is also needed after a device lost/reset
233// to reset the scene status and ensure the default states are reset.
234void Renderer11::initializeDevice()
235{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000236 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000237 mInputLayoutCache.initialize(mDevice, mDeviceContext);
238
239 ASSERT(!mVertexDataManager && !mIndexDataManager);
240 mVertexDataManager = new VertexDataManager(this);
241 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000242
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000243 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000244}
245
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000246int Renderer11::generateConfigs(ConfigDesc **configDescList)
247{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000248 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
249 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000250 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
251 int numConfigs = 0;
252
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000253 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000254 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000255 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000256 {
257 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
258
259 UINT formatSupport = 0;
260 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
261
262 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
263 {
264 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
265
266 UINT formatSupport = 0;
267 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
268
269 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
270 {
271 ConfigDesc newConfig;
272 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
273 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
274 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
275 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
276
277 (*configDescList)[numConfigs++] = newConfig;
278 }
279 }
280 }
281 }
282
283 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000284}
285
286void Renderer11::deleteConfigs(ConfigDesc *configDescList)
287{
288 delete [] (configDescList);
289}
290
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000291void Renderer11::sync(bool block)
292{
293 // TODO
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000294 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000295}
296
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000297SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
298{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000299 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000300}
301
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000302void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
303{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000304 if (type == gl::SAMPLER_PIXEL)
305 {
306 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
307 {
308 ERR("Pixel shader sampler index %i is not valid.", index);
309 return;
310 }
311
312 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
313 {
314 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
315
316 if (!dxSamplerState)
317 {
318 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
319 "sampler state for pixel shaders at slot %i.", index);
320 }
321
322 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
323
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000324 mCurPixelSamplerStates[index] = samplerState;
325 }
326
327 mForceSetPixelSamplerStates[index] = false;
328 }
329 else if (type == gl::SAMPLER_VERTEX)
330 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000331 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000332 {
333 ERR("Vertex shader sampler index %i is not valid.", index);
334 return;
335 }
336
337 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
338 {
339 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
340
341 if (!dxSamplerState)
342 {
343 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
344 "sampler state for vertex shaders at slot %i.", index);
345 }
346
347 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
348
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000349 mCurVertexSamplerStates[index] = samplerState;
350 }
351
352 mForceSetVertexSamplerStates[index] = false;
353 }
354 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000355}
356
357void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
358{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000359 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000360 unsigned int serial = 0;
361 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000362
363 if (texture)
364 {
365 TextureStorageInterface *texStorage = texture->getNativeTexture();
366 if (texStorage)
367 {
368 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
369 textureSRV = storage11->getSRV();
370 }
371
372 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
373 // missing the shader resource view
374 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000375
376 serial = texture->getTextureSerial();
377 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000378 }
379
380 if (type == gl::SAMPLER_PIXEL)
381 {
382 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
383 {
384 ERR("Pixel shader sampler index %i is not valid.", index);
385 return;
386 }
387
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000388 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
389 {
390 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
391 }
392
393 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000394 }
395 else if (type == gl::SAMPLER_VERTEX)
396 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000397 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000398 {
399 ERR("Vertex shader sampler index %i is not valid.", index);
400 return;
401 }
402
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000403 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
404 {
405 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
406 }
407
408 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000409 }
410 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000411}
412
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000413void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000414{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000415 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000416 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000417 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
418 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000419 if (!dxRasterState)
420 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000421 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000422 "rasterizer state.");
423 }
424
425 mDeviceContext->RSSetState(dxRasterState);
426
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000427 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000428 }
429
430 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000431}
432
433void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
434 unsigned int sampleMask)
435{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000436 if (mForceSetBlendState ||
437 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
438 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
439 sampleMask != mCurSampleMask)
440 {
441 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
442 if (!dxBlendState)
443 {
444 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
445 "blend state.");
446 }
447
448 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
449 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
450
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000451 mCurBlendState = blendState;
452 mCurBlendColor = blendColor;
453 mCurSampleMask = sampleMask;
454 }
455
456 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000457}
458
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000459void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000460 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000461{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000462 if (mForceSetDepthStencilState ||
463 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
464 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
465 {
466 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
467 stencilRef != stencilBackRef ||
468 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
469 {
470 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
471 "invalid under WebGL.");
472 return error(GL_INVALID_OPERATION);
473 }
474
475 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
476 if (!dxDepthStencilState)
477 {
478 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
479 "setting the default depth stencil state.");
480 }
481
482 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
483
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000484 mCurDepthStencilState = depthStencilState;
485 mCurStencilRef = stencilRef;
486 mCurStencilBackRef = stencilBackRef;
487 }
488
489 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000490}
491
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000492void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000493{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000494 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
495 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000496 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000497 if (enabled)
498 {
499 D3D11_RECT rect;
500 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
501 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
502 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
503 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000504
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000505 mDeviceContext->RSSetScissorRects(1, &rect);
506 }
507
508 if (enabled != mScissorEnabled)
509 {
510 mForceSetRasterState = true;
511 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000512
513 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000514 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000515 }
516
517 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000518}
519
daniel@transgaming.com12985182012-12-20 20:56:31 +0000520bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000521 bool ignoreViewport, gl::ProgramBinary *currentProgram)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000522{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000523 gl::Rectangle actualViewport = viewport;
524 float actualZNear = gl::clamp01(zNear);
525 float actualZFar = gl::clamp01(zFar);
526 if (ignoreViewport)
527 {
528 actualViewport.x = 0;
529 actualViewport.y = 0;
530 actualViewport.width = mRenderTargetDesc.width;
531 actualViewport.height = mRenderTargetDesc.height;
532 actualZNear = 0.0f;
533 actualZFar = 1.0f;
534 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000535
536 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000537 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
538 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
539 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
540 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
