blob: 638ee06664921f91c3f60802f530e9dac026ef92 [file] [log] [blame]
shannon.woods@transgaming.combdf2d802013-02-28 23:16:20 +00001#include "precompiled.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00003// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00004// Use of this source code is governed by a BSD-style license that can be
5// found in the LICENSE file.
6//
7
8// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
9
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000012#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000013#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000014#include "libGLESv2/Framebuffer.h"
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000015#include "libGLESv2/RenderBuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000016#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000017#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000018#include "libGLESv2/renderer/renderer11_utils.h"
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +000019#include "libGLESv2/renderer/formatutils11.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"
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +000025#include "libGLESv2/renderer/BufferStorage11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000026#include "libGLESv2/renderer/VertexDataManager.h"
27#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000028#include "libGLESv2/renderer/TextureStorage11.h"
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +000029#include "libGLESv2/renderer/Query11.h"
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +000030#include "libGLESv2/renderer/Fence11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000031
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +000032#include "libGLESv2/renderer/shaders/compiled/passthrough2d11vs.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughrgba2d11ps.h"
34#include "libGLESv2/renderer/shaders/compiled/passthroughrgb2d11ps.h"
35#include "libGLESv2/renderer/shaders/compiled/passthroughlum2d11ps.h"
36#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha2d11ps.h"
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000037
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +000038#include "libGLESv2/renderer/shaders/compiled/passthrough3d11vs.h"
39#include "libGLESv2/renderer/shaders/compiled/passthrough3d11gs.h"
40#include "libGLESv2/renderer/shaders/compiled/passthroughrgba3d11ps.h"
41#include "libGLESv2/renderer/shaders/compiled/passthroughrgb3d11ps.h"
42#include "libGLESv2/renderer/shaders/compiled/passthroughlum3d11ps.h"
43#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha3d11ps.h"
44
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000045#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
shannonwoods@chromium.org98949842013-05-30 00:01:51 +000046#include "libGLESv2/renderer/shaders/compiled/clearsingle11ps.h"
47#include "libGLESv2/renderer/shaders/compiled/clearmultiple11ps.h"
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000048
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000049#include "libEGL/Display.h"
50
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +000051#ifdef _DEBUG
52// this flag enables suppressing some spurious warnings that pop up in certain WebGL samples
53// and conformance tests. to enable all warnings, remove this define.
54#define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1
55#endif
56
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000057namespace rx
58{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000059static const DXGI_FORMAT RenderTargetFormats[] =
60 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000061 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000062 DXGI_FORMAT_R8G8B8A8_UNORM
63 };
64
65static const DXGI_FORMAT DepthStencilFormats[] =
66 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000067 DXGI_FORMAT_UNKNOWN,
68 DXGI_FORMAT_D24_UNORM_S8_UINT,
69 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000070 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000071
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000072enum
73{
74 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
75};
76
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000077Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
78{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000079 mVertexDataManager = NULL;
80 mIndexDataManager = NULL;
81
daniel@transgaming.comc5114302012-12-20 21:11:36 +000082 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000083 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000084
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000085 mCopyResourcesInitialized = false;
86 mCopyVB = NULL;
87 mCopySampler = NULL;
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +000088 mCopy2DIL = NULL;
89 mCopy2DVS = NULL;
90 mCopyRGBA2DPS = NULL;
91 mCopyRGB2DPS = NULL;
92 mCopyLum2DPS = NULL;
93 mCopyLumAlpha2DPS = NULL;
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +000094 mCopy3DIL = NULL;
95 mCopy3DVS = NULL;
96 mCopy3DGS = NULL;
97 mCopyRGBA3DPS = NULL;
98 mCopyRGB3DPS = NULL;
99 mCopyLum3DPS = NULL;
100 mCopyLumAlpha3DPS = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +0000101
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +0000102 mClearResourcesInitialized = false;
103 mClearVB = NULL;
104 mClearIL = NULL;
105 mClearVS = NULL;
shannonwoods@chromium.org98949842013-05-30 00:01:51 +0000106 mClearSinglePS = NULL;
107 mClearMultiplePS = NULL;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +0000108 mClearScissorRS = NULL;
109 mClearNoScissorRS = NULL;
110
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000111 mSyncQuery = NULL;
112
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000113 mD3d11Module = NULL;
114 mDxgiModule = NULL;
115
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000116 mDeviceLost = false;
117
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000118 mMaxSupportedSamples = 0;
119
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000120 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000121 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000122 mDxgiAdapter = NULL;
123 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000124
125 mDriverConstantBufferVS = NULL;
126 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000127
128 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000129
130 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000131}
132
133Renderer11::~Renderer11()
134{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000135 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000136}
137
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000138Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
139{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000140 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000141 return static_cast<rx::Renderer11*>(renderer);
142}
143
shannon.woods%transgaming.com@gtempaccount.comf9686c22013-04-13 03:33:45 +0000144#ifndef __d3d11_1_h__
145#define D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET ((D3D11_MESSAGE_ID)3146081)
146#endif
147
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000148EGLint Renderer11::initialize()
149{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000150 if (!initializeCompiler())
151 {
152 return EGL_NOT_INITIALIZED;
153 }
154
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000155 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
156 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000157
158 if (mD3d11Module == NULL || mDxgiModule == NULL)
159 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000160 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000161 return EGL_NOT_INITIALIZED;
162 }
163
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000164 // create the D3D11 device
165 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000166 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000167
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000168 if (D3D11CreateDevice == NULL)
169 {
170 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
171 return EGL_NOT_INITIALIZED;
172 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000173
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000174 D3D_FEATURE_LEVEL featureLevels[] =
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000175 {
176 D3D_FEATURE_LEVEL_11_0,
177 D3D_FEATURE_LEVEL_10_1,
178 D3D_FEATURE_LEVEL_10_0,
179 };
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000180
shannonwoods@chromium.orgc3419c12013-05-30 00:02:01 +0000181 HRESULT result = S_OK;
182
183#ifdef _DEBUG
184 result = D3D11CreateDevice(NULL,
185 D3D_DRIVER_TYPE_HARDWARE,
186 NULL,
187 D3D11_CREATE_DEVICE_DEBUG,
188 featureLevels,
189 ArraySize(featureLevels),
190 D3D11_SDK_VERSION,
191 &mDevice,
192 &mFeatureLevel,
193 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000194
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000195 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000196 {
shannonwoods@chromium.orgc3419c12013-05-30 00:02:01 +0000197 ERR("Failed creating Debug D3D11 device - falling back to release runtime.\n");
198 }
199
200 if (!mDevice || FAILED(result))
201#endif
202 {
203 result = D3D11CreateDevice(NULL,
204 D3D_DRIVER_TYPE_HARDWARE,
205 NULL,
206 0,
207 featureLevels,
208 ArraySize(featureLevels),
209 D3D11_SDK_VERSION,
210 &mDevice,
211 &mFeatureLevel,
212 &mDeviceContext);
213
214 if (!mDevice || FAILED(result))
215 {
216 ERR("Could not create D3D11 device - aborting!\n");
217 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
218 }
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000219 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000220
221 IDXGIDevice *dxgiDevice = NULL;
222 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
223
224 if (FAILED(result))
225 {
226 ERR("Could not query DXGI device - aborting!\n");
227 return EGL_NOT_INITIALIZED;
228 }
229
230 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
231
232 if (FAILED(result))
233 {
234 ERR("Could not retrieve DXGI adapter - aborting!\n");
235 return EGL_NOT_INITIALIZED;
236 }
237
238 dxgiDevice->Release();
239
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000240 mDxgiAdapter->GetDesc(&mAdapterDescription);
241 memset(mDescription, 0, sizeof(mDescription));
242 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
243
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000244 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
245
246 if (!mDxgiFactory || FAILED(result))
247 {
248 ERR("Could not create DXGI factory - aborting!\n");
249 return EGL_NOT_INITIALIZED;
250 }
251
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000252 // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
253#if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
254 ID3D11InfoQueue *infoQueue;
255 result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue);
256
257 if (SUCCEEDED(result))
258 {
259 D3D11_MESSAGE_ID hideMessages[] =
260 {
261 D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETS_HAZARD,
shannon.woods%transgaming.com@gtempaccount.comf9686c22013-04-13 03:33:45 +0000262 D3D11_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_HAZARD,
263 D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000264 };
265
266 D3D11_INFO_QUEUE_FILTER filter = {0};
267 filter.DenyList.NumIDs = ArraySize(hideMessages);
268 filter.DenyList.pIDList = hideMessages;
269
270 infoQueue->AddStorageFilterEntries(&filter);
271
272 infoQueue->Release();
273 }
274#endif
275
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000276 unsigned int maxSupportedSamples = 0;
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000277 unsigned int rtFormatCount = ArraySize(RenderTargetFormats);
278 unsigned int dsFormatCount = ArraySize(DepthStencilFormats);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000279 for (unsigned int i = 0; i < rtFormatCount + dsFormatCount; ++i)
280 {
281 DXGI_FORMAT format = (i < rtFormatCount) ? RenderTargetFormats[i] : DepthStencilFormats[i - rtFormatCount];
282 if (format != DXGI_FORMAT_UNKNOWN)
283 {
284 UINT formatSupport;
285 result = mDevice->CheckFormatSupport(format, &formatSupport);
286 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
287 {
288 MultisampleSupportInfo supportInfo;
289
290 for (unsigned int j = 1; j <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; j++)
291 {
292 result = mDevice->CheckMultisampleQualityLevels(format, j, &supportInfo.qualityLevels[j - 1]);
293 if (SUCCEEDED(result) && supportInfo.qualityLevels[j - 1] > 0)
294 {
295 maxSupportedSamples = std::max(j, maxSupportedSamples);
296 }
297 else
298 {
299 supportInfo.qualityLevels[j - 1] = 0;
300 }
301 }
302
303 mMultisampleSupportMap.insert(std::make_pair(format, supportInfo));
304 }
305 }
306 }
307 mMaxSupportedSamples = maxSupportedSamples;
308
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000309 initializeDevice();
310
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000311 // BGRA texture support is optional in feature levels 10 and 10_1
312 UINT formatSupport;
313 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
314 if (FAILED(result))
315 {
316 ERR("Error checking BGRA format support: 0x%08X", result);
317 }
318 else
319 {
320 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
321 mBGRATextureSupport = (formatSupport & flags) == flags;
322 }
323
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000324 // Check floating point texture support
325 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
326 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
327 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
328
329 DXGI_FORMAT float16Formats[] =
330 {
331 DXGI_FORMAT_R16_FLOAT,
332 DXGI_FORMAT_R16G16_FLOAT,
333 DXGI_FORMAT_R16G16B16A16_FLOAT,
334 };
335
336 DXGI_FORMAT float32Formats[] =
337 {
338 DXGI_FORMAT_R32_FLOAT,
339 DXGI_FORMAT_R32G32_FLOAT,
340 DXGI_FORMAT_R32G32B32_FLOAT,
341 DXGI_FORMAT_R32G32B32A32_FLOAT,
342 };
343
344 mFloat16TextureSupport = true;
345 mFloat16FilterSupport = true;
346 mFloat16RenderSupport = true;
347 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
348 {
349 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
350 {
351 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
352 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
353 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
354 }
355 else
356 {
357 mFloat16TextureSupport = false;
358 mFloat16RenderSupport = false;
359 mFloat16FilterSupport = false;
360 }
361 }
362
363 mFloat32TextureSupport = true;
364 mFloat32FilterSupport = true;
365 mFloat32RenderSupport = true;
366 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
367 {
368 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
369 {
370 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
371 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
372 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
373 }
374 else
375 {
376 mFloat32TextureSupport = false;
377 mFloat32FilterSupport = false;
378 mFloat32RenderSupport = false;
379 }
380 }
381
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +0000382 // Check compressed texture support
383 const unsigned int requiredCompressedTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D;
384
385 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &formatSupport)))
386 {
387 mDXT1TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
388 }
389 else
390 {
391 mDXT1TextureSupport = false;
392 }
393
394 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &formatSupport)))
395 {
396 mDXT3TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
397 }
398 else
399 {
400 mDXT3TextureSupport = false;
401 }
402
403 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC5_UNORM, &formatSupport)))
404 {
405 mDXT5TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
406 }
407 else
408 {
409 mDXT5TextureSupport = false;
410 }
411
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +0000412 // Check depth texture support
413 DXGI_FORMAT depthTextureFormats[] =
414 {
415 DXGI_FORMAT_D16_UNORM,
416 DXGI_FORMAT_D24_UNORM_S8_UINT,
417 };
418
419 static const unsigned int requiredDepthTextureFlags = D3D11_FORMAT_SUPPORT_DEPTH_STENCIL |
420 D3D11_FORMAT_SUPPORT_TEXTURE2D;
421
422 mDepthTextureSupport = true;
423 for (unsigned int i = 0; i < ArraySize(depthTextureFormats); i++)
424 {
425 if (SUCCEEDED(mDevice->CheckFormatSupport(depthTextureFormats[i], &formatSupport)))
426 {
427 mDepthTextureSupport = mDepthTextureSupport && ((formatSupport & requiredDepthTextureFlags) == requiredDepthTextureFlags);
428 }
429 else
430 {
431 mDepthTextureSupport = false;
432 }
433 }
434
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000435 return EGL_SUCCESS;
436}
437
438// do any one-time device initialization
439// NOTE: this is also needed after a device lost/reset
440// to reset the scene status and ensure the default states are reset.
