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daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00002// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000014#include "libGLESv2/Program.h"
15#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000016#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000017#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000018#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000019#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000020#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000021#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000022#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000023#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000024#include "libGLESv2/renderer/IndexBuffer11.h"
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000025#include "libGLESv2/renderer/VertexDataManager.h"
26#include "libGLESv2/renderer/IndexDataManager.h"
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +000027#include "libGLESv2/renderer/TextureStorage11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000028
29#include "libEGL/Config.h"
30#include "libEGL/Display.h"
31
32namespace rx
33{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000034static const DXGI_FORMAT RenderTargetFormats[] =
35 {
36 DXGI_FORMAT_R8G8B8A8_UNORM
37 };
38
39static const DXGI_FORMAT DepthStencilFormats[] =
40 {
41 DXGI_FORMAT_D24_UNORM_S8_UINT
42 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000043
44Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
45{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000046 mVertexDataManager = NULL;
47 mIndexDataManager = NULL;
48
daniel@transgaming.comc5114302012-12-20 21:11:36 +000049 mLineLoopIB = NULL;
50
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000051 mD3d11Module = NULL;
52 mDxgiModule = NULL;
53
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000054 mDeviceLost = false;
55
daniel@transgaming.com25072f62012-11-28 19:31:32 +000056 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000057 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000058 mDxgiAdapter = NULL;
59 mDxgiFactory = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000060}
61
62Renderer11::~Renderer11()
63{
64 releaseDeviceResources();
65
daniel@transgaming.com65e65372012-11-28 19:33:50 +000066 if (mDxgiFactory)
67 {
68 mDxgiFactory->Release();
69 mDxgiFactory = NULL;
70 }
71
72 if (mDxgiAdapter)
73 {
74 mDxgiAdapter->Release();
75 mDxgiAdapter = NULL;
76 }
77
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000078 if (mDeviceContext)
79 {
80 mDeviceContext->Release();
81 mDeviceContext = NULL;
82 }
83
daniel@transgaming.com25072f62012-11-28 19:31:32 +000084 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000085 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +000086 mDevice->Release();
87 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000088 }
89
90 if (mD3d11Module)
91 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000092 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000093 mD3d11Module = NULL;
94 }
95
96 if (mDxgiModule)
97 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000098 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000099 mDxgiModule = NULL;
100 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000101}
102
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000103Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
104{
105 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
106 return static_cast<rx::Renderer11*>(renderer);
107}
108
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000109EGLint Renderer11::initialize()
110{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000111 if (!initializeCompiler())
112 {
113 return EGL_NOT_INITIALIZED;
114 }
115
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000116 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
117 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000118
119 if (mD3d11Module == NULL || mDxgiModule == NULL)
120 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000121 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000122 return EGL_NOT_INITIALIZED;
123 }
124
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000125 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000126
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000127 if (D3D11CreateDevice == NULL)
128 {
129 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
130 return EGL_NOT_INITIALIZED;
131 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000132
133 D3D_FEATURE_LEVEL featureLevel[] =
134 {
135 D3D_FEATURE_LEVEL_11_0,
136 D3D_FEATURE_LEVEL_10_1,
137 D3D_FEATURE_LEVEL_10_0,
138 };
139
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000140 HRESULT result = D3D11CreateDevice(NULL,
141 D3D_DRIVER_TYPE_HARDWARE,
142 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000143 #if defined(_DEBUG)
144 D3D11_CREATE_DEVICE_DEBUG,
145 #else
146 0,
147 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000148 featureLevel,
149 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000150 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000151 &mDevice,
152 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000153 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000154
155 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000156 {
157 ERR("Could not create D3D11 device - aborting!\n");
158 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
159 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000160
161 IDXGIDevice *dxgiDevice = NULL;
162 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
163
164 if (FAILED(result))
165 {
166 ERR("Could not query DXGI device - aborting!\n");
167 return EGL_NOT_INITIALIZED;
168 }
169
170 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
171
172 if (FAILED(result))
173 {
174 ERR("Could not retrieve DXGI adapter - aborting!\n");
175 return EGL_NOT_INITIALIZED;
176 }
177
178 dxgiDevice->Release();
179
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000180 mDxgiAdapter->GetDesc(&mAdapterDescription);
181 memset(mDescription, 0, sizeof(mDescription));
182 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
183
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000184 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
185
186 if (!mDxgiFactory || FAILED(result))
187 {
188 ERR("Could not create DXGI factory - aborting!\n");
189 return EGL_NOT_INITIALIZED;
190 }
191
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000192 initializeDevice();
193
194 return EGL_SUCCESS;
195}
196
197// do any one-time device initialization
198// NOTE: this is also needed after a device lost/reset
199// to reset the scene status and ensure the default states are reset.