541 dxViewport.MinDepth = actualZNear;
542 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000543
544 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
545 {
546 return false; // Nothing to render
547 }
548
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000549 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
550 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000551
daniel@transgaming.com53670042012-11-28 20:55:51 +0000552 if (viewportChanged)
553 {
554 mDeviceContext->RSSetViewports(1, &dxViewport);
555
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000556 mCurViewport = actualViewport;
557 mCurNear = actualZNear;
558 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000559 }
560
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000561 if (currentProgram)
daniel@transgaming.com53670042012-11-28 20:55:51 +0000562 {
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000563 dx_VertexConstants vc = {0};
564 dx_PixelConstants pc = {0};
daniel@transgaming.com53670042012-11-28 20:55:51 +0000565
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000566 vc.halfPixelSize[0] = 0.0f;
567 vc.halfPixelSize[1] = 0.0f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000568
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000569 pc.coord[0] = actualViewport.width * 0.5f;
570 pc.coord[1] = actualViewport.height * 0.5f;
571 pc.coord[2] = actualViewport.x + (actualViewport.width * 0.5f);
572 pc.coord[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000573
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000574 pc.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
575 pc.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
576 pc.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);;
577
578 vc.depthRange[0] = actualZNear;
579 vc.depthRange[1] = actualZFar;
580 vc.depthRange[2] = actualZFar - actualZNear;
581
582 pc.depthRange[0] = actualZNear;
583 pc.depthRange[1] = actualZFar;
584 pc.depthRange[2] = actualZFar - actualZNear;
585
586 if (memcmp(&vc, &mVertexConstants, sizeof(dx_VertexConstants)) != 0)
587 {
588 mVertexConstants = vc;
589 mDxUniformsDirty = true;
590 }
591
592 if (memcmp(&pc, &mPixelConstants, sizeof(dx_PixelConstants)) != 0)
593 {
594 mPixelConstants = pc;
595 mDxUniformsDirty = true;
596 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000597 }
598
599 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000600 return true;
601}
602
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000603bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
604{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000605 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000606
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000607 switch (mode)
608 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000609 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
610 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000611 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000612 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
613 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
614 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000615 // emulate fans via rewriting index buffer
616 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000617 default:
618 return error(GL_INVALID_ENUM, false);
619 }
620
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000621 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000622
623 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000624}
625
626bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000627{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000628 // Get the color render buffer and serial
629 gl::Renderbuffer *renderbufferObject = NULL;
630 unsigned int renderTargetSerial = 0;
631 if (framebuffer->getColorbufferType() != GL_NONE)
632 {
633 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000634
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000635 if (!renderbufferObject)
636 {
637 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000638 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000639 }
640
641 renderTargetSerial = renderbufferObject->getSerial();
642 }
643
644 // Get the depth stencil render buffer and serials
645 gl::Renderbuffer *depthStencil = NULL;
646 unsigned int depthbufferSerial = 0;
647 unsigned int stencilbufferSerial = 0;
648 if (framebuffer->getDepthbufferType() != GL_NONE)
649 {
650 depthStencil = framebuffer->getDepthbuffer();
651 if (!depthStencil)
652 {
653 ERR("Depth stencil pointer unexpectedly null.");
654 return false;
655 }
656
657 depthbufferSerial = depthStencil->getSerial();
658 }
659 else if (framebuffer->getStencilbufferType() != GL_NONE)
660 {
661 depthStencil = framebuffer->getStencilbuffer();
662 if (!depthStencil)
663 {
664 ERR("Depth stencil pointer unexpectedly null.");
665 return false;
666 }
667
668 stencilbufferSerial = depthStencil->getSerial();
669 }
670
671 // Extract the render target dimensions and view
672 unsigned int renderTargetWidth = 0;
673 unsigned int renderTargetHeight = 0;
674 GLenum renderTargetFormat = 0;
675 ID3D11RenderTargetView* framebufferRTV = NULL;
676 if (renderbufferObject)
677 {
678 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
679 if (!renderTarget)
680 {
681 ERR("render target pointer unexpectedly null.");
682 return false;
683 }
684
685 framebufferRTV = renderTarget->getRenderTargetView();
686 if (!framebufferRTV)
687 {
688 ERR("render target view pointer unexpectedly null.");
689 return false;
690 }
691
692 renderTargetWidth = renderbufferObject->getWidth();
693 renderTargetHeight = renderbufferObject->getHeight();
694 renderTargetFormat = renderbufferObject->getActualFormat();
695 }
696
697 // Extract the depth stencil sizes and view
698 unsigned int depthSize = 0;
699 unsigned int stencilSize = 0;
700 ID3D11DepthStencilView* framebufferDSV = NULL;
701 if (depthStencil)
702 {
703 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
704 if (!depthStencilRenderTarget)
705 {
706 ERR("render target pointer unexpectedly null.");
707 if (framebufferRTV)
708 {
709 framebufferRTV->Release();
710 }
711 return false;
712 }
713
714 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
715 if (!framebufferDSV)
716 {
717 ERR("depth stencil view pointer unexpectedly null.");
718 if (framebufferRTV)
719 {
720 framebufferRTV->Release();
721 }
722 return false;
723 }
724
725 // If there is no render buffer, the width, height and format values come from
726 // the depth stencil
727 if (!renderbufferObject)
728 {
729 renderTargetWidth = depthStencil->getWidth();
730 renderTargetHeight = depthStencil->getHeight();
731 renderTargetFormat = depthStencil->getActualFormat();
732 }
733
734 depthSize = depthStencil->getDepthSize();
735 stencilSize = depthStencil->getStencilSize();
736 }
737
738 // Apply the render target and depth stencil
739 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
740 renderTargetSerial != mAppliedRenderTargetSerial ||
741 depthbufferSerial != mAppliedDepthbufferSerial ||
742 stencilbufferSerial != mAppliedStencilbufferSerial)
743 {
744 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
745
746 mRenderTargetDesc.width = renderTargetWidth;
747 mRenderTargetDesc.height = renderTargetHeight;
748 mRenderTargetDesc.format = renderTargetFormat;
749 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
750 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
751
752 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
753 {
754 mCurDepthSize = depthSize;
755 mForceSetRasterState = true;
756 }
757
758 mCurStencilSize = stencilSize;
759
760 mAppliedRenderTargetSerial = renderTargetSerial;
761 mAppliedDepthbufferSerial = depthbufferSerial;
762 mAppliedStencilbufferSerial = stencilbufferSerial;
763 mRenderTargetDescInitialized = true;
764 mDepthStencilInitialized = true;
765 }
766
767 if (framebufferRTV)
768 {
769 framebufferRTV->Release();
770 }
771 if (framebufferDSV)
772 {
773 framebufferDSV->Release();
774 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000775
776 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000777}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000778
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000779GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000780{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000781 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
782 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
783 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000784 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000785 return err;
786 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000787
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000788 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000789}
790
daniel@transgaming.com31240482012-11-28 21:06:41 +0000791GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000792{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000793 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000794
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000795 if (err == GL_NO_ERROR)
796 {
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000797 if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000798 {
799 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
800
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000801 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000802 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000803 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000804 }
805 }
806
807 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000808}
809
810void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
811{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000812 if (mode == GL_LINE_LOOP)
813 {
814 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
815 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000816 else if (mode == GL_TRIANGLE_FAN)
817 {
818 drawTriangleFan(count, GL_NONE, NULL, 0, NULL);
819 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000820 else if (instances > 0)
821 {
822 // TODO
823 UNIMPLEMENTED();
824 }
825 else
826 {
827 mDeviceContext->Draw(count, 0);
828 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000829}
830
daniel@transgaming.com31240482012-11-28 21:06:41 +0000831void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000832{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000833 if (mode == GL_LINE_LOOP)
834 {
835 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
836 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000837 else if (mode == GL_TRIANGLE_FAN)
838 {
839 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
840 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000841 else
842 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000843 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000844 }
845}
846
847void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
848{
849 // Get the raw indices for an indexed draw
850 if (type != GL_NONE && elementArrayBuffer)
851 {
852 gl::Buffer *indexBuffer = elementArrayBuffer;
853 intptr_t offset = reinterpret_cast<intptr_t>(indices);
854 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