441void Renderer11::initializeDevice()
442{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000443 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000444 mInputLayoutCache.initialize(mDevice, mDeviceContext);
445
446 ASSERT(!mVertexDataManager && !mIndexDataManager);
447 mVertexDataManager = new VertexDataManager(this);
448 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000449
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000450 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000451}
452
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000453int Renderer11::generateConfigs(ConfigDesc **configDescList)
454{
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000455 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
456 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000457 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
458 int numConfigs = 0;
459
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000460 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000461 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000462 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000463 {
464 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
465
466 UINT formatSupport = 0;
467 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000468
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000469 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
470 {
471 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
472
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000473 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000474
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000475 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
476 {
477 UINT formatSupport = 0;
478 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
479 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
480 }
481
482 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000483 {
484 ConfigDesc newConfig;
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +0000485 newConfig.renderTargetFormat = d3d11_gl::GetInternalFormat(renderTargetFormat);
486 newConfig.depthStencilFormat = d3d11_gl::GetInternalFormat(depthStencilFormat);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000487 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
488 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
shannon.woods%transgaming.com@gtempaccount.comdcf33d52013-04-13 03:33:11 +0000489 newConfig.es3Capable = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000490
491 (*configDescList)[numConfigs++] = newConfig;
492 }
493 }
494 }
495 }
496
497 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000498}
499
500void Renderer11::deleteConfigs(ConfigDesc *configDescList)
501{
502 delete [] (configDescList);
503}
504
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000505void Renderer11::sync(bool block)
506{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000507 if (block)
508 {
509 HRESULT result;
510
511 if (!mSyncQuery)
512 {
513 D3D11_QUERY_DESC queryDesc;
514 queryDesc.Query = D3D11_QUERY_EVENT;
515 queryDesc.MiscFlags = 0;
516
517 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
518 ASSERT(SUCCEEDED(result));
519 }
520
521 mDeviceContext->End(mSyncQuery);
522 mDeviceContext->Flush();
523
524 do
525 {
526 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
527
528 // Keep polling, but allow other threads to do something useful first
529 Sleep(0);
530
531 if (testDeviceLost(true))
532 {
533 return;
534 }
535 }
536 while (result == S_FALSE);
537 }
538 else
539 {
540 mDeviceContext->Flush();
541 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000542}
543
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000544SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
545{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000546 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000547}
548
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000549void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
550{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000551 if (type == gl::SAMPLER_PIXEL)
552 {
553 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
554 {
555 ERR("Pixel shader sampler index %i is not valid.", index);
556 return;
557 }
558
559 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
560 {
561 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
562
563 if (!dxSamplerState)
564 {
565 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
566 "sampler state for pixel shaders at slot %i.", index);
567 }
568
569 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
570
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000571 mCurPixelSamplerStates[index] = samplerState;
572 }
573
574 mForceSetPixelSamplerStates[index] = false;
575 }
576 else if (type == gl::SAMPLER_VERTEX)
577 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000578 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000579 {
580 ERR("Vertex shader sampler index %i is not valid.", index);
581 return;
582 }
583
584 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
585 {
586 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
587
588 if (!dxSamplerState)
589 {
590 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
591 "sampler state for vertex shaders at slot %i.", index);
592 }
593
594 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
595
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000596 mCurVertexSamplerStates[index] = samplerState;
597 }
598
599 mForceSetVertexSamplerStates[index] = false;
600 }
601 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000602}
603
604void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
605{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000606 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000607 unsigned int serial = 0;
608 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000609
610 if (texture)
611 {
612 TextureStorageInterface *texStorage = texture->getNativeTexture();
613 if (texStorage)
614 {
615 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
616 textureSRV = storage11->getSRV();
617 }
618
619 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
620 // missing the shader resource view
621 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000622
623 serial = texture->getTextureSerial();
624 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000625 }
626
627 if (type == gl::SAMPLER_PIXEL)
628 {
629 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
630 {
631 ERR("Pixel shader sampler index %i is not valid.", index);
632 return;
633 }
634
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000635 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
636 {
637 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
638 }
639
640 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000641 }
642 else if (type == gl::SAMPLER_VERTEX)
643 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000644 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000645 {
646 ERR("Vertex shader sampler index %i is not valid.", index);
647 return;
648 }
649
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000650 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
651 {
652 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
653 }
654
655 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000656 }
657 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000658}
659
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000660void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000661{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000662 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000663 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000664 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
665 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000666 if (!dxRasterState)
667 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000668 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000669 "rasterizer state.");
670 }
671
672 mDeviceContext->RSSetState(dxRasterState);
673
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000674 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000675 }
676
677 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000678}
679
680void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
681 unsigned int sampleMask)
682{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000683 if (mForceSetBlendState ||
684 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
685 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
686 sampleMask != mCurSampleMask)
687 {
688 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
689 if (!dxBlendState)
690 {
691 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
692 "blend state.");
693 }
694
695 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
696 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
697
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000698 mCurBlendState = blendState;
699 mCurBlendColor = blendColor;
700 mCurSampleMask = sampleMask;
701 }
702
703 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000704}
705
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000706void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000707 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000708{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000709 if (mForceSetDepthStencilState ||
710 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
711 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
712 {
713 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
714 stencilRef != stencilBackRef ||
715 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
716 {
717 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
718 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000719 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000720 }
721
722 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
723 if (!dxDepthStencilState)
724 {
725 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
726 "setting the default depth stencil state.");
727 }
728
729 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
730
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000731 mCurDepthStencilState = depthStencilState;
732 mCurStencilRef = stencilRef;
733 mCurStencilBackRef = stencilBackRef;
734 }
735
736 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000737}
738
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000739void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000740{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000741 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
742 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000743 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000744 if (enabled)
745 {
746 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000747 rect.left = std::max(0, scissor.x);
748 rect.top = std::max(0, scissor.y);
749 rect.right = scissor.x + std::max(0, scissor.width);
750 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000751
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000752 mDeviceContext->RSSetScissorRects(1, &rect);
753 }
754
755 if (enabled != mScissorEnabled)
756 {
757 mForceSetRasterState = true;
758 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000759
760 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000761 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000762 }
763
764 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000765}
766
daniel@transgaming.com12985182012-12-20 20:56:31 +0000767bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000768 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000769{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000770 gl::Rectangle actualViewport = viewport;
771 float actualZNear = gl::clamp01(zNear);
772 float actualZFar = gl::clamp01(zFar);
773 if (ignoreViewport)
774 {
775 actualViewport.x = 0;
776 actualViewport.y = 0;
777 actualViewport.width = mRenderTargetDesc.width;
778 actualViewport.height = mRenderTargetDesc.height;
779 actualZNear = 0.0f;
780 actualZFar = 1.0f;
781 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000782
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000783 // Get D3D viewport bounds, which depends on the feature level
784 const Range& viewportBounds = getViewportBounds();
785
786 // Clamp width and height first to the gl maximum, then clamp further if we extend past the D3D maximum bounds
daniel@transgaming.com53670042012-11-28 20:55:51 +0000787 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000788 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
789 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
790 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
791 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
792 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
793 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000794 dxViewport.MinDepth = actualZNear;
795 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000796
797 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
798 {
799 return false; // Nothing to render
800 }
801
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000802 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
803 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000804
daniel@transgaming.com53670042012-11-28 20:55:51 +0000805 if (viewportChanged)
806 {
807 mDeviceContext->RSSetViewports(1, &dxViewport);
808
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000809 mCurViewport = actualViewport;
810 mCurNear = actualZNear;
811 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000812
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +0000813 mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
814 mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
815 mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
816 mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000817
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000818 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
819 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000820
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000821 mVertexConstants.depthRange[0] = actualZNear;
822 mVertexConstants.depthRange[1] = actualZFar;
823 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000824
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000825 mPixelConstants.depthRange[0] = actualZNear;
826 mPixelConstants.depthRange[1] = actualZFar;
827 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000828 }
829
830 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000831 return true;
832}
833
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000834bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
835{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000836 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000837
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000838 switch (mode)
839 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000840 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
841 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000842 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000843 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
844 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
845 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000846 // emulate fans via rewriting index buffer
847 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000848 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000849 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000850 }
851
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000852 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000853
854 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000855}
856
857bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000858{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000859 // Get the color render buffer and serial
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000860 // Also extract the render target dimensions and view
861 unsigned int renderTargetWidth = 0;
862 unsigned int renderTargetHeight = 0;
863 GLenum renderTargetFormat = 0;
864 unsigned int renderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {0};
865 ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
866 bool missingColorRenderTarget = true;
867
868 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000869 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000870 const GLenum drawBufferState = framebuffer->getDrawBufferState(colorAttachment);
871
872 if (framebuffer->getColorbufferType(colorAttachment) != GL_NONE && drawBufferState != GL_NONE)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000873 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000874 // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order)
875 ASSERT(drawBufferState == GL_BACK || drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + colorAttachment));
876
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000877 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(colorAttachment);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000878
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000879 if (!colorbuffer)
880 {
881 ERR("render target pointer unexpectedly null.");
882 return false;
883 }
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000884
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000885 // check for zero-sized default framebuffer, which is a special case.
886 // in this case we do not wish to modify any state and just silently return false.
887 // this will not report any gl error but will cause the calling method to return.
888 if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
889 {
890 return false;
891 }
892
893 renderTargetSerials[colorAttachment] = colorbuffer->getSerial();
894
895 // Extract the render target dimensions and view
896 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
897 if (!renderTarget)
898 {
899 ERR("render target pointer unexpectedly null.");
900 return false;
901 }
902
903 framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView();
904 if (!framebufferRTVs[colorAttachment])
905 {
906 ERR("render target view pointer unexpectedly null.");
907 return false;
908 }
909
910 if (missingColorRenderTarget)
911 {
912 renderTargetWidth = colorbuffer->getWidth();
913 renderTargetHeight = colorbuffer->getHeight();
914 renderTargetFormat = colorbuffer->getActualFormat();
915 missingColorRenderTarget = false;
916 }
917 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000918 }
919
920 // Get the depth stencil render buffer and serials
921 gl::Renderbuffer *depthStencil = NULL;
922 unsigned int depthbufferSerial = 0;
923 unsigned int stencilbufferSerial = 0;
924 if (framebuffer->getDepthbufferType() != GL_NONE)
925 {
926 depthStencil = framebuffer->getDepthbuffer();
927 if (!depthStencil)
928 {
929 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000930 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000931 return false;
932 }
933
934 depthbufferSerial = depthStencil->getSerial();
935 }
936 else if (framebuffer->getStencilbufferType() != GL_NONE)
937 {
938 depthStencil = framebuffer->getStencilbuffer();
939 if (!depthStencil)
940 {
941 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000942 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000943 return false;
944 }
945
946 stencilbufferSerial = depthStencil->getSerial();
947 }
948
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000949 // Extract the depth stencil sizes and view
950 unsigned int depthSize = 0;
951 unsigned int stencilSize = 0;
952 ID3D11DepthStencilView* framebufferDSV = NULL;
953 if (depthStencil)
954 {
955 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
956 if (!depthStencilRenderTarget)
957 {
958 ERR("render target pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000959 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000960 return false;
961 }
962
963 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
964 if (!framebufferDSV)
965 {
966 ERR("depth stencil view pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000967 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000968 return false;