200void Renderer11::initializeDevice()
201{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000202 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000203 mInputLayoutCache.initialize(mDevice, mDeviceContext);
204
205 ASSERT(!mVertexDataManager && !mIndexDataManager);
206 mVertexDataManager = new VertexDataManager(this);
207 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000208
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000209 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000210}
211
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000212int Renderer11::generateConfigs(ConfigDesc **configDescList)
213{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000214 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
215 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000216 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
217 int numConfigs = 0;
218
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000219 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000220 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000221 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000222 {
223 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
224
225 UINT formatSupport = 0;
226 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
227
228 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
229 {
230 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
231
232 UINT formatSupport = 0;
233 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
234
235 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
236 {
237 ConfigDesc newConfig;
238 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
239 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
240 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
241 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
242
243 (*configDescList)[numConfigs++] = newConfig;
244 }
245 }
246 }
247 }
248
249 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000250}
251
252void Renderer11::deleteConfigs(ConfigDesc *configDescList)
253{
254 delete [] (configDescList);
255}
256
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000257void Renderer11::sync(bool block)
258{
259 // TODO
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000260 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000261}
262
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000263SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
264{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000265 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000266}
267
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000268void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
269{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000270 if (type == gl::SAMPLER_PIXEL)
271 {
272 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
273 {
274 ERR("Pixel shader sampler index %i is not valid.", index);
275 return;
276 }
277
278 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
279 {
280 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
281
282 if (!dxSamplerState)
283 {
284 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
285 "sampler state for pixel shaders at slot %i.", index);
286 }
287
288 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
289
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000290 mCurPixelSamplerStates[index] = samplerState;
291 }
292
293 mForceSetPixelSamplerStates[index] = false;
294 }
295 else if (type == gl::SAMPLER_VERTEX)
296 {
297 if (index < 0 || index >= gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF)
298 {
299 ERR("Vertex shader sampler index %i is not valid.", index);
300 return;
301 }
302
303 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
304 {
305 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
306
307 if (!dxSamplerState)
308 {
309 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
310 "sampler state for vertex shaders at slot %i.", index);
311 }
312
313 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
314
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000315 mCurVertexSamplerStates[index] = samplerState;
316 }
317
318 mForceSetVertexSamplerStates[index] = false;
319 }
320 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000321}
322
323void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
324{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000325 ID3D11ShaderResourceView *textureSRV = NULL;
326
327 if (texture)
328 {
329 TextureStorageInterface *texStorage = texture->getNativeTexture();
330 if (texStorage)
331 {
332 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
333 textureSRV = storage11->getSRV();
334 }
335
336 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
337 // missing the shader resource view
338 ASSERT(textureSRV != NULL);
339 }
340
341 if (type == gl::SAMPLER_PIXEL)
342 {
343 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
344 {
345 ERR("Pixel shader sampler index %i is not valid.", index);
346 return;
347 }
348
349 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
350 }
351 else if (type == gl::SAMPLER_VERTEX)
352 {
353 if (index < 0 || index >= gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF)
354 {
355 ERR("Vertex shader sampler index %i is not valid.", index);
356 return;
357 }
358
359 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
360 }
361 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000362}
363
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000364void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000365{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000366 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000367 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000368 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
369 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000370 if (!dxRasterState)
371 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000372 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000373 "rasterizer state.");
374 }
375
376 mDeviceContext->RSSetState(dxRasterState);
377
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000378 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000379 }
380
381 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000382}
383
384void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
385 unsigned int sampleMask)
386{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000387 if (mForceSetBlendState ||
388 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
389 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
390 sampleMask != mCurSampleMask)
391 {
392 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
393 if (!dxBlendState)
394 {
395 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
396 "blend state.");
397 }
398
399 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
400 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
401
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000402 mCurBlendState = blendState;
403 mCurBlendColor = blendColor;
404 mCurSampleMask = sampleMask;
405 }
406
407 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000408}
409
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000410void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000411 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000412{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000413 if (mForceSetDepthStencilState ||
414 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
415 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
416 {
417 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
418 stencilRef != stencilBackRef ||
419 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
420 {
421 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
422 "invalid under WebGL.");
423 return error(GL_INVALID_OPERATION);
424 }
425
426 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
427 if (!dxDepthStencilState)
428 {
429 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
430 "setting the default depth stencil state.");
431 }
432
433 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
434
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000435 mCurDepthStencilState = depthStencilState;
436 mCurStencilRef = stencilRef;
437 mCurStencilBackRef = stencilBackRef;
438 }
439
440 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000441}
442
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000443void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000444{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000445 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
446 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000447 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000448 if (enabled)
449 {
450 D3D11_RECT rect;
451 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
452 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
453 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
454 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000455
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000456 mDeviceContext->RSSetScissorRects(1, &rect);
457 }
458
459 if (enabled != mScissorEnabled)
460 {
461 mForceSetRasterState = true;
462 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000463
464 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000465 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000466 }
467
468 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000469}
470
daniel@transgaming.com12985182012-12-20 20:56:31 +0000471bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
472 bool ignoreViewport, gl::ProgramBinary *currentProgram, bool forceSetUniforms)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000473{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000474 gl::Rectangle actualViewport = viewport;
475 float actualZNear = gl::clamp01(zNear);
476 float actualZFar = gl::clamp01(zFar);
477 if (ignoreViewport)
478 {
479 actualViewport.x = 0;
480 actualViewport.y = 0;
481 actualViewport.width = mRenderTargetDesc.width;
482 actualViewport.height = mRenderTargetDesc.height;
483 actualZNear = 0.0f;
484 actualZFar = 1.0f;
485 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000486
487 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000488 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
489 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
490 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
491 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
492 dxViewport.MinDepth = actualZNear;
493 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000494
495 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
496 {
497 return false; // Nothing to render
498 }
499
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000500 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
501 actualZNear != mCurNear || actualZFar != mCurFar;
502
daniel@transgaming.com53670042012-11-28 20:55:51 +0000503 if (viewportChanged)
504 {
505 mDeviceContext->RSSetViewports(1, &dxViewport);
506
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000507 mCurViewport = actualViewport;
508 mCurNear = actualZNear;
509 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000510 }
511
512 if (currentProgram && (viewportChanged || forceSetUniforms))
513 {
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000514 currentProgram->applyDxHalfPixelSize(0.0f, 0.0f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000515
516 // These values are used for computing gl_FragCoord in Program::linkVaryings().