855 }
856
857 if (!mLineLoopIB)
858 {
859 mLineLoopIB = new StreamingIndexBufferInterface(this);
860 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
861 {
862 delete mLineLoopIB;
863 mLineLoopIB = NULL;
864
865 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
866 return error(GL_OUT_OF_MEMORY);
867 }
868 }
869
870 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
871 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
872 {
873 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
874 return error(GL_OUT_OF_MEMORY);
875 }
876
877 void* mappedMemory = NULL;
878 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
879 if (offset == -1 || mappedMemory == NULL)
880 {
881 ERR("Could not map index buffer for GL_LINE_LOOP.");
882 return error(GL_OUT_OF_MEMORY);
883 }
884
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000885 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000886 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000887
888 switch (type)
889 {
890 case GL_NONE: // Non-indexed draw
891 for (int i = 0; i < count; i++)
892 {
893 data[i] = i;
894 }
895 data[count] = 0;
896 break;
897 case GL_UNSIGNED_BYTE:
898 for (int i = 0; i < count; i++)
899 {
900 data[i] = static_cast<const GLubyte*>(indices)[i];
901 }
902 data[count] = static_cast<const GLubyte*>(indices)[0];
903 break;
904 case GL_UNSIGNED_SHORT:
905 for (int i = 0; i < count; i++)
906 {
907 data[i] = static_cast<const GLushort*>(indices)[i];
908 }
909 data[count] = static_cast<const GLushort*>(indices)[0];
910 break;
911 case GL_UNSIGNED_INT:
912 for (int i = 0; i < count; i++)
913 {
914 data[i] = static_cast<const GLuint*>(indices)[i];
915 }
916 data[count] = static_cast<const GLuint*>(indices)[0];
917 break;
918 default: UNREACHABLE();
919 }
920
921 if (!mLineLoopIB->unmapBuffer())
922 {
923 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
924 return error(GL_OUT_OF_MEMORY);
925 }
926
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000927 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000928 {
929 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
930
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000931 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000932 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000933 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000934 }
935
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000936 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000937}
938
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000939void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
940{
941 // Get the raw indices for an indexed draw
942 if (type != GL_NONE && elementArrayBuffer)
943 {
944 gl::Buffer *indexBuffer = elementArrayBuffer;
945 intptr_t offset = reinterpret_cast<intptr_t>(indices);
946 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
947 }
948
949 if (!mTriangleFanIB)
950 {
951 mTriangleFanIB = new StreamingIndexBufferInterface(this);
952 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
953 {
954 delete mTriangleFanIB;
955 mTriangleFanIB = NULL;
956
957 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
958 return error(GL_OUT_OF_MEMORY);
959 }
960 }
961
962 const int numTris = count - 2;
963 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
964 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
965 {
966 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
967 return error(GL_OUT_OF_MEMORY);
968 }
969
970 void* mappedMemory = NULL;
971 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
972 if (offset == -1 || mappedMemory == NULL)
973 {
974 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
975 return error(GL_OUT_OF_MEMORY);
976 }
977
978 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
979 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
980
981 switch (type)
982 {
983 case GL_NONE: // Non-indexed draw
984 for (int i = 0; i < numTris; i++)
985 {
986 data[i*3 + 0] = 0;
987 data[i*3 + 1] = i + 1;
988 data[i*3 + 2] = i + 2;
989 }
990 break;
991 case GL_UNSIGNED_BYTE:
992 for (int i = 0; i < numTris; i++)
993 {
994 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
995 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
996 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
997 }
998 break;
999 case GL_UNSIGNED_SHORT:
1000 for (int i = 0; i < numTris; i++)
1001 {
1002 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1003 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1004 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1005 }
1006 break;
1007 case GL_UNSIGNED_INT:
1008 for (int i = 0; i < numTris; i++)
1009 {
1010 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1011 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1012 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1013 }
1014 break;
1015 default: UNREACHABLE();
1016 }
1017
1018 if (!mTriangleFanIB->unmapBuffer())
1019 {
1020 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
1021 return error(GL_OUT_OF_MEMORY);
1022 }
1023
1024 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1025 {
1026 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1027
1028 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1029 mAppliedIBSerial = mTriangleFanIB->getSerial();
1030 mAppliedIBOffset = indexBufferOffset;
1031 }
1032
1033 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1034}
1035
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001036void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1037{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001038 unsigned int programBinarySerial = programBinary->getSerial();
1039 if (programBinarySerial != mAppliedProgramBinarySerial)
1040 {
1041 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1042 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001043
daniel@transgaming.come4991412012-12-20 20:55:34 +00001044 ID3D11VertexShader *vertexShader = NULL;
1045 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001046
daniel@transgaming.come4991412012-12-20 20:55:34 +00001047 ID3D11PixelShader *pixelShader = NULL;
1048 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001049
daniel@transgaming.come4991412012-12-20 20:55:34 +00001050 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1051 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
1052 programBinary->dirtyAllUniforms();
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001053 mDxUniformsDirty = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001054
1055 mAppliedProgramBinarySerial = programBinarySerial;
1056 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001057}
1058
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001059void Renderer11::applyUniforms(const gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001060{
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001061 D3D11_BUFFER_DESC constantBufferDescription = {0};
1062 constantBufferDescription.ByteWidth = D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * sizeof(float[4]);
1063 constantBufferDescription.Usage = D3D11_USAGE_DYNAMIC;
1064 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1065 constantBufferDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1066 constantBufferDescription.MiscFlags = 0;
1067 constantBufferDescription.StructureByteStride = 0;
1068
1069 ID3D11Buffer *constantBufferVS = NULL;
1070 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &constantBufferVS);
1071 ASSERT(SUCCEEDED(result));
1072
1073 ID3D11Buffer *constantBufferPS = NULL;
1074 result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &constantBufferPS);
1075 ASSERT(SUCCEEDED(result));
1076
1077 D3D11_MAPPED_SUBRESOURCE mapVS = {0};
1078 result = mDeviceContext->Map(constantBufferVS, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapVS);
1079 ASSERT(SUCCEEDED(result));
1080
1081 D3D11_MAPPED_SUBRESOURCE mapPS = {0};
1082 result = mDeviceContext->Map(constantBufferPS, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapPS);
1083 ASSERT(SUCCEEDED(result));
1084
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001085 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001086 {
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001087 const gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001088
1089 switch (uniform->type)
1090 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +00001091 case GL_SAMPLER_2D:
1092 case GL_SAMPLER_CUBE:
1093 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001094 case GL_FLOAT:
1095 case GL_FLOAT_VEC2:
1096 case GL_FLOAT_VEC3:
1097 case GL_FLOAT_VEC4:
1098 case GL_FLOAT_MAT2:
1099 case GL_FLOAT_MAT3:
1100 case GL_FLOAT_MAT4:
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001101 if (uniform->vsRegisterIndex >= 0)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001102 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001103 GLfloat (*c)[4] = (GLfloat(*)[4])mapVS.pData;
1104 float (*f)[4] = (float(*)[4])uniform->data;
1105
1106 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001107 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001108 c[uniform->vsRegisterIndex + i][0] = f[i][0];
1109 c[uniform->vsRegisterIndex + i][1] = f[i][1];
1110 c[uniform->vsRegisterIndex + i][2] = f[i][2];
1111 c[uniform->vsRegisterIndex + i][3] = f[i][3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001112 }
1113 }
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001114 if (uniform->psRegisterIndex >= 0)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001115 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001116 GLfloat (*c)[4] = (GLfloat(*)[4])mapPS.pData;
1117 float (*f)[4] = (float(*)[4])uniform->data;
1118
1119 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001120 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001121 c[uniform->psRegisterIndex + i][0] = f[i][0];
1122 c[uniform->psRegisterIndex + i][1] = f[i][1];
1123 c[uniform->psRegisterIndex + i][2] = f[i][2];
1124 c[uniform->psRegisterIndex + i][3] = f[i][3];
1125 }
1126 }
1127 break;
1128 case GL_INT:
1129 case GL_INT_VEC2:
1130 case GL_INT_VEC3:
1131 case GL_INT_VEC4:
1132 if (uniform->vsRegisterIndex >= 0)
1133 {
1134 int (*c)[4] = (int(*)[4])mapVS.pData;
1135 GLint *x = (GLint*)uniform->data;
1136 int count = gl::VariableColumnCount(uniform->type);
1137
1138 for (unsigned int i = 0; i < uniform->registerCount; i++)
1139 {
1140 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = x[i * count + 0];
1141 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = x[i * count + 1];
1142 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = x[i * count + 2];
1143 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = x[i * count + 3];
1144 }
1145 }
1146 if (uniform->psRegisterIndex >= 0)
1147 {
1148 int (*c)[4] = (int(*)[4])mapPS.pData;
1149 GLint *x = (GLint*)uniform->data;
1150 int count = gl::VariableColumnCount(uniform->type);
1151
1152 for (unsigned int i = 0; i < uniform->registerCount; i++)
1153 {
1154 if (count >= 1) c[uniform->psRegisterIndex + i][0] = x[i * count + 0];
1155 if (count >= 2) c[uniform->psRegisterIndex + i][1] = x[i * count + 1];
1156 if (count >= 3) c[uniform->psRegisterIndex + i][2] = x[i * count + 2];
