blob: 26174eb4fda7cb846df8dc31207357a95d0913a9 [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"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000019#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000020#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.coma8aac672012-12-20 21:08:00 +000021#include "libGLESv2/renderer/Image11.h"
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +000022#include "libGLESv2/renderer/VertexBuffer11.h"
daniel@transgaming.com11c2af52012-12-20 21:10:01 +000023#include "libGLESv2/renderer/IndexBuffer11.h"
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +000024#include "libGLESv2/renderer/BufferStorage11.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"
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +000028#include "libGLESv2/renderer/Query11.h"
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +000029#include "libGLESv2/renderer/Fence11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000030
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +000031#include "libGLESv2/renderer/shaders/compiled/passthrough2d11vs.h"
32#include "libGLESv2/renderer/shaders/compiled/passthroughrgba2d11ps.h"
33#include "libGLESv2/renderer/shaders/compiled/passthroughrgb2d11ps.h"
34#include "libGLESv2/renderer/shaders/compiled/passthroughlum2d11ps.h"
35#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha2d11ps.h"
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000036
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +000037#include "libGLESv2/renderer/shaders/compiled/passthrough3d11vs.h"
38#include "libGLESv2/renderer/shaders/compiled/passthrough3d11gs.h"
39#include "libGLESv2/renderer/shaders/compiled/passthroughrgba3d11ps.h"
40#include "libGLESv2/renderer/shaders/compiled/passthroughrgb3d11ps.h"
41#include "libGLESv2/renderer/shaders/compiled/passthroughlum3d11ps.h"
42#include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha3d11ps.h"
43
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000044#include "libGLESv2/renderer/shaders/compiled/clear11vs.h"
shannonwoods@chromium.org98949842013-05-30 00:01:51 +000045#include "libGLESv2/renderer/shaders/compiled/clearsingle11ps.h"
46#include "libGLESv2/renderer/shaders/compiled/clearmultiple11ps.h"
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +000047
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000048#include "libEGL/Display.h"
49
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +000050#ifdef _DEBUG
51// this flag enables suppressing some spurious warnings that pop up in certain WebGL samples
52// and conformance tests. to enable all warnings, remove this define.
53#define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1
54#endif
55
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000056namespace rx
57{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000058static const DXGI_FORMAT RenderTargetFormats[] =
59 {
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +000060 DXGI_FORMAT_B8G8R8A8_UNORM,
daniel@transgaming.com65e65372012-11-28 19:33:50 +000061 DXGI_FORMAT_R8G8B8A8_UNORM
62 };
63
64static const DXGI_FORMAT DepthStencilFormats[] =
65 {
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +000066 DXGI_FORMAT_UNKNOWN,
67 DXGI_FORMAT_D24_UNORM_S8_UINT,
68 DXGI_FORMAT_D16_UNORM
daniel@transgaming.com65e65372012-11-28 19:33:50 +000069 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000070
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +000071enum
72{
73 MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16
74};
75
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000076Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
77{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +000078 mVertexDataManager = NULL;
79 mIndexDataManager = NULL;
80
daniel@transgaming.comc5114302012-12-20 21:11:36 +000081 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +000082 mTriangleFanIB = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +000083
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +000084 mCopyResourcesInitialized = false;
85 mCopyVB = NULL;
86 mCopySampler = NULL;
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +000087 mCopy2DIL = NULL;
88 mCopy2DVS = NULL;
89 mCopyRGBA2DPS = NULL;
90 mCopyRGB2DPS = NULL;
91 mCopyLum2DPS = NULL;
92 mCopyLumAlpha2DPS = NULL;
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +000093 mCopy3DIL = NULL;
94 mCopy3DVS = NULL;
95 mCopy3DGS = NULL;
96 mCopyRGBA3DPS = NULL;
97 mCopyRGB3DPS = NULL;
98 mCopyLum3DPS = NULL;
99 mCopyLumAlpha3DPS = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +0000100
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +0000101 mClearResourcesInitialized = false;
102 mClearVB = NULL;
103 mClearIL = NULL;
104 mClearVS = NULL;
shannonwoods@chromium.org98949842013-05-30 00:01:51 +0000105 mClearSinglePS = NULL;
106 mClearMultiplePS = NULL;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +0000107 mClearScissorRS = NULL;
108 mClearNoScissorRS = NULL;
109
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000110 mSyncQuery = NULL;
111
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000112 mD3d11Module = NULL;
113 mDxgiModule = NULL;
114
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000115 mDeviceLost = false;
116
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000117 mMaxSupportedSamples = 0;
118
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000119 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000120 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000121 mDxgiAdapter = NULL;
122 mDxgiFactory = NULL;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000123
124 mDriverConstantBufferVS = NULL;
125 mDriverConstantBufferPS = NULL;
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000126
127 mBGRATextureSupport = false;
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +0000128
129 mIsGeometryShaderActive = false;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000130}
131
132Renderer11::~Renderer11()
133{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000134 release();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000135}
136
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000137Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
138{
apatrick@chromium.org8b400b12013-01-30 21:53:40 +0000139 ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer));
daniel@transgaming.comb64ed282012-11-28 20:54:02 +0000140 return static_cast<rx::Renderer11*>(renderer);
141}
142
shannon.woods%transgaming.com@gtempaccount.comf9686c22013-04-13 03:33:45 +0000143#ifndef __d3d11_1_h__
144#define D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET ((D3D11_MESSAGE_ID)3146081)
145#endif
146
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000147EGLint Renderer11::initialize()
148{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000149 if (!initializeCompiler())
150 {
151 return EGL_NOT_INITIALIZED;
152 }
153
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000154 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
155 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000156
157 if (mD3d11Module == NULL || mDxgiModule == NULL)
158 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000159 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000160 return EGL_NOT_INITIALIZED;
161 }
162
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +0000163 // create the D3D11 device
164 ASSERT(mDevice == NULL);
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000165 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000166
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000167 if (D3D11CreateDevice == NULL)
168 {
169 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
170 return EGL_NOT_INITIALIZED;
171 }
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000172
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000173 D3D_FEATURE_LEVEL featureLevels[] =
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000174 {
175 D3D_FEATURE_LEVEL_11_0,
176 D3D_FEATURE_LEVEL_10_1,
177 D3D_FEATURE_LEVEL_10_0,
178 };
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000179
shannonwoods@chromium.orgc3419c12013-05-30 00:02:01 +0000180 HRESULT result = S_OK;
181
182#ifdef _DEBUG
183 result = D3D11CreateDevice(NULL,
184 D3D_DRIVER_TYPE_HARDWARE,
185 NULL,
186 D3D11_CREATE_DEVICE_DEBUG,
187 featureLevels,
188 ArraySize(featureLevels),
189 D3D11_SDK_VERSION,
190 &mDevice,
191 &mFeatureLevel,
192 &mDeviceContext);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000193
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000194 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000195 {
shannonwoods@chromium.orgc3419c12013-05-30 00:02:01 +0000196 ERR("Failed creating Debug D3D11 device - falling back to release runtime.\n");
197 }
198
199 if (!mDevice || FAILED(result))
200#endif
201 {
202 result = D3D11CreateDevice(NULL,
203 D3D_DRIVER_TYPE_HARDWARE,
204 NULL,
205 0,
206 featureLevels,
207 ArraySize(featureLevels),
208 D3D11_SDK_VERSION,
209 &mDevice,
210 &mFeatureLevel,
211 &mDeviceContext);
212
213 if (!mDevice || FAILED(result))
214 {
215 ERR("Could not create D3D11 device - aborting!\n");
216 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
217 }
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000218 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000219
220 IDXGIDevice *dxgiDevice = NULL;
221 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
222
223 if (FAILED(result))
224 {
225 ERR("Could not query DXGI device - aborting!\n");
226 return EGL_NOT_INITIALIZED;
227 }
228
229 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
230
231 if (FAILED(result))
232 {
233 ERR("Could not retrieve DXGI adapter - aborting!\n");
234 return EGL_NOT_INITIALIZED;
235 }
236
237 dxgiDevice->Release();
238
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000239 mDxgiAdapter->GetDesc(&mAdapterDescription);
240 memset(mDescription, 0, sizeof(mDescription));
241 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
242
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000243 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
244
245 if (!mDxgiFactory || FAILED(result))
246 {
247 ERR("Could not create DXGI factory - aborting!\n");
248 return EGL_NOT_INITIALIZED;
249 }
250
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000251 // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
252#if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
253 ID3D11InfoQueue *infoQueue;
254 result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue);
255
256 if (SUCCEEDED(result))
257 {
258 D3D11_MESSAGE_ID hideMessages[] =
259 {
260 D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETS_HAZARD,
shannon.woods%transgaming.com@gtempaccount.comf9686c22013-04-13 03:33:45 +0000261 D3D11_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_HAZARD,
262 D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET
shannon.woods@transgaming.com236be772013-02-28 23:18:15 +0000263 };
264
265 D3D11_INFO_QUEUE_FILTER filter = {0};
266 filter.DenyList.NumIDs = ArraySize(hideMessages);
267 filter.DenyList.pIDList = hideMessages;
268
269 infoQueue->AddStorageFilterEntries(&filter);
270
271 infoQueue->Release();
272 }
273#endif
274
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000275 unsigned int maxSupportedSamples = 0;
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000276 unsigned int rtFormatCount = ArraySize(RenderTargetFormats);
277 unsigned int dsFormatCount = ArraySize(DepthStencilFormats);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000278 for (unsigned int i = 0; i < rtFormatCount + dsFormatCount; ++i)
279 {
280 DXGI_FORMAT format = (i < rtFormatCount) ? RenderTargetFormats[i] : DepthStencilFormats[i - rtFormatCount];
281 if (format != DXGI_FORMAT_UNKNOWN)
282 {
283 UINT formatSupport;
284 result = mDevice->CheckFormatSupport(format, &formatSupport);
285 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET))
286 {
287 MultisampleSupportInfo supportInfo;
288
289 for (unsigned int j = 1; j <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; j++)
290 {
291 result = mDevice->CheckMultisampleQualityLevels(format, j, &supportInfo.qualityLevels[j - 1]);
292 if (SUCCEEDED(result) && supportInfo.qualityLevels[j - 1] > 0)
293 {
294 maxSupportedSamples = std::max(j, maxSupportedSamples);
295 }
296 else
297 {
298 supportInfo.qualityLevels[j - 1] = 0;
299 }
300 }
301
302 mMultisampleSupportMap.insert(std::make_pair(format, supportInfo));
303 }
304 }
305 }
306 mMaxSupportedSamples = maxSupportedSamples;
307
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000308 initializeDevice();
309
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +0000310 // BGRA texture support is optional in feature levels 10 and 10_1
311 UINT formatSupport;
312 result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport);
313 if (FAILED(result))
314 {
315 ERR("Error checking BGRA format support: 0x%08X", result);
316 }
317 else
318 {
319 const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET);
320 mBGRATextureSupport = (formatSupport & flags) == flags;
321 }
322
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +0000323 // Check floating point texture support
324 static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE;
325 static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET;
326 static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
327
328 DXGI_FORMAT float16Formats[] =
329 {
330 DXGI_FORMAT_R16_FLOAT,
331 DXGI_FORMAT_R16G16_FLOAT,
332 DXGI_FORMAT_R16G16B16A16_FLOAT,
333 };
334
335 DXGI_FORMAT float32Formats[] =
336 {
337 DXGI_FORMAT_R32_FLOAT,
338 DXGI_FORMAT_R32G32_FLOAT,
339 DXGI_FORMAT_R32G32B32_FLOAT,
340 DXGI_FORMAT_R32G32B32A32_FLOAT,
341 };
342
343 mFloat16TextureSupport = true;
344 mFloat16FilterSupport = true;
345 mFloat16RenderSupport = true;
346 for (unsigned int i = 0; i < ArraySize(float16Formats); i++)
347 {
348 if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport)))
349 {
350 mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
351 mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
352 mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
353 }
354 else
355 {
356 mFloat16TextureSupport = false;
357 mFloat16RenderSupport = false;
358 mFloat16FilterSupport = false;
359 }
360 }
361
362 mFloat32TextureSupport = true;
363 mFloat32FilterSupport = true;
364 mFloat32RenderSupport = true;
365 for (unsigned int i = 0; i < ArraySize(float32Formats); i++)
366 {
367 if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport)))
368 {
369 mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags;
370 mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags;
371 mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags;
372 }
373 else
374 {
375 mFloat32TextureSupport = false;
376 mFloat32FilterSupport = false;
377 mFloat32RenderSupport = false;
378 }
379 }
380
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +0000381 // Check compressed texture support
382 const unsigned int requiredCompressedTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D;
383
384 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &formatSupport)))
385 {
386 mDXT1TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
387 }
388 else
389 {
390 mDXT1TextureSupport = false;
391 }
392
393 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &formatSupport)))
394 {
395 mDXT3TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
396 }
397 else
398 {
399 mDXT3TextureSupport = false;
400 }
401
402 if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC5_UNORM, &formatSupport)))
403 {
404 mDXT5TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags;
405 }
406 else
407 {
408 mDXT5TextureSupport = false;
409 }
410
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +0000411 // Check depth texture support
412 DXGI_FORMAT depthTextureFormats[] =
413 {
414 DXGI_FORMAT_D16_UNORM,
415 DXGI_FORMAT_D24_UNORM_S8_UINT,
416 };
417
418 static const unsigned int requiredDepthTextureFlags = D3D11_FORMAT_SUPPORT_DEPTH_STENCIL |
419 D3D11_FORMAT_SUPPORT_TEXTURE2D;
420
421 mDepthTextureSupport = true;
422 for (unsigned int i = 0; i < ArraySize(depthTextureFormats); i++)
423 {
424 if (SUCCEEDED(mDevice->CheckFormatSupport(depthTextureFormats[i], &formatSupport)))
425 {
426 mDepthTextureSupport = mDepthTextureSupport && ((formatSupport & requiredDepthTextureFlags) == requiredDepthTextureFlags);
427 }
428 else
429 {
430 mDepthTextureSupport = false;
431 }
432 }
433
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000434 return EGL_SUCCESS;
435}
436
437// do any one-time device initialization
438// NOTE: this is also needed after a device lost/reset
439// to reset the scene status and ensure the default states are reset.