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000517 currentProgram->applyDxCoord(actualViewport.width * 0.5f,
518 actualViewport.height * 0.5f,
519 actualViewport.x + (actualViewport.width * 0.5f),
520 actualViewport.y + (actualViewport.height * 0.5f));
daniel@transgaming.com53670042012-11-28 20:55:51 +0000521
daniel@transgaming.com12985182012-12-20 20:56:31 +0000522 GLfloat ccw = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000523 currentProgram->applyDxDepthFront((actualZFar - actualZNear) * 0.5f, (actualZNear + actualZFar) * 0.5f, ccw);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000524
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000525 currentProgram->applyDxDepthRange(actualZNear, actualZFar, actualZFar - actualZNear);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000526 }
527
528 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000529 return true;
530}
531
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000532bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
533{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000534 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000535
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000536 switch (mode)
537 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000538 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
539 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000540 case GL_LINE_LOOP: UNIMPLEMENTED(); /* TODO */ break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000541 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
542 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
543 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000544 case GL_TRIANGLE_FAN: UNIMPLEMENTED(); /* TODO */ break;
545 default:
546 return error(GL_INVALID_ENUM, false);
547 }
548
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000549 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000550
551 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000552}
553
554bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000555{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000556 // Get the color render buffer and serial
557 gl::Renderbuffer *renderbufferObject = NULL;
558 unsigned int renderTargetSerial = 0;
559 if (framebuffer->getColorbufferType() != GL_NONE)
560 {
561 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000562
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000563 if (!renderbufferObject)
564 {
565 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000566 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000567 }
568
569 renderTargetSerial = renderbufferObject->getSerial();
570 }
571
572 // Get the depth stencil render buffer and serials
573 gl::Renderbuffer *depthStencil = NULL;
574 unsigned int depthbufferSerial = 0;
575 unsigned int stencilbufferSerial = 0;
576 if (framebuffer->getDepthbufferType() != GL_NONE)
577 {
578 depthStencil = framebuffer->getDepthbuffer();
579 if (!depthStencil)
580 {
581 ERR("Depth stencil pointer unexpectedly null.");
582 return false;
583 }
584
585 depthbufferSerial = depthStencil->getSerial();
586 }
587 else if (framebuffer->getStencilbufferType() != GL_NONE)
588 {
589 depthStencil = framebuffer->getStencilbuffer();
590 if (!depthStencil)
591 {
592 ERR("Depth stencil pointer unexpectedly null.");
593 return false;
594 }
595
596 stencilbufferSerial = depthStencil->getSerial();
597 }
598
599 // Extract the render target dimensions and view
600 unsigned int renderTargetWidth = 0;
601 unsigned int renderTargetHeight = 0;
602 GLenum renderTargetFormat = 0;
603 ID3D11RenderTargetView* framebufferRTV = NULL;
604 if (renderbufferObject)
605 {
606 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
607 if (!renderTarget)
608 {
609 ERR("render target pointer unexpectedly null.");
610 return false;
611 }
612
613 framebufferRTV = renderTarget->getRenderTargetView();
614 if (!framebufferRTV)
615 {
616 ERR("render target view pointer unexpectedly null.");
617 return false;
618 }
619
620 renderTargetWidth = renderbufferObject->getWidth();
621 renderTargetHeight = renderbufferObject->getHeight();
622 renderTargetFormat = renderbufferObject->getActualFormat();
623 }
624
625 // Extract the depth stencil sizes and view
626 unsigned int depthSize = 0;
627 unsigned int stencilSize = 0;
628 ID3D11DepthStencilView* framebufferDSV = NULL;
629 if (depthStencil)
630 {
631 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
632 if (!depthStencilRenderTarget)
633 {
634 ERR("render target pointer unexpectedly null.");
635 if (framebufferRTV)
636 {
637 framebufferRTV->Release();
638 }
639 return false;
640 }
641
642 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
643 if (!framebufferDSV)
644 {
645 ERR("depth stencil view pointer unexpectedly null.");
646 if (framebufferRTV)
647 {
648 framebufferRTV->Release();
649 }
650 return false;
651 }
652
653 // If there is no render buffer, the width, height and format values come from
654 // the depth stencil
655 if (!renderbufferObject)
656 {
657 renderTargetWidth = depthStencil->getWidth();
658 renderTargetHeight = depthStencil->getHeight();
659 renderTargetFormat = depthStencil->getActualFormat();
660 }
661
662 depthSize = depthStencil->getDepthSize();
663 stencilSize = depthStencil->getStencilSize();
664 }
665
666 // Apply the render target and depth stencil
667 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
668 renderTargetSerial != mAppliedRenderTargetSerial ||
669 depthbufferSerial != mAppliedDepthbufferSerial ||
670 stencilbufferSerial != mAppliedStencilbufferSerial)
671 {
672 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
673
674 mRenderTargetDesc.width = renderTargetWidth;
675 mRenderTargetDesc.height = renderTargetHeight;
676 mRenderTargetDesc.format = renderTargetFormat;
677 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
678 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
679
680 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
681 {
682 mCurDepthSize = depthSize;
683 mForceSetRasterState = true;
684 }
685
686 mCurStencilSize = stencilSize;
687
688 mAppliedRenderTargetSerial = renderTargetSerial;
689 mAppliedDepthbufferSerial = depthbufferSerial;
690 mAppliedStencilbufferSerial = stencilbufferSerial;
691 mRenderTargetDescInitialized = true;
692 mDepthStencilInitialized = true;
693 }
694
695 if (framebufferRTV)
696 {
697 framebufferRTV->Release();
698 }
699 if (framebufferDSV)
700 {
701 framebufferDSV->Release();
702 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000703
704 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000705}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000706
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000707GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000708{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000709 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
710 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
711 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000712 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000713 return err;
714 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000715
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000716 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000717}
718
daniel@transgaming.com31240482012-11-28 21:06:41 +0000719GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000720{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000721 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000722
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000723 if (err == GL_NO_ERROR)
724 {
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000725 if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000726 {
727 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
728
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +0000729 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000730 mAppliedIBSerial = indexInfo->serial;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000731 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000732 }
733 }
734
735 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000736}
737
738void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
739{
daniel@transgaming.comd4cf2512012-11-28 21:05:41 +0000740 mDeviceContext->Draw(count, 0);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000741}
742
daniel@transgaming.com31240482012-11-28 21:06:41 +0000743void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000744{
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000745 if (mode == GL_LINE_LOOP)
746 {
747 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
748 }
749 else