1157 if (count >= 4) c[uniform->psRegisterIndex + i][3] = x[i * count + 3];
1158 }
1159 }
1160 break;
1161 case GL_BOOL:
1162 case GL_BOOL_VEC2:
1163 case GL_BOOL_VEC3:
1164 case GL_BOOL_VEC4:
1165 if (uniform->vsRegisterIndex >= 0)
1166 {
1167 int (*c)[4] = (int(*)[4])mapVS.pData;
1168 GLboolean *b = (GLboolean*)uniform->data;
1169 int count = gl::VariableColumnCount(uniform->type);
1170
1171 for (unsigned int i = 0; i < uniform->registerCount; i++)
1172 {
1173 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = b[i * count + 0];
1174 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = b[i * count + 1];
1175 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = b[i * count + 2];
1176 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = b[i * count + 3];
1177 }
1178 }
1179 if (uniform->psRegisterIndex >= 0)
1180 {
1181 int (*c)[4] = (int(*)[4])mapPS.pData;
1182 GLboolean *b = (GLboolean*)uniform->data;
1183 int count = gl::VariableColumnCount(uniform->type);
1184
1185 for (unsigned int i = 0; i < uniform->registerCount; i++)
1186 {
1187 if (count >= 1) c[uniform->psRegisterIndex + i][0] = b[i * count + 0];
1188 if (count >= 2) c[uniform->psRegisterIndex + i][1] = b[i * count + 1];
1189 if (count >= 3) c[uniform->psRegisterIndex + i][2] = b[i * count + 2];
1190 if (count >= 4) c[uniform->psRegisterIndex + i][3] = b[i * count + 3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001191 }
1192 }
1193 break;
1194 default:
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001195 UNREACHABLE();
1196 }
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001197 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001198
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001199 // Driver uniforms
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001200 memcpy(mapVS.pData, &mVertexConstants, sizeof(dx_VertexConstants));
1201 memcpy(mapPS.pData, &mPixelConstants, sizeof(dx_PixelConstants));
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001202
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001203 mDeviceContext->Unmap(constantBufferVS, 0);
1204 mDeviceContext->VSSetConstantBuffers(0, 1, &constantBufferVS);
1205 constantBufferVS->Release();
1206
1207 mDeviceContext->Unmap(constantBufferPS, 0);
1208 mDeviceContext->PSSetConstantBuffers(0, 1, &constantBufferPS);
1209 constantBufferPS->Release();
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001210}
1211
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001212void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001213{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001214 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1215 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1216 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1217 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001218
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001219 unsigned int stencilUnmasked = 0x0;
1220 if (frameBuffer->hasStencil())
1221 {
1222 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1223 stencilUnmasked = (0x1 << stencilSize) - 1;
1224 }
1225 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1226 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001227
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001228 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1229 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1230 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001231
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001232 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1233 {
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001234 maskedClear(clearParams);
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001235 }
1236 else
1237 {
1238 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1239 {
1240 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1241 if (renderbufferObject)
1242 {
1243 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1244 if (!renderTarget)
1245 {
1246 ERR("render target pointer unexpectedly null.");
1247 return;
1248 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001249
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001250 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1251 if (!framebufferRTV)
1252 {
1253 ERR("render target view pointer unexpectedly null.");
1254 return;
1255 }
1256
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001257 const float clearValues[4] = { clearParams.colorClearValue.red,
1258 clearParams.colorClearValue.green,
1259 clearParams.colorClearValue.blue,
1260 clearParams.colorClearValue.alpha };
1261 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001262
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001263 framebufferRTV->Release();
1264 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001265 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001266 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001267 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001268 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1269 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001270 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001271 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1272 if (!renderTarget)
1273 {
1274 ERR("render target pointer unexpectedly null.");
1275 return;
1276 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001277
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001278 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1279 if (!framebufferDSV)
1280 {
1281 ERR("depth stencil view pointer unexpectedly null.");
1282 return;
1283 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001284
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001285 UINT clearFlags = 0;
1286 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1287 {
1288 clearFlags |= D3D11_CLEAR_DEPTH;
1289 }
1290 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1291 {
1292 clearFlags |= D3D11_CLEAR_STENCIL;
1293 }
1294
1295 float depthClear = clearParams.depthClearValue;
1296 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1297
1298 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001299
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001300 framebufferDSV->Release();
1301 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001302 }
1303 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001304}
1305
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001306void Renderer11::maskedClear(const gl::ClearParameters &clearParams)
1307{
1308 HRESULT result;
1309
1310 if (!mClearResourcesInitialized)
1311 {
1312 ASSERT(!mClearVB && !mClearVS && !mClearPS && !mClearScissorRS && !mClearNoScissorRS);
1313
1314 D3D11_BUFFER_DESC vbDesc;
1315 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1316 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1317 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1318 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1319 vbDesc.MiscFlags = 0;
1320 vbDesc.StructureByteStride = 0;
1321
1322 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1323 ASSERT(SUCCEEDED(result));
1324 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1325
1326 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1327 {
1328 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1329 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1330 };
1331
1332 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1333 ASSERT(SUCCEEDED(result));
1334 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1335
1336 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1337 ASSERT(SUCCEEDED(result));
1338 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1339
1340 result = mDevice->CreatePixelShader(g_PS_Clear, sizeof(g_PS_Clear), NULL, &mClearPS);
1341 ASSERT(SUCCEEDED(result));
1342 d3d11::SetDebugName(mClearPS, "Renderer11 masked clear pixel shader");
1343
1344 D3D11_RASTERIZER_DESC rsScissorDesc;
1345 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1346 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1347 rsScissorDesc.FrontCounterClockwise = FALSE;
1348 rsScissorDesc.DepthBias = 0;
1349 rsScissorDesc.DepthBiasClamp = 0.0f;
1350 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1351 rsScissorDesc.DepthClipEnable = FALSE;
1352 rsScissorDesc.ScissorEnable = TRUE;
1353 rsScissorDesc.MultisampleEnable = FALSE;
1354 rsScissorDesc.AntialiasedLineEnable = FALSE;
1355
1356 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1357 ASSERT(SUCCEEDED(result));
1358 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1359
1360 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1361 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1362 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1363 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1364 rsNoScissorDesc.DepthBias = 0;
1365 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1366 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1367 rsNoScissorDesc.DepthClipEnable = FALSE;
1368 rsNoScissorDesc.ScissorEnable = FALSE;
1369 rsNoScissorDesc.MultisampleEnable = FALSE;
1370 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1371
1372 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1373 ASSERT(SUCCEEDED(result));
1374 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1375
1376 mClearResourcesInitialized = true;
1377 }
1378
1379 // Prepare the depth stencil state to write depth values if the depth should be cleared
1380 // and stencil values if the stencil should be cleared
1381 gl::DepthStencilState glDSState;
1382 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1383 glDSState.depthFunc = GL_ALWAYS;
1384 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1385 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1386 glDSState.stencilFunc = GL_ALWAYS;
1387 glDSState.stencilMask = 0;
1388 glDSState.stencilFail = GL_REPLACE;
1389 glDSState.stencilPassDepthFail = GL_REPLACE;
1390 glDSState.stencilPassDepthPass = GL_REPLACE;
1391 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1392 glDSState.stencilBackFunc = GL_ALWAYS;
1393 glDSState.stencilBackMask = 0;
1394 glDSState.stencilBackFail = GL_REPLACE;
1395 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1396 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1397 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1398
1399 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1400
1401 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1402
1403 // Prepare the blend state to use a write mask if the color buffer should be cleared
1404 gl::BlendState glBlendState;
1405 glBlendState.blend = false;
1406 glBlendState.sourceBlendRGB = GL_ONE;
1407 glBlendState.destBlendRGB = GL_ZERO;
1408 glBlendState.sourceBlendAlpha = GL_ONE;
1409 glBlendState.destBlendAlpha = GL_ZERO;
1410 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1411 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1412 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1413 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1414 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1415 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
1416 glBlendState.sampleAlphaToCoverage = false;
1417 glBlendState.dither = false;
1418