440void Renderer11::initializeDevice()
441{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000442 mStateCache.initialize(mDevice);
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +0000443 mInputLayoutCache.initialize(mDevice, mDeviceContext);
444
445 ASSERT(!mVertexDataManager && !mIndexDataManager);
446 mVertexDataManager = new VertexDataManager(this);
447 mIndexDataManager = new IndexDataManager(this);
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000448
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000449 markAllStateDirty();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000450}
451
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000452int Renderer11::generateConfigs(ConfigDesc **configDescList)
453{
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +0000454 unsigned int numRenderFormats = ArraySize(RenderTargetFormats);
455 unsigned int numDepthFormats = ArraySize(DepthStencilFormats);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000456 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
457 int numConfigs = 0;
458
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000459 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000460 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000461 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000462 {
463 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
464
465 UINT formatSupport = 0;
466 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +0000467
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000468 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
469 {
470 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
471
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000472 bool depthStencilFormatOK = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000473
shannon.woods@transgaming.comeec5c632013-02-28 23:04:21 +0000474 if (depthStencilFormat != DXGI_FORMAT_UNKNOWN)
475 {
476 UINT formatSupport = 0;
477 result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
478 depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL);
479 }
480
481 if (depthStencilFormatOK)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000482 {
483 ConfigDesc newConfig;
484 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
485 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
486 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
487 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
shannon.woods%transgaming.com@gtempaccount.comdcf33d52013-04-13 03:33:11 +0000488 newConfig.es3Capable = true;
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000489
490 (*configDescList)[numConfigs++] = newConfig;
491 }
492 }
493 }
494 }
495
496 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000497}
498
499void Renderer11::deleteConfigs(ConfigDesc *configDescList)
500{
501 delete [] (configDescList);
502}
503
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000504void Renderer11::sync(bool block)
505{
daniel@transgaming.combdf787f2013-02-01 03:20:36 +0000506 if (block)
507 {
508 HRESULT result;
509
510 if (!mSyncQuery)
511 {
512 D3D11_QUERY_DESC queryDesc;
513 queryDesc.Query = D3D11_QUERY_EVENT;
514 queryDesc.MiscFlags = 0;
515
516 result = mDevice->CreateQuery(&queryDesc, &mSyncQuery);
517 ASSERT(SUCCEEDED(result));
518 }
519
520 mDeviceContext->End(mSyncQuery);
521 mDeviceContext->Flush();
522
523 do
524 {
525 result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH);
526
527 // Keep polling, but allow other threads to do something useful first
528 Sleep(0);
529
530 if (testDeviceLost(true))
531 {
532 return;
533 }
534 }
535 while (result == S_FALSE);
536 }
537 else
538 {
539 mDeviceContext->Flush();
540 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000541}
542
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000543SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
544{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000545 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000546}
547
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000548void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
549{
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000550 if (type == gl::SAMPLER_PIXEL)
551 {
552 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
553 {
554 ERR("Pixel shader sampler index %i is not valid.", index);
555 return;
556 }
557
558 if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0)
559 {
560 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
561
562 if (!dxSamplerState)
563 {
564 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
565 "sampler state for pixel shaders at slot %i.", index);
566 }
567
568 mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState);
569
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000570 mCurPixelSamplerStates[index] = samplerState;
571 }
572
573 mForceSetPixelSamplerStates[index] = false;
574 }
575 else if (type == gl::SAMPLER_VERTEX)
576 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000577 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000578 {
579 ERR("Vertex shader sampler index %i is not valid.", index);
580 return;
581 }
582
583 if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0)
584 {
585 ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState);
586
587 if (!dxSamplerState)
588 {
589 ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default"
590 "sampler state for vertex shaders at slot %i.", index);
591 }
592
593 mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState);
594
daniel@transgaming.com54de24f2013-01-11 04:07:59 +0000595 mCurVertexSamplerStates[index] = samplerState;
596 }
597
598 mForceSetVertexSamplerStates[index] = false;
599 }
600 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000601}
602
603void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
604{
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000605 ID3D11ShaderResourceView *textureSRV = NULL;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000606 unsigned int serial = 0;
607 bool forceSetTexture = false;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000608
609 if (texture)
610 {
611 TextureStorageInterface *texStorage = texture->getNativeTexture();
612 if (texStorage)
613 {
614 TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance());
615 textureSRV = storage11->getSRV();
616 }
617
618 // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly
619 // missing the shader resource view
620 ASSERT(textureSRV != NULL);
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000621
622 serial = texture->getTextureSerial();
623 forceSetTexture = texture->hasDirtyImages();
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000624 }
625
626 if (type == gl::SAMPLER_PIXEL)
627 {
628 if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS)
629 {
630 ERR("Pixel shader sampler index %i is not valid.", index);
631 return;
632 }
633
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000634 if (forceSetTexture || mCurPixelTextureSerials[index] != serial)
635 {
636 mDeviceContext->PSSetShaderResources(index, 1, &textureSRV);
637 }
638
639 mCurPixelTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000640 }
641 else if (type == gl::SAMPLER_VERTEX)
642 {
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000643 if (index < 0 || index >= (int)getMaxVertexTextureImageUnits())
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000644 {
645 ERR("Vertex shader sampler index %i is not valid.", index);
646 return;
647 }
648
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +0000649 if (forceSetTexture || mCurVertexTextureSerials[index] != serial)
650 {
651 mDeviceContext->VSSetShaderResources(index, 1, &textureSRV);
652 }
653
654 mCurVertexTextureSerials[index] = serial;
daniel@transgaming.com0785fad2013-01-11 04:08:10 +0000655 }
656 else UNREACHABLE();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000657}
658
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000659void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000660{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000661 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000662 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000663 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
664 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000665 if (!dxRasterState)
666 {
daniel@transgaming.com0f9b3202013-01-11 04:08:05 +0000667 ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000668 "rasterizer state.");
669 }
670
671 mDeviceContext->RSSetState(dxRasterState);
672
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000673 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000674 }
675
676 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000677}
678
679void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
680 unsigned int sampleMask)
681{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000682 if (mForceSetBlendState ||
683 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
684 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
685 sampleMask != mCurSampleMask)
686 {
687 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
688 if (!dxBlendState)
689 {
690 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
691 "blend state.");
692 }
693
694 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
695 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
696
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000697 mCurBlendState = blendState;
698 mCurBlendColor = blendColor;
699 mCurSampleMask = sampleMask;
700 }
701
702 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000703}
704
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000705void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000706 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000707{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000708 if (mForceSetDepthStencilState ||
709 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
710 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
711 {
712 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
713 stencilRef != stencilBackRef ||
714 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
715 {
716 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
717 "invalid under WebGL.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000718 return gl::error(GL_INVALID_OPERATION);
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000719 }
720
721 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
722 if (!dxDepthStencilState)
723 {
724 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
725 "setting the default depth stencil state.");
726 }
727
728 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
729
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000730 mCurDepthStencilState = depthStencilState;
731 mCurStencilRef = stencilRef;
732 mCurStencilBackRef = stencilBackRef;
733 }
734
735 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000736}
737
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000738void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000739{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000740 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
741 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000742 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000743 if (enabled)
744 {
745 D3D11_RECT rect;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000746 rect.left = std::max(0, scissor.x);
747 rect.top = std::max(0, scissor.y);
748 rect.right = scissor.x + std::max(0, scissor.width);
749 rect.bottom = scissor.y + std::max(0, scissor.height);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000750
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000751 mDeviceContext->RSSetScissorRects(1, &rect);
752 }
753
754 if (enabled != mScissorEnabled)
755 {
756 mForceSetRasterState = true;
757 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000758
759 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000760 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000761 }
762
763 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000764}
765
daniel@transgaming.com12985182012-12-20 20:56:31 +0000766bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
shannon.woods@transgaming.com0b236e22013-01-25 21:57:07 +0000767 bool ignoreViewport)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000768{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000769 gl::Rectangle actualViewport = viewport;
770 float actualZNear = gl::clamp01(zNear);
771 float actualZFar = gl::clamp01(zFar);
772 if (ignoreViewport)
773 {
774 actualViewport.x = 0;
775 actualViewport.y = 0;
776 actualViewport.width = mRenderTargetDesc.width;
777 actualViewport.height = mRenderTargetDesc.height;
778 actualZNear = 0.0f;
779 actualZFar = 1.0f;
780 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000781
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000782 // Get D3D viewport bounds, which depends on the feature level
783 const Range& viewportBounds = getViewportBounds();
784
785 // 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 +0000786 D3D11_VIEWPORT dxViewport;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000787 dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end);
788 dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end);
789 dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension());
790 dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension());
791 dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX));
792 dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY));
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000793 dxViewport.MinDepth = actualZNear;
794 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000795
796 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
797 {
798 return false; // Nothing to render
799 }
800
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000801 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
802 actualZNear != mCurNear || actualZFar != mCurFar;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000803
daniel@transgaming.com53670042012-11-28 20:55:51 +0000804 if (viewportChanged)
805 {
806 mDeviceContext->RSSetViewports(1, &dxViewport);
807
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000808 mCurViewport = actualViewport;
809 mCurNear = actualZNear;
810 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000811
shannon.woods@transgaming.coma14ecf32013-02-28 23:09:42 +0000812 mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f;
813 mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f;
814 mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f);
815 mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000816
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000817 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f;
818 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000819
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000820 mVertexConstants.depthRange[0] = actualZNear;
821 mVertexConstants.depthRange[1] = actualZFar;
822 mVertexConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.comed36abd2013-01-11 21:15:58 +0000823
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +0000824 mPixelConstants.depthRange[0] = actualZNear;
825 mPixelConstants.depthRange[1] = actualZFar;
826 mPixelConstants.depthRange[2] = actualZFar - actualZNear;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000827 }
828
829 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000830 return true;
831}
832
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000833bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
834{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000835 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000836
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000837 switch (mode)
838 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000839 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
840 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com1ef09672013-01-11 04:10:37 +0000841 case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000842 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
843 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
844 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +0000845 // emulate fans via rewriting index buffer
846 case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000847 default:
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +0000848 return gl::error(GL_INVALID_ENUM, false);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000849 }
850
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000851 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000852
853 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000854}
855
856bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000857{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000858 // Get the color render buffer and serial
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000859 // Also extract the render target dimensions and view
860 unsigned int renderTargetWidth = 0;
861 unsigned int renderTargetHeight = 0;
862 GLenum renderTargetFormat = 0;
863 unsigned int renderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {0};
864 ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
865 bool missingColorRenderTarget = true;
866
867 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000868 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000869 const GLenum drawBufferState = framebuffer->getDrawBufferState(colorAttachment);
870
871 if (framebuffer->getColorbufferType(colorAttachment) != GL_NONE && drawBufferState != GL_NONE)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000872 {
shannon.woods%transgaming.com@gtempaccount.com4059a382013-04-13 03:31:16 +0000873 // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order)
874 ASSERT(drawBufferState == GL_BACK || drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + colorAttachment));
875
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000876 gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(colorAttachment);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000877
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000878 if (!colorbuffer)
879 {
880 ERR("render target pointer unexpectedly null.");
881 return false;
882 }
shannon.woods@transgaming.com3e3da582013-02-28 23:09:03 +0000883
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000884 // check for zero-sized default framebuffer, which is a special case.