969 }
970
971 // If there is no render buffer, the width, height and format values come from
972 // the depth stencil
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000973 if (missingColorRenderTarget)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000974 {
975 renderTargetWidth = depthStencil->getWidth();
976 renderTargetHeight = depthStencil->getHeight();
977 renderTargetFormat = depthStencil->getActualFormat();
978 }
979
980 depthSize = depthStencil->getDepthSize();
981 stencilSize = depthStencil->getStencilSize();
982 }
983
984 // Apply the render target and depth stencil
985 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000986 memcmp(renderTargetSerials, mAppliedRenderTargetSerials, sizeof(renderTargetSerials)) != 0 ||
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000987 depthbufferSerial != mAppliedDepthbufferSerial ||
988 stencilbufferSerial != mAppliedStencilbufferSerial)
989 {
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000990 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), framebufferRTVs, framebufferDSV);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000991
992 mRenderTargetDesc.width = renderTargetWidth;
993 mRenderTargetDesc.height = renderTargetHeight;
994 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000995 mForceSetViewport = true;
996 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000997
998 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
999 {
1000 mCurDepthSize = depthSize;
1001 mForceSetRasterState = true;
1002 }
1003
1004 mCurStencilSize = stencilSize;
1005
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001006 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1007 {
1008 mAppliedRenderTargetSerials[rtIndex] = renderTargetSerials[rtIndex];
1009 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001010 mAppliedDepthbufferSerial = depthbufferSerial;
1011 mAppliedStencilbufferSerial = stencilbufferSerial;
1012 mRenderTargetDescInitialized = true;
1013 mDepthStencilInitialized = true;
1014 }
1015
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001016 SafeRelease(framebufferRTVs);
1017 SafeRelease(framebufferDSV);
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001018
1019 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001020}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001021
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001022GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001023{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001024 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
1025 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
1026 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001027 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001028 return err;
1029 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001030
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001031 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001032}
1033
daniel@transgaming.com31240482012-11-28 21:06:41 +00001034GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001035{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001036 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001037
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001038 if (err == GL_NO_ERROR)
1039 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001040 if (indexInfo->storage)
1041 {
1042 if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset)
1043 {
1044 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
1045 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1046
shannonwoods@chromium.org675526e2013-05-30 00:04:49 +00001047 mDeviceContext->IASetIndexBuffer(storage->getBuffer(GL_ELEMENT_ARRAY_BUFFER), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001048
1049 mAppliedIBSerial = 0;
1050 mAppliedStorageIBSerial = storage->getSerial();
1051 mAppliedIBOffset = indexInfo->startOffset;
1052 }
1053 }
1054 else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001055 {
1056 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1057
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +00001058 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001059
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001060 mAppliedIBSerial = indexInfo->serial;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001061 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001062 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001063 }
1064 }
1065
1066 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001067}
1068
1069void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1070{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001071 if (mode == GL_LINE_LOOP)
1072 {
1073 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1074 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001075 else if (mode == GL_TRIANGLE_FAN)
1076 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001077 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001078 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001079 else if (instances > 0)
1080 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001081 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001082 }
1083 else
1084 {
1085 mDeviceContext->Draw(count, 0);
1086 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001087}
1088
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001089void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001090{
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001091 if (mode == GL_LINE_LOOP)
1092 {
1093 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
1094 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001095 else if (mode == GL_TRIANGLE_FAN)
1096 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001097 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
1098 }
1099 else if (instances > 0)
1100 {
1101 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001102 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001103 else
1104 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +00001105 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001106 }
1107}
1108
1109void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1110{
1111 // Get the raw indices for an indexed draw
1112 if (type != GL_NONE && elementArrayBuffer)
1113 {
1114 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001115 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001116 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001117 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001118 }
1119
1120 if (!mLineLoopIB)
1121 {
1122 mLineLoopIB = new StreamingIndexBufferInterface(this);
1123 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1124 {
1125 delete mLineLoopIB;
1126 mLineLoopIB = NULL;
1127
1128 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001129 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001130 }
1131 }
1132
1133 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
1134 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1135 {
1136 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001137 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001138 }
1139
1140 void* mappedMemory = NULL;
1141 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1142 if (offset == -1 || mappedMemory == NULL)
1143 {
1144 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001145 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001146 }
1147
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001148 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001149 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001150
1151 switch (type)
1152 {
1153 case GL_NONE: // Non-indexed draw
1154 for (int i = 0; i < count; i++)
1155 {
1156 data[i] = i;
1157 }
1158 data[count] = 0;
1159 break;
1160 case GL_UNSIGNED_BYTE:
1161 for (int i = 0; i < count; i++)
1162 {
1163 data[i] = static_cast<const GLubyte*>(indices)[i];
1164 }
1165 data[count] = static_cast<const GLubyte*>(indices)[0];
1166 break;
1167 case GL_UNSIGNED_SHORT:
1168 for (int i = 0; i < count; i++)
1169 {
1170 data[i] = static_cast<const GLushort*>(indices)[i];
1171 }
1172 data[count] = static_cast<const GLushort*>(indices)[0];
1173 break;
1174 case GL_UNSIGNED_INT:
1175 for (int i = 0; i < count; i++)
1176 {
1177 data[i] = static_cast<const GLuint*>(indices)[i];
1178 }
1179 data[count] = static_cast<const GLuint*>(indices)[0];
1180 break;
1181 default: UNREACHABLE();
1182 }
1183
1184 if (!mLineLoopIB->unmapBuffer())
1185 {
1186 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001187 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001188 }
1189
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001190 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001191 {
1192 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1193
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001194 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001195 mAppliedIBSerial = mLineLoopIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001196 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001197 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001198 }
1199
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001200 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001201}
1202
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001203void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001204{
1205 // Get the raw indices for an indexed draw
1206 if (type != GL_NONE && elementArrayBuffer)
1207 {
1208 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001209 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001210 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001211 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001212 }
1213
1214 if (!mTriangleFanIB)
1215 {
1216 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1217 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1218 {
1219 delete mTriangleFanIB;
1220 mTriangleFanIB = NULL;
1221
1222 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001223 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001224 }
1225 }
1226
1227 const int numTris = count - 2;
1228 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1229 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1230 {
1231 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001232 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001233 }
1234
1235 void* mappedMemory = NULL;
1236 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1237 if (offset == -1 || mappedMemory == NULL)
1238 {
1239 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001240 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001241 }
1242
1243 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1244 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1245
1246 switch (type)
1247 {
1248 case GL_NONE: // Non-indexed draw
1249 for (int i = 0; i < numTris; i++)
1250 {
1251 data[i*3 + 0] = 0;
1252 data[i*3 + 1] = i + 1;
1253 data[i*3 + 2] = i + 2;
1254 }
1255 break;
1256 case GL_UNSIGNED_BYTE:
1257 for (int i = 0; i < numTris; i++)
1258 {
1259 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1260 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1261 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1262 }
1263 break;
1264 case GL_UNSIGNED_SHORT:
1265 for (int i = 0; i < numTris; i++)
1266 {
1267 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1268 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1269 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1270 }
1271 break;
1272 case GL_UNSIGNED_INT:
1273 for (int i = 0; i < numTris; i++)
1274 {
1275 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1276 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1277 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1278 }
1279 break;
1280 default: UNREACHABLE();
1281 }
1282
1283 if (!mTriangleFanIB->unmapBuffer())
1284 {
1285 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001286 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001287 }
1288
1289 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1290 {
1291 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1292
1293 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1294 mAppliedIBSerial = mTriangleFanIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001295 mAppliedStorageIBSerial = 0;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001296 mAppliedIBOffset = indexBufferOffset;
1297 }
1298
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001299 if (instances > 0)
1300 {
1301 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1302 }
1303 else
1304 {
1305 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1306 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001307}
1308
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001309void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1310{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001311 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001312 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1313
1314 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001315 {
1316 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1317 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001318
daniel@transgaming.come4991412012-12-20 20:55:34 +00001319 ID3D11VertexShader *vertexShader = NULL;
1320 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001321
daniel@transgaming.come4991412012-12-20 20:55:34 +00001322 ID3D11PixelShader *pixelShader = NULL;
1323 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001324
daniel@transgaming.come4991412012-12-20 20:55:34 +00001325 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1326 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001327
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001328 programBinary->dirtyAllUniforms();
1329
1330 mAppliedProgramBinarySerial = programBinarySerial;
1331 }
1332
1333 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001334 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001335
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001336 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001337 {
1338 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001339 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001340 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1341 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001342 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1343 }
1344 else
1345 {
1346 mDeviceContext->GSSetShader(NULL, NULL, 0);
1347 }
1348
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001349 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001350 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001351}
1352
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001353void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001354{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001355 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1356 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001357
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001358 unsigned int totalRegisterCountVS = 0;
1359 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001360
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001361 bool vertexUniformsDirty = false;
1362 bool pixelUniformsDirty = false;
1363
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001364 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1365 {
1366 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001367
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001368 if (uniform->isReferencedByVertexShader())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001369 {
1370 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001371 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001372 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001373
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001374 if (uniform->isReferencedByFragmentShader())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001375 {
1376 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001377 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001378 }
1379 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001380
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001381 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1382 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1383
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001384 float (*mapVS)[4] = NULL;
1385 float (*mapPS)[4] = NULL;
1386
1387 if (totalRegisterCountVS > 0 && vertexUniformsDirty)
1388 {
1389 D3D11_MAPPED_SUBRESOURCE map = {0};
1390 HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1391 ASSERT(SUCCEEDED(result));
1392 mapVS = (float(*)[4])map.pData;
1393 }
1394
1395 if (totalRegisterCountPS > 0 && pixelUniformsDirty)
1396 {
1397 D3D11_MAPPED_SUBRESOURCE map = {0};
1398 HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1399 ASSERT(SUCCEEDED(result));
1400 mapPS = (float(*)[4])map.pData;
1401 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001402
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001403 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001404 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001405 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001406
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001407 if (uniform->type != GL_SAMPLER_2D && uniform->type != GL_SAMPLER_CUBE)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001408 {
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001409 if (uniform->isReferencedByVertexShader() && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001410 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001411 memcpy(mapVS + uniform->vsRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001412 }
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001413
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001414 if (uniform->isReferencedByFragmentShader() && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001415 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001416 memcpy(mapPS + uniform->psRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001417 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001418 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001419
1420 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001421 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001422
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001423 if (mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001424 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001425 mDeviceContext->Unmap(vertexConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001426 }
1427
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001428 if (mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001429 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001430 mDeviceContext->Unmap(pixelConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001431 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001432
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001433 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1434 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001435
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001436 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001437 if (!mDriverConstantBufferVS)
1438 {
1439 D3D11_BUFFER_DESC constantBufferDescription = {0};
1440 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1441 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1442 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1443 constantBufferDescription.CPUAccessFlags = 0;
1444 constantBufferDescription.MiscFlags = 0;
1445 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001446
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001447 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001448 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001449
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001450 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1451 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001452
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001453 if (!mDriverConstantBufferPS)