1419 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1420 static const UINT sampleMask = 0xFFFFFFFF;
1421
1422 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1423
1424 // Set the vertices
1425 D3D11_MAPPED_SUBRESOURCE mappedResource;
1426 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1427 if (FAILED(result))
1428 {
1429 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1430 return;
1431 }
1432
1433 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1434
1435 float depthClear = gl::clamp01(clearParams.depthClearValue);
1436 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1437 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1438 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1439 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1440
1441 mDeviceContext->Unmap(mClearVB, 0);
1442
1443 // Apply state
1444 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1445 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1446 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1447
1448 // Apply shaders
1449 mDeviceContext->IASetInputLayout(mClearIL);
1450 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
1451 mDeviceContext->PSSetShader(mClearPS, NULL, 0);
1452
1453 // Apply vertex buffer
1454 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1455 static UINT startIdx = 0;
1456 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1457 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1458
1459 // Draw the clear quad
1460 mDeviceContext->Draw(4, 0);
1461
1462 // Clean up
1463 markAllStateDirty();
1464}
1465
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001466void Renderer11::markAllStateDirty()
1467{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001468 mAppliedRenderTargetSerial = 0;
1469 mAppliedDepthbufferSerial = 0;
1470 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001471 mDepthStencilInitialized = false;
1472 mRenderTargetDescInitialized = false;
1473
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001474 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001475 {
1476 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001477 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001478 }
1479 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1480 {
1481 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001482 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001483 }
1484
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001485 mForceSetBlendState = true;
1486 mForceSetRasterState = true;
1487 mForceSetDepthStencilState = true;
1488 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001489 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001490
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001491 mAppliedIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001492 mAppliedIBOffset = 0;
1493
daniel@transgaming.come4991412012-12-20 20:55:34 +00001494 mAppliedProgramBinarySerial = 0;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +00001495 mDxUniformsDirty = true;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001496}
1497
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001498void Renderer11::releaseDeviceResources()
1499{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001500 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001501 mInputLayoutCache.clear();
1502
1503 delete mVertexDataManager;
1504 mVertexDataManager = NULL;
1505
1506 delete mIndexDataManager;
1507 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001508
1509 delete mLineLoopIB;
1510 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001511
1512 delete mTriangleFanIB;
1513 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001514
1515 if (mCopyVB)
1516 {
1517 mCopyVB->Release();
1518 mCopyVB = NULL;
1519 }
1520
1521 if (mCopySampler)
1522 {
1523 mCopySampler->Release();
1524 mCopySampler = NULL;
1525 }
1526
1527 if (mCopyIL)
1528 {
1529 mCopyIL->Release();
1530 mCopyIL = NULL;
1531 }
1532
1533 if (mCopyVS)
1534 {
1535 mCopyVS->Release();
1536 mCopyVS = NULL;
1537 }
1538
1539 if (mCopyRGBAPS)
1540 {
1541 mCopyRGBAPS->Release();
1542 mCopyRGBAPS = NULL;
1543 }
1544
1545 if (mCopyRGBPS)
1546 {
1547 mCopyRGBPS->Release();
1548 mCopyRGBPS = NULL;
1549 }
1550
1551 if (mCopyLumPS)
1552 {
1553 mCopyLumPS->Release();
1554 mCopyLumPS = NULL;
1555 }
1556
1557 if (mCopyLumAlphaPS)
1558 {
1559 mCopyLumAlphaPS->Release();
1560 mCopyLumAlphaPS = NULL;
1561 }
1562
1563 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001564
1565 if (mClearVB)
1566 {
1567 mClearVB->Release();
1568 mClearVB = NULL;
1569 }
1570
1571 if (mClearIL)
1572 {
1573 mClearIL->Release();
1574 mClearIL = NULL;
1575 }
1576
1577 if (mClearVS)
1578 {
1579 mClearVS->Release();
1580 mClearVS = NULL;
1581 }
1582
1583 if (mClearPS)
1584 {
1585 mClearPS->Release();
1586 mClearPS = NULL;
1587 }
1588
1589 if (mClearScissorRS)
1590 {
1591 mClearScissorRS->Release();
1592 mClearScissorRS = NULL;
1593 }
1594
1595 if (mClearNoScissorRS)
1596 {
1597 mClearNoScissorRS->Release();
1598 mClearNoScissorRS = NULL;
1599 }
1600
1601 mClearResourcesInitialized = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001602}
1603
1604void Renderer11::markDeviceLost()
1605{
1606 mDeviceLost = true;
1607}
1608
1609bool Renderer11::isDeviceLost()
1610{
1611 return mDeviceLost;
1612}
1613
1614// set notify to true to broadcast a message to all contexts of the device loss
1615bool Renderer11::testDeviceLost(bool notify)
1616{
1617 bool isLost = false;
1618
1619 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +00001620 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001621
1622 if (isLost)
1623 {
1624 // ensure we note the device loss --
1625 // we'll probably get this done again by markDeviceLost
1626 // but best to remember it!
1627 // Note that we don't want to clear the device loss status here
1628 // -- this needs to be done by resetDevice
1629 mDeviceLost = true;
1630 if (notify)
1631 {
1632 mDisplay->notifyDeviceLost();
1633 }
1634 }
1635
1636 return isLost;
1637}
1638
1639bool Renderer11::testDeviceResettable()
1640{
1641 HRESULT status = D3D_OK;
1642
1643 // TODO
1644 UNIMPLEMENTED();
1645
1646 switch (status)
1647 {
1648 case D3DERR_DEVICENOTRESET:
1649 case D3DERR_DEVICEHUNG:
1650 return true;
1651 default:
1652 return false;
1653 }
1654}
1655
1656bool Renderer11::resetDevice()
1657{
1658 releaseDeviceResources();
1659
1660 // TODO
1661 UNIMPLEMENTED();
1662
1663 // reset device defaults
1664 initializeDevice();
1665 mDeviceLost = false;
1666
1667 return true;
1668}
1669
1670DWORD Renderer11::getAdapterVendor() const
1671{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001672 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001673}
1674
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001675std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001676{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001677 std::ostringstream rendererString;
1678
1679 rendererString << mDescription;
1680 rendererString << " Direct3D11";
1681
1682 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1683 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
1684
1685 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001686}
1687
1688GUID Renderer11::getAdapterIdentifier() const
1689{
1690 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001691 // UNIMPLEMENTED();
1692 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001693 return foo;
1694}
1695
1696bool Renderer11::getDXT1TextureSupport()
1697{
1698 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001699 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001700 return false;
1701}
1702
1703bool Renderer11::getDXT3TextureSupport()
1704{
1705 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001706 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001707 return false;
1708}
1709
1710bool Renderer11::getDXT5TextureSupport()
1711{
1712 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001713 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001714 return false;
1715}
1716
1717bool Renderer11::getDepthTextureSupport() const
1718{
1719 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001720 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001721 return false;
1722}
1723
1724bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
1725{
1726 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001727 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001728
1729 *filtering = false;
1730 *renderable = false;
1731 return false;
1732}
1733
1734bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
1735{
1736 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001737 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001738
1739 *filtering = false;
1740 *renderable = false;
1741 return false;
1742}
1743
1744bool Renderer11::getLuminanceTextureSupport()
1745{
1746 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001747 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001748 return false;
1749}
1750
1751bool Renderer11::getLuminanceAlphaTextureSupport()
1752{
1753 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001754 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001755 return false;
1756}
1757
1758bool Renderer11::getTextureFilterAnisotropySupport() const
1759{
1760 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001761 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001762 return false;
1763}
1764
1765float Renderer11::getTextureMaxAnisotropy() const
1766{
1767 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001768 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001769 return 1.0f;
1770}
1771
1772bool Renderer11::getEventQuerySupport()
1773{
1774 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001775 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001776 return false;
1777}
1778
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001779unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001780{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001781 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
1782 switch (mFeatureLevel)
1783 {
1784 case D3D_FEATURE_LEVEL_11_0:
1785 case D3D_FEATURE_LEVEL_10_1:
1786 case D3D_FEATURE_LEVEL_10_0:
1787 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
1788 default: UNREACHABLE();
1789 return 0;
1790 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001791}
1792
1793bool Renderer11::getNonPower2TextureSupport() const
1794{
1795 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001796 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001797 return false;
1798}
1799
1800bool Renderer11::getOcclusionQuerySupport() const
1801{
1802 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001803 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001804 return false;
1805}
1806
1807bool Renderer11::getInstancingSupport() const
1808{
1809 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001810 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001811 return false;
1812}
1813
1814bool Renderer11::getShareHandleSupport() const
1815{
1816 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001817 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001818
1819 // PIX doesn't seem to support using share handles, so disable them.