885 // in this case we do not wish to modify any state and just silently return false.
886 // this will not report any gl error but will cause the calling method to return.
887 if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0)
888 {
889 return false;
890 }
891
892 renderTargetSerials[colorAttachment] = colorbuffer->getSerial();
893
894 // Extract the render target dimensions and view
895 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
896 if (!renderTarget)
897 {
898 ERR("render target pointer unexpectedly null.");
899 return false;
900 }
901
902 framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView();
903 if (!framebufferRTVs[colorAttachment])
904 {
905 ERR("render target view pointer unexpectedly null.");
906 return false;
907 }
908
909 if (missingColorRenderTarget)
910 {
911 renderTargetWidth = colorbuffer->getWidth();
912 renderTargetHeight = colorbuffer->getHeight();
913 renderTargetFormat = colorbuffer->getActualFormat();
914 missingColorRenderTarget = false;
915 }
916 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000917 }
918
919 // Get the depth stencil render buffer and serials
920 gl::Renderbuffer *depthStencil = NULL;
921 unsigned int depthbufferSerial = 0;
922 unsigned int stencilbufferSerial = 0;
923 if (framebuffer->getDepthbufferType() != GL_NONE)
924 {
925 depthStencil = framebuffer->getDepthbuffer();
926 if (!depthStencil)
927 {
928 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000929 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000930 return false;
931 }
932
933 depthbufferSerial = depthStencil->getSerial();
934 }
935 else if (framebuffer->getStencilbufferType() != GL_NONE)
936 {
937 depthStencil = framebuffer->getStencilbuffer();
938 if (!depthStencil)
939 {
940 ERR("Depth stencil pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000941 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000942 return false;
943 }
944
945 stencilbufferSerial = depthStencil->getSerial();
946 }
947
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000948 // Extract the depth stencil sizes and view
949 unsigned int depthSize = 0;
950 unsigned int stencilSize = 0;
951 ID3D11DepthStencilView* framebufferDSV = NULL;
952 if (depthStencil)
953 {
954 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
955 if (!depthStencilRenderTarget)
956 {
957 ERR("render target pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000958 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000959 return false;
960 }
961
962 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
963 if (!framebufferDSV)
964 {
965 ERR("depth stencil view pointer unexpectedly null.");
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000966 SafeRelease(framebufferRTVs);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000967 return false;
968 }
969
970 // If there is no render buffer, the width, height and format values come from
971 // the depth stencil
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000972 if (missingColorRenderTarget)
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000973 {
974 renderTargetWidth = depthStencil->getWidth();
975 renderTargetHeight = depthStencil->getHeight();
976 renderTargetFormat = depthStencil->getActualFormat();
977 }
978
979 depthSize = depthStencil->getDepthSize();
980 stencilSize = depthStencil->getStencilSize();
981 }
982
983 // Apply the render target and depth stencil
984 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000985 memcmp(renderTargetSerials, mAppliedRenderTargetSerials, sizeof(renderTargetSerials)) != 0 ||
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000986 depthbufferSerial != mAppliedDepthbufferSerial ||
987 stencilbufferSerial != mAppliedStencilbufferSerial)
988 {
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +0000989 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), framebufferRTVs, framebufferDSV);
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000990
991 mRenderTargetDesc.width = renderTargetWidth;
992 mRenderTargetDesc.height = renderTargetHeight;
993 mRenderTargetDesc.format = renderTargetFormat;
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +0000994 mForceSetViewport = true;
995 mForceSetScissor = true;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000996
997 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
998 {
999 mCurDepthSize = depthSize;
1000 mForceSetRasterState = true;
1001 }
1002
1003 mCurStencilSize = stencilSize;
1004
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001005 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1006 {
1007 mAppliedRenderTargetSerials[rtIndex] = renderTargetSerials[rtIndex];
1008 }
daniel@transgaming.com80fc3322012-11-28 21:02:13 +00001009 mAppliedDepthbufferSerial = depthbufferSerial;
1010 mAppliedStencilbufferSerial = stencilbufferSerial;
1011 mRenderTargetDescInitialized = true;
1012 mDepthStencilInitialized = true;
1013 }
1014
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001015 SafeRelease(framebufferRTVs);
1016 SafeRelease(framebufferDSV);
daniel@transgaming.comae39ee22012-11-28 19:42:02 +00001017
1018 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +00001019}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001020
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001021GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001022{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001023 TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
1024 GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
1025 if (err != GL_NO_ERROR)
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001026 {
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001027 return err;
1028 }
daniel@transgaming.comda495a12012-11-28 21:03:56 +00001029
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001030 return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +00001031}
1032
daniel@transgaming.com31240482012-11-28 21:06:41 +00001033GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001034{
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001035 GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001036
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001037 if (err == GL_NO_ERROR)
1038 {
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001039 if (indexInfo->storage)
1040 {
1041 if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset)
1042 {
1043 BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage);
1044 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1045
shannonwoods@chromium.org675526e2013-05-30 00:04:49 +00001046 mDeviceContext->IASetIndexBuffer(storage->getBuffer(GL_ELEMENT_ARRAY_BUFFER), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001047
1048 mAppliedIBSerial = 0;
1049 mAppliedStorageIBSerial = storage->getSerial();
1050 mAppliedIBOffset = indexInfo->startOffset;
1051 }
1052 }
1053 else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset)
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001054 {
1055 IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
1056
daniel@transgaming.com22ada2c2013-01-11 04:07:12 +00001057 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset);
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001058
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001059 mAppliedIBSerial = indexInfo->serial;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001060 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001061 mAppliedIBOffset = indexInfo->startOffset;
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001062 }
1063 }
1064
1065 return err;
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001066}
1067
1068void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
1069{
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001070 if (mode == GL_LINE_LOOP)
1071 {
1072 drawLineLoop(count, GL_NONE, NULL, 0, NULL);
1073 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001074 else if (mode == GL_TRIANGLE_FAN)
1075 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001076 drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001077 }
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001078 else if (instances > 0)
1079 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001080 mDeviceContext->DrawInstanced(count, instances, 0, 0);
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001081 }
1082 else
1083 {
1084 mDeviceContext->Draw(count, 0);
1085 }
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001086}
1087
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001088void 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 +00001089{
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001090 if (mode == GL_LINE_LOOP)
1091 {
1092 drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer);
1093 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001094 else if (mode == GL_TRIANGLE_FAN)
1095 {
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001096 drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances);
1097 }
1098 else if (instances > 0)
1099 {
1100 mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001101 }
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001102 else
1103 {
daniel@transgaming.com9f7ede62013-01-11 04:07:06 +00001104 mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex));
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001105 }
1106}
1107
1108void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
1109{
1110 // Get the raw indices for an indexed draw
1111 if (type != GL_NONE && elementArrayBuffer)
1112 {
1113 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001114 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001115 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001116 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001117 }
1118
1119 if (!mLineLoopIB)
1120 {
1121 mLineLoopIB = new StreamingIndexBufferInterface(this);
1122 if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1123 {
1124 delete mLineLoopIB;
1125 mLineLoopIB = NULL;
1126
1127 ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001128 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001129 }
1130 }
1131
1132 const int spaceNeeded = (count + 1) * sizeof(unsigned int);
1133 if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1134 {
1135 ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001136 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001137 }
1138
1139 void* mappedMemory = NULL;
1140 int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory);
1141 if (offset == -1 || mappedMemory == NULL)
1142 {
1143 ERR("Could not map index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001144 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001145 }
1146
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001147 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001148 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001149
1150 switch (type)
1151 {
1152 case GL_NONE: // Non-indexed draw
1153 for (int i = 0; i < count; i++)
1154 {
1155 data[i] = i;
1156 }
1157 data[count] = 0;
1158 break;
1159 case GL_UNSIGNED_BYTE:
1160 for (int i = 0; i < count; i++)
1161 {
1162 data[i] = static_cast<const GLubyte*>(indices)[i];
1163 }
1164 data[count] = static_cast<const GLubyte*>(indices)[0];
1165 break;
1166 case GL_UNSIGNED_SHORT:
1167 for (int i = 0; i < count; i++)
1168 {
1169 data[i] = static_cast<const GLushort*>(indices)[i];
1170 }
1171 data[count] = static_cast<const GLushort*>(indices)[0];
1172 break;
1173 case GL_UNSIGNED_INT:
1174 for (int i = 0; i < count; i++)
1175 {
1176 data[i] = static_cast<const GLuint*>(indices)[i];
1177 }
1178 data[count] = static_cast<const GLuint*>(indices)[0];
1179 break;
1180 default: UNREACHABLE();
1181 }
1182
1183 if (!mLineLoopIB->unmapBuffer())
1184 {
1185 ERR("Could not unmap index buffer for GL_LINE_LOOP.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001186 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001187 }
1188
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001189 if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001190 {
1191 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
1192
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001193 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001194 mAppliedIBSerial = mLineLoopIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001195 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001196 mAppliedIBOffset = indexBufferOffset;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001197 }
1198
daniel@transgaming.com1ef09672013-01-11 04:10:37 +00001199 mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
daniel@transgaming.com91207b72012-11-28 20:56:43 +00001200}
1201
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001202void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001203{
1204 // Get the raw indices for an indexed draw
1205 if (type != GL_NONE && elementArrayBuffer)
1206 {
1207 gl::Buffer *indexBuffer = elementArrayBuffer;
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001208 BufferStorage *storage = indexBuffer->getStorage();
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001209 intptr_t offset = reinterpret_cast<intptr_t>(indices);
shannon.woods@transgaming.com76655412013-02-28 23:08:09 +00001210 indices = static_cast<const GLubyte*>(storage->getData()) + offset;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001211 }
1212
1213 if (!mTriangleFanIB)
1214 {
1215 mTriangleFanIB = new StreamingIndexBufferInterface(this);
1216 if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
1217 {
1218 delete mTriangleFanIB;
1219 mTriangleFanIB = NULL;
1220
1221 ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001222 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001223 }
1224 }
1225
1226 const int numTris = count - 2;
1227 const int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
1228 if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
1229 {
1230 ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001231 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001232 }
1233
1234 void* mappedMemory = NULL;
1235 int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory);
1236 if (offset == -1 || mappedMemory == NULL)
1237 {
1238 ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001239 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001240 }
1241
1242 unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
1243 unsigned int indexBufferOffset = static_cast<unsigned int>(offset);
1244
1245 switch (type)
1246 {
1247 case GL_NONE: // Non-indexed draw
1248 for (int i = 0; i < numTris; i++)
1249 {
1250 data[i*3 + 0] = 0;
1251 data[i*3 + 1] = i + 1;
1252 data[i*3 + 2] = i + 2;
1253 }
1254 break;
1255 case GL_UNSIGNED_BYTE:
1256 for (int i = 0; i < numTris; i++)
1257 {
1258 data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
1259 data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
1260 data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
1261 }
1262 break;
1263 case GL_UNSIGNED_SHORT:
1264 for (int i = 0; i < numTris; i++)