1454 {
1455 D3D11_BUFFER_DESC constantBufferDescription = {0};
1456 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1457 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1458 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1459 constantBufferDescription.CPUAccessFlags = 0;
1460 constantBufferDescription.MiscFlags = 0;
1461 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001462
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001463 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001464 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001465
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001466 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1467 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001468
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001469 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1470 {
1471 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1472 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1473 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001474
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001475 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1476 {
1477 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1478 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1479 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001480
1481 // needed for the point sprite geometry shader
1482 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001483}
1484
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001485void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001486{
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +00001487 bool alphaUnmasked = gl::GetAlphaBits(mRenderTargetDesc.format, getCurrentClientVersion()) == 0 ||
1488 clearParams.colorMaskAlpha;
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001489 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1490 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1491 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001492
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001493 unsigned int stencilUnmasked = 0x0;
1494 if (frameBuffer->hasStencil())
1495 {
shannonwoods@chromium.org755012f2013-05-30 00:09:32 +00001496 unsigned int stencilSize = gl::GetStencilBits(frameBuffer->getStencilbuffer()->getActualFormat(),
1497 getCurrentClientVersion());
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001498 stencilUnmasked = (0x1 << stencilSize) - 1;
1499 }
1500 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1501 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001502
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001503 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1504 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1505 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001506
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001507 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1508 {
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001509 maskedClear(clearParams, frameBuffer->usingExtendedDrawBuffers());
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001510 }
1511 else
1512 {
1513 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1514 {
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001515 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001516 {
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001517 if (frameBuffer->isEnabledColorAttachment(colorAttachment))
1518 {
1519 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer(colorAttachment);
1520 if (renderbufferObject)
1521 {
1522 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1523 if (!renderTarget)
1524 {
1525 ERR("render target pointer unexpectedly null.");
1526 return;
1527 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001528
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001529 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1530 if (!framebufferRTV)
1531 {
1532 ERR("render target view pointer unexpectedly null.");
1533 return;
1534 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001535
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001536 const float clearValues[4] = { clearParams.colorClearValue.red,
1537 clearParams.colorClearValue.green,
1538 clearParams.colorClearValue.blue,
1539 clearParams.colorClearValue.alpha };
1540 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001541
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001542 framebufferRTV->Release();
1543 }
1544 }
1545 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001546 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001547 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001548 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001549 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1550 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001551 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001552 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1553 if (!renderTarget)
1554 {
1555 ERR("render target pointer unexpectedly null.");
1556 return;
1557 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001558
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001559 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1560 if (!framebufferDSV)
1561 {
1562 ERR("depth stencil view pointer unexpectedly null.");
1563 return;
1564 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001565
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001566 UINT clearFlags = 0;
1567 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1568 {
1569 clearFlags |= D3D11_CLEAR_DEPTH;
1570 }
1571 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1572 {
1573 clearFlags |= D3D11_CLEAR_STENCIL;
1574 }
1575
shannon.woods@transgaming.combe211b32013-02-28 23:17:16 +00001576 float depthClear = gl::clamp01(clearParams.depthClearValue);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001577 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1578
1579 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001580
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001581 framebufferDSV->Release();
1582 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001583 }
1584 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001585}
1586
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001587void Renderer11::maskedClear(const gl::ClearParameters &clearParams, bool usingExtendedDrawBuffers)
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001588{
1589 HRESULT result;
1590
1591 if (!mClearResourcesInitialized)
1592 {
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001593 ASSERT(!mClearVB && !mClearVS && !mClearSinglePS && !mClearMultiplePS && !mClearScissorRS && !mClearNoScissorRS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001594
1595 D3D11_BUFFER_DESC vbDesc;
1596 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1597 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1598 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1599 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1600 vbDesc.MiscFlags = 0;
1601 vbDesc.StructureByteStride = 0;
1602
1603 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1604 ASSERT(SUCCEEDED(result));
1605 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1606
1607 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1608 {
1609 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1610 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1611 };
1612
1613 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1614 ASSERT(SUCCEEDED(result));
1615 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1616
1617 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1618 ASSERT(SUCCEEDED(result));
1619 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1620
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001621 result = mDevice->CreatePixelShader(g_PS_ClearSingle, sizeof(g_PS_ClearSingle), NULL, &mClearSinglePS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001622 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001623 d3d11::SetDebugName(mClearSinglePS, "Renderer11 masked clear pixel shader (1 RT)");
1624
1625 result = mDevice->CreatePixelShader(g_PS_ClearMultiple, sizeof(g_PS_ClearMultiple), NULL, &mClearMultiplePS);
1626 ASSERT(SUCCEEDED(result));
1627 d3d11::SetDebugName(mClearMultiplePS, "Renderer11 masked clear pixel shader (MRT)");
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001628
1629 D3D11_RASTERIZER_DESC rsScissorDesc;
1630 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1631 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1632 rsScissorDesc.FrontCounterClockwise = FALSE;
1633 rsScissorDesc.DepthBias = 0;
1634 rsScissorDesc.DepthBiasClamp = 0.0f;
1635 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1636 rsScissorDesc.DepthClipEnable = FALSE;
1637 rsScissorDesc.ScissorEnable = TRUE;
1638 rsScissorDesc.MultisampleEnable = FALSE;
1639 rsScissorDesc.AntialiasedLineEnable = FALSE;
1640
1641 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1642 ASSERT(SUCCEEDED(result));
1643 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1644
1645 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1646 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1647 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1648 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1649 rsNoScissorDesc.DepthBias = 0;
1650 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1651 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1652 rsNoScissorDesc.DepthClipEnable = FALSE;
1653 rsNoScissorDesc.ScissorEnable = FALSE;
1654 rsNoScissorDesc.MultisampleEnable = FALSE;
1655 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1656
1657 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1658 ASSERT(SUCCEEDED(result));
1659 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1660
1661 mClearResourcesInitialized = true;
1662 }
1663
1664 // Prepare the depth stencil state to write depth values if the depth should be cleared
1665 // and stencil values if the stencil should be cleared
1666 gl::DepthStencilState glDSState;
1667 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1668 glDSState.depthFunc = GL_ALWAYS;
1669 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1670 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1671 glDSState.stencilFunc = GL_ALWAYS;
1672 glDSState.stencilMask = 0;
1673 glDSState.stencilFail = GL_REPLACE;
1674 glDSState.stencilPassDepthFail = GL_REPLACE;
1675 glDSState.stencilPassDepthPass = GL_REPLACE;
1676 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1677 glDSState.stencilBackFunc = GL_ALWAYS;
1678 glDSState.stencilBackMask = 0;
1679 glDSState.stencilBackFail = GL_REPLACE;
1680 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1681 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1682 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1683
1684 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1685
1686 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1687
1688 // Prepare the blend state to use a write mask if the color buffer should be cleared
1689 gl::BlendState glBlendState;
1690 glBlendState.blend = false;
1691 glBlendState.sourceBlendRGB = GL_ONE;
1692 glBlendState.destBlendRGB = GL_ZERO;
1693 glBlendState.sourceBlendAlpha = GL_ONE;
1694 glBlendState.destBlendAlpha = GL_ZERO;
1695 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1696 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1697 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1698 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1699 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
shannon.woods@transgaming.com50ea9932013-02-28 23:13:40 +00001700 glBlendState.colorMaskAlpha = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskAlpha : false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001701 glBlendState.sampleAlphaToCoverage = false;
1702 glBlendState.dither = false;
1703
1704 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1705 static const UINT sampleMask = 0xFFFFFFFF;
1706
1707 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1708
1709 // Set the vertices
1710 D3D11_MAPPED_SUBRESOURCE mappedResource;
1711 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1712 if (FAILED(result))
1713 {
1714 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1715 return;
1716 }
1717
1718 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1719
1720 float depthClear = gl::clamp01(clearParams.depthClearValue);
1721 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1722 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1723 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1724 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1725
1726 mDeviceContext->Unmap(mClearVB, 0);
1727
1728 // Apply state
1729 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1730 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1731 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1732
1733 // Apply shaders
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001734 ID3D11PixelShader *pixelShader = usingExtendedDrawBuffers ? mClearMultiplePS : mClearSinglePS;
1735
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001736 mDeviceContext->IASetInputLayout(mClearIL);
1737 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001738 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
shannon.woods@transgaming.com2c53e472013-02-28 23:13:56 +00001739 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001740
1741 // Apply vertex buffer
1742 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1743 static UINT startIdx = 0;
1744 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1745 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1746
1747 // Draw the clear quad
1748 mDeviceContext->Draw(4, 0);
1749
1750 // Clean up
1751 markAllStateDirty();
1752}
1753
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001754void Renderer11::markAllStateDirty()
1755{
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001756 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1757 {
1758 mAppliedRenderTargetSerials[rtIndex] = 0;
1759 }
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001760 mAppliedDepthbufferSerial = 0;
1761 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001762 mDepthStencilInitialized = false;
1763 mRenderTargetDescInitialized = false;
1764
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001765 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001766 {
1767 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001768 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001769 }
1770 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1771 {
1772 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001773 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001774 }
1775
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001776 mForceSetBlendState = true;
1777 mForceSetRasterState = true;
1778 mForceSetDepthStencilState = true;
1779 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001780 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001781
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001782 mAppliedIBSerial = 0;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001783 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001784 mAppliedIBOffset = 0;
1785
daniel@transgaming.come4991412012-12-20 20:55:34 +00001786 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001787 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1788 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001789}
1790
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001791void Renderer11::releaseDeviceResources()
1792{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001793 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001794 mInputLayoutCache.clear();
1795
1796 delete mVertexDataManager;
1797 mVertexDataManager = NULL;
1798
1799 delete mIndexDataManager;
1800 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001801
1802 delete mLineLoopIB;
1803 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001804
1805 delete mTriangleFanIB;
1806 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001807
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001808 SafeRelease(mCopyVB);
1809 SafeRelease(mCopySampler);
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00001810
1811 SafeRelease(mCopy2DIL);
1812 SafeRelease(mCopy2DVS);
1813 SafeRelease(mCopyRGBA2DPS);
1814 SafeRelease(mCopyRGB2DPS);
1815 SafeRelease(mCopyLum2DPS);
1816 SafeRelease(mCopyLumAlpha2DPS);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00001817 SafeRelease(mCopy3DIL);
1818 SafeRelease(mCopy3DVS);
1819 SafeRelease(mCopy3DGS);
1820 SafeRelease(mCopyRGBA3DPS);
1821 SafeRelease(mCopyRGB3DPS);
1822 SafeRelease(mCopyLum3DPS);
1823 SafeRelease(mCopyLumAlpha3DPS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001824 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001825
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001826 SafeRelease(mClearVB);
1827 SafeRelease(mClearIL);
1828 SafeRelease(mClearVS);
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001829 SafeRelease(mClearSinglePS);
1830 SafeRelease(mClearMultiplePS);
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001831 SafeRelease(mClearScissorRS);
1832 SafeRelease(mClearNoScissorRS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001833
1834 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001835
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001836 SafeRelease(mDriverConstantBufferVS);
1837 SafeRelease(mDriverConstantBufferPS);
1838 SafeRelease(mSyncQuery);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001839}
1840
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001841void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001842{
1843 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001844 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001845}
1846
1847bool Renderer11::isDeviceLost()
1848{
1849 return mDeviceLost;
1850}
1851
1852// set notify to true to broadcast a message to all contexts of the device loss
1853bool Renderer11::testDeviceLost(bool notify)
1854{
1855 bool isLost = false;
1856
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001857 // GetRemovedReason is used to test if the device is removed
1858 HRESULT result = mDevice->GetDeviceRemovedReason();
1859 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001860
1861 if (isLost)
1862 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001863 // Log error if this is a new device lost event
1864 if (mDeviceLost == false)
1865 {
1866 ERR("The D3D11 device was removed: 0x%08X", result);
1867 }
1868
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001869 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001870 // we'll probably get this done again by notifyDeviceLost
1871 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001872 // Note that we don't want to clear the device loss status here
1873 // -- this needs to be done by resetDevice
1874 mDeviceLost = true;
1875 if (notify)
1876 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001877 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001878 }
1879 }
1880
1881 return isLost;
1882}
1883
1884bool Renderer11::testDeviceResettable()
1885{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001886 // determine if the device is resettable by creating a dummy device
1887 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001888
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001889 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001890 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001891 return false;
1892 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001893
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001894 D3D_FEATURE_LEVEL featureLevels[] =
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001895 {
1896 D3D_FEATURE_LEVEL_11_0,
1897 D3D_FEATURE_LEVEL_10_1,
1898 D3D_FEATURE_LEVEL_10_0,
1899 };
1900
1901 ID3D11Device* dummyDevice;
1902 D3D_FEATURE_LEVEL dummyFeatureLevel;
1903 ID3D11DeviceContext* dummyContext;
1904
1905 HRESULT result = D3D11CreateDevice(NULL,