1820 return false && !gl::perfActive();
1821}
1822
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00001823bool Renderer11::getDerivativeInstructionSupport() const
1824{
1825 // TODO
1826 // UNIMPLEMENTED();
1827 return false;
1828}
1829
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001830int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001831{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001832 switch (mFeatureLevel)
1833 {
1834 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001835 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001836 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
1837 default: UNREACHABLE(); return 0;
1838 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001839}
1840
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001841int Renderer11::getMinorShaderModel() const
1842{
1843 switch (mFeatureLevel)
1844 {
1845 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
1846 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
1847 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
1848 default: UNREACHABLE(); return 0;
1849 }
1850}
1851
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001852float Renderer11::getMaxPointSize() const
1853{
1854 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001855 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001856 return 1.0f;
1857}
1858
1859int Renderer11::getMaxTextureWidth() const
1860{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001861 switch (mFeatureLevel)
1862 {
1863 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1864 case D3D_FEATURE_LEVEL_10_1:
1865 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1866 default: UNREACHABLE(); return 0;
1867 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001868}
1869
1870int Renderer11::getMaxTextureHeight() const
1871{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001872 switch (mFeatureLevel)
1873 {
1874 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1875 case D3D_FEATURE_LEVEL_10_1:
1876 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1877 default: UNREACHABLE(); return 0;
1878 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001879}
1880
1881bool Renderer11::get32BitIndexSupport() const
1882{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001883 switch (mFeatureLevel)
1884 {
1885 case D3D_FEATURE_LEVEL_11_0:
1886 case D3D_FEATURE_LEVEL_10_1:
1887 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
1888 default: UNREACHABLE(); return false;
1889 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001890}
1891
1892int Renderer11::getMinSwapInterval() const
1893{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001894 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001895}
1896
1897int Renderer11::getMaxSwapInterval() const
1898{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001899 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001900}
1901
1902int Renderer11::getMaxSupportedSamples() const
1903{
1904 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001905 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001906 return 1;
1907}
1908
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001909bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001910{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001911 if (source && dest)
1912 {
1913 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
1914 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
1915
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001916 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001917 return true;
1918 }
1919
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001920 return false;
1921}
1922
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001923bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001924{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001925 if (source && dest)
1926 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001927 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
1928 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001929
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001930 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001931 return true;
1932 }
1933
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001934 return false;
1935}
1936
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00001937bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001938 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00001939{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001940 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
1941 if (!colorbuffer)
1942 {
1943 ERR("Failed to retrieve the color buffer from the frame buffer.");
1944 return error(GL_OUT_OF_MEMORY, false);
1945 }
1946
1947 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
1948 if (!sourceRenderTarget)
1949 {
1950 ERR("Failed to retrieve the render target from the frame buffer.");
1951 return error(GL_OUT_OF_MEMORY, false);
1952 }
1953
1954 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
1955 if (!source)
1956 {
1957 ERR("Failed to retrieve the render target view from the render target.");
1958 return error(GL_OUT_OF_MEMORY, false);
1959 }
1960
1961 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
1962 if (!storage11)
1963 {
1964 source->Release();
1965 ERR("Failed to retrieve the texture storage from the destination.");
1966 return error(GL_OUT_OF_MEMORY, false);
1967 }
1968
1969 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
1970 if (!destRenderTarget)
1971 {
1972 source->Release();
1973 ERR("Failed to retrieve the render target from the destination storage.");
1974 return error(GL_OUT_OF_MEMORY, false);
1975 }
1976
1977 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
1978 if (!dest)
1979 {
1980 source->Release();
1981 ERR("Failed to retrieve the render target view from the destination render target.");
1982 return error(GL_OUT_OF_MEMORY, false);
1983 }
1984
1985 gl::Rectangle destRect;
1986 destRect.x = xoffset;
1987 destRect.y = yoffset;
1988 destRect.width = sourceRect.width;
1989 destRect.height = sourceRect.height;
1990
1991 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
1992 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
1993
1994 source->Release();
1995 dest->Release();
1996
1997 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00001998}
1999
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002000bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002001 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002002{
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002003 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2004 if (!colorbuffer)
2005 {
2006 ERR("Failed to retrieve the color buffer from the frame buffer.");
2007 return error(GL_OUT_OF_MEMORY, false);
2008 }
2009
2010 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2011 if (!sourceRenderTarget)
2012 {
2013 ERR("Failed to retrieve the render target from the frame buffer.");
2014 return error(GL_OUT_OF_MEMORY, false);
2015 }
2016
2017 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2018 if (!source)
2019 {
2020 ERR("Failed to retrieve the render target view from the render target.");
2021 return error(GL_OUT_OF_MEMORY, false);
2022 }
2023
2024 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2025 if (!storage11)
2026 {
2027 source->Release();
2028 ERR("Failed to retrieve the texture storage from the destination.");
2029 return error(GL_OUT_OF_MEMORY, false);
2030 }
2031
2032 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2033 if (!destRenderTarget)
2034 {
2035 source->Release();
2036 ERR("Failed to retrieve the render target from the destination storage.");
2037 return error(GL_OUT_OF_MEMORY, false);
2038 }
2039
2040 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2041 if (!dest)
2042 {
2043 source->Release();
2044 ERR("Failed to retrieve the render target view from the destination render target.");
2045 return error(GL_OUT_OF_MEMORY, false);
2046 }
2047
2048 gl::Rectangle destRect;
2049 destRect.x = xoffset;
2050 destRect.y = yoffset;
2051 destRect.width = sourceRect.width;
2052 destRect.height = sourceRect.height;
2053
2054 bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(),
2055 dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat);
2056
2057 source->Release();
2058 dest->Release();
2059
2060 return ret;
2061}
2062
2063bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight,
2064 ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat)
2065{
2066 HRESULT result;
2067
2068 if (!mCopyResourcesInitialized)
2069 {
2070 ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS);
2071
2072 D3D11_BUFFER_DESC vbDesc;
2073 vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4;
2074 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2075 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2076 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2077 vbDesc.MiscFlags = 0;
2078 vbDesc.StructureByteStride = 0;
2079
2080 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2081 ASSERT(SUCCEEDED(result));
2082 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2083
2084 D3D11_SAMPLER_DESC samplerDesc;
2085 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2086 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2087 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2088 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2089 samplerDesc.MipLODBias = 0.0f;
2090 samplerDesc.MaxAnisotropy = 0;
2091 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2092 samplerDesc.BorderColor[0] = 0.0f;
2093 samplerDesc.BorderColor[1] = 0.0f;
2094 samplerDesc.BorderColor[2] = 0.0f;
2095 samplerDesc.BorderColor[3] = 0.0f;
2096 samplerDesc.MinLOD = 0.0f;
2097 samplerDesc.MaxLOD = 0.0f;
2098
2099 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2100 ASSERT(SUCCEEDED(result));
2101 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2102
2103 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
2104 {
2105 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2106 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2107 };
2108
2109 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL);
2110 ASSERT(SUCCEEDED(result));
2111 d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout");
2112
2113 result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS);
2114 ASSERT(SUCCEEDED(result));
2115 d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader");
2116
2117 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS);
2118 ASSERT(SUCCEEDED(result));
2119 d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader");
2120
2121 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS);
2122 ASSERT(SUCCEEDED(result));
2123 d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader");
2124
2125 result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS);
2126 ASSERT(SUCCEEDED(result));
2127 d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader");
2128
2129 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS);
2130 ASSERT(SUCCEEDED(result));
2131 d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader");