1265 {
1266 data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
1267 data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
1268 data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
1269 }
1270 break;
1271 case GL_UNSIGNED_INT:
1272 for (int i = 0; i < numTris; i++)
1273 {
1274 data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
1275 data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
1276 data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
1277 }
1278 break;
1279 default: UNREACHABLE();
1280 }
1281
1282 if (!mTriangleFanIB->unmapBuffer())
1283 {
1284 ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001285 return gl::error(GL_OUT_OF_MEMORY);
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001286 }
1287
1288 if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
1289 {
1290 IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer());
1291
1292 mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
1293 mAppliedIBSerial = mTriangleFanIB->getSerial();
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001294 mAppliedStorageIBSerial = 0;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001295 mAppliedIBOffset = indexBufferOffset;
1296 }
1297
shannon.woods@transgaming.com00032cb2013-01-25 21:56:30 +00001298 if (instances > 0)
1299 {
1300 mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0);
1301 }
1302 else
1303 {
1304 mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex);
1305 }
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001306}
1307
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001308void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
1309{
daniel@transgaming.come4991412012-12-20 20:55:34 +00001310 unsigned int programBinarySerial = programBinary->getSerial();
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001311 const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial);
1312
1313 if (updateProgramState)
daniel@transgaming.come4991412012-12-20 20:55:34 +00001314 {
1315 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
1316 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001317
daniel@transgaming.come4991412012-12-20 20:55:34 +00001318 ID3D11VertexShader *vertexShader = NULL;
1319 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001320
daniel@transgaming.come4991412012-12-20 20:55:34 +00001321 ID3D11PixelShader *pixelShader = NULL;
1322 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +00001323
daniel@transgaming.come4991412012-12-20 20:55:34 +00001324 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
1325 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001326
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001327 programBinary->dirtyAllUniforms();
1328
1329 mAppliedProgramBinarySerial = programBinarySerial;
1330 }
1331
1332 // Only use the geometry shader currently for point sprite drawing
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001333 const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode);
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001334
shannon.woods@transgaming.com43ccf3f2013-02-28 23:07:19 +00001335 if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive)
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001336 {
1337 if (usesGeometryShader)
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001338 {
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001339 ShaderExecutable *geometryExe = programBinary->getGeometryExecutable();
1340 ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader();
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001341 mDeviceContext->GSSetShader(geometryShader, NULL, 0);
1342 }
1343 else
1344 {
1345 mDeviceContext->GSSetShader(NULL, NULL, 0);
1346 }
1347
shannon.woods@transgaming.comdd2524c2013-02-28 23:04:33 +00001348 mIsGeometryShaderActive = usesGeometryShader;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001349 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +00001350}
1351
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001352void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001353{
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001354 ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable());
1355 ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable());
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001356
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001357 unsigned int totalRegisterCountVS = 0;
1358 unsigned int totalRegisterCountPS = 0;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001359
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001360 bool vertexUniformsDirty = false;
1361 bool pixelUniformsDirty = false;
1362
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001363 for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
1364 {
1365 const gl::Uniform *uniform = *uniform_iterator;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001366
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001367 if (uniform->isReferencedByVertexShader())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001368 {
1369 totalRegisterCountVS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001370 vertexUniformsDirty = vertexUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001371 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001372
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001373 if (uniform->isReferencedByFragmentShader())
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001374 {
1375 totalRegisterCountPS += uniform->registerCount;
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001376 pixelUniformsDirty = pixelUniformsDirty || uniform->dirty;
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001377 }
1378 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001379
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001380 ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS);
1381 ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS);
1382
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001383 float (*mapVS)[4] = NULL;
1384 float (*mapPS)[4] = NULL;
1385
1386 if (totalRegisterCountVS > 0 && vertexUniformsDirty)
1387 {
1388 D3D11_MAPPED_SUBRESOURCE map = {0};
1389 HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1390 ASSERT(SUCCEEDED(result));
1391 mapVS = (float(*)[4])map.pData;
1392 }
1393
1394 if (totalRegisterCountPS > 0 && pixelUniformsDirty)
1395 {
1396 D3D11_MAPPED_SUBRESOURCE map = {0};
1397 HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
1398 ASSERT(SUCCEEDED(result));
1399 mapPS = (float(*)[4])map.pData;
1400 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001401
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001402 for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++)
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001403 {
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001404 gl::Uniform *uniform = *uniform_iterator;
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001405
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001406 if (uniform->type != GL_SAMPLER_2D && uniform->type != GL_SAMPLER_CUBE)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001407 {
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001408 if (uniform->isReferencedByVertexShader() && mapVS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001409 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001410 memcpy(mapVS + uniform->vsRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001411 }
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001412
shannonwoods@chromium.org38676dc2013-05-30 00:06:52 +00001413 if (uniform->isReferencedByFragmentShader() && mapPS)
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001414 {
shannon.woods@transgaming.com13979a62013-02-28 23:10:18 +00001415 memcpy(mapPS + uniform->psRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4]));
daniel@transgaming.come76b64b2013-01-11 04:10:08 +00001416 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001417 }
shannon.woods@transgaming.com21ba6472013-01-25 21:53:32 +00001418
1419 uniform->dirty = false;
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001420 }
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001421
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001422 if (mapVS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001423 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001424 mDeviceContext->Unmap(vertexConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001425 }
1426
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001427 if (mapPS)
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001428 {
shannon.woods@transgaming.com09bf2a72013-02-28 23:12:54 +00001429 mDeviceContext->Unmap(pixelConstantBuffer, 0);
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001430 }
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001431
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001432 mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer);
1433 mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer);
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001434
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001435 // Driver uniforms
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001436 if (!mDriverConstantBufferVS)
1437 {
1438 D3D11_BUFFER_DESC constantBufferDescription = {0};
1439 constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants);
1440 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1441 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1442 constantBufferDescription.CPUAccessFlags = 0;
1443 constantBufferDescription.MiscFlags = 0;
1444 constantBufferDescription.StructureByteStride = 0;
daniel@transgaming.coma390e1e2013-01-11 04:09:39 +00001445
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001446 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001447 ASSERT(SUCCEEDED(result));
daniel@transgaming.com873f28a2012-12-20 21:12:42 +00001448
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001449 mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS);
1450 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001451
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001452 if (!mDriverConstantBufferPS)
1453 {
1454 D3D11_BUFFER_DESC constantBufferDescription = {0};
1455 constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants);
1456 constantBufferDescription.Usage = D3D11_USAGE_DEFAULT;
1457 constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
1458 constantBufferDescription.CPUAccessFlags = 0;
1459 constantBufferDescription.MiscFlags = 0;
1460 constantBufferDescription.StructureByteStride = 0;
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001461
shannon.woods@transgaming.com5929ef22013-01-25 21:53:24 +00001462 HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS);
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001463 ASSERT(SUCCEEDED(result));
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001464
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001465 mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS);
1466 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001467
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001468 if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0)
1469 {
1470 mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0);
1471 memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants));
1472 }
shannon.woods@transgaming.com46a5b872013-01-25 21:52:57 +00001473
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001474 if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0)
1475 {
1476 mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0);
1477 memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants));
1478 }
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00001479
1480 // needed for the point sprite geometry shader
1481 mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
daniel@transgaming.comab1c1462012-12-20 21:08:30 +00001482}
1483
daniel@transgaming.com084a2572012-11-28 20:55:17 +00001484void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001485{
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001486 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
1487 bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
1488 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
1489 clearParams.colorMaskBlue && alphaUnmasked);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001490
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001491 unsigned int stencilUnmasked = 0x0;
1492 if (frameBuffer->hasStencil())
1493 {
1494 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
1495 stencilUnmasked = (0x1 << stencilSize) - 1;
1496 }
1497 bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
1498 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001499
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001500 bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
1501 mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width ||
1502 mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001503
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001504 if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear)
1505 {
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001506 maskedClear(clearParams, frameBuffer->usingExtendedDrawBuffers());
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001507 }
1508 else
1509 {
1510 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
1511 {
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001512 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001513 {
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001514 if (frameBuffer->isEnabledColorAttachment(colorAttachment))
1515 {
1516 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer(colorAttachment);
1517 if (renderbufferObject)
1518 {
1519 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
1520 if (!renderTarget)
1521 {
1522 ERR("render target pointer unexpectedly null.");
1523 return;
1524 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001525
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001526 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
1527 if (!framebufferRTV)
1528 {
1529 ERR("render target view pointer unexpectedly null.");
1530 return;
1531 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001532
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001533 const float clearValues[4] = { clearParams.colorClearValue.red,
1534 clearParams.colorClearValue.green,
1535 clearParams.colorClearValue.blue,
1536 clearParams.colorClearValue.alpha };
1537 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001538
shannon.woods%transgaming.com@gtempaccount.comdae24092013-04-13 03:31:31 +00001539 framebufferRTV->Release();
1540 }
1541 }
1542 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001543 }
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001544 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001545 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001546 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