1906 D3D_DRIVER_TYPE_HARDWARE,
1907 NULL,
1908 #if defined(_DEBUG)
1909 D3D11_CREATE_DEVICE_DEBUG,
1910 #else
1911 0,
1912 #endif
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001913 featureLevels,
1914 ArraySize(featureLevels),
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001915 D3D11_SDK_VERSION,
1916 &dummyDevice,
1917 &dummyFeatureLevel,
1918 &dummyContext);
1919
1920 if (!mDevice || FAILED(result))
1921 {
1922 return false;
1923 }
1924
1925 dummyContext->Release();
1926 dummyDevice->Release();
1927
1928 return true;
1929}
1930
1931void Renderer11::release()
1932{
1933 releaseDeviceResources();
1934
1935 if (mDxgiFactory)
1936 {
1937 mDxgiFactory->Release();
1938 mDxgiFactory = NULL;
1939 }
1940
1941 if (mDxgiAdapter)
1942 {
1943 mDxgiAdapter->Release();
1944 mDxgiAdapter = NULL;
1945 }
1946
1947 if (mDeviceContext)
1948 {
1949 mDeviceContext->ClearState();
1950 mDeviceContext->Flush();
1951 mDeviceContext->Release();
1952 mDeviceContext = NULL;
1953 }
1954
1955 if (mDevice)
1956 {
1957 mDevice->Release();
1958 mDevice = NULL;
1959 }
1960
1961 if (mD3d11Module)
1962 {
1963 FreeLibrary(mD3d11Module);
1964 mD3d11Module = NULL;
1965 }
1966
1967 if (mDxgiModule)
1968 {
1969 FreeLibrary(mDxgiModule);
1970 mDxgiModule = NULL;
1971 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001972}
1973
1974bool Renderer11::resetDevice()
1975{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001976 // recreate everything
1977 release();
1978 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001979
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001980 if (result != EGL_SUCCESS)
1981 {
1982 ERR("Could not reinitialize D3D11 device: %08X", result);
1983 return false;
1984 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001985
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001986 mDeviceLost = false;
1987
1988 return true;
1989}
1990
1991DWORD Renderer11::getAdapterVendor() const
1992{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001993 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001994}
1995
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001996std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001997{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001998 std::ostringstream rendererString;
1999
2000 rendererString << mDescription;
2001 rendererString << " Direct3D11";
2002
2003 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2004 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2005
2006 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002007}
2008
2009GUID Renderer11::getAdapterIdentifier() const
2010{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00002011 // Use the adapter LUID as our adapter ID
2012 // This number is local to a machine is only guaranteed to be unique between restarts
2013 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
2014 GUID adapterId = {0};
2015 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
2016 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002017}
2018
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002019bool Renderer11::getBGRATextureSupport() const
2020{
2021 return mBGRATextureSupport;
2022}
2023
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002024bool Renderer11::getDXT1TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002025{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002026 return mDXT1TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002027}
2028
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002029bool Renderer11::getDXT3TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002030{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002031 return mDXT3TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002032}
2033
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002034bool Renderer11::getDXT5TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002035{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002036 return mDXT5TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002037}
2038
2039bool Renderer11::getDepthTextureSupport() const
2040{
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +00002041 return mDepthTextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002042}
2043
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002044bool Renderer11::getFloat32TextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002045{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002046 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002047}
2048
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002049bool Renderer11::getFloat32TextureFilteringSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002050{
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002051 return mFloat32FilterSupport;
2052}
2053
2054bool Renderer11::getFloat32TextureRenderingSupport() const
2055{
2056 return mFloat32RenderSupport;
2057}
2058
2059bool Renderer11::getFloat16TextureSupport() const
2060{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002061 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002062}
2063
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002064bool Renderer11::getFloat16TextureFilteringSupport() const
2065{
2066 return mFloat16FilterSupport;
2067}
2068
2069bool Renderer11::getFloat16TextureRenderingSupport() const
2070{
2071 return mFloat16RenderSupport;
2072}
2073
2074bool Renderer11::getLuminanceTextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002075{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002076 return false;
2077}
2078
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002079bool Renderer11::getLuminanceAlphaTextureSupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002080{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002081 return false;
2082}
2083
2084bool Renderer11::getTextureFilterAnisotropySupport() const
2085{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002086 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002087}
2088
2089float Renderer11::getTextureMaxAnisotropy() const
2090{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002091 switch (mFeatureLevel)
2092 {
2093 case D3D_FEATURE_LEVEL_11_0:
2094 return D3D11_MAX_MAXANISOTROPY;
2095 case D3D_FEATURE_LEVEL_10_1:
2096 case D3D_FEATURE_LEVEL_10_0:
2097 return D3D10_MAX_MAXANISOTROPY;
2098 default: UNREACHABLE();
2099 return 0;
2100 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002101}
2102
shannonwoods@chromium.org89200d92013-05-30 00:07:50 +00002103bool Renderer11::getEventQuerySupport() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002104{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002105 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002106}
2107
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002108Range Renderer11::getViewportBounds() const
2109{
2110 switch (mFeatureLevel)
2111 {
2112 case D3D_FEATURE_LEVEL_11_0:
2113 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2114 case D3D_FEATURE_LEVEL_10_1:
2115 case D3D_FEATURE_LEVEL_10_0:
2116 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2117 default: UNREACHABLE();
2118 return Range(0, 0);
2119 }
2120}
2121
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002122unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002123{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002124 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2125 switch (mFeatureLevel)
2126 {
2127 case D3D_FEATURE_LEVEL_11_0:
2128 case D3D_FEATURE_LEVEL_10_1:
2129 case D3D_FEATURE_LEVEL_10_0:
2130 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2131 default: UNREACHABLE();
2132 return 0;
2133 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002134}
2135
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002136unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2137{
2138 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2139}
2140
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002141unsigned int Renderer11::getReservedVertexUniformVectors() const
2142{
2143 return 0; // Driver uniforms are stored in a separate constant buffer
2144}
2145
2146unsigned int Renderer11::getReservedFragmentUniformVectors() const
2147{
2148 return 0; // Driver uniforms are stored in a separate constant buffer
2149}
2150
2151unsigned int Renderer11::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002152{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002153 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2154 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2155 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002156}
2157
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002158unsigned int Renderer11::getMaxFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002159{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002160 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2161 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2162 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002163}
2164
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002165unsigned int Renderer11::getMaxVaryingVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002166{
2167 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
shannonwoods@chromium.org74b86cf2013-05-30 00:02:58 +00002168 META_ASSERT(D3D11_VS_OUTPUT_REGISTER_COUNT <= D3D11_PS_INPUT_REGISTER_COUNT);
2169 META_ASSERT(D3D10_VS_OUTPUT_REGISTER_COUNT <= D3D10_PS_INPUT_REGISTER_COUNT);
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002170 switch (mFeatureLevel)
2171 {
2172 case D3D_FEATURE_LEVEL_11_0:
2173 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2174 case D3D_FEATURE_LEVEL_10_1:
2175 case D3D_FEATURE_LEVEL_10_0:
2176 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2177 default: UNREACHABLE();
2178 return 0;
2179 }
2180}
2181
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002182unsigned int Renderer11::getMaxVertexShaderUniformBuffers() const
2183{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002184 META_ASSERT(gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2185 gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2186
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002187 switch (mFeatureLevel)
2188 {
2189 case D3D_FEATURE_LEVEL_11_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002190 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002191 case D3D_FEATURE_LEVEL_10_1:
2192 case D3D_FEATURE_LEVEL_10_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002193 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002194 default: UNREACHABLE();
2195 return 0;
2196 }
2197}
2198
2199unsigned int Renderer11::getMaxFragmentShaderUniformBuffers() const
2200{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002201 META_ASSERT(gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2202 gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2203
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002204 switch (mFeatureLevel)
2205 {
2206 case D3D_FEATURE_LEVEL_11_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002207 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002208 case D3D_FEATURE_LEVEL_10_1:
2209 case D3D_FEATURE_LEVEL_10_0:
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002210 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002211 default: UNREACHABLE();
2212 return 0;
2213 }
2214}
2215
shannonwoods@chromium.org2b544222013-05-30 00:11:12 +00002216unsigned int Renderer11::getReservedVertexUniformBuffers() const
2217{
2218 // we reserve one buffer for the application uniforms, and one for driver uniforms
2219 return 2;
2220}
2221
2222unsigned int Renderer11::getReservedFragmentUniformBuffers() const
2223{
2224 // we reserve one buffer for the application uniforms, and one for driver uniforms
2225 return 2;
2226}
2227
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002228unsigned int Renderer11::getMaxTransformFeedbackBuffers() const
2229{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002230 META_ASSERT(gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D11_SO_BUFFER_SLOT_COUNT &&
2231 gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D10_SO_BUFFER_SLOT_COUNT);
2232
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002233 switch (mFeatureLevel)
2234 {
2235 case D3D_FEATURE_LEVEL_11_0:
2236 return D3D11_SO_BUFFER_SLOT_COUNT;
2237 case D3D_FEATURE_LEVEL_10_1:
2238 case D3D_FEATURE_LEVEL_10_0:
2239 return D3D10_SO_BUFFER_SLOT_COUNT;
2240 default: UNREACHABLE();
2241 return 0;
2242 }
2243}
2244
shannonwoods@chromium.org33e798f2013-05-30 00:05:05 +00002245unsigned int Renderer11::getMaxUniformBufferSize() const
2246{
2247 // Each component is a 4-element vector of 4-byte units (floats)
2248 const unsigned int bytesPerComponent = 4 * sizeof(float);
2249
2250 switch (mFeatureLevel)
2251 {
2252 case D3D_FEATURE_LEVEL_11_0:
2253 return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2254 case D3D_FEATURE_LEVEL_10_1:
2255 case D3D_FEATURE_LEVEL_10_0:
2256 return D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2257 default: UNREACHABLE();
2258 return 0;
2259 }
2260}
2261
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002262bool Renderer11::getNonPower2TextureSupport() const
2263{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002264 switch (mFeatureLevel)
2265 {
2266 case D3D_FEATURE_LEVEL_11_0:
2267 case D3D_FEATURE_LEVEL_10_1:
2268 case D3D_FEATURE_LEVEL_10_0:
2269 return true;
2270 default: UNREACHABLE();
2271 return false;
2272 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002273}
2274
2275bool Renderer11::getOcclusionQuerySupport() const
2276{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002277 switch (mFeatureLevel)
2278 {
2279 case D3D_FEATURE_LEVEL_11_0:
2280 case D3D_FEATURE_LEVEL_10_1:
2281 case D3D_FEATURE_LEVEL_10_0:
2282 return true;
2283 default: UNREACHABLE();
2284 return false;
2285 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002286}
2287
2288bool Renderer11::getInstancingSupport() const
2289{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002290 switch (mFeatureLevel)
2291 {
2292 case D3D_FEATURE_LEVEL_11_0:
2293 case D3D_FEATURE_LEVEL_10_1:
2294 case D3D_FEATURE_LEVEL_10_0:
2295 return true;
2296 default: UNREACHABLE();
2297 return false;
2298 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002299}
2300
2301bool Renderer11::getShareHandleSupport() const
2302{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002303 // We only currently support share handles with BGRA surfaces, because
2304 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002305 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002306 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002307}
2308
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002309bool Renderer11::getDerivativeInstructionSupport() const
2310{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002311 switch (mFeatureLevel)
2312 {
2313 case D3D_FEATURE_LEVEL_11_0:
2314 case D3D_FEATURE_LEVEL_10_1:
2315 case D3D_FEATURE_LEVEL_10_0:
2316 return true;
2317 default: UNREACHABLE();
2318 return false;
2319 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002320}
2321
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002322bool Renderer11::getPostSubBufferSupport() const
2323{
2324 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2325 return false;
2326}
2327
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002328int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002329{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002330 switch (mFeatureLevel)
2331 {
2332 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002333 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002334 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2335 default: UNREACHABLE(); return 0;
2336 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002337}
2338
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002339int Renderer11::getMinorShaderModel() const
2340{
2341 switch (mFeatureLevel)
2342 {
2343 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2344 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2345 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2346 default: UNREACHABLE(); return 0;
2347 }
2348}
2349
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002350float Renderer11::getMaxPointSize() const
2351{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002352 // choose a reasonable maximum. we enforce this in the shader.
2353 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2354 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002355}
2356
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002357int Renderer11::getMaxViewportDimension() const
2358{
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002359 // Maximum viewport size must be at least as large as the largest render buffer (or larger).
2360 // In our case return the maximum texture size, which is the maximum render buffer size.
2361 META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX);
2362 META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX);
2363
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002364 switch (mFeatureLevel)
2365 {
2366 case D3D_FEATURE_LEVEL_11_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002367 return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002368 case D3D_FEATURE_LEVEL_10_1:
2369 case D3D_FEATURE_LEVEL_10_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002370 return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002371 default: UNREACHABLE();
2372 return 0;
2373 }
2374}
2375
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002376int Renderer11::getMaxTextureWidth() const
2377{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002378 switch (mFeatureLevel)
2379 {
2380 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2381 case D3D_FEATURE_LEVEL_10_1:
2382 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2383 default: UNREACHABLE(); return 0;
2384 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002385}
2386
2387int Renderer11::getMaxTextureHeight() const
2388{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002389 switch (mFeatureLevel)
2390 {
2391 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2392 case D3D_FEATURE_LEVEL_10_1:
2393 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2394 default: UNREACHABLE(); return 0;
2395 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002396}
2397
shannon.woods%transgaming.com@gtempaccount.comc1fdf6b2013-04-13 03:44:41 +00002398int Renderer11::getMaxTextureDepth() const
2399{
2400 switch (mFeatureLevel)
2401 {
2402 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2403 case D3D_FEATURE_LEVEL_10_1:
2404 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2405 default: UNREACHABLE(); return 0;
2406 }
2407}
2408
shannon.woods%transgaming.com@gtempaccount.coma98a8112013-04-13 03:45:57 +00002409int Renderer11::getMaxTextureArrayLayers() const
2410{
2411 switch (mFeatureLevel)
2412 {
2413 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 2048
2414 case D3D_FEATURE_LEVEL_10_1:
2415 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 512
2416 default: UNREACHABLE(); return 0;
2417 }
2418}
2419
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002420bool Renderer11::get32BitIndexSupport() const
2421{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002422 switch (mFeatureLevel)
2423 {
2424 case D3D_FEATURE_LEVEL_11_0:
2425 case D3D_FEATURE_LEVEL_10_1:
2426 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2427 default: UNREACHABLE(); return false;
2428 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002429}
2430
2431int Renderer11::getMinSwapInterval() const
2432{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002433 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002434}
2435
2436int Renderer11::getMaxSwapInterval() const
2437{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002438 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002439}
2440
2441int Renderer11::getMaxSupportedSamples() const
2442{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002443 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002444}
2445