750 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +0000751 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000752 }
753}
754
755void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
756{
757 // Get the raw indices for an indexed draw
758 if (type != GL_NONE && elementArrayBuffer)
759 {
760 gl::Buffer *indexBuffer = elementArrayBuffer;
761 intptr_t offset = reinterpret_cast<intptr_t>(indices);
762 indices = static_cast<const GLubyte*>(indexBuffer->data()) + offset;
763 }
764
765 if (!mLineLoopIB)
766 {
767 mLineLoopIB = new StreamingIndexBufferInterface(this);
768 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
769 {
770 delete mLineLoopIB;
771 mLineLoopIB = NULL;
772
773 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
774 return error(GL_OUT_OF_MEMORY);
775 }
776 }
777
778 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
779 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
780 {
781 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
782 return error(GL_OUT_OF_MEMORY);
783 }
784
785 void* mappedMemory = NULL;
786 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
787 if (offset == -1 || mappedMemory == NULL)
788 {
789 ERR("Could not map index buffer for GL_LINE_LOOP.");
790 return error(GL_OUT_OF_MEMORY);
791 }
792
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000793 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000794 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000795
796 switch (type)
797 {
798 case GL_NONE: // Non-indexed draw
799 for (int i = 0; i < count; i++)
800 {
801 data[i] = i;
802 }
803 data[count] = 0;
804 break;
805 case GL_UNSIGNED_BYTE:
806 for (int i = 0; i < count; i++)
807 {
808 data[i] = static_cast<const GLubyte*>(indices)[i];
809 }
810 data[count] = static_cast<const GLubyte*>(indices)[0];
811 break;
812 case GL_UNSIGNED_SHORT:
813 for (int i = 0; i < count; i++)
814 {
815 data[i] = static_cast<const GLushort*>(indices)[i];
816 }
817 data[count] = static_cast<const GLushort*>(indices)[0];
818 break;
819 case GL_UNSIGNED_INT:
820 for (int i = 0; i < count; i++)
821 {
822 data[i] = static_cast<const GLuint*>(indices)[i];
823 }
824 data[count] = static_cast<const GLuint*>(indices)[0];
825 break;
826 default: UNREACHABLE();
827 }
828
829 if (!mLineLoopIB->unmapBuffer())
830 {
831 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
832 return error(GL_OUT_OF_MEMORY);
833 }
834
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000835 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000836 {
837 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
838
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000839 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000840 mAppliedIBSerial = mLineLoopIB->getSerial();
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +0000841 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +0000842 }
843
844 mDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
845 mDeviceContext->DrawIndexed(count, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000846}
847
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000848void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
849{
daniel@transgaming.come4991412012-12-20 20:55:34 +0000850 unsigned int programBinarySerial = programBinary->getSerial();
851 if (programBinarySerial != mAppliedProgramBinarySerial)
852 {
853 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
854 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000855
daniel@transgaming.come4991412012-12-20 20:55:34 +0000856 ID3D11VertexShader *vertexShader = NULL;
857 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000858
daniel@transgaming.come4991412012-12-20 20:55:34 +0000859 ID3D11PixelShader *pixelShader = NULL;
860 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000861
daniel@transgaming.come4991412012-12-20 20:55:34 +0000862 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
863 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
864 programBinary->dirtyAllUniforms();
865
866 mAppliedProgramBinarySerial = programBinarySerial;
867 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000868}
869
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +0000870void Renderer11::applyUniforms(const gl::UniformArray *uniformArray, const dx_VertexConstants &vertexConstants, const dx_PixelConstants &pixelConstants)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +0000871{
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000872 D3D11_BUFFER_DESC constantBufferDescription = {0};
873 constantBufferDescription.ByteWidth = D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * sizeof(float[4]);
874 constantBufferDescription.Usage = D3D11_USAGE_DYNAMIC;
875 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
876 constantBufferDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
877 constantBufferDescription.MiscFlags = 0;
878 constantBufferDescription.StructureByteStride = 0;
879
880 ID3D11Buffer *constantBufferVS = NULL;
881 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &constantBufferVS);
882 ASSERT(SUCCEEDED(result));
883
884 ID3D11Buffer *constantBufferPS = NULL;
885 result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &constantBufferPS);
886 ASSERT(SUCCEEDED(result));
887
888 D3D11_MAPPED_SUBRESOURCE mapVS = {0};
889 result = mDeviceContext->Map(constantBufferVS, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapVS);
890 ASSERT(SUCCEEDED(result));
891
892 D3D11_MAPPED_SUBRESOURCE mapPS = {0};
893 result = mDeviceContext->Map(constantBufferPS, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapPS);
894 ASSERT(SUCCEEDED(result));
895
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000896 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +0000897 {
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000898 const gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000899
900 switch (uniform->type)
901 {
daniel@transgaming.comda8d3802012-12-20 21:12:55 +0000902 case GL_SAMPLER_2D:
903 case GL_SAMPLER_CUBE:
904 break;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000905 case GL_FLOAT:
906 case GL_FLOAT_VEC2:
907 case GL_FLOAT_VEC3:
908 case GL_FLOAT_VEC4:
909 case GL_FLOAT_MAT2:
910 case GL_FLOAT_MAT3:
911 case GL_FLOAT_MAT4:
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000912 if (uniform->vsRegisterIndex >= 0)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000913 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000914 GLfloat (*c)[4] = (GLfloat(*)[4])mapVS.pData;
915 float (*f)[4] = (float(*)[4])uniform->data;
916
917 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000918 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000919 c[uniform->vsRegisterIndex + i][0] = f[i][0];
920 c[uniform->vsRegisterIndex + i][1] = f[i][1];
921 c[uniform->vsRegisterIndex + i][2] = f[i][2];
922 c[uniform->vsRegisterIndex + i][3] = f[i][3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000923 }
924 }
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000925 if (uniform->psRegisterIndex >= 0)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000926 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000927 GLfloat (*c)[4] = (GLfloat(*)[4])mapPS.pData;
928 float (*f)[4] = (float(*)[4])uniform->data;
929
930 for (unsigned int i = 0; i < uniform->registerCount; i++)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +0000931 {
daniel@transgaming.come76b64b2013-01-11 04:10:08 +0000932 c[uniform->psRegisterIndex + i][0] = f[i][0];
933 c[uniform->psRegisterIndex + i][1] = f[i][1];
934 c[uniform->psRegisterIndex + i][2] = f[i][2];
935 c[uniform->psRegisterIndex + i][3] = f[i][3];
936 }
937 }
938 break;
939 case GL_INT:
940 case GL_INT_VEC2:
941 case GL_INT_VEC3:
942 case GL_INT_VEC4:
943 if (uniform->vsRegisterIndex >= 0)
944 {
945 int (*c)[4] = (int(*)[4])mapVS.pData;
946 GLint *x = (GLint*)uniform->data;
947 int count = gl::VariableColumnCount(uniform->type);
948
949 for (unsigned int i = 0; i < uniform->registerCount; i++)
950 {
951 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = x[i * count + 0];
952 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = x[i * count + 1];
953 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = x[i * count + 2];
954 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = x[i * count + 3];
955 }
956 }
957 if (uniform->psRegisterIndex >= 0)
958 {
959 int (*c)[4] = (int(*)[4])mapPS.pData;
960 GLint *x = (GLint*)uniform->data;
961 int count = gl::VariableColumnCount(uniform->type);
962
963 for (unsigned int i = 0; i < uniform->registerCount; i++)
964 {
965 if (count >= 1) c[uniform->psRegisterIndex + i][0] = x[i * count + 0];