1547 if (renderbufferObject)
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001548 {
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001549 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil());
1550 if (!renderTarget)
1551 {
1552 ERR("render target pointer unexpectedly null.");
1553 return;
1554 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001555
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001556 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
1557 if (!framebufferDSV)
1558 {
1559 ERR("depth stencil view pointer unexpectedly null.");
1560 return;
1561 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001562
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001563 UINT clearFlags = 0;
1564 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
1565 {
1566 clearFlags |= D3D11_CLEAR_DEPTH;
1567 }
1568 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
1569 {
1570 clearFlags |= D3D11_CLEAR_STENCIL;
1571 }
1572
shannon.woods@transgaming.combe211b32013-02-28 23:17:16 +00001573 float depthClear = gl::clamp01(clearParams.depthClearValue);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001574 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
1575
1576 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001577
shannon.woods@transgaming.com81c5ef92013-01-25 21:52:08 +00001578 framebufferDSV->Release();
1579 }
daniel@transgaming.com54e67542012-11-28 21:02:31 +00001580 }
1581 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +00001582}
1583
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001584void Renderer11::maskedClear(const gl::ClearParameters &clearParams, bool usingExtendedDrawBuffers)
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001585{
1586 HRESULT result;
1587
1588 if (!mClearResourcesInitialized)
1589 {
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001590 ASSERT(!mClearVB && !mClearVS && !mClearSinglePS && !mClearMultiplePS && !mClearScissorRS && !mClearNoScissorRS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001591
1592 D3D11_BUFFER_DESC vbDesc;
1593 vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4;
1594 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
1595 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
1596 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
1597 vbDesc.MiscFlags = 0;
1598 vbDesc.StructureByteStride = 0;
1599
1600 result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB);
1601 ASSERT(SUCCEEDED(result));
1602 d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer");
1603
1604 D3D11_INPUT_ELEMENT_DESC quadLayout[] =
1605 {
1606 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1607 { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
1608 };
1609
1610 result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL);
1611 ASSERT(SUCCEEDED(result));
1612 d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout");
1613
1614 result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS);
1615 ASSERT(SUCCEEDED(result));
1616 d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader");
1617
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001618 result = mDevice->CreatePixelShader(g_PS_ClearSingle, sizeof(g_PS_ClearSingle), NULL, &mClearSinglePS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001619 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001620 d3d11::SetDebugName(mClearSinglePS, "Renderer11 masked clear pixel shader (1 RT)");
1621
1622 result = mDevice->CreatePixelShader(g_PS_ClearMultiple, sizeof(g_PS_ClearMultiple), NULL, &mClearMultiplePS);
1623 ASSERT(SUCCEEDED(result));
1624 d3d11::SetDebugName(mClearMultiplePS, "Renderer11 masked clear pixel shader (MRT)");
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001625
1626 D3D11_RASTERIZER_DESC rsScissorDesc;
1627 rsScissorDesc.FillMode = D3D11_FILL_SOLID;
1628 rsScissorDesc.CullMode = D3D11_CULL_NONE;
1629 rsScissorDesc.FrontCounterClockwise = FALSE;
1630 rsScissorDesc.DepthBias = 0;
1631 rsScissorDesc.DepthBiasClamp = 0.0f;
1632 rsScissorDesc.SlopeScaledDepthBias = 0.0f;
1633 rsScissorDesc.DepthClipEnable = FALSE;
1634 rsScissorDesc.ScissorEnable = TRUE;
1635 rsScissorDesc.MultisampleEnable = FALSE;
1636 rsScissorDesc.AntialiasedLineEnable = FALSE;
1637
1638 result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS);
1639 ASSERT(SUCCEEDED(result));
1640 d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state");
1641
1642 D3D11_RASTERIZER_DESC rsNoScissorDesc;
1643 rsNoScissorDesc.FillMode = D3D11_FILL_SOLID;
1644 rsNoScissorDesc.CullMode = D3D11_CULL_NONE;
1645 rsNoScissorDesc.FrontCounterClockwise = FALSE;
1646 rsNoScissorDesc.DepthBias = 0;
1647 rsNoScissorDesc.DepthBiasClamp = 0.0f;
1648 rsNoScissorDesc.SlopeScaledDepthBias = 0.0f;
1649 rsNoScissorDesc.DepthClipEnable = FALSE;
1650 rsNoScissorDesc.ScissorEnable = FALSE;
1651 rsNoScissorDesc.MultisampleEnable = FALSE;
1652 rsNoScissorDesc.AntialiasedLineEnable = FALSE;
1653
1654 result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS);
1655 ASSERT(SUCCEEDED(result));
1656 d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state");
1657
1658 mClearResourcesInitialized = true;
1659 }
1660
1661 // Prepare the depth stencil state to write depth values if the depth should be cleared
1662 // and stencil values if the stencil should be cleared
1663 gl::DepthStencilState glDSState;
1664 glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1665 glDSState.depthFunc = GL_ALWAYS;
1666 glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0;
1667 glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0;
1668 glDSState.stencilFunc = GL_ALWAYS;
1669 glDSState.stencilMask = 0;
1670 glDSState.stencilFail = GL_REPLACE;
1671 glDSState.stencilPassDepthFail = GL_REPLACE;
1672 glDSState.stencilPassDepthPass = GL_REPLACE;
1673 glDSState.stencilWritemask = clearParams.stencilWriteMask;
1674 glDSState.stencilBackFunc = GL_ALWAYS;
1675 glDSState.stencilBackMask = 0;
1676 glDSState.stencilBackFail = GL_REPLACE;
1677 glDSState.stencilBackPassDepthFail = GL_REPLACE;
1678 glDSState.stencilBackPassDepthPass = GL_REPLACE;
1679 glDSState.stencilBackWritemask = clearParams.stencilWriteMask;
1680
1681 int stencilClear = clearParams.stencilClearValue & 0x000000FF;
1682
1683 ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState);
1684
1685 // Prepare the blend state to use a write mask if the color buffer should be cleared
1686 gl::BlendState glBlendState;
1687 glBlendState.blend = false;
1688 glBlendState.sourceBlendRGB = GL_ONE;
1689 glBlendState.destBlendRGB = GL_ZERO;
1690 glBlendState.sourceBlendAlpha = GL_ONE;
1691 glBlendState.destBlendAlpha = GL_ZERO;
1692 glBlendState.blendEquationRGB = GL_FUNC_ADD;
1693 glBlendState.blendEquationAlpha = GL_FUNC_ADD;
1694 glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false;
1695 glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false;
1696 glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false;
shannon.woods@transgaming.com50ea9932013-02-28 23:13:40 +00001697 glBlendState.colorMaskAlpha = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskAlpha : false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001698 glBlendState.sampleAlphaToCoverage = false;
1699 glBlendState.dither = false;
1700
1701 static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
1702 static const UINT sampleMask = 0xFFFFFFFF;
1703
1704 ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState);
1705
1706 // Set the vertices
1707 D3D11_MAPPED_SUBRESOURCE mappedResource;
1708 result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
1709 if (FAILED(result))
1710 {
1711 ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
1712 return;
1713 }
1714
1715 d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData);
1716
1717 float depthClear = gl::clamp01(clearParams.depthClearValue);
1718 d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1719 d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1720 d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue);
1721 d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue);
1722
1723 mDeviceContext->Unmap(mClearVB, 0);
1724
1725 // Apply state
1726 mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
1727 mDeviceContext->OMSetDepthStencilState(dsState, stencilClear);
1728 mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS);
1729
1730 // Apply shaders
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001731 ID3D11PixelShader *pixelShader = usingExtendedDrawBuffers ? mClearMultiplePS : mClearSinglePS;
1732
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001733 mDeviceContext->IASetInputLayout(mClearIL);
1734 mDeviceContext->VSSetShader(mClearVS, NULL, 0);
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001735 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
shannon.woods@transgaming.com2c53e472013-02-28 23:13:56 +00001736 mDeviceContext->GSSetShader(NULL, NULL, 0);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001737
1738 // Apply vertex buffer
1739 static UINT stride = sizeof(d3d11::PositionDepthColorVertex);
1740 static UINT startIdx = 0;
1741 mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx);
1742 mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
1743
1744 // Draw the clear quad
1745 mDeviceContext->Draw(4, 0);
1746
1747 // Clean up
1748 markAllStateDirty();
1749}
1750
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001751void Renderer11::markAllStateDirty()
1752{
shannon.woods%transgaming.com@gtempaccount.comf4fe7102013-04-13 03:30:26 +00001753 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
1754 {
1755 mAppliedRenderTargetSerials[rtIndex] = 0;
1756 }
daniel@transgaming.com9a067372012-12-20 20:55:24 +00001757 mAppliedDepthbufferSerial = 0;
1758 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +00001759 mDepthStencilInitialized = false;
1760 mRenderTargetDescInitialized = false;
1761
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00001762 for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++)
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001763 {
1764 mForceSetVertexSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001765 mCurVertexTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001766 }
1767 for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++)
1768 {
1769 mForceSetPixelSamplerStates[i] = true;
daniel@transgaming.come33c8bf2013-01-11 04:11:33 +00001770 mCurPixelTextureSerials[i] = 0;
daniel@transgaming.com54de24f2013-01-11 04:07:59 +00001771 }
1772
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001773 mForceSetBlendState = true;
1774 mForceSetRasterState = true;
1775 mForceSetDepthStencilState = true;
1776 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +00001777 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +00001778
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001779 mAppliedIBSerial = 0;
shannon.woods@transgaming.coma1229a32013-02-28 23:08:40 +00001780 mAppliedStorageIBSerial = 0;
daniel@transgaming.com7fbf4862013-01-11 04:09:22 +00001781 mAppliedIBOffset = 0;
1782
daniel@transgaming.come4991412012-12-20 20:55:34 +00001783 mAppliedProgramBinarySerial = 0;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001784 memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants));
1785 memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants));
daniel@transgaming.comc43a6052012-11-28 19:41:51 +00001786}
1787
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001788void Renderer11::releaseDeviceResources()
1789{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +00001790 mStateCache.clear();
daniel@transgaming.comc5431eb2012-12-20 21:10:15 +00001791 mInputLayoutCache.clear();
1792
1793 delete mVertexDataManager;
1794 mVertexDataManager = NULL;
1795
1796 delete mIndexDataManager;
1797 mIndexDataManager = NULL;
daniel@transgaming.comc5114302012-12-20 21:11:36 +00001798
1799 delete mLineLoopIB;
1800 mLineLoopIB = NULL;
daniel@transgaming.com4fd1f982013-01-11 04:12:58 +00001801
1802 delete mTriangleFanIB;
1803 mTriangleFanIB = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001804
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001805 SafeRelease(mCopyVB);
1806 SafeRelease(mCopySampler);
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00001807
1808 SafeRelease(mCopy2DIL);
1809 SafeRelease(mCopy2DVS);
1810 SafeRelease(mCopyRGBA2DPS);
1811 SafeRelease(mCopyRGB2DPS);
1812 SafeRelease(mCopyLum2DPS);
1813 SafeRelease(mCopyLumAlpha2DPS);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00001814 SafeRelease(mCopy3DIL);
1815 SafeRelease(mCopy3DVS);
1816 SafeRelease(mCopy3DGS);
1817 SafeRelease(mCopyRGBA3DPS);
1818 SafeRelease(mCopyRGB3DPS);
1819 SafeRelease(mCopyLum3DPS);
1820 SafeRelease(mCopyLumAlpha3DPS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00001821 mCopyResourcesInitialized = false;
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001822
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001823 SafeRelease(mClearVB);
1824 SafeRelease(mClearIL);
1825 SafeRelease(mClearVS);
shannonwoods@chromium.org98949842013-05-30 00:01:51 +00001826 SafeRelease(mClearSinglePS);
1827 SafeRelease(mClearMultiplePS);
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001828 SafeRelease(mClearScissorRS);
1829 SafeRelease(mClearNoScissorRS);
shannon.woods@transgaming.com34f507c2013-01-25 21:52:15 +00001830
1831 mClearResourcesInitialized = false;
shannon.woods@transgaming.com5fb979d2013-01-25 21:53:04 +00001832
shannonwoods@chromium.org894b3242013-05-30 00:01:44 +00001833 SafeRelease(mDriverConstantBufferVS);
1834 SafeRelease(mDriverConstantBufferPS);
1835 SafeRelease(mSyncQuery);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001836}
1837
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001838void Renderer11::notifyDeviceLost()
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001839{
1840 mDeviceLost = true;
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001841 mDisplay->notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001842}
1843
1844bool Renderer11::isDeviceLost()
1845{
1846 return mDeviceLost;
1847}
1848
1849// set notify to true to broadcast a message to all contexts of the device loss
1850bool Renderer11::testDeviceLost(bool notify)
1851{
1852 bool isLost = false;
1853
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001854 // GetRemovedReason is used to test if the device is removed
1855 HRESULT result = mDevice->GetDeviceRemovedReason();
1856 isLost = d3d11::isDeviceLostError(result);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001857
1858 if (isLost)
1859 {
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001860 // Log error if this is a new device lost event
1861 if (mDeviceLost == false)
1862 {
1863 ERR("The D3D11 device was removed: 0x%08X", result);
1864 }
1865
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001866 // ensure we note the device loss --
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00001867 // we'll probably get this done again by notifyDeviceLost
1868 // but best to remember it!