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002446int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2447{
2448 if (requested == 0)
2449 {
2450 return 0;
2451 }
2452
2453 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2454 if (iter != mMultisampleSupportMap.end())
2455 {
2456 const MultisampleSupportInfo& info = iter->second;
2457 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2458 {
2459 if (info.qualityLevels[i] > 0)
2460 {
2461 return i + 1;
2462 }
2463 }
2464 }
2465
2466 return -1;
2467}
2468
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002469unsigned int Renderer11::getMaxRenderTargets() const
2470{
shannon.woods%transgaming.com@gtempaccount.comf30ccc22013-04-13 03:28:36 +00002471 META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2472 META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2473
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002474 switch (mFeatureLevel)
2475 {
2476 case D3D_FEATURE_LEVEL_11_0:
2477 return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2478 case D3D_FEATURE_LEVEL_10_1:
2479 case D3D_FEATURE_LEVEL_10_0:
2480 return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2481 default:
2482 UNREACHABLE();
2483 return 1;
2484 }
2485}
2486
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002487bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002488{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002489 if (source && dest)
2490 {
2491 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2492 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2493
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002494 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002495 return true;
2496 }
2497
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002498 return false;
2499}
2500
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002501bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002502{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002503 if (source && dest)
2504 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002505 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2506 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002507
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002508 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002509 return true;
2510 }
2511
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002512 return false;
2513}
2514
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002515bool Renderer11::copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source)
2516{
2517 if (source && dest)
2518 {
2519 TextureStorage11_3D *source11 = TextureStorage11_3D::makeTextureStorage11_3D(source->getStorageInstance());
2520 TextureStorage11_3D *dest11 = TextureStorage11_3D::makeTextureStorage11_3D(dest->getStorageInstance());
2521
2522 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
2523 return true;
2524 }
2525
2526 return false;
2527}
2528
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002529bool Renderer11::copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source)
2530{
2531 if (source && dest)
2532 {
2533 TextureStorage11_2DArray *source11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(source->getStorageInstance());
2534 TextureStorage11_2DArray *dest11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(dest->getStorageInstance());
2535
2536 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
2537 return true;
2538 }
2539
2540 return false;
2541}
2542
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002543bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002544 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002545{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002546 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002547 if (!colorbuffer)
2548 {
2549 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002550 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002551 }
2552
2553 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2554 if (!sourceRenderTarget)
2555 {
2556 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002557 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002558 }
2559
2560 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2561 if (!source)
2562 {
2563 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002564 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002565 }
2566
2567 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2568 if (!storage11)
2569 {
2570 source->Release();
2571 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002572 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002573 }
2574
2575 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2576 if (!destRenderTarget)
2577 {
2578 source->Release();
2579 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002580 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002581 }
2582
2583 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2584 if (!dest)
2585 {
2586 source->Release();
2587 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002588 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002589 }
2590
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002591 gl::Box sourceArea;
2592 sourceArea.x = sourceRect.x;
2593 sourceArea.y = sourceRect.y;
2594 sourceArea.z = 0;
2595 sourceArea.width = sourceRect.width;
2596 sourceArea.height = sourceRect.height;
2597 sourceArea.depth = 1;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002598
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002599 gl::Box destArea;
2600 destArea.x = xoffset;
2601 destArea.y = yoffset;
2602 destArea.z = 0;
2603 destArea.width = sourceRect.width;
2604 destArea.height = sourceRect.height;
2605 destArea.depth = 1;
2606
2607 bool ret = copyTexture(source, sourceArea, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1,
2608 dest, destArea, destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1, destFormat);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002609
2610 source->Release();
2611 dest->Release();
2612
2613 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002614}
2615
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002616bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002617 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002618{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002619 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002620 if (!colorbuffer)
2621 {
2622 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002623 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002624 }
2625
2626 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2627 if (!sourceRenderTarget)
2628 {
2629 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002630 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002631 }
2632
2633 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2634 if (!source)
2635 {
2636 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002637 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002638 }
2639
2640 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2641 if (!storage11)
2642 {
2643 source->Release();
2644 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002645 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002646 }
2647
2648 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2649 if (!destRenderTarget)
2650 {
2651 source->Release();
2652 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002653 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002654 }
2655
2656 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2657 if (!dest)
2658 {
2659 source->Release();
2660 ERR("Failed to retrieve the render target view from the destination render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002661 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002662 }
2663
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002664 gl::Box sourceArea;
2665 sourceArea.x = sourceRect.x;
2666 sourceArea.y = sourceRect.y;
2667 sourceArea.z = 0;
2668 sourceArea.width = sourceRect.width;
2669 sourceArea.height = sourceRect.height;
2670 sourceArea.depth = 1;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002671
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002672 gl::Box destArea;
2673 destArea.x = xoffset;
2674 destArea.y = yoffset;
2675 destArea.z = 0;
2676 destArea.width = sourceRect.width;
2677 destArea.height = sourceRect.height;
2678 destArea.depth = 1;
2679
2680 bool ret = copyTexture(source, sourceArea, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1,
2681 dest, destArea, destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1, destFormat);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002682
2683 source->Release();
2684 dest->Release();
2685
2686 return ret;
2687}
2688
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002689bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2690 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level)
2691{
2692 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2693 if (!colorbuffer)
2694 {
2695 ERR("Failed to retrieve the color buffer from the frame buffer.");
2696 return gl::error(GL_OUT_OF_MEMORY, false);
2697 }
2698
2699 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2700 if (!sourceRenderTarget)
2701 {
2702 ERR("Failed to retrieve the render target from the frame buffer.");
2703 return gl::error(GL_OUT_OF_MEMORY, false);
2704 }
2705
2706 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2707 if (!source)
2708 {
2709 ERR("Failed to retrieve the render target view from the render target.");
2710 return gl::error(GL_OUT_OF_MEMORY, false);
2711 }
2712
2713 TextureStorage11_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(storage->getStorageInstance());
2714 if (!storage11)
2715 {
2716 source->Release();
2717 ERR("Failed to retrieve the texture storage from the destination.");
2718 return gl::error(GL_OUT_OF_MEMORY, false);
2719 }
2720
2721 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2722 if (!destRenderTarget)
2723 {
2724 source->Release();
2725 ERR("Failed to retrieve the render target from the destination storage.");
2726 return gl::error(GL_OUT_OF_MEMORY, false);
2727 }
2728
2729 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2730 if (!dest)
2731 {
2732 source->Release();
2733 ERR("Failed to retrieve the render target view from the destination render target.");
2734 return gl::error(GL_OUT_OF_MEMORY, false);
2735 }
2736
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002737 gl::Box sourceArea;
2738 sourceArea.x = sourceRect.x;
2739 sourceArea.y = sourceRect.y;
2740 sourceArea.z = 0;
2741 sourceArea.width = sourceRect.width;
2742 sourceArea.height = sourceRect.height;
2743 sourceArea.depth = 1;
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002744
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002745 gl::Box destArea;
2746 destArea.x = xoffset;
2747 destArea.y = yoffset;
2748 destArea.z = 0;
2749 destArea.width = sourceRect.width;
2750 destArea.height = sourceRect.height;
2751 destArea.depth = 1;
2752
2753 bool ret = copyTexture(source, sourceArea, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1,
2754 dest, destArea, destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1, destFormat);
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002755
2756 source->Release();
2757 dest->Release();
2758
2759 return ret;
2760}
2761
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002762bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2763 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level)
2764{
2765 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2766 if (!colorbuffer)
2767 {
2768 ERR("Failed to retrieve the color buffer from the frame buffer.");
2769 return gl::error(GL_OUT_OF_MEMORY, false);
2770 }
2771
2772 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2773 if (!sourceRenderTarget)
2774 {
2775 ERR("Failed to retrieve the render target from the frame buffer.");
2776 return gl::error(GL_OUT_OF_MEMORY, false);
2777 }
2778
2779 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2780 if (!source)
2781 {
2782 ERR("Failed to retrieve the render target view from the render target.");
2783 return gl::error(GL_OUT_OF_MEMORY, false);
2784 }
2785
2786 TextureStorage11_2DArray *storage11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(storage->getStorageInstance());
2787 if (!storage11)
2788 {
2789 source->Release();
2790 ERR("Failed to retrieve the texture storage from the destination.");
2791 return gl::error(GL_OUT_OF_MEMORY, false);
2792 }
2793
2794 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2795 if (!destRenderTarget)
2796 {
2797 source->Release();
2798 ERR("Failed to retrieve the render target from the destination storage.");
2799 return gl::error(GL_OUT_OF_MEMORY, false);
2800 }
2801
2802 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2803 if (!dest)
2804 {
2805 source->Release();
2806 ERR("Failed to retrieve the render target view from the destination render target.");
2807 return gl::error(GL_OUT_OF_MEMORY, false);
2808 }
2809
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002810 gl::Box sourceArea;
2811 sourceArea.x = sourceRect.x;
2812 sourceArea.y = sourceRect.y;
2813 sourceArea.z = 0;
2814 sourceArea.width = sourceRect.width;
2815 sourceArea.height = sourceRect.height;
2816 sourceArea.depth = 1;
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002817
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002818 gl::Box destArea;
2819 destArea.x = xoffset;
2820 destArea.y = yoffset;
2821 destArea.z = 0;
2822 destArea.width = sourceRect.width;
2823 destArea.height = sourceRect.height;
2824 destArea.depth = 1;
2825
2826 bool ret = copyTexture(source, sourceArea, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1,
2827 dest, destArea, destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1, destFormat);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002828
2829 source->Release();
2830 dest->Release();
2831
2832 return ret;
2833}
2834
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002835bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight, unsigned int sourceDepth,
2836 ID3D11RenderTargetView *dest, const gl::Box &destArea, unsigned int destWidth, unsigned int destHeight, unsigned int destDepth,
2837 GLenum destFormat)
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002838{
2839 HRESULT result;
2840
2841 if (!mCopyResourcesInitialized)
2842 {
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002843 ASSERT(!mCopyVB && !mCopySampler && !mCopy2DIL && !mCopy2DVS && !mCopyRGBA2DPS && !mCopyRGB2DPS && !mCopyLum2DPS && !mCopyLumAlpha2DPS &&
2844 !mCopy3DIL && !mCopy3DVS && !mCopy3DGS && !mCopyRGBA3DPS && !mCopyRGB3DPS && !mCopyLum3DPS && !mCopyLumAlpha3DPS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002845
2846 D3D11_BUFFER_DESC vbDesc;
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002847 vbDesc.ByteWidth = std::max(sizeof(d3d11::PositionLayerTexCoord3DVertex) * 6 * getMaxTextureDepth(),
2848 sizeof(d3d11::PositionTexCoordVertex) * 4);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002849 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2850 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2851 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2852 vbDesc.MiscFlags = 0;
2853 vbDesc.StructureByteStride = 0;
2854
2855 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2856 ASSERT(SUCCEEDED(result));
2857 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2858
2859 D3D11_SAMPLER_DESC samplerDesc;
2860 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2861 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2862 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2863 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2864 samplerDesc.MipLODBias = 0.0f;
2865 samplerDesc.MaxAnisotropy = 0;
2866 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2867 samplerDesc.BorderColor[0] = 0.0f;
2868 samplerDesc.BorderColor[1] = 0.0f;
2869 samplerDesc.BorderColor[2] = 0.0f;
2870 samplerDesc.BorderColor[3] = 0.0f;
2871 samplerDesc.MinLOD = 0.0f;
2872 samplerDesc.MaxLOD = 0.0f;
2873
2874 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2875 ASSERT(SUCCEEDED(result));
2876 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2877
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002878 // Create 2D copy resources
2879 D3D11_INPUT_ELEMENT_DESC quad2DLayout[] =
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002880 {
2881 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2882 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2883 };
2884
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002885 result = mDevice->CreateInputLayout(quad2DLayout, ArraySize(quad2DLayout), g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), &mCopy2DIL);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002886 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002887 d3d11::SetDebugName(mCopy2DIL, "Renderer11 copy 2D texture input layout");
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002888
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002889 result = mDevice->CreateVertexShader(g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), NULL, &mCopy2DVS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002890 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002891 d3d11::SetDebugName(mCopy2DVS, "Renderer11 copy 2D texture vertex shader");
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002892
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002893 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA2D, sizeof(g_PS_PassthroughRGBA2D), NULL, &mCopyRGBA2DPS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002894 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002895 d3d11::SetDebugName(mCopyRGBA2DPS, "Renderer11 copy 2D texture RGBA pixel shader");
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002896
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002897 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB2D, sizeof(g_PS_PassthroughRGB2D), NULL, &mCopyRGB2DPS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002898 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002899 d3d11::SetDebugName(mCopyRGB2DPS, "Renderer11 copy 2D texture RGB pixel shader");
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002900
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002901 result = mDevice->CreatePixelShader(g_PS_PassthroughLum2D, sizeof(g_PS_PassthroughLum2D), NULL, &mCopyLum2DPS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002902 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002903 d3d11::SetDebugName(mCopyLum2DPS, "Renderer11 copy 2D texture luminance pixel shader");
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002904
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002905 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha2D, sizeof(g_PS_PassthroughLumAlpha2D), NULL, &mCopyLumAlpha2DPS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002906 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002907 d3d11::SetDebugName(mCopyLumAlpha2DPS, "Renderer11 2D copy texture luminance alpha pixel shader");
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002908
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002909 // Create 3D copy resources
2910 D3D11_INPUT_ELEMENT_DESC quad3DLayout[] =
2911 {
2912 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2913 { "LAYER", 0, DXGI_FORMAT_R32_UINT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2914 { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2915 };
2916
2917 result = mDevice->CreateInputLayout(quad3DLayout, ArraySize(quad3DLayout), g_VS_Passthrough3D, sizeof(g_VS_Passthrough3D), &mCopy3DIL);
2918 ASSERT(SUCCEEDED(result));
2919 d3d11::SetDebugName(mCopy3DIL, "Renderer11 copy 3D texture input layout");
2920
2921 result = mDevice->CreateVertexShader(g_VS_Passthrough3D, sizeof(g_VS_Passthrough3D), NULL, &mCopy3DVS);
2922 ASSERT(SUCCEEDED(result));
2923 d3d11::SetDebugName(mCopy3DVS, "Renderer11 copy 3D texture vertex shader");
2924
2925 result = mDevice->CreateGeometryShader(g_GS_Passthrough3D, sizeof(g_GS_Passthrough3D), NULL, &mCopy3DGS);
2926 ASSERT(SUCCEEDED(result));
2927 d3d11::SetDebugName(mCopy3DGS, "Renderer11 copy 3D texture geometry shader");