966 if (count >= 2) c[uniform->psRegisterIndex + i][1] = x[i * count + 1];
967 if (count >= 3) c[uniform->psRegisterIndex + i][2] = x[i * count + 2];
968 if (count >= 4) c[uniform->psRegisterIndex + i][3] = x[i * count + 3];
969 }
970 }
971 break;
972 case GL_BOOL:
973 case GL_BOOL_VEC2:
974 case GL_BOOL_VEC3:
975 case GL_BOOL_VEC4:
976 if (uniform->vsRegisterIndex >= 0)
977 {
978 int (*c)[4] = (int(*)[4])mapVS.pData;
979 GLboolean *b = (GLboolean*)uniform->data;
980 int count = gl::VariableColumnCount(uniform->type);
981
982 for (unsigned int i = 0; i < uniform->registerCount; i++)
983 {
984 if (count >= 1) c[uniform->vsRegisterIndex + i][0] = b[i * count + 0];
985 if (count >= 2) c[uniform->vsRegisterIndex + i][1] = b[i * count + 1];
986 if (count >= 3) c[uniform->vsRegisterIndex + i][2] = b[i * count + 2];
987 if (count >= 4) c[uniform->vsRegisterIndex + i][3] = b[i * count + 3];
988 }
989 }
990 if (uniform->psRegisterIndex >= 0)
991 {
992 int (*c)[4] = (int(*)[4])mapPS.pData;
993 GLboolean *b = (GLboolean*)uniform->data;
994 int count = gl::VariableColumnCount(uniform->type);
995
996 for (unsigned int i = 0; i < uniform->registerCount; i++)
997 {
998 if (count >= 1) c[uniform->psRegisterIndex + i][0] = b[i * count + 0];
999 if (count >= 2) c[uniform->psRegisterIndex + i][1] = b[i * count + 1];
1000 if (count >= 3) c[uniform->psRegisterIndex + i][2] = b[i * count + 2];
1001 if (count >= 4) c[uniform->psRegisterIndex + i][3] = b[i * count + 3];
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001002 }
1003 }
1004 break;
1005 default:
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001006 UNREACHABLE();
1007 }
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001008 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001009
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001010 // Driver uniforms
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001011 memcpy(mapVS.pData, &vertexConstants, sizeof(dx_VertexConstants));
1012 memcpy(mapPS.pData, &pixelConstants, sizeof(dx_PixelConstants));
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001013
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001014 mDeviceContext->Unmap(constantBufferVS, 0);
1015 mDeviceContext->VSSetConstantBuffers(0, 1, &constantBufferVS);
1016 constantBufferVS->Release();
1017
1018 mDeviceContext->Unmap(constantBufferPS, 0);
1019 mDeviceContext->PSSetConstantBuffers(0, 1, &constantBufferPS);
1020 constantBufferPS->Release();
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001021}
1022
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001023void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001024{
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001025 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1026 {
1027 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
1028 if (renderbufferObject)
1029 {
1030 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1031 if (!renderTarget)
1032 {
1033 ERR("render target pointer unexpectedly null.");
1034 return;
1035 }
1036
1037 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1038 if (!framebufferRTV)
1039 {
1040 ERR("render target view pointer unexpectedly null.");
1041 return;
1042 }
1043
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001044 if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1045 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
1046 mCurScissor.y + mCurScissor.height < renderTarget->getHeight()))
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001047 {
1048 // TODO: clearing of subregion of render target
1049 UNIMPLEMENTED();
1050 }
1051
1052 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1053 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1054 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1055 clearParams.colorMaskBlue && alphaUnmasked);
1056
1057 if (needMaskedColorClear)
1058 {
1059 // TODO: masked color clearing
1060 UNIMPLEMENTED();
1061 }
1062 else
1063 {
1064 const float clearValues[4] = { clearParams.colorClearValue.red,
1065 clearParams.colorClearValue.green,
1066 clearParams.colorClearValue.blue,
1067 clearParams.colorClearValue.alpha };
1068 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
1069 }
1070
1071 framebufferRTV->Release();
1072 }
1073 }
1074 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
1075 {
1076 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1077 if (renderbufferObject)
1078 {
daniel@transgaming.comd0f82bc2012-12-20 21:11:42 +00001079 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001080 if (!renderTarget)
1081 {
1082 ERR("render target pointer unexpectedly null.");
1083 return;
1084 }
1085
1086 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1087 if (!framebufferDSV)
1088 {
1089 ERR("depth stencil view pointer unexpectedly null.");
1090 return;
1091 }
1092
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +00001093 if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1094 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
1095 mCurScissor.y + mCurScissor.height < renderTarget->getHeight()))
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001096 {
1097 // TODO: clearing of subregion of depth stencil view
1098 UNIMPLEMENTED();
1099 }
1100
1101 unsigned int stencilUnmasked = 0x0;
1102 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
1103 {
1104 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1105 stencilUnmasked = (0x1 << stencilSize) - 1;
1106 }
1107
1108 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1109 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
1110
1111 if (needMaskedStencilClear)
1112 {
1113 // TODO: masked clearing of depth stencil
1114 UNIMPLEMENTED();
1115 }
1116 else
1117 {
1118 UINT clearFlags = 0;
1119 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1120 {
1121 clearFlags |= D3D11_CLEAR_DEPTH;
1122 }
1123 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1124 {
1125 clearFlags |= D3D11_CLEAR_STENCIL;
1126 }
1127
1128 float depthClear = clearParams.depthClearValue;
1129 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1130
1131 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
1132 }
1133
1134 framebufferDSV->Release();
1135 }
1136 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001137}
1138
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001139void Renderer11::markAllStateDirty()
1140{
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001141 mAppliedRenderTargetSerial = 0;
1142 mAppliedDepthbufferSerial = 0;
1143 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001144 mDepthStencilInitialized = false;
1145 mRenderTargetDescInitialized = false;
1146
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001147 for (int i = 0; i < gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; i++)
1148 {
1149 mForceSetVertexSamplerStates[i] = true;
1150 }
1151 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1152 {
1153 mForceSetPixelSamplerStates[i] = true;
1154 }
1155
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001156 mForceSetBlendState = true;
1157 mForceSetRasterState = true;
1158 mForceSetDepthStencilState = true;
1159 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001160 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001161
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001162 mAppliedIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001163 mAppliedIBOffset = 0;
1164
daniel@transgaming.come4991412012-12-20 20:55:34 +00001165 mAppliedProgramBinarySerial = 0;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001166}
1167
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001168void Renderer11::releaseDeviceResources()
1169{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001170 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001171 mInputLayoutCache.clear();
1172
1173 delete mVertexDataManager;
1174 mVertexDataManager = NULL;
1175
1176 delete mIndexDataManager;
1177 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001178
1179 delete mLineLoopIB;
1180 mLineLoopIB = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001181}
1182
1183void Renderer11::markDeviceLost()
1184{
1185 mDeviceLost = true;
1186}
1187
1188bool Renderer11::isDeviceLost()
1189{
1190 return mDeviceLost;
1191}
1192
1193// set notify to true to broadcast a message to all contexts of the device loss
1194bool Renderer11::testDeviceLost(bool notify)
1195{
1196 bool isLost = false;
1197
1198 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +00001199 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001200
1201 if (isLost)
1202 {
1203 // ensure we note the device loss --
1204 // we'll probably get this done again by markDeviceLost
1205 // but best to remember it!