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001869 // Note that we don't want to clear the device loss status here
1870 // -- this needs to be done by resetDevice
1871 mDeviceLost = true;
1872 if (notify)
1873 {
shannon.woods@transgaming.comeb049e22013-02-28 23:04:49 +00001874 notifyDeviceLost();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001875 }
1876 }
1877
1878 return isLost;
1879}
1880
1881bool Renderer11::testDeviceResettable()
1882{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001883 // determine if the device is resettable by creating a dummy device
1884 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001885
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001886 if (D3D11CreateDevice == NULL)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001887 {
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001888 return false;
1889 }
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001890
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001891 D3D_FEATURE_LEVEL featureLevels[] =
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001892 {
1893 D3D_FEATURE_LEVEL_11_0,
1894 D3D_FEATURE_LEVEL_10_1,
1895 D3D_FEATURE_LEVEL_10_0,
1896 };
1897
1898 ID3D11Device* dummyDevice;
1899 D3D_FEATURE_LEVEL dummyFeatureLevel;
1900 ID3D11DeviceContext* dummyContext;
1901
1902 HRESULT result = D3D11CreateDevice(NULL,
1903 D3D_DRIVER_TYPE_HARDWARE,
1904 NULL,
1905 #if defined(_DEBUG)
1906 D3D11_CREATE_DEVICE_DEBUG,
1907 #else
1908 0,
1909 #endif
shannon.woods@transgaming.comd438fd42013-02-28 23:17:45 +00001910 featureLevels,
1911 ArraySize(featureLevels),
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001912 D3D11_SDK_VERSION,
1913 &dummyDevice,
1914 &dummyFeatureLevel,
1915 &dummyContext);
1916
1917 if (!mDevice || FAILED(result))
1918 {
1919 return false;
1920 }
1921
1922 dummyContext->Release();
1923 dummyDevice->Release();
1924
1925 return true;
1926}
1927
1928void Renderer11::release()
1929{
1930 releaseDeviceResources();
1931
1932 if (mDxgiFactory)
1933 {
1934 mDxgiFactory->Release();
1935 mDxgiFactory = NULL;
1936 }
1937
1938 if (mDxgiAdapter)
1939 {
1940 mDxgiAdapter->Release();
1941 mDxgiAdapter = NULL;
1942 }
1943
1944 if (mDeviceContext)
1945 {
1946 mDeviceContext->ClearState();
1947 mDeviceContext->Flush();
1948 mDeviceContext->Release();
1949 mDeviceContext = NULL;
1950 }
1951
1952 if (mDevice)
1953 {
1954 mDevice->Release();
1955 mDevice = NULL;
1956 }
1957
1958 if (mD3d11Module)
1959 {
1960 FreeLibrary(mD3d11Module);
1961 mD3d11Module = NULL;
1962 }
1963
1964 if (mDxgiModule)
1965 {
1966 FreeLibrary(mDxgiModule);
1967 mDxgiModule = NULL;
1968 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001969}
1970
1971bool Renderer11::resetDevice()
1972{
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001973 // recreate everything
1974 release();
1975 EGLint result = initialize();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001976
shannon.woods@transgaming.comddd6c802013-02-28 23:05:14 +00001977 if (result != EGL_SUCCESS)
1978 {
1979 ERR("Could not reinitialize D3D11 device: %08X", result);
1980 return false;
1981 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001982
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001983 mDeviceLost = false;
1984
1985 return true;
1986}
1987
1988DWORD Renderer11::getAdapterVendor() const
1989{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001990 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001991}
1992
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001993std::string Renderer11::getRendererDescription() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001994{
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00001995 std::ostringstream rendererString;
1996
1997 rendererString << mDescription;
1998 rendererString << " Direct3D11";
1999
2000 rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2001 rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel();
2002
2003 return rendererString.str();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002004}
2005
2006GUID Renderer11::getAdapterIdentifier() const
2007{
shannon.woods@transgaming.com43db7952013-02-28 23:04:28 +00002008 // Use the adapter LUID as our adapter ID
2009 // This number is local to a machine is only guaranteed to be unique between restarts
2010 META_ASSERT(sizeof(LUID) <= sizeof(GUID));
2011 GUID adapterId = {0};
2012 memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID));
2013 return adapterId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002014}
2015
shannon.woods@transgaming.combec04bf2013-01-25 21:53:52 +00002016bool Renderer11::getBGRATextureSupport() const
2017{
2018 return mBGRATextureSupport;
2019}
2020
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002021bool Renderer11::getDXT1TextureSupport()
2022{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002023 return mDXT1TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002024}
2025
2026bool Renderer11::getDXT3TextureSupport()
2027{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002028 return mDXT3TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002029}
2030
2031bool Renderer11::getDXT5TextureSupport()
2032{
shannon.woods@transgaming.com09f326b2013-02-28 23:13:34 +00002033 return mDXT5TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002034}
2035
2036bool Renderer11::getDepthTextureSupport() const
2037{
shannon.woods@transgaming.comcf103f32013-02-28 23:18:45 +00002038 return mDepthTextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002039}
2040
2041bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
2042{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002043 *renderable = mFloat32RenderSupport;
2044 *filtering = mFloat32FilterSupport;
2045 return mFloat32TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002046}
2047
2048bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
2049{
shannon.woods@transgaming.com9cdced62013-02-28 23:07:31 +00002050 *renderable = mFloat16RenderSupport;
2051 *filtering = mFloat16FilterSupport;
2052 return mFloat16TextureSupport;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002053}
2054
2055bool Renderer11::getLuminanceTextureSupport()
2056{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002057 return false;
2058}
2059
2060bool Renderer11::getLuminanceAlphaTextureSupport()
2061{
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002062 return false;
2063}
2064
2065bool Renderer11::getTextureFilterAnisotropySupport() const
2066{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002067 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002068}
2069
2070float Renderer11::getTextureMaxAnisotropy() const
2071{
shannon.woods@transgaming.com1abd7972013-02-28 23:06:58 +00002072 switch (mFeatureLevel)
2073 {
2074 case D3D_FEATURE_LEVEL_11_0:
2075 return D3D11_MAX_MAXANISOTROPY;
2076 case D3D_FEATURE_LEVEL_10_1:
2077 case D3D_FEATURE_LEVEL_10_0:
2078 return D3D10_MAX_MAXANISOTROPY;
2079 default: UNREACHABLE();
2080 return 0;
2081 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002082}
2083
2084bool Renderer11::getEventQuerySupport()
2085{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00002086 return true;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002087}
2088
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002089Range Renderer11::getViewportBounds() const
2090{
2091 switch (mFeatureLevel)
2092 {
2093 case D3D_FEATURE_LEVEL_11_0:
2094 return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
2095 case D3D_FEATURE_LEVEL_10_1:
2096 case D3D_FEATURE_LEVEL_10_0:
2097 return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
2098 default: UNREACHABLE();
2099 return Range(0, 0);
2100 }
2101}
2102
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002103unsigned int Renderer11::getMaxVertexTextureImageUnits() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002104{
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +00002105 META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
2106 switch (mFeatureLevel)
2107 {
2108 case D3D_FEATURE_LEVEL_11_0:
2109 case D3D_FEATURE_LEVEL_10_1:
2110 case D3D_FEATURE_LEVEL_10_0:
2111 return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
2112 default: UNREACHABLE();
2113 return 0;
2114 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002115}
2116
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +00002117unsigned int Renderer11::getMaxCombinedTextureImageUnits() const
2118{
2119 return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits();
2120}
2121
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002122unsigned int Renderer11::getReservedVertexUniformVectors() const
2123{
2124 return 0; // Driver uniforms are stored in a separate constant buffer
2125}
2126
2127unsigned int Renderer11::getReservedFragmentUniformVectors() const
2128{
2129 return 0; // Driver uniforms are stored in a separate constant buffer
2130}
2131
2132unsigned int Renderer11::getMaxVertexUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002133{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002134 META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2135 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2136 return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002137}
2138
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002139unsigned int Renderer11::getMaxFragmentUniformVectors() const
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002140{
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +00002141 META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
2142 ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
2143 return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +00002144}
2145
shannon.woods@transgaming.comd8136cb2013-02-28 23:14:44 +00002146unsigned int Renderer11::getMaxVaryingVectors() const
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002147{
2148 META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
shannonwoods@chromium.org74b86cf2013-05-30 00:02:58 +00002149 META_ASSERT(D3D11_VS_OUTPUT_REGISTER_COUNT <= D3D11_PS_INPUT_REGISTER_COUNT);
2150 META_ASSERT(D3D10_VS_OUTPUT_REGISTER_COUNT <= D3D10_PS_INPUT_REGISTER_COUNT);
shannon.woods@transgaming.com28d268e2013-01-25 21:54:26 +00002151 switch (mFeatureLevel)
2152 {
2153 case D3D_FEATURE_LEVEL_11_0:
2154 return D3D11_VS_OUTPUT_REGISTER_COUNT;
2155 case D3D_FEATURE_LEVEL_10_1:
2156 case D3D_FEATURE_LEVEL_10_0:
2157 return D3D10_VS_OUTPUT_REGISTER_COUNT;
2158 default: UNREACHABLE();
2159 return 0;
2160 }
2161}
2162
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002163unsigned int Renderer11::getMaxVertexShaderUniformBuffers() const
2164{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002165 META_ASSERT(gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2166 gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2167
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002168 switch (mFeatureLevel)
2169 {
2170 case D3D_FEATURE_LEVEL_11_0:
2171 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT;
2172 case D3D_FEATURE_LEVEL_10_1:
2173 case D3D_FEATURE_LEVEL_10_0:
2174 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT;
2175 default: UNREACHABLE();
2176 return 0;
2177 }
2178}
2179
2180unsigned int Renderer11::getMaxFragmentShaderUniformBuffers() const
2181{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002182 META_ASSERT(gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT &&
2183 gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS >= D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT);
2184
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002185 switch (mFeatureLevel)
2186 {
2187 case D3D_FEATURE_LEVEL_11_0:
2188 return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT;
2189 case D3D_FEATURE_LEVEL_10_1:
2190 case D3D_FEATURE_LEVEL_10_0:
2191 return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT;
2192 default: UNREACHABLE();
2193 return 0;
2194 }
2195}
2196
2197unsigned int Renderer11::getMaxTransformFeedbackBuffers() const
2198{
shannon.woods%transgaming.com@gtempaccount.com34089352013-04-13 03:36:57 +00002199 META_ASSERT(gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D11_SO_BUFFER_SLOT_COUNT &&
2200 gl::IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS >= D3D10_SO_BUFFER_SLOT_COUNT);
2201
shannon.woods%transgaming.com@gtempaccount.com3f72ce32013-04-13 03:36:43 +00002202 switch (mFeatureLevel)
2203 {
2204 case D3D_FEATURE_LEVEL_11_0:
2205 return D3D11_SO_BUFFER_SLOT_COUNT;
2206 case D3D_FEATURE_LEVEL_10_1:
2207 case D3D_FEATURE_LEVEL_10_0:
2208 return D3D10_SO_BUFFER_SLOT_COUNT;
2209 default: UNREACHABLE();
2210 return 0;
2211 }
2212}
2213
shannonwoods@chromium.org33e798f2013-05-30 00:05:05 +00002214unsigned int Renderer11::getMaxUniformBufferSize() const
2215{
2216 // Each component is a 4-element vector of 4-byte units (floats)
2217 const unsigned int bytesPerComponent = 4 * sizeof(float);
2218
2219 switch (mFeatureLevel)
2220 {
2221 case D3D_FEATURE_LEVEL_11_0:
2222 return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2223 case D3D_FEATURE_LEVEL_10_1:
2224 case D3D_FEATURE_LEVEL_10_0:
2225 return D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
2226 default: UNREACHABLE();
2227 return 0;
2228 }
2229}
2230
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002231bool Renderer11::getNonPower2TextureSupport() const
2232{
shannon.woods@transgaming.com03951cf2013-01-25 21:57:01 +00002233 switch (mFeatureLevel)
2234 {
2235 case D3D_FEATURE_LEVEL_11_0:
2236 case D3D_FEATURE_LEVEL_10_1:
2237 case D3D_FEATURE_LEVEL_10_0:
2238 return true;
2239 default: UNREACHABLE();
2240 return false;
2241 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002242}
2243
2244bool Renderer11::getOcclusionQuerySupport() const
2245{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00002246 switch (mFeatureLevel)
2247 {
2248 case D3D_FEATURE_LEVEL_11_0:
2249 case D3D_FEATURE_LEVEL_10_1:
2250 case D3D_FEATURE_LEVEL_10_0:
2251 return true;
2252 default: UNREACHABLE();
2253 return false;
2254 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002255}
2256
2257bool Renderer11::getInstancingSupport() const
2258{
daniel@transgaming.comfe324642013-02-01 03:20:11 +00002259 switch (mFeatureLevel)
2260 {
2261 case D3D_FEATURE_LEVEL_11_0:
2262 case D3D_FEATURE_LEVEL_10_1:
2263 case D3D_FEATURE_LEVEL_10_0:
2264 return true;
2265 default: UNREACHABLE();
2266 return false;
2267 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002268}
2269
2270bool Renderer11::getShareHandleSupport() const
2271{
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002272 // We only currently support share handles with BGRA surfaces, because
2273 // chrome needs BGRA. Once chrome fixes this, we should always support them.
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002274 // PIX doesn't seem to support using share handles, so disable them.
shannon.woods@transgaming.comc60c5212013-01-25 21:54:01 +00002275 return getBGRATextureSupport() && !gl::perfActive();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002276}
2277
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002278bool Renderer11::getDerivativeInstructionSupport() const
2279{
shannon.woods@transgaming.com09fd9452013-02-28 23:02:28 +00002280 switch (mFeatureLevel)
2281 {
2282 case D3D_FEATURE_LEVEL_11_0:
2283 case D3D_FEATURE_LEVEL_10_1:
2284 case D3D_FEATURE_LEVEL_10_0:
2285 return true;
2286 default: UNREACHABLE();
2287 return false;
2288 }
daniel@transgaming.com7629bb62013-01-11 04:12:28 +00002289}
2290
shannon.woods@transgaming.com8d2f0862013-02-28 23:09:19 +00002291bool Renderer11::getPostSubBufferSupport() const
2292{
2293 // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2.
2294 return false;
2295}
2296
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002297int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002298{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002299 switch (mFeatureLevel)
2300 {
2301 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002302 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00002303 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
2304 default: UNREACHABLE(); return 0;
2305 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002306}
2307
daniel@transgaming.comca1ac1f2013-01-11 04:13:05 +00002308int Renderer11::getMinorShaderModel() const
2309{
2310 switch (mFeatureLevel)
2311 {
2312 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0
2313 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
2314 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0
2315 default: UNREACHABLE(); return 0;
2316 }
2317}
2318
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002319float Renderer11::getMaxPointSize() const
2320{
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00002321 // choose a reasonable maximum. we enforce this in the shader.
2322 // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size)
2323 return 1024.0f;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002324}
2325
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002326int Renderer11::getMaxViewportDimension() const
2327{
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002328 // Maximum viewport size must be at least as large as the largest render buffer (or larger).
2329 // In our case return the maximum texture size, which is the maximum render buffer size.