2928
2929 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA3D, sizeof(g_PS_PassthroughRGBA3D), NULL, &mCopyRGBA3DPS);
2930 ASSERT(SUCCEEDED(result));
2931 d3d11::SetDebugName(mCopyRGBA3DPS, "Renderer11 copy 3D texture RGBA pixel shader");
2932
2933 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB3D, sizeof(g_PS_PassthroughRGB3D), NULL, &mCopyRGB3DPS);
2934 ASSERT(SUCCEEDED(result));
2935 d3d11::SetDebugName(mCopyRGB3DPS, "Renderer11 copy 3D texture RGB pixel shader");
2936
2937 result = mDevice->CreatePixelShader(g_PS_PassthroughLum3D, sizeof(g_PS_PassthroughLum3D), NULL, &mCopyLum3DPS);
2938 ASSERT(SUCCEEDED(result));
2939 d3d11::SetDebugName(mCopyLum3DPS, "Renderer11 copy 3D texture luminance pixel shader");
2940
2941 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha3D, sizeof(g_PS_PassthroughLumAlpha3D), NULL, &mCopyLumAlpha3DPS);
2942 ASSERT(SUCCEEDED(result));
2943 d3d11::SetDebugName(mCopyLumAlpha3DPS, "Renderer11 3D copy texture luminance alpha pixel shader");
2944
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002945 mCopyResourcesInitialized = true;
2946 }
2947
2948 // Verify the source and destination area sizes
2949 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2950 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002951 sourceArea.z < 0 || sourceArea.z + sourceArea.depth > static_cast<int>(sourceDepth) ||
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002952 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002953 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight) ||
2954 destArea.z < 0 || destArea.z + destArea.depth > static_cast<int>(destDepth))
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002955 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002956 return gl::error(GL_INVALID_VALUE, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002957 }
2958
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002959 bool use3DCopy = sourceArea.depth > 1;
2960
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002961 // Set vertices
2962 D3D11_MAPPED_SUBRESOURCE mappedResource;
2963 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2964 if (FAILED(result))
2965 {
2966 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002967 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002968 }
2969
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002970 // Create a quad in homogeneous coordinates
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002971 float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00002972 float y1 = ((destHeight - destArea.y - destArea.height) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002973 float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00002974 float y2 = ((destHeight - destArea.y) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002975
2976 float u1 = sourceArea.x / float(sourceWidth);
2977 float v1 = sourceArea.y / float(sourceHeight);
2978 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2979 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2980
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002981 UINT stride = 0;
2982 UINT startIdx = 0;
2983 UINT drawCount = 0;
2984 D3D11_PRIMITIVE_TOPOLOGY topology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
2985
2986 if (use3DCopy)
2987 {
2988 d3d11::PositionLayerTexCoord3DVertex *vertices = static_cast<d3d11::PositionLayerTexCoord3DVertex*>(mappedResource.pData);
2989
2990 for (unsigned int i = 0; i < destDepth; i++)
2991 {
2992 float readDepth = ((i * 2) + 0.5f) / (sourceDepth - 1);
2993
2994 d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 0], x1, y1, i, u1, v2, readDepth);
2995 d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 1], x1, y2, i, u1, v1, readDepth);
2996 d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 2], x2, y1, i, u2, v2, readDepth);
2997
2998 d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 3], x1, y2, i, u1, v1, readDepth);
2999 d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 4], x2, y2, i, u2, v1, readDepth);
3000 d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 5], x2, y1, i, u2, v2, readDepth);
3001 }
3002
3003 stride = sizeof(d3d11::PositionLayerTexCoord3DVertex);
3004 drawCount = destDepth * 6;
3005 topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
3006 }
3007 else
3008 {
3009 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
3010
3011 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
3012 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
3013 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
3014 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
3015
3016 stride = sizeof(d3d11::PositionTexCoordVertex);
3017 drawCount = 4;
3018 topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
3019 }
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003020
3021 mDeviceContext->Unmap(mCopyVB, 0);
3022
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003023 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
3024
3025 // Apply state
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00003026 mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003027 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
3028 mDeviceContext->RSSetState(NULL);
3029
3030 // Apply shaders
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00003031 ID3D11InputLayout *il = NULL;
3032 ID3D11VertexShader *vs = NULL;
3033 ID3D11GeometryShader *gs = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003034 ID3D11PixelShader *ps = NULL;
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00003035
3036 if (use3DCopy)
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003037 {
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00003038 il = mCopy3DIL;
3039 vs = mCopy3DVS;
3040 gs = mCopy3DGS;
3041
3042 switch(destFormat)
3043 {
3044 case GL_RGBA: ps = mCopyRGBA3DPS; break;
3045 case GL_RGB: ps = mCopyRGB3DPS; break;
3046 case GL_ALPHA: ps = mCopyRGBA3DPS; break;
3047 case GL_BGRA_EXT: ps = mCopyRGBA3DPS; break;
3048 case GL_LUMINANCE: ps = mCopyLum3DPS; break;
3049 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlpha3DPS; break;
3050 default: UNREACHABLE(); ps = NULL; break;
3051 }
3052 }
3053 else
3054 {
3055 il = mCopy2DIL;
3056 vs = mCopy2DVS;
3057 gs = NULL;
3058
3059 switch(destFormat)
3060 {
3061 case GL_RGBA: ps = mCopyRGBA2DPS; break;
3062 case GL_RGB: ps = mCopyRGB2DPS; break;
3063 case GL_ALPHA: ps = mCopyRGBA2DPS; break;
3064 case GL_BGRA_EXT: ps = mCopyRGBA2DPS; break;
3065 case GL_LUMINANCE: ps = mCopyLum2DPS; break;
3066 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlpha2DPS; break;
3067 default: UNREACHABLE(); ps = NULL; break;
3068 }
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003069 }
3070
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00003071 mDeviceContext->IASetInputLayout(il);
3072 mDeviceContext->IASetPrimitiveTopology(topology);
3073 mDeviceContext->VSSetShader(vs, NULL, 0);
3074
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003075 mDeviceContext->PSSetShader(ps, NULL, 0);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00003076 mDeviceContext->GSSetShader(gs, NULL, 0);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003077
3078 // Unset the currently bound shader resource to avoid conflicts
3079 static ID3D11ShaderResourceView *const nullSRV = NULL;
3080 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
3081
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00003082 // Apply render target
3083 setOneTimeRenderTarget(dest);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003084
3085 // Set the viewport
3086 D3D11_VIEWPORT viewport;
3087 viewport.TopLeftX = 0;
3088 viewport.TopLeftY = 0;
3089 viewport.Width = destWidth;
3090 viewport.Height = destHeight;
3091 viewport.MinDepth = 0.0f;
3092 viewport.MaxDepth = 1.0f;
3093 mDeviceContext->RSSetViewports(1, &viewport);
3094
3095 // Apply textures
3096 mDeviceContext->PSSetShaderResources(0, 1, &source);
3097 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
3098
3099 // Draw the quad
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00003100 mDeviceContext->Draw(drawCount, 0);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003101
3102 // Unbind textures and render targets and vertex buffer
3103 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
3104
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00003105 unapplyRenderTargets();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003106
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00003107 UINT zero = 0;
3108 ID3D11Buffer *const nullBuffer = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003109 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
3110
3111 markAllStateDirty();
3112
3113 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00003114}
3115
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00003116void Renderer11::unapplyRenderTargets()
3117{
3118 setOneTimeRenderTarget(NULL);
3119}
3120
3121void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView)
3122{
3123 ID3D11RenderTargetView *rtvArray[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
3124
3125 rtvArray[0] = renderTargetView;
3126
3127 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), rtvArray, NULL);
3128
3129 // Do not preserve the serial for this one-time-use render target
3130 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
3131 {
3132 mAppliedRenderTargetSerials[rtIndex] = 0;
3133 }
3134}
3135
daniel@transgaming.comf2423652012-11-28 20:53:50 +00003136RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
3137{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00003138 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00003139 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00003140
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00003141 if (depth)
3142 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00003143 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00003144 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
3145 swapChain11->getDepthStencilTexture(), NULL,
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00003146 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00003147 }
3148 else
3149 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00003150 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00003151 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00003152 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00003153 swapChain11->getRenderTargetShaderResource(),
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00003154 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00003155 }
3156 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00003157}
3158
3159RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
3160{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00003161 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
3162 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00003163}
3164
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003165ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00003166{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00003167 ShaderExecutable11 *executable = NULL;
3168
3169 switch (type)
3170 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003171 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00003172 {
3173 ID3D11VertexShader *vshader = NULL;
3174 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
3175 ASSERT(SUCCEEDED(result));
3176
3177 if (vshader)
3178 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00003179 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00003180 }
3181 }
3182 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003183 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00003184 {
3185 ID3D11PixelShader *pshader = NULL;
3186 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
3187 ASSERT(SUCCEEDED(result));
3188
3189 if (pshader)
3190 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00003191 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00003192 }
3193 }
3194 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00003195 case rx::SHADER_GEOMETRY:
3196 {
3197 ID3D11GeometryShader *gshader = NULL;
3198 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
3199 ASSERT(SUCCEEDED(result));
3200
3201 if (gshader)
3202 {
3203 executable = new ShaderExecutable11(function, length, gshader);
3204 }
3205 }
3206 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00003207 default:
3208 UNREACHABLE();
3209 break;
3210 }
3211
3212 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00003213}
3214
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003215ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003216{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003217 const char *profile = NULL;
3218
3219 switch (type)
3220 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003221 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003222 profile = "vs_4_0";
3223 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003224 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003225 profile = "ps_4_0";
3226 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00003227 case rx::SHADER_GEOMETRY:
3228 profile = "gs_4_0";
3229 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003230 default:
3231 UNREACHABLE();
3232 return NULL;
3233 }
3234
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00003235 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003236 if (!binary)
3237 return NULL;
3238
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003239 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003240 binary->Release();
3241
3242 return executable;
3243}
3244
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00003245VertexBuffer *Renderer11::createVertexBuffer()
3246{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00003247 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00003248}
3249
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00003250IndexBuffer *Renderer11::createIndexBuffer()
3251{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00003252 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003253}
3254
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00003255BufferStorage *Renderer11::createBufferStorage()
3256{
3257 return new BufferStorage11(this);
3258}
3259
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003260QueryImpl *Renderer11::createQuery(GLenum type)
3261{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00003262 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003263}
3264
3265FenceImpl *Renderer11::createFence()
3266{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00003267 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00003268}
3269
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003270bool Renderer11::getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003271{
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003272 ASSERT(colorbuffer != NULL);
3273
3274 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
3275 if (renderTarget)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003276 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003277 *subresourceIndex = renderTarget->getSubresourceIndex();
3278
3279 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
3280 if (colorBufferRTV)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003281 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003282 ID3D11Resource *textureResource = NULL;
3283 colorBufferRTV->GetResource(&textureResource);
3284 colorBufferRTV->Release();
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003285
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003286 if (textureResource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003287 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003288 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
3289 textureResource->Release();
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003290
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003291 if (SUCCEEDED(result))
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003292 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003293 return true;
3294 }
3295 else
3296 {
3297 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
3298 "HRESULT: 0x%X.", result);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003299 }
3300 }
3301 }
3302 }
3303
3304 return false;
3305}
3306
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003307bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003308 bool blitRenderTarget, bool blitDepthStencil)
3309{
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003310 if (blitRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003311 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003312 gl::Renderbuffer *readBuffer = readTarget->getReadColorbuffer();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003313
3314 if (!readBuffer)
3315 {
3316 ERR("Failed to retrieve the read buffer from the read framebuffer.");
3317 return gl::error(GL_OUT_OF_MEMORY, false);
3318 }
3319
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003320 RenderTarget *readRenderTarget = readBuffer->getRenderTarget();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003321
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003322 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003323 {
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003324 if (drawTarget->isEnabledColorAttachment(colorAttachment))
3325 {
3326 gl::Renderbuffer *drawBuffer = drawTarget->getColorbuffer(colorAttachment);
3327
3328 if (!drawBuffer)
3329 {
3330 ERR("Failed to retrieve the draw buffer from the draw framebuffer.");
3331 return gl::error(GL_OUT_OF_MEMORY, false);
3332 }
3333
3334 RenderTarget *drawRenderTarget = drawBuffer->getRenderTarget();
3335
shannon.woods%transgaming.com@gtempaccount.com86df5a42013-04-13 03:34:07 +00003336 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, false))
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003337 {
3338 return false;
3339 }
3340 }
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003341 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003342 }
3343
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003344 if (blitDepthStencil)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003345 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003346 gl::Renderbuffer *readBuffer = readTarget->getDepthOrStencilbuffer();
3347 gl::Renderbuffer *drawBuffer = drawTarget->getDepthOrStencilbuffer();
3348
3349 if (!readBuffer)
3350 {
3351 ERR("Failed to retrieve the read depth-stencil buffer from the read framebuffer.");
3352 return gl::error(GL_OUT_OF_MEMORY, false);
3353 }
3354
3355 if (!drawBuffer)
3356 {
3357 ERR("Failed to retrieve the draw depth-stencil buffer from the draw framebuffer.");
3358 return gl::error(GL_OUT_OF_MEMORY, false);
3359 }
3360
3361 RenderTarget *readRenderTarget = readBuffer->getDepthStencil();
3362 RenderTarget *drawRenderTarget = drawBuffer->getDepthStencil();
3363
shannon.woods%transgaming.com@gtempaccount.com86df5a42013-04-13 03:34:07 +00003364 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, true))
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003365 {
3366 return false;
3367 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003368 }
3369
3370 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003371}
3372
3373void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
3374 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
3375{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003376 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00003377 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003378
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003379 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
3380
3381 if (colorbuffer && getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003382 {
3383 gl::Rectangle area;
3384 area.x = x;
3385 area.y = y;
3386 area.width = width;
3387 area.height = height;
3388
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00003389 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