2132
2133 mCopyResourcesInitialized = true;
2134 }
2135
2136 // Verify the source and destination area sizes
2137 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2138 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
2139 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
2140 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight))
2141 {
2142 return error(GL_INVALID_VALUE, false);
2143 }
2144
2145 // Set vertices
2146 D3D11_MAPPED_SUBRESOURCE mappedResource;
2147 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2148 if (FAILED(result))
2149 {
2150 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
2151 return error(GL_OUT_OF_MEMORY, false);
2152 }
2153
2154 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2155
2156 // Create a quad in homogeneous coordinates
2157 float x1 = (destArea.x / destWidth) * 2.0f - 1.0f;
2158 float y1 = (destArea.y / destHeight) * 2.0f - 1.0f;
2159 float x2 = ((destArea.x + destArea.width) / destWidth) * 2.0f - 1.0f;
2160 float y2 = ((destArea.y + destArea.height) / destHeight) * 2.0f - 1.0f;
2161
2162 float u1 = sourceArea.x / float(sourceWidth);
2163 float v1 = sourceArea.y / float(sourceHeight);
2164 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2165 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2166
2167 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2168 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2169 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2170 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2171
2172 mDeviceContext->Unmap(mCopyVB, 0);
2173
2174 static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
2175 static UINT startIdx = 0;
2176 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2177
2178 // Apply state
2179 static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
2180 mDeviceContext->OMSetBlendState(NULL, blendFactor, 0xFFFFFFF);
2181 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2182 mDeviceContext->RSSetState(NULL);
2183
2184 // Apply shaders
2185 mDeviceContext->IASetInputLayout(mCopyIL);
2186 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
2187 mDeviceContext->VSSetShader(mCopyVS, NULL, 0);
2188
2189 ID3D11PixelShader *ps = NULL;
2190 switch(destFormat)
2191 {
2192 case GL_RGBA: ps = mCopyRGBAPS; break;
2193 case GL_RGB: ps = mCopyRGBPS; break;
2194 case GL_ALPHA: ps = mCopyRGBAPS; break;
2195 case GL_BGRA_EXT: ps = mCopyRGBAPS; break;
2196 case GL_LUMINANCE: ps = mCopyLumPS; break;
2197 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break;
2198 default: UNREACHABLE(); ps = NULL; break;
2199 }
2200
2201 mDeviceContext->PSSetShader(ps, NULL, 0);
2202
2203 // Unset the currently bound shader resource to avoid conflicts
2204 static ID3D11ShaderResourceView *const nullSRV = NULL;
2205 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2206
2207 // Apply render targets
2208 mDeviceContext->OMSetRenderTargets(1, &dest, NULL);
2209
2210 // Set the viewport
2211 D3D11_VIEWPORT viewport;
2212 viewport.TopLeftX = 0;
2213 viewport.TopLeftY = 0;
2214 viewport.Width = destWidth;
2215 viewport.Height = destHeight;
2216 viewport.MinDepth = 0.0f;
2217 viewport.MaxDepth = 1.0f;
2218 mDeviceContext->RSSetViewports(1, &viewport);
2219
2220 // Apply textures
2221 mDeviceContext->PSSetShaderResources(0, 1, &source);
2222 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
2223
2224 // Draw the quad
2225 mDeviceContext->Draw(4, 0);
2226
2227 // Unbind textures and render targets and vertex buffer
2228 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
2229
2230 static ID3D11RenderTargetView *const nullRTV = NULL;
2231 mDeviceContext->OMSetRenderTargets(1, &nullRTV, NULL);
2232
2233 static UINT zero = 0;
2234 static ID3D11Buffer *const nullBuffer = NULL;
2235 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
2236
2237 markAllStateDirty();
2238
2239 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002240}
2241
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002242RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
2243{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002244 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002245 RenderTarget11 *renderTarget = NULL;
2246 if (depth)
2247 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002248 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), NULL,
2249 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002250 }
2251 else
2252 {
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00002253 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
2254 swapChain11->getRenderTargetShaderResource(),
2255 swapChain11->getWidth(), swapChain11->getHeight());
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00002256 }
2257 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002258}
2259
2260RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
2261{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00002262 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
2263 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00002264}
2265
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002266ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, GLenum type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00002267{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002268 ShaderExecutable11 *executable = NULL;
2269
2270 switch (type)
2271 {
2272 case GL_VERTEX_SHADER:
2273 {
2274 ID3D11VertexShader *vshader = NULL;
2275 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
2276 ASSERT(SUCCEEDED(result));
2277
2278 if (vshader)
2279 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002280 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002281 }
2282 }
2283 break;
2284 case GL_FRAGMENT_SHADER:
2285 {
2286 ID3D11PixelShader *pshader = NULL;
2287 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
2288 ASSERT(SUCCEEDED(result));
2289
2290 if (pshader)
2291 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00002292 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00002293 }
2294 }
2295 break;
2296 default:
2297 UNREACHABLE();
2298 break;
2299 }
2300
2301 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00002302}
2303
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00002304ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
2305{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002306 const char *profile = NULL;
2307
2308 switch (type)
2309 {
2310 case GL_VERTEX_SHADER:
2311 profile = "vs_4_0";
2312 break;
2313 case GL_FRAGMENT_SHADER:
2314 profile = "ps_4_0";
2315 break;
2316 default:
2317 UNREACHABLE();
2318 return NULL;
2319 }
2320
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00002321 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002322 if (!binary)
2323 return NULL;
2324
daniel@transgaming.com2275f912012-12-20 21:13:22 +00002325 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00002326 binary->Release();
2327
2328 return executable;
2329}
2330
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002331VertexBuffer *Renderer11::createVertexBuffer()
2332{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00002333 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00002334}
2335
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002336IndexBuffer *Renderer11::createIndexBuffer()
2337{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00002338 return new IndexBuffer11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00002339}
2340
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002341bool Renderer11::getRenderTargetResource(gl::Framebuffer *framebuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
2342{
2343 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
2344 if (colorbuffer)
2345 {
2346 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2347 if (renderTarget)
2348 {
2349 *subresourceIndex = renderTarget->getSubresourceIndex();
2350
2351 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
2352 if (colorBufferRTV)
2353 {
2354 ID3D11Resource *textureResource = NULL;
2355 colorBufferRTV->GetResource(&textureResource);
2356 colorBufferRTV->Release();
2357
2358 if (textureResource)
2359 {
2360 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
2361 textureResource->Release();
2362
2363 if (SUCCEEDED(result))
2364 {
2365 return true;
2366 }
2367 else
2368 {
2369 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
2370 "HRESULT: 0x%X.", result);
2371 }
2372 }
2373 }
2374 }
2375 }
2376
2377 return false;
2378}
2379
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002380bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
2381 bool blitRenderTarget, bool blitDepthStencil)
2382{
2383 // TODO
2384 UNIMPLEMENTED();
2385 return false;
2386}
2387
2388void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
2389 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
2390{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002391 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002392 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002393
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00002394 if (getRenderTargetResource(framebuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002395 {
2396 gl::Rectangle area;
2397 area.x = x;
2398 area.y = y;
2399 area.width = width;
2400 area.height = height;
2401
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00002402 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
2403 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002404
2405 colorBufferTexture->Release();
2406 colorBufferTexture = NULL;
2407 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00002408}
2409
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002410Image *Renderer11::createImage()
2411{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00002412 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00002413}
2414
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002415void Renderer11::generateMipmap(Image *dest, Image *src)
2416{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00002417 Image11 *dest11 = Image11::makeImage11(dest);
2418 Image11 *src11 = Image11::makeImage11(src);
2419 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00002420}
2421
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002422TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
2423{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002424 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
2425 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002426}
2427
2428TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
2429{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002430 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002431}
2432
2433TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
2434{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00002435 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00002436}
2437
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00002438static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
2439{
2440 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
2441 destFormat == GL_ALPHA &&