2330 META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX);
2331 META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX);
2332
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002333 switch (mFeatureLevel)
2334 {
2335 case D3D_FEATURE_LEVEL_11_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002336 return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002337 case D3D_FEATURE_LEVEL_10_1:
2338 case D3D_FEATURE_LEVEL_10_0:
shannon.woods@transgaming.comfd86c2c2013-02-28 23:13:07 +00002339 return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
shannon.woods@transgaming.com8ce2f8f2013-02-28 23:07:10 +00002340 default: UNREACHABLE();
2341 return 0;
2342 }
2343}
2344
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002345int Renderer11::getMaxTextureWidth() const
2346{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002347 switch (mFeatureLevel)
2348 {
2349 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2350 case D3D_FEATURE_LEVEL_10_1:
2351 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2352 default: UNREACHABLE(); return 0;
2353 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002354}
2355
2356int Renderer11::getMaxTextureHeight() const
2357{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002358 switch (mFeatureLevel)
2359 {
2360 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
2361 case D3D_FEATURE_LEVEL_10_1:
2362 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
2363 default: UNREACHABLE(); return 0;
2364 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002365}
2366
shannon.woods%transgaming.com@gtempaccount.comc1fdf6b2013-04-13 03:44:41 +00002367int Renderer11::getMaxTextureDepth() const
2368{
2369 switch (mFeatureLevel)
2370 {
2371 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2372 case D3D_FEATURE_LEVEL_10_1:
2373 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION; // 2048
2374 default: UNREACHABLE(); return 0;
2375 }
2376}
2377
shannon.woods%transgaming.com@gtempaccount.coma98a8112013-04-13 03:45:57 +00002378int Renderer11::getMaxTextureArrayLayers() const
2379{
2380 switch (mFeatureLevel)
2381 {
2382 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 2048
2383 case D3D_FEATURE_LEVEL_10_1:
2384 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // 512
2385 default: UNREACHABLE(); return 0;
2386 }
2387}
2388
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002389bool Renderer11::get32BitIndexSupport() const
2390{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00002391 switch (mFeatureLevel)
2392 {
2393 case D3D_FEATURE_LEVEL_11_0:
2394 case D3D_FEATURE_LEVEL_10_1:
2395 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
2396 default: UNREACHABLE(); return false;
2397 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002398}
2399
2400int Renderer11::getMinSwapInterval() const
2401{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002402 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002403}
2404
2405int Renderer11::getMaxSwapInterval() const
2406{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00002407 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002408}
2409
2410int Renderer11::getMaxSupportedSamples() const
2411{
shannon.woods@transgaming.comdf2fd572013-02-28 23:05:40 +00002412 return mMaxSupportedSamples;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00002413}
2414
shannon.woods@transgaming.com88fbd0f2013-02-28 23:05:46 +00002415int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const
2416{
2417 if (requested == 0)
2418 {
2419 return 0;
2420 }
2421
2422 MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format);
2423 if (iter != mMultisampleSupportMap.end())
2424 {
2425 const MultisampleSupportInfo& info = iter->second;
2426 for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++)
2427 {
2428 if (info.qualityLevels[i] > 0)
2429 {
2430 return i + 1;
2431 }
2432 }
2433 }
2434
2435 return -1;
2436}
2437
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002438unsigned int Renderer11::getMaxRenderTargets() const
2439{
shannon.woods%transgaming.com@gtempaccount.comf30ccc22013-04-13 03:28:36 +00002440 META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2441 META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
2442
shannon.woods%transgaming.com@gtempaccount.comb290ac12013-04-13 03:28:15 +00002443 switch (mFeatureLevel)
2444 {
2445 case D3D_FEATURE_LEVEL_11_0:
2446 return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2447 case D3D_FEATURE_LEVEL_10_1:
2448 case D3D_FEATURE_LEVEL_10_0:
2449 return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
2450 default:
2451 UNREACHABLE();
2452 return 1;
2453 }
2454}
2455
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002456bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002457{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002458 if (source && dest)
2459 {
2460 TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance());
2461 TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance());
2462
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002463 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002464 return true;
2465 }
2466
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002467 return false;
2468}
2469
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002470bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002471{
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002472 if (source && dest)
2473 {
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002474 TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance());
2475 TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002476
daniel@transgaming.come9cf5e72013-01-11 04:06:55 +00002477 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
daniel@transgaming.comb1c208f2013-01-11 04:06:49 +00002478 return true;
2479 }
2480
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00002481 return false;
2482}
2483
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002484bool Renderer11::copyToRenderTarget(TextureStorageInterface3D *dest, TextureStorageInterface3D *source)
2485{
2486 if (source && dest)
2487 {
2488 TextureStorage11_3D *source11 = TextureStorage11_3D::makeTextureStorage11_3D(source->getStorageInstance());
2489 TextureStorage11_3D *dest11 = TextureStorage11_3D::makeTextureStorage11_3D(dest->getStorageInstance());
2490
2491 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
2492 return true;
2493 }
2494
2495 return false;
2496}
2497
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002498bool Renderer11::copyToRenderTarget(TextureStorageInterface2DArray *dest, TextureStorageInterface2DArray *source)
2499{
2500 if (source && dest)
2501 {
2502 TextureStorage11_2DArray *source11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(source->getStorageInstance());
2503 TextureStorage11_2DArray *dest11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(dest->getStorageInstance());
2504
2505 mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture());
2506 return true;
2507 }
2508
2509 return false;
2510}
2511
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002512bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002513 GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002514{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002515 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002516 if (!colorbuffer)
2517 {
2518 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002519 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002520 }
2521
2522 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2523 if (!sourceRenderTarget)
2524 {
2525 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002526 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002527 }
2528
2529 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2530 if (!source)
2531 {
2532 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002533 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002534 }
2535
2536 TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance());
2537 if (!storage11)
2538 {
2539 source->Release();
2540 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002541 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002542 }
2543
2544 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level));
2545 if (!destRenderTarget)
2546 {
2547 source->Release();
2548 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002549 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002550 }
2551
2552 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2553 if (!dest)
2554 {
2555 source->Release();
2556 ERR("Failed to retrieve the render target view from the destination render target.");
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
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002560 gl::Box sourceArea;
2561 sourceArea.x = sourceRect.x;
2562 sourceArea.y = sourceRect.y;
2563 sourceArea.z = 0;
2564 sourceArea.width = sourceRect.width;
2565 sourceArea.height = sourceRect.height;
2566 sourceArea.depth = 1;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002567
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002568 gl::Box destArea;
2569 destArea.x = xoffset;
2570 destArea.y = yoffset;
2571 destArea.z = 0;
2572 destArea.width = sourceRect.width;
2573 destArea.height = sourceRect.height;
2574 destArea.depth = 1;
2575
2576 bool ret = copyTexture(source, sourceArea, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1,
2577 dest, destArea, destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1, destFormat);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002578
2579 source->Release();
2580 dest->Release();
2581
2582 return ret;
daniel@transgaming.com38380882012-11-28 19:36:39 +00002583}
2584
shannon.woods@transgaming.com664916b2013-01-25 21:50:32 +00002585bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
daniel@transgaming.com87705f82012-12-20 21:10:45 +00002586 GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level)
daniel@transgaming.com38380882012-11-28 19:36:39 +00002587{
shannon.woods%transgaming.com@gtempaccount.com89ae1132013-04-13 03:28:43 +00002588 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002589 if (!colorbuffer)
2590 {
2591 ERR("Failed to retrieve the color buffer from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002592 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002593 }
2594
2595 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2596 if (!sourceRenderTarget)
2597 {
2598 ERR("Failed to retrieve the render target from the frame buffer.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002599 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002600 }
2601
2602 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2603 if (!source)
2604 {
2605 ERR("Failed to retrieve the render target view from the render target.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002606 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002607 }
2608
2609 TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance());
2610 if (!storage11)
2611 {
2612 source->Release();
2613 ERR("Failed to retrieve the texture storage from the destination.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002614 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002615 }
2616
2617 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level));
2618 if (!destRenderTarget)
2619 {
2620 source->Release();
2621 ERR("Failed to retrieve the render target from the destination storage.");
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002622 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002623 }
2624
2625 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2626 if (!dest)
2627 {
2628 source->Release();
2629 ERR("Failed to retrieve the render target view from the destination render target.");
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
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002633 gl::Box sourceArea;
2634 sourceArea.x = sourceRect.x;
2635 sourceArea.y = sourceRect.y;
2636 sourceArea.z = 0;
2637 sourceArea.width = sourceRect.width;
2638 sourceArea.height = sourceRect.height;
2639 sourceArea.depth = 1;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002640
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002641 gl::Box destArea;
2642 destArea.x = xoffset;
2643 destArea.y = yoffset;
2644 destArea.z = 0;
2645 destArea.width = sourceRect.width;
2646 destArea.height = sourceRect.height;
2647 destArea.depth = 1;
2648
2649 bool ret = copyTexture(source, sourceArea, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1,
2650 dest, destArea, destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1, destFormat);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002651
2652 source->Release();
2653 dest->Release();
2654
2655 return ret;
2656}
2657
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002658bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2659 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface3D *storage, GLint level)
2660{
2661 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2662 if (!colorbuffer)
2663 {
2664 ERR("Failed to retrieve the color buffer from the frame buffer.");
2665 return gl::error(GL_OUT_OF_MEMORY, false);
2666 }
2667
2668 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2669 if (!sourceRenderTarget)
2670 {
2671 ERR("Failed to retrieve the render target from the frame buffer.");
2672 return gl::error(GL_OUT_OF_MEMORY, false);
2673 }
2674
2675 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2676 if (!source)
2677 {
2678 ERR("Failed to retrieve the render target view from the render target.");
2679 return gl::error(GL_OUT_OF_MEMORY, false);
2680 }
2681
2682 TextureStorage11_3D *storage11 = TextureStorage11_3D::makeTextureStorage11_3D(storage->getStorageInstance());
2683 if (!storage11)
2684 {
2685 source->Release();
2686 ERR("Failed to retrieve the texture storage from the destination.");
2687 return gl::error(GL_OUT_OF_MEMORY, false);
2688 }
2689
2690 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2691 if (!destRenderTarget)
2692 {
2693 source->Release();
2694 ERR("Failed to retrieve the render target from the destination storage.");
2695 return gl::error(GL_OUT_OF_MEMORY, false);
2696 }
2697
2698 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2699 if (!dest)
2700 {
2701 source->Release();
2702 ERR("Failed to retrieve the render target view from the destination render target.");
2703 return gl::error(GL_OUT_OF_MEMORY, false);
2704 }
2705
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002706 gl::Box sourceArea;
2707 sourceArea.x = sourceRect.x;
2708 sourceArea.y = sourceRect.y;
2709 sourceArea.z = 0;
2710 sourceArea.width = sourceRect.width;
2711 sourceArea.height = sourceRect.height;
2712 sourceArea.depth = 1;
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002713
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002714 gl::Box destArea;
2715 destArea.x = xoffset;
2716 destArea.y = yoffset;
2717 destArea.z = 0;
2718 destArea.width = sourceRect.width;
2719 destArea.height = sourceRect.height;
2720 destArea.depth = 1;
2721
2722 bool ret = copyTexture(source, sourceArea, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1,
2723 dest, destArea, destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1, destFormat);
shannon.woods%transgaming.com@gtempaccount.com414e82a2013-04-13 03:44:05 +00002724
2725 source->Release();
2726 dest->Release();
2727
2728 return ret;
2729}
2730
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002731bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat,
2732 GLint xoffset, GLint yoffset, GLint zOffset, TextureStorageInterface2DArray *storage, GLint level)
2733{
2734 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
2735 if (!colorbuffer)
2736 {
2737 ERR("Failed to retrieve the color buffer from the frame buffer.");
2738 return gl::error(GL_OUT_OF_MEMORY, false);
2739 }
2740