1206 // Note that we don't want to clear the device loss status here
1207 // -- this needs to be done by resetDevice
1208 mDeviceLost = true;
1209 if (notify)
1210 {
1211 mDisplay->notifyDeviceLost();
1212 }
1213 }
1214
1215 return isLost;
1216}
1217
1218bool Renderer11::testDeviceResettable()
1219{
1220 HRESULT status = D3D_OK;
1221
1222 // TODO
1223 UNIMPLEMENTED();
1224
1225 switch (status)
1226 {
1227 case D3DERR_DEVICENOTRESET:
1228 case D3DERR_DEVICEHUNG:
1229 return true;
1230 default:
1231 return false;
1232 }
1233}
1234
1235bool Renderer11::resetDevice()
1236{
1237 releaseDeviceResources();
1238
1239 // TODO
1240 UNIMPLEMENTED();
1241
1242 // reset device defaults
1243 initializeDevice();
1244 mDeviceLost = false;
1245
1246 return true;
1247}
1248
1249DWORD Renderer11::getAdapterVendor() const
1250{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001251 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001252}
1253
1254const char *Renderer11::getAdapterDescription() const
1255{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001256 return mDescription;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001257}
1258
1259GUID Renderer11::getAdapterIdentifier() const
1260{
1261 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001262 // UNIMPLEMENTED();
1263 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001264 return foo;
1265}
1266
1267bool Renderer11::getDXT1TextureSupport()
1268{
1269 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001270 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001271 return false;
1272}
1273
1274bool Renderer11::getDXT3TextureSupport()
1275{
1276 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001277 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001278 return false;
1279}
1280
1281bool Renderer11::getDXT5TextureSupport()
1282{
1283 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001284 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001285 return false;
1286}
1287
1288bool Renderer11::getDepthTextureSupport() const
1289{
1290 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001291 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001292 return false;
1293}
1294
1295bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
1296{
1297 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001298 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001299
1300 *filtering = false;
1301 *renderable = false;
1302 return false;
1303}
1304
1305bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
1306{
1307 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001308 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001309
1310 *filtering = false;
1311 *renderable = false;
1312 return false;
1313}
1314
1315bool Renderer11::getLuminanceTextureSupport()
1316{
1317 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001318 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001319 return false;
1320}
1321
1322bool Renderer11::getLuminanceAlphaTextureSupport()
1323{
1324 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001325 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001326 return false;
1327}
1328
1329bool Renderer11::getTextureFilterAnisotropySupport() const
1330{
1331 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001332 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001333 return false;
1334}
1335
1336float Renderer11::getTextureMaxAnisotropy() const
1337{
1338 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001339 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001340 return 1.0f;
1341}
1342
1343bool Renderer11::getEventQuerySupport()
1344{
1345 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001346 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001347 return false;
1348}
1349
1350bool Renderer11::getVertexTextureSupport() const
1351{
1352 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001353 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001354 return false;
1355}
1356
1357bool Renderer11::getNonPower2TextureSupport() const
1358{
1359 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001360 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001361 return false;
1362}
1363
1364bool Renderer11::getOcclusionQuerySupport() const
1365{
1366 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001367 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001368 return false;
1369}
1370
1371bool Renderer11::getInstancingSupport() const
1372{
1373 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001374 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001375 return false;
1376}
1377
1378bool Renderer11::getShareHandleSupport() const
1379{
1380 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001381 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001382
1383 // PIX doesn't seem to support using share handles, so disable them.
1384 return false && !gl::perfActive();
1385}
1386
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001387int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001388{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001389 switch (mFeatureLevel)
1390 {
1391 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
1392 case D3D_FEATURE_LEVEL_10_1:
1393 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
1394 default: UNREACHABLE(); return 0;
1395 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001396}
1397
1398float Renderer11::getMaxPointSize() const
1399{
1400 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001401 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001402 return 1.0f;
1403}
1404
1405int Renderer11::getMaxTextureWidth() const
1406{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001407 switch (mFeatureLevel)
1408 {
1409 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1410 case D3D_FEATURE_LEVEL_10_1:
1411 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1412 default: UNREACHABLE(); return 0;
1413 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001414}
1415
1416int Renderer11::getMaxTextureHeight() const
1417{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001418 switch (mFeatureLevel)
1419 {
1420 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1421 case D3D_FEATURE_LEVEL_10_1:
1422 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1423 default: UNREACHABLE(); return 0;
1424 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001425}
1426
1427bool Renderer11::get32BitIndexSupport() const
1428{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001429 switch (mFeatureLevel)
1430 {
1431 case D3D_FEATURE_LEVEL_11_0:
1432 case D3D_FEATURE_LEVEL_10_1:
1433 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
1434 default: UNREACHABLE(); return false;
1435 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001436}
1437
1438int Renderer11::getMinSwapInterval() const
1439{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001440 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001441}
1442
1443int Renderer11::getMaxSwapInterval() const
1444{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001445 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001446}
1447
1448int Renderer11::getMaxSupportedSamples() const
1449{
1450 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001451 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001452 return 1;
1453}
1454
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001455bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001456{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001457 if (source && dest)
1458 {
1459 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
1460 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
1461
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001462 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001463 return true;
1464 }
1465
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001466 return false;
1467}
1468
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001469bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001470{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001471 if (source && dest)
1472 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001473 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
1474 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001475
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00001476 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00001477 return true;
1478 }
1479
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001480 return false;
1481}
1482
daniel@transgaming.com38380882012-11-28 19:36:39 +00001483bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001484 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00001485{
1486 // TODO
1487 UNIMPLEMENTED();
1488 return false;
1489}
1490
1491bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00001492 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00001493{