2442 destType == GL_UNSIGNED_BYTE)
2443 {
2444 return 1;
2445 }
2446 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
2447 destFormat == GL_RGBA &&
2448 destType == GL_UNSIGNED_BYTE)
2449 {
2450 return 4;
2451 }
2452 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
2453 destFormat == GL_BGRA_EXT &&
2454 destType == GL_UNSIGNED_BYTE)
2455 {
2456 return 4;
2457 }
2458 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
2459 destFormat == GL_RGBA &&
2460 destType == GL_HALF_FLOAT_OES)
2461 {
2462 return 8;
2463 }
2464 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
2465 destFormat == GL_RGB &&
2466 destType == GL_FLOAT)
2467 {
2468 return 12;
2469 }
2470 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
2471 destFormat == GL_RGBA &&
2472 destType == GL_FLOAT)
2473 {
2474 return 16;
2475 }
2476 else
2477 {
2478 return 0;
2479 }
2480}
2481
2482static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
2483 unsigned int y, int inputPitch, gl::Color *outColor)
2484{
2485 switch (format)
2486 {
2487 case DXGI_FORMAT_R8G8B8A8_UNORM:
2488 {
2489 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
2490 outColor->red = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
2491 outColor->green = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
2492 outColor->blue = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
2493 outColor->alpha = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
2494 }
2495 break;
2496
2497 case DXGI_FORMAT_A8_UNORM:
2498 {
2499 outColor->red = 0.0f;
2500 outColor->green = 0.0f;
2501 outColor->blue = 0.0f;
2502 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
2503 }
2504 break;
2505
2506 case DXGI_FORMAT_R32G32B32A32_FLOAT:
2507 {
2508 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
2509 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
2510 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
2511 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
2512 }
2513 break;
2514
2515 case DXGI_FORMAT_R32G32B32_FLOAT:
2516 {
2517 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
2518 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
2519 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
2520 outColor->alpha = 1.0f;
2521 }
2522 break;
2523
2524 case DXGI_FORMAT_R16G16B16A16_FLOAT:
2525 {
2526 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
2527 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
2528 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
2529 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
2530 }
2531 break;
2532
2533 case DXGI_FORMAT_B8G8R8A8_UNORM:
2534 {
2535 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
2536 outColor->red = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
2537 outColor->blue = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
2538 outColor->green = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
2539 outColor->alpha = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
2540 }
2541 break;
2542
2543 case DXGI_FORMAT_R8_UNORM:
2544 {
2545 outColor->red = *(data + x + y * inputPitch) / 255.0f;
2546 outColor->green = 0.0f;
2547 outColor->blue = 0.0f;
2548 outColor->alpha = 1.0f;
2549 }
2550 break;
2551
2552 case DXGI_FORMAT_R8G8_UNORM:
2553 {
2554 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
2555
2556 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
2557 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
2558 outColor->blue = 0.0f;
2559 outColor->alpha = 1.0f;
2560 }
2561 break;
2562
2563 case DXGI_FORMAT_R16_FLOAT:
2564 {
2565 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
2566 outColor->green = 0.0f;
2567 outColor->blue = 0.0f;
2568 outColor->alpha = 1.0f;
2569 }
2570 break;
2571
2572 case DXGI_FORMAT_R16G16_FLOAT:
2573 {
2574 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
2575 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
2576 outColor->blue = 0.0f;
2577 outColor->alpha = 1.0f;
2578 }
2579 break;
2580
2581 default:
2582 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
2583 UNIMPLEMENTED();
2584 break;
2585 }
2586}
2587
2588static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
2589 unsigned int y, int outputPitch, void *outData)
2590{
2591 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
2592 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
2593
2594 switch (format)
2595 {
2596 case GL_RGBA:
2597 switch (type)
2598 {
2599 case GL_UNSIGNED_BYTE:
2600 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2601 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2602 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2603 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2604 break;
2605
2606 default:
2607 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
2608 UNIMPLEMENTED();
2609 break;
2610 }
2611 break;
2612
2613 case GL_BGRA_EXT:
2614 switch (type)
2615 {
2616 case GL_UNSIGNED_BYTE:
2617 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2618 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2619 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
2620 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
2621 break;
2622
2623 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
2624 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2625 // this type is packed as follows:
2626 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2627 // --------------------------------------------------------------------------------
2628 // | 4th | 3rd | 2nd | 1st component |
2629 // --------------------------------------------------------------------------------
2630 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2631 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2632 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
2633 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
2634 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
2635 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
2636 break;
2637
2638 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
2639 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
2640 // this type is packed as follows:
2641 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
2642 // --------------------------------------------------------------------------------
2643 // | 4th | 3rd | 2nd | 1st component |
2644 // --------------------------------------------------------------------------------
2645 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
2646 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2647 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
2648 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
2649 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
2650 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
2651 break;
2652
2653 default:
2654 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
2655 UNIMPLEMENTED();
2656 break;
2657 }
2658 break;
2659
2660 case GL_RGB:
2661 switch (type)
2662 {
2663 case GL_UNSIGNED_SHORT_5_6_5:
2664 shortData[x + y * outputPitch / sizeof(unsigned short)] =
2665 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
2666 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
2667 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
2668 break;
2669
2670 case GL_UNSIGNED_BYTE:
2671 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
2672 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
2673 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
2674 break;
2675
2676 default:
2677 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
2678 UNIMPLEMENTED();
2679 break;
2680 }
2681 break;
2682
2683 default:
2684 ERR("WritePixelColor not implemented for format 0x%X.", format);
2685 UNIMPLEMENTED();
2686 break;
2687 }
2688}
2689
2690void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
2691 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
2692 GLint packAlignment, void *pixels)
2693{
2694 D3D11_TEXTURE2D_DESC textureDesc;
2695 texture->GetDesc(&textureDesc);
2696
2697 D3D11_TEXTURE2D_DESC stagingDesc;
2698 stagingDesc.Width = area.width;
2699 stagingDesc.Height = area.height;
2700 stagingDesc.MipLevels = 1;
2701 stagingDesc.ArraySize = 1;
2702 stagingDesc.Format = textureDesc.Format;
2703 stagingDesc.SampleDesc.Count = 1;
2704 stagingDesc.SampleDesc.Quality = 0;
2705 stagingDesc.Usage = D3D11_USAGE_STAGING;
2706 stagingDesc.BindFlags = 0;
2707 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
2708 stagingDesc.MiscFlags = 0;
2709
2710 ID3D11Texture2D* stagingTex = NULL;
2711 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
2712 if (FAILED(result))
2713 {
2714 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
2715 return;
2716 }
2717
2718 ID3D11Texture2D* srcTex = NULL;
2719 if (textureDesc.SampleDesc.Count > 1)
2720 {
2721 D3D11_TEXTURE2D_DESC resolveDesc;
2722 resolveDesc.Width = textureDesc.Width;
2723 resolveDesc.Height = textureDesc.Height;
2724 resolveDesc.MipLevels = 1;
2725 resolveDesc.ArraySize = 1;
2726 resolveDesc.Format = textureDesc.Format;
2727 resolveDesc.SampleDesc.Count = 1;
2728 resolveDesc.SampleDesc.Quality = 0;
2729 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
2730 resolveDesc.BindFlags = 0;
2731 resolveDesc.CPUAccessFlags = 0;
2732 resolveDesc.MiscFlags = 0;
2733
2734 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
2735 if (FAILED(result))
2736 {
2737 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
2738 stagingTex->Release();
2739 return;
2740 }
2741
2742 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
2743 subResource = 0;
2744 }
2745 else
2746 {
2747 srcTex = texture;
2748 srcTex->AddRef();
2749 }
2750
2751 D3D11_BOX srcBox;
2752 srcBox.left = area.x;
2753 srcBox.right = area.x + area.width;
2754 srcBox.top = area.y;
2755 srcBox.bottom = area.y + area.height;
2756 srcBox.front = 0;
2757 srcBox.back = 1;
2758
2759 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
2760
2761 srcTex->Release();
2762 srcTex = NULL;
2763
2764 D3D11_MAPPED_SUBRESOURCE mapping;
2765 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
2766
2767 unsigned char *source;
2768 int inputPitch;
2769 if (packReverseRowOrder)
2770 {
2771 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
2772 inputPitch = -static_cast<int>(mapping.RowPitch);
2773 }
2774 else
2775 {
2776 source = static_cast<unsigned char*>(mapping.pData);
2777 inputPitch = static_cast<int>(mapping.RowPitch);
2778 }
2779
2780 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
2781 if (fastPixelSize != 0)
2782 {
2783 unsigned char *dest = static_cast<unsigned char*>(pixels);
2784 for (int j = 0; j < area.height; j++)
2785 {
2786 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
2787 }
2788 }
2789 else
2790 {
2791 gl::Color pixelColor;
2792 for (int j = 0; j < area.height; j++)
2793 {
2794 for (int i = 0; i < area.width; i++)
2795 {
2796 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
2797 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
2798 }
2799 }
2800 }
2801
2802 mDeviceContext->Unmap(stagingTex, 0);
2803
2804 stagingTex->Release();
2805 stagingTex = NULL;
2806}
2807
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002808}