2741 RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
2742 if (!sourceRenderTarget)
2743 {
2744 ERR("Failed to retrieve the render target from the frame buffer.");
2745 return gl::error(GL_OUT_OF_MEMORY, false);
2746 }
2747
2748 ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView();
2749 if (!source)
2750 {
2751 ERR("Failed to retrieve the render target view from the render target.");
2752 return gl::error(GL_OUT_OF_MEMORY, false);
2753 }
2754
2755 TextureStorage11_2DArray *storage11 = TextureStorage11_2DArray::makeTextureStorage11_2DArray(storage->getStorageInstance());
2756 if (!storage11)
2757 {
2758 source->Release();
2759 ERR("Failed to retrieve the texture storage from the destination.");
2760 return gl::error(GL_OUT_OF_MEMORY, false);
2761 }
2762
2763 RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTargetLayer(level, zOffset));
2764 if (!destRenderTarget)
2765 {
2766 source->Release();
2767 ERR("Failed to retrieve the render target from the destination storage.");
2768 return gl::error(GL_OUT_OF_MEMORY, false);
2769 }
2770
2771 ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView();
2772 if (!dest)
2773 {
2774 source->Release();
2775 ERR("Failed to retrieve the render target view from the destination render target.");
2776 return gl::error(GL_OUT_OF_MEMORY, false);
2777 }
2778
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002779 gl::Box sourceArea;
2780 sourceArea.x = sourceRect.x;
2781 sourceArea.y = sourceRect.y;
2782 sourceArea.z = 0;
2783 sourceArea.width = sourceRect.width;
2784 sourceArea.height = sourceRect.height;
2785 sourceArea.depth = 1;
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002786
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002787 gl::Box destArea;
2788 destArea.x = xoffset;
2789 destArea.y = yoffset;
2790 destArea.z = 0;
2791 destArea.width = sourceRect.width;
2792 destArea.height = sourceRect.height;
2793 destArea.depth = 1;
2794
2795 bool ret = copyTexture(source, sourceArea, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), 1,
2796 dest, destArea, destRenderTarget->getWidth(), destRenderTarget->getHeight(), 1, destFormat);
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00002797
2798 source->Release();
2799 dest->Release();
2800
2801 return ret;
2802}
2803
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002804bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight, unsigned int sourceDepth,
2805 ID3D11RenderTargetView *dest, const gl::Box &destArea, unsigned int destWidth, unsigned int destHeight, unsigned int destDepth,
2806 GLenum destFormat)
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002807{
2808 HRESULT result;
2809
2810 if (!mCopyResourcesInitialized)
2811 {
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002812 ASSERT(!mCopyVB && !mCopySampler && !mCopy2DIL && !mCopy2DVS && !mCopyRGBA2DPS && !mCopyRGB2DPS && !mCopyLum2DPS && !mCopyLumAlpha2DPS &&
2813 !mCopy3DIL && !mCopy3DVS && !mCopy3DGS && !mCopyRGBA3DPS && !mCopyRGB3DPS && !mCopyLum3DPS && !mCopyLumAlpha3DPS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002814
2815 D3D11_BUFFER_DESC vbDesc;
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002816 vbDesc.ByteWidth = std::max(sizeof(d3d11::PositionLayerTexCoord3DVertex) * 6 * getMaxTextureDepth(),
2817 sizeof(d3d11::PositionTexCoordVertex) * 4);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002818 vbDesc.Usage = D3D11_USAGE_DYNAMIC;
2819 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
2820 vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
2821 vbDesc.MiscFlags = 0;
2822 vbDesc.StructureByteStride = 0;
2823
2824 result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB);
2825 ASSERT(SUCCEEDED(result));
2826 d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer");
2827
2828 D3D11_SAMPLER_DESC samplerDesc;
2829 samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
2830 samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
2831 samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
2832 samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
2833 samplerDesc.MipLODBias = 0.0f;
2834 samplerDesc.MaxAnisotropy = 0;
2835 samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
2836 samplerDesc.BorderColor[0] = 0.0f;
2837 samplerDesc.BorderColor[1] = 0.0f;
2838 samplerDesc.BorderColor[2] = 0.0f;
2839 samplerDesc.BorderColor[3] = 0.0f;
2840 samplerDesc.MinLOD = 0.0f;
2841 samplerDesc.MaxLOD = 0.0f;
2842
2843 result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
2844 ASSERT(SUCCEEDED(result));
2845 d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler");
2846
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002847 // Create 2D copy resources
2848 D3D11_INPUT_ELEMENT_DESC quad2DLayout[] =
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002849 {
2850 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2851 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2852 };
2853
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002854 result = mDevice->CreateInputLayout(quad2DLayout, ArraySize(quad2DLayout), g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), &mCopy2DIL);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002855 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002856 d3d11::SetDebugName(mCopy2DIL, "Renderer11 copy 2D texture input layout");
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002857
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002858 result = mDevice->CreateVertexShader(g_VS_Passthrough2D, sizeof(g_VS_Passthrough2D), NULL, &mCopy2DVS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002859 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002860 d3d11::SetDebugName(mCopy2DVS, "Renderer11 copy 2D texture vertex shader");
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002861
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002862 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA2D, sizeof(g_PS_PassthroughRGBA2D), NULL, &mCopyRGBA2DPS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002863 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002864 d3d11::SetDebugName(mCopyRGBA2DPS, "Renderer11 copy 2D texture RGBA pixel shader");
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002865
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002866 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB2D, sizeof(g_PS_PassthroughRGB2D), NULL, &mCopyRGB2DPS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002867 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002868 d3d11::SetDebugName(mCopyRGB2DPS, "Renderer11 copy 2D texture RGB pixel shader");
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002869
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002870 result = mDevice->CreatePixelShader(g_PS_PassthroughLum2D, sizeof(g_PS_PassthroughLum2D), NULL, &mCopyLum2DPS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002871 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002872 d3d11::SetDebugName(mCopyLum2DPS, "Renderer11 copy 2D texture luminance pixel shader");
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002873
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002874 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha2D, sizeof(g_PS_PassthroughLumAlpha2D), NULL, &mCopyLumAlpha2DPS);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002875 ASSERT(SUCCEEDED(result));
shannonwoods@chromium.orgad8a0d32013-05-30 00:03:28 +00002876 d3d11::SetDebugName(mCopyLumAlpha2DPS, "Renderer11 2D copy texture luminance alpha pixel shader");
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002877
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002878 // Create 3D copy resources
2879 D3D11_INPUT_ELEMENT_DESC quad3DLayout[] =
2880 {
2881 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2882 { "LAYER", 0, DXGI_FORMAT_R32_UINT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2883 { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
2884 };
2885
2886 result = mDevice->CreateInputLayout(quad3DLayout, ArraySize(quad3DLayout), g_VS_Passthrough3D, sizeof(g_VS_Passthrough3D), &mCopy3DIL);
2887 ASSERT(SUCCEEDED(result));
2888 d3d11::SetDebugName(mCopy3DIL, "Renderer11 copy 3D texture input layout");
2889
2890 result = mDevice->CreateVertexShader(g_VS_Passthrough3D, sizeof(g_VS_Passthrough3D), NULL, &mCopy3DVS);
2891 ASSERT(SUCCEEDED(result));
2892 d3d11::SetDebugName(mCopy3DVS, "Renderer11 copy 3D texture vertex shader");
2893
2894 result = mDevice->CreateGeometryShader(g_GS_Passthrough3D, sizeof(g_GS_Passthrough3D), NULL, &mCopy3DGS);
2895 ASSERT(SUCCEEDED(result));
2896 d3d11::SetDebugName(mCopy3DGS, "Renderer11 copy 3D texture geometry shader");
2897
2898 result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA3D, sizeof(g_PS_PassthroughRGBA3D), NULL, &mCopyRGBA3DPS);
2899 ASSERT(SUCCEEDED(result));
2900 d3d11::SetDebugName(mCopyRGBA3DPS, "Renderer11 copy 3D texture RGBA pixel shader");
2901
2902 result = mDevice->CreatePixelShader(g_PS_PassthroughRGB3D, sizeof(g_PS_PassthroughRGB3D), NULL, &mCopyRGB3DPS);
2903 ASSERT(SUCCEEDED(result));
2904 d3d11::SetDebugName(mCopyRGB3DPS, "Renderer11 copy 3D texture RGB pixel shader");
2905
2906 result = mDevice->CreatePixelShader(g_PS_PassthroughLum3D, sizeof(g_PS_PassthroughLum3D), NULL, &mCopyLum3DPS);
2907 ASSERT(SUCCEEDED(result));
2908 d3d11::SetDebugName(mCopyLum3DPS, "Renderer11 copy 3D texture luminance pixel shader");
2909
2910 result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha3D, sizeof(g_PS_PassthroughLumAlpha3D), NULL, &mCopyLumAlpha3DPS);
2911 ASSERT(SUCCEEDED(result));
2912 d3d11::SetDebugName(mCopyLumAlpha3DPS, "Renderer11 3D copy texture luminance alpha pixel shader");
2913
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002914 mCopyResourcesInitialized = true;
2915 }
2916
2917 // Verify the source and destination area sizes
2918 if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) ||
2919 sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) ||
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002920 sourceArea.z < 0 || sourceArea.z + sourceArea.depth > static_cast<int>(sourceDepth) ||
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002921 destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) ||
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002922 destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight) ||
2923 destArea.z < 0 || destArea.z + destArea.depth > static_cast<int>(destDepth))
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002924 {
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002925 return gl::error(GL_INVALID_VALUE, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002926 }
2927
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002928 bool use3DCopy = sourceArea.depth > 1;
2929
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002930 // Set vertices
2931 D3D11_MAPPED_SUBRESOURCE mappedResource;
2932 result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
2933 if (FAILED(result))
2934 {
2935 ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result);
shannon.woods@transgaming.com779aa262013-02-28 23:04:58 +00002936 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002937 }
2938
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002939 // Create a quad in homogeneous coordinates
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002940 float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00002941 float y1 = ((destHeight - destArea.y - destArea.height) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002942 float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f;
shannon.woods@transgaming.comcfdfd462013-02-28 23:13:01 +00002943 float y2 = ((destHeight - destArea.y) / float(destHeight)) * 2.0f - 1.0f;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002944
2945 float u1 = sourceArea.x / float(sourceWidth);
2946 float v1 = sourceArea.y / float(sourceHeight);
2947 float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth);
2948 float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight);
2949
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00002950 UINT stride = 0;
2951 UINT startIdx = 0;
2952 UINT drawCount = 0;
2953 D3D11_PRIMITIVE_TOPOLOGY topology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
2954
2955 if (use3DCopy)
2956 {
2957 d3d11::PositionLayerTexCoord3DVertex *vertices = static_cast<d3d11::PositionLayerTexCoord3DVertex*>(mappedResource.pData);
2958
2959 for (unsigned int i = 0; i < destDepth; i++)
2960 {
2961 float readDepth = ((i * 2) + 0.5f) / (sourceDepth - 1);
2962
2963 d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 0], x1, y1, i, u1, v2, readDepth);
2964 d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 1], x1, y2, i, u1, v1, readDepth);
2965 d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 2], x2, y1, i, u2, v2, readDepth);
2966
2967 d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 3], x1, y2, i, u1, v1, readDepth);
2968 d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 4], x2, y2, i, u2, v1, readDepth);
2969 d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 5], x2, y1, i, u2, v2, readDepth);
2970 }
2971
2972 stride = sizeof(d3d11::PositionLayerTexCoord3DVertex);
2973 drawCount = destDepth * 6;
2974 topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
2975 }
2976 else
2977 {
2978 d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);
2979
2980 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2);
2981 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1);
2982 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2);
2983 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1);
2984
2985 stride = sizeof(d3d11::PositionTexCoordVertex);
2986 drawCount = 4;
2987 topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
2988 }
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002989
2990 mDeviceContext->Unmap(mCopyVB, 0);
2991
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002992 mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx);
2993
2994 // Apply state
shannon.woods@transgaming.comc25537e2013-02-28 23:06:03 +00002995 mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00002996 mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);
2997 mDeviceContext->RSSetState(NULL);
2998
2999 // Apply shaders
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00003000 ID3D11InputLayout *il = NULL;
3001 ID3D11VertexShader *vs = NULL;
3002 ID3D11GeometryShader *gs = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003003 ID3D11PixelShader *ps = NULL;
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00003004
3005 if (use3DCopy)
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003006 {
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00003007 il = mCopy3DIL;
3008 vs = mCopy3DVS;
3009 gs = mCopy3DGS;
3010
3011 switch(destFormat)
3012 {
3013 case GL_RGBA: ps = mCopyRGBA3DPS; break;
3014 case GL_RGB: ps = mCopyRGB3DPS; break;
3015 case GL_ALPHA: ps = mCopyRGBA3DPS; break;
3016 case GL_BGRA_EXT: ps = mCopyRGBA3DPS; break;
3017 case GL_LUMINANCE: ps = mCopyLum3DPS; break;
3018 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlpha3DPS; break;
3019 default: UNREACHABLE(); ps = NULL; break;
3020 }
3021 }
3022 else
3023 {
3024 il = mCopy2DIL;
3025 vs = mCopy2DVS;
3026 gs = NULL;
3027
3028 switch(destFormat)
3029 {
3030 case GL_RGBA: ps = mCopyRGBA2DPS; break;
3031 case GL_RGB: ps = mCopyRGB2DPS; break;
3032 case GL_ALPHA: ps = mCopyRGBA2DPS; break;
3033 case GL_BGRA_EXT: ps = mCopyRGBA2DPS; break;
3034 case GL_LUMINANCE: ps = mCopyLum2DPS; break;
3035 case GL_LUMINANCE_ALPHA: ps = mCopyLumAlpha2DPS; break;
3036 default: UNREACHABLE(); ps = NULL; break;
3037 }
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003038 }
3039
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00003040 mDeviceContext->IASetInputLayout(il);
3041 mDeviceContext->IASetPrimitiveTopology(topology);
3042 mDeviceContext->VSSetShader(vs, NULL