3390 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003391
3392 colorBufferTexture->Release();
3393 colorBufferTexture = NULL;
3394 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003395}
3396
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003397Image *Renderer11::createImage()
3398{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00003399 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003400}
3401
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003402void Renderer11::generateMipmap(Image *dest, Image *src)
3403{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00003404 Image11 *dest11 = Image11::makeImage11(dest);
3405 Image11 *src11 = Image11::makeImage11(src);
3406 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003407}
3408
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003409TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
3410{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003411 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
3412 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003413}
3414
3415TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
3416{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003417 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003418}
3419
3420TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
3421{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003422 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003423}
3424
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00003425TextureStorage *Renderer11::createTextureStorage3D(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
3426{
3427 return new TextureStorage11_3D(this, levels, internalformat, usage, width, height, depth);
3428}
3429
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00003430TextureStorage *Renderer11::createTextureStorage2DArray(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
3431{
3432 return new TextureStorage11_2DArray(this, levels, internalformat, usage, width, height, depth);
3433}
3434
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003435static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
3436{
3437 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
3438 destFormat == GL_ALPHA &&
3439 destType == GL_UNSIGNED_BYTE)
3440 {
3441 return 1;
3442 }
3443 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
3444 destFormat == GL_RGBA &&
3445 destType == GL_UNSIGNED_BYTE)
3446 {
3447 return 4;
3448 }
3449 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
3450 destFormat == GL_BGRA_EXT &&
3451 destType == GL_UNSIGNED_BYTE)
3452 {
3453 return 4;
3454 }
3455 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
3456 destFormat == GL_RGBA &&
3457 destType == GL_HALF_FLOAT_OES)
3458 {
3459 return 8;
3460 }
3461 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
3462 destFormat == GL_RGB &&
3463 destType == GL_FLOAT)
3464 {
3465 return 12;
3466 }
3467 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
3468 destFormat == GL_RGBA &&
3469 destType == GL_FLOAT)
3470 {
3471 return 16;
3472 }
3473 else
3474 {
3475 return 0;
3476 }
3477}
3478
3479static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
3480 unsigned int y, int inputPitch, gl::Color *outColor)
3481{
3482 switch (format)
3483 {
3484 case DXGI_FORMAT_R8G8B8A8_UNORM:
shannon.woods%transgaming.com@gtempaccount.com8dce6512013-04-13 03:42:19 +00003485 case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB:
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003486 {
3487 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00003488 outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
3489 outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
3490 outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
3491 outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003492 }
3493 break;
3494
3495 case DXGI_FORMAT_A8_UNORM:
3496 {
3497 outColor->red = 0.0f;
3498 outColor->green = 0.0f;
3499 outColor->blue = 0.0f;
3500 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
3501 }
3502 break;
3503
3504 case DXGI_FORMAT_R32G32B32A32_FLOAT:
3505 {
3506 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
3507 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
3508 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
3509 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
3510 }
3511 break;
3512
3513 case DXGI_FORMAT_R32G32B32_FLOAT:
3514 {
3515 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
3516 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
3517 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
3518 outColor->alpha = 1.0f;
3519 }
3520 break;
3521
3522 case DXGI_FORMAT_R16G16B16A16_FLOAT:
3523 {
3524 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
3525 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
3526 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
3527 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
3528 }
3529 break;
3530
3531 case DXGI_FORMAT_B8G8R8A8_UNORM:
3532 {
3533 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00003534 outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
3535 outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
3536 outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
3537 outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003538 }
3539 break;
3540
3541 case DXGI_FORMAT_R8_UNORM:
3542 {
3543 outColor->red = *(data + x + y * inputPitch) / 255.0f;
3544 outColor->green = 0.0f;
3545 outColor->blue = 0.0f;
3546 outColor->alpha = 1.0f;
3547 }
3548 break;
3549
3550 case DXGI_FORMAT_R8G8_UNORM:
3551 {
3552 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
3553
3554 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
3555 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
3556 outColor->blue = 0.0f;
3557 outColor->alpha = 1.0f;
3558 }
3559 break;
3560
3561 case DXGI_FORMAT_R16_FLOAT:
3562 {
3563 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
3564 outColor->green = 0.0f;
3565 outColor->blue = 0.0f;
3566 outColor->alpha = 1.0f;
3567 }
3568 break;
3569
3570 case DXGI_FORMAT_R16G16_FLOAT:
3571 {
3572 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
3573 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
3574 outColor->blue = 0.0f;
3575 outColor->alpha = 1.0f;
3576 }
3577 break;
3578
shannon.woods%transgaming.com@gtempaccount.com8dce6512013-04-13 03:42:19 +00003579 case DXGI_FORMAT_R10G10B10A2_UNORM:
3580 {
3581 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
3582 outColor->red = (rgba & 0x000003FF) * (1.0f / 0x000003FF);
3583 outColor->green = (rgba & 0x000FFC00) * (1.0f / 0x000FFC00);
3584 outColor->blue = (rgba & 0x3FF00000) * (1.0f / 0x3FF00000);
3585 outColor->alpha = (rgba & 0xC0000000) * (1.0f / 0xC0000000);
3586 }
3587 break;
3588
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003589 default:
3590 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
3591 UNIMPLEMENTED();
3592 break;
3593 }
3594}
3595
3596static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
3597 unsigned int y, int outputPitch, void *outData)
3598{
3599 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
3600 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
3601
3602 switch (format)
3603 {
3604 case GL_RGBA:
3605 switch (type)
3606 {
3607 case GL_UNSIGNED_BYTE:
3608 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3609 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3610 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3611 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3612 break;
3613
3614 default:
3615 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
3616 UNIMPLEMENTED();
3617 break;
3618 }
3619 break;
3620
3621 case GL_BGRA_EXT:
3622 switch (type)
3623 {
3624 case GL_UNSIGNED_BYTE:
3625 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3626 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3627 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
3628 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3629 break;
3630
3631 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
3632 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3633 // this type is packed as follows:
3634 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3635 // --------------------------------------------------------------------------------
3636 // | 4th | 3rd | 2nd | 1st component |
3637 // --------------------------------------------------------------------------------
3638 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3639 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3640 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
3641 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
3642 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
3643 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
3644 break;
3645
3646 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
3647 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3648 // this type is packed as follows:
3649 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3650 // --------------------------------------------------------------------------------
3651 // | 4th | 3rd | 2nd | 1st component |
3652 // --------------------------------------------------------------------------------
3653 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3654 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3655 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
3656 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
3657 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
3658 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
3659 break;
3660
3661 default:
3662 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
3663 UNIMPLEMENTED();
3664 break;
3665 }
3666 break;
3667
3668 case GL_RGB:
3669 switch (type)
3670 {
3671 case GL_UNSIGNED_SHORT_5_6_5:
3672 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3673 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
3674 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
3675 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
3676 break;
3677
3678 case GL_UNSIGNED_BYTE:
3679 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3680 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3681 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3682 break;
3683
3684 default:
3685 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
3686 UNIMPLEMENTED();
3687 break;
3688 }
3689 break;
3690
3691 default:
3692 ERR("WritePixelColor not implemented for format 0x%X.", format);
3693 UNIMPLEMENTED();
3694 break;
3695 }
3696}
3697
3698void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3699 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3700 GLint packAlignment, void *pixels)
3701{
3702 D3D11_TEXTURE2D_DESC textureDesc;
3703 texture->GetDesc(&textureDesc);
3704
3705 D3D11_TEXTURE2D_DESC stagingDesc;
3706 stagingDesc.Width = area.width;
3707 stagingDesc.Height = area.height;
3708 stagingDesc.MipLevels = 1;
3709 stagingDesc.ArraySize = 1;
3710 stagingDesc.Format = textureDesc.Format;
3711 stagingDesc.SampleDesc.Count = 1;
3712 stagingDesc.SampleDesc.Quality = 0;
3713 stagingDesc.Usage = D3D11_USAGE_STAGING;
3714 stagingDesc.BindFlags = 0;
3715 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3716 stagingDesc.MiscFlags = 0;
3717
3718 ID3D11Texture2D* stagingTex = NULL;
3719 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3720 if (FAILED(result))
3721 {
3722 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3723 return;
3724 }
3725
3726 ID3D11Texture2D* srcTex = NULL;
3727 if (textureDesc.SampleDesc.Count > 1)
3728 {
3729 D3D11_TEXTURE2D_DESC resolveDesc;
3730 resolveDesc.Width = textureDesc.Width;
3731 resolveDesc.Height = textureDesc.Height;
3732 resolveDesc.MipLevels = 1;
3733 resolveDesc.ArraySize = 1;
3734 resolveDesc.Format = textureDesc.Format;
3735 resolveDesc.SampleDesc.Count = 1;
3736 resolveDesc.SampleDesc.Quality = 0;
3737 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3738 resolveDesc.BindFlags = 0;
3739 resolveDesc.CPUAccessFlags = 0;
3740 resolveDesc.MiscFlags = 0;
3741
3742 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3743 if (FAILED(result))
3744 {
3745 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
3746 stagingTex->Release();
3747 return;
3748 }
3749
3750 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3751 subResource = 0;
3752 }
3753 else
3754 {
3755 srcTex = texture;
3756 srcTex->AddRef();
3757 }
3758
3759 D3D11_BOX srcBox;
3760 srcBox.left = area.x;
3761 srcBox.right = area.x + area.width;
3762 srcBox.top = area.y;
3763 srcBox.bottom = area.y + area.height;
3764 srcBox.front = 0;
3765 srcBox.back = 1;
3766
3767 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3768
3769 srcTex->Release();
3770 srcTex = NULL;
3771
3772 D3D11_MAPPED_SUBRESOURCE mapping;
3773 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3774
3775 unsigned char *source;
3776 int inputPitch;
3777 if (packReverseRowOrder)
3778 {
3779 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3780 inputPitch = -static_cast<int>(mapping.RowPitch);
3781 }
3782 else
3783 {
3784 source = static_cast<unsigned char*>(mapping.pData);
3785 inputPitch = static_cast<int>(mapping.RowPitch);
3786 }
3787
3788 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
3789 if (fastPixelSize != 0)
3790 {
3791 unsigned char *dest = static_cast<unsigned char*>(pixels);
3792 for (int j = 0; j < area.height; j++)
3793 {
3794 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
3795 }
3796 }
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003797 else if (textureDesc.Format == DXGI_FORMAT_B8G8R8A8_UNORM &&
3798 format == GL_RGBA &&
3799 type == GL_UNSIGNED_BYTE)
3800 {
3801 // Fast path for swapping red with blue
3802 unsigned char *dest = static_cast<unsigned char*>(pixels);
3803
3804 for (int j = 0; j < area.height; j++)
3805 {
3806 for (int i = 0; i < area.width; i++)
3807 {
3808 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
3809 *(unsigned int*)(dest + 4 * i + j * outputPitch) =
3810 (argb & 0xFF00FF00) | // Keep alpha and green
3811 (argb & 0x00FF0000) >> 16 | // Move red to blue
3812 (argb & 0x000000FF) << 16; // Move blue to red
3813 }
3814 }
3815 }
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003816 else
3817 {
3818 gl::Color pixelColor;
3819 for (int j = 0; j < area.height; j++)
3820 {
3821 for (int i = 0; i < area.width; i++)
3822 {
3823 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3824 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3825 }
3826 }
3827 }
3828
3829 mDeviceContext->Unmap(stagingTex, 0);
3830
3831 stagingTex->Release();
3832 stagingTex = NULL;
3833}
3834
shannon.woods%transgaming.com@gtempaccount.com86df5a42013-04-13 03:34:07 +00003835bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget,
3836 RenderTarget *drawRenderTarget, bool wholeBufferCopy)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003837{
3838 ASSERT(readRect.width == drawRect.width && readRect.height == drawRect.height);
3839
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003840 RenderTarget11 *readRenderTarget11 = RenderTarget11::makeRenderTarget11(readRenderTarget);
3841 if (!readRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003842 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003843 ERR("Failed to retrieve the read render target from the read framebuffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003844 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003845 }
3846
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003847 ID3D11Resource *readTexture = NULL;
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003848 unsigned int readSubresource = 0;
3849 if (readRenderTarget->getSamples() > 0)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003850 {
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003851 ID3D11Resource *unresolvedResource = readRenderTarget11->getTexture();
3852 ID3D11Texture2D *unresolvedTexture = d3d11::DynamicCastComObject<ID3D11Texture2D>(unresolvedResource);
3853 unresolvedResource->Release();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003854
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003855 if (unresolvedTexture)
3856 {
3857 readTexture = resolveMultisampledTexture(unresolvedTexture, readRenderTarget11->getSubresourceIndex());
3858 readSubresource = 0;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003859
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003860 unresolvedTexture->Release();
3861 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003862 }
3863 else
3864 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003865 readTexture = readRenderTarget11->getTexture();
3866 readSubresource = readRenderTarget11->getSubresourceIndex();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003867 }
3868
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003869 if (!readTexture)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003870 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003871 ERR("Failed to retrieve the read render target view from the read render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003872 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003873 }
3874
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003875 RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003876 if (!drawRenderTarget)
3877 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003878 readTexture->Release();
3879 ERR("Failed to retrieve the draw render target from the draw framebuffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003880 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003881 }
3882
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003883 ID3D11Resource *drawTexture = drawRenderTarget11->getTexture();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003884 unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003885
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003886 D3D11_BOX readBox;
3887 readBox.left = readRect.x;
3888 readBox.right = readRect.x + readRect.width;
3889 readBox.top = readRect.y;
3890 readBox.bottom = readRect.y + readRect.height;
3891 readBox.front = 0;
3892 readBox.back = 1;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003893
shannon.woods%transgaming.com@gtempaccount.com86df5a42013-04-13 03:34:07 +00003894 // D3D11 needs depth-stencil CopySubresourceRegions to have a NULL pSrcBox
3895 // We also require complete framebuffer copies for depth-stencil blit.
3896 D3D11_BOX *pSrcBox = wholeBufferCopy ? NULL : &readBox;
3897
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003898 mDeviceContext->CopySubresourceRegion(drawTexture, drawSubresource, drawRect.x, drawRect.y, 0,
shannon.woods%transgaming.com@gtempaccount.com86df5a42013-04-13 03:34:07 +00003899 readTexture, readSubresource, pSrcBox);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003900
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003901 readTexture->Release();
3902 drawTexture->Release();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003903
3904 return true;
3905}
3906
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003907ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3908{
3909 D3D11_TEXTURE2D_DESC textureDesc;
3910 source->GetDesc(&textureDesc);
3911
3912 if (textureDesc.SampleDesc.Count > 1)
3913 {
3914 D3D11_TEXTURE2D_DESC resolveDesc;
3915 resolveDesc.Width = textureDesc.Width;
3916 resolveDesc.Height = textureDesc.Height;
3917 resolveDesc.MipLevels = 1;
3918 resolveDesc.ArraySize = 1;
3919 resolveDesc.Format = textureDesc.Format;
3920 resolveDesc.SampleDesc.Count = 1;
3921 resolveDesc.SampleDesc.Quality = 0;
3922 resolveDesc.Usage = textureDesc.Usage;
3923 resolveDesc.BindFlags = textureDesc.BindFlags;
3924 resolveDesc.CPUAccessFlags = 0;
3925 resolveDesc.MiscFlags = 0;
3926
3927 ID3D11Texture2D *resolveTexture = NULL;
3928 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3929 if (FAILED(result))
3930 {
3931 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3932 return NULL;
3933 }
3934
3935 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3936 return resolveTexture;
3937 }
3938 else
3939 {
3940 source->AddRef();
3941 return source;
3942 }
3943}
3944
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003945}