1494 // TODO
1495 UNIMPLEMENTED();
1496 return false;
1497}
1498
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001499RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
1500{
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00001501 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
1502 RenderTarget11 *renderTarget = NULL;
1503 if (depth)
1504 {
1505 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), swapChain11->getWidth(), swapChain11->getHeight());
1506 }
1507 else
1508 {
1509 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), swapChain11->getWidth(), swapChain11->getHeight());
1510 }
1511 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001512}
1513
1514RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
1515{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00001516 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
1517 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001518}
1519
daniel@transgaming.com2275f912012-12-20 21:13:22 +00001520ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, GLenum type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00001521{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001522 ShaderExecutable11 *executable = NULL;
1523
1524 switch (type)
1525 {
1526 case GL_VERTEX_SHADER:
1527 {
1528 ID3D11VertexShader *vshader = NULL;
1529 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
1530 ASSERT(SUCCEEDED(result));
1531
1532 if (vshader)
1533 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001534 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001535 }
1536 }
1537 break;
1538 case GL_FRAGMENT_SHADER:
1539 {
1540 ID3D11PixelShader *pshader = NULL;
1541 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
1542 ASSERT(SUCCEEDED(result));
1543
1544 if (pshader)
1545 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001546 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001547 }
1548 }
1549 break;
1550 default:
1551 UNREACHABLE();
1552 break;
1553 }
1554
1555 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00001556}
1557
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00001558ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
1559{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001560 const char *profile = NULL;
1561
1562 switch (type)
1563 {
1564 case GL_VERTEX_SHADER:
1565 profile = "vs_4_0";
1566 break;
1567 case GL_FRAGMENT_SHADER:
1568 profile = "ps_4_0";
1569 break;
1570 default:
1571 UNREACHABLE();
1572 return NULL;
1573 }
1574
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00001575 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001576 if (!binary)
1577 return NULL;
1578
daniel@transgaming.com2275f912012-12-20 21:13:22 +00001579 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001580 binary->Release();
1581
1582 return executable;
1583}
1584
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00001585VertexBuffer *Renderer11::createVertexBuffer()
1586{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00001587 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00001588}
1589
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00001590IndexBuffer *Renderer11::createIndexBuffer()
1591{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00001592 return new IndexBuffer11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00001593}
1594
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001595bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
1596 bool blitRenderTarget, bool blitDepthStencil)
1597{
1598 // TODO
1599 UNIMPLEMENTED();
1600 return false;
1601}
1602
1603void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
1604 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
1605{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00001606 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00001607 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00001608
1609 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer();
1610 if (colorbuffer)
1611 {
1612 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
1613 if (renderTarget)
1614 {
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00001615 subresourceIndex = renderTarget->getSubresourceIndex();
1616
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00001617 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
1618 if (colorBufferRTV)
1619 {
1620 ID3D11Resource *textureResource = NULL;
1621 colorBufferRTV->GetResource(&textureResource);
1622
1623 if (textureResource)
1624 {
1625 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)&colorBufferTexture);
1626 textureResource->Release();
1627
1628 if (FAILED(result))
1629 {
1630 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
1631 "HRESULT: 0x%X.", result);
1632 return;
1633 }
1634 }
1635 }
1636 }
1637 }
1638
1639 if (colorBufferTexture)
1640 {
1641 gl::Rectangle area;
1642 area.x = x;
1643 area.y = y;
1644 area.width = width;
1645 area.height = height;
1646
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00001647 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
1648 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00001649
1650 colorBufferTexture->Release();
1651 colorBufferTexture = NULL;
1652 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001653}
1654
daniel@transgaming.com244e1832012-12-20 20:52:35 +00001655Image *Renderer11::createImage()
1656{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00001657 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00001658}
1659
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00001660void Renderer11::generateMipmap(Image *dest, Image *src)
1661{
1662 // TODO
1663 UNIMPLEMENTED();
1664 return;
1665}
1666
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001667TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
1668{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00001669 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
1670 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001671}
1672
1673TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
1674{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00001675 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001676}
1677
1678TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
1679{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00001680 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00001681}
1682
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00001683static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
1684{
1685 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
1686 destFormat == GL_ALPHA &&
1687 destType == GL_UNSIGNED_BYTE)
1688 {
1689 return 1;
1690 }
1691 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
1692 destFormat == GL_RGBA &&
1693 destType == GL_UNSIGNED_BYTE)
1694 {
1695 return 4;
1696 }
1697 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
1698 destFormat == GL_BGRA_EXT &&
1699 destType == GL_UNSIGNED_BYTE)
1700 {
1701 return 4;
1702 }
1703 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
1704 destFormat == GL_RGBA &&
1705 destType == GL_HALF_FLOAT_OES)
1706 {
1707 return 8;
1708 }
1709 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
1710 destFormat == GL_RGB &&
1711 destType == GL_FLOAT)
1712 {
1713 return 12;
1714 }
1715 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
1716 destFormat == GL_RGBA &&
1717 destType == GL_FLOAT)
1718 {
1719 return 16;
1720 }
1721 else
1722 {
1723 return 0;
1724 }
1725}
1726
1727static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
1728 unsigned int y, int inputPitch, gl::Color *outColor)
1729{
1730 switch (format)
1731 {
1732 case DXGI_FORMAT_R8G8B8A8_UNORM:
1733 {
1734 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
1735 outColor->red = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
1736 outColor->green = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
1737 outColor->blue = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
1738 outColor->alpha = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
1739 }
1740 break;
1741
1742 case DXGI_FORMAT_A8_UNORM:
1743 {
1744 outColor->red = 0.0f;
1745 outColor->green = 0.0f;
1746 outColor->blue = 0.0f;
1747 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
1748 }
1749 break;
1750
1751 case DXGI_FORMAT_R32G32B32A32_FLOAT:
1752 {
1753 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
1754 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
1755 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
1756 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
1757 }
1758 break;
1759
1760 case DXGI_FORMAT_R32G32B32_FLOAT:
1761 {
1762 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
1763 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
1764 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
1765 outColor->alpha = 1.0f;
1766 }
1767 break;
1768
1769 case DXGI_FORMAT_R16G16B16A16_FLOAT:
1770 {
1771 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
1772 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
1773 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
1774 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
1775 }
1776 break;
1777
1778 case DXGI_FORMAT_B8G8R8A8_UNORM:
1779 {
1780 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
1781 outColor->red = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
1782 outColor->blue = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
1783 outColor->green = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
1784 outColor->alpha = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
1785 }
1786 break;
1787
1788 case DXGI_FORMAT_R8_UNORM:
1789 {
1790 outColor->red = *(data + x + y * inputPitch) / 255.0f;
1791 outColor->green = 0.0f;
1792 outColor->blue = 0.0f;
1793 outColor->alpha = 1.0f;
1794 }
1795 break;
1796
1797 case DXGI_FORMAT_R8G8_UNORM:
1798 {
1799 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
1800
1801 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
1802 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
1803 outColor->blue = 0.0f;
1804 outColor->alpha = 1.0f;
1805 }
1806 break;
1807
1808 case DXGI_FORMAT_R16_FLOAT:
1809 {
1810 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
1811 outColor->green = 0.0f;
1812 outColor->blue = 0.0f;
1813 outColor->alpha = 1.0f;
1814 }
1815 break;
1816
1817 case DXGI_FORMAT_R16G16_FLOAT:
1818 {
1819 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
1820 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
1821 outColor->blue = 0.0f;
1822 outColor->alpha = 1.0f;
1823 }
1824 break;
1825
1826 default:
1827 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
1828 UNIMPLEMENTED();
1829 break;
1830 }
1831}
1832
1833static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
1834 unsigned int y, int outputPitch, void *outData)
1835{
1836 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
1837 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
1838
1839 switch (format)
1840 {
1841 case GL_RGBA:
1842 switch (type)
1843 {
1844 case GL_UNSIGNED_BYTE:
1845 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
1846 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
1847 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
1848 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
1849 break;
1850
1851 default:
1852 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
1853 UNIMPLEMENTED();
1854 break;
1855 }
1856 break;
1857
1858 case GL_BGRA_EXT:
1859 switch (type)
1860 {
1861 case GL_UNSIGNED_BYTE:
1862 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
1863 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
1864 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
1865 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
1866 break;
1867
1868 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
1869 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
1870 // this type is packed as follows:
1871 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
1872 // --------------------------------------------------------------------------------
1873 // | 4th | 3rd | 2nd | 1st component |
1874 // --------------------------------------------------------------------------------
1875 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
1876 shortData[x + y * outputPitch / sizeof(unsigned short)] =
1877 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
1878 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
1879 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
1880 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
1881 break;
1882
1883 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
1884 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
1885 // this type is packed as follows:
1886 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
1887 // --------------------------------------------------------------------------------
1888 // | 4th | 3rd | 2nd | 1st component |
1889 // --------------------------------------------------------------------------------
1890 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
1891 shortData[x + y * outputPitch / sizeof(unsigned short)] =
1892 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
1893 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
1894 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
1895 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
1896 break;
1897
1898 default:
1899 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
1900 UNIMPLEMENTED();
1901 break;
1902 }
1903 break;
1904
1905 case GL_RGB:
1906 switch (type)
1907 {
1908 case GL_UNSIGNED_SHORT_5_6_5:
1909 shortData[x + y * outputPitch / sizeof(unsigned short)] =
1910 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
1911 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
1912 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
1913 break;
1914
1915 case GL_UNSIGNED_BYTE:
1916 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
1917 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
1918 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
1919 break;
1920
1921 default:
1922 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
1923 UNIMPLEMENTED();
1924 break;
1925 }
1926 break;
1927
1928 default:
1929 ERR("WritePixelColor not implemented for format 0x%X.", format);
1930 UNIMPLEMENTED();
1931 break;
1932 }
1933}
1934
1935void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
1936 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
1937 GLint packAlignment, void *pixels)
1938{
1939 D3D11_TEXTURE2D_DESC textureDesc;
1940 texture->GetDesc(&textureDesc);
1941
1942 D3D11_TEXTURE2D_DESC stagingDesc;
1943 stagingDesc.Width = area.width;
1944 stagingDesc.Height = area.height;
1945 stagingDesc.MipLevels = 1;
1946 stagingDesc.ArraySize = 1;
1947 stagingDesc.Format = textureDesc.Format;
1948 stagingDesc.SampleDesc.Count = 1;
1949 stagingDesc.SampleDesc.Quality = 0;
1950 stagingDesc.Usage = D3D11_USAGE_STAGING;
1951 stagingDesc.BindFlags = 0;
1952 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
1953 stagingDesc.MiscFlags = 0;
1954
1955 ID3D11Texture2D* stagingTex = NULL;
1956 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
1957 if (FAILED(result))
1958 {
1959 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
1960 return;
1961 }
1962
1963 ID3D11Texture2D* srcTex = NULL;
1964 if (textureDesc.SampleDesc.Count > 1)
1965 {
1966 D3D11_TEXTURE2D_DESC resolveDesc;
1967 resolveDesc.Width = textureDesc.Width;
1968 resolveDesc.Height = textureDesc.Height;
1969 resolveDesc.MipLevels = 1;
1970 resolveDesc.ArraySize = 1;
1971 resolveDesc.Format = textureDesc.Format;
1972 resolveDesc.SampleDesc.Count = 1;
1973 resolveDesc.SampleDesc.Quality = 0;
1974 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
1975 resolveDesc.BindFlags = 0;
1976 resolveDesc.CPUAccessFlags = 0;
1977 resolveDesc.MiscFlags = 0;
1978
1979 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
1980 if (FAILED(result))
1981 {
1982 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
1983 stagingTex->Release();
1984 return;
1985 }
1986
1987 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
1988 subResource = 0;
1989 }
1990 else
1991 {
1992 srcTex = texture;
1993 srcTex->AddRef();
1994 }
1995
1996 D3D11_BOX srcBox;
1997 srcBox.left = area.x;
1998 srcBox.right = area.x + area.width;
1999 srcBox.top = area.y;
2000 srcBox.bottom = area.y + area.height;
2001 srcBox.front = 0;
2002 srcBox.back = 1;
2003
2004 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
2005
2006 srcTex->Release();
2007 srcTex = NULL;
2008
2009 D3D11_MAPPED_SUBRESOURCE mapping;
2010 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
2011
2012 unsigned char *source;
2013 int inputPitch;
2014 if (packReverseRowOrder)
2015 {
2016 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
2017 inputPitch = -static_cast<int>(mapping.RowPitch);
2018 }
2019 else
2020 {
2021 source = static_cast<unsigned char*>(mapping.pData);
2022 inputPitch = static_cast<int>(mapping.RowPitch);
2023 }
2024
2025 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
2026 if (fastPixelSize != 0)
2027 {
2028 unsigned char *dest = static_cast<unsigned char*>(pixels);
2029 for (int j = 0; j < area.height; j++)
2030 {
2031 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
2032 }
2033 }
2034 else
2035 {
2036 gl::Color pixelColor;
2037 for (int j = 0; j < area.height; j++)
2038 {
2039 for (int i = 0; i < area.width; i++)
2040 {
2041 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
2042 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
2043 }
2044 }
2045 }
2046
2047 mDeviceContext->Unmap(stagingTex, 0);
2048
2049 stagingTex->Release();
2050 stagingTex = NULL;
2051}
2052
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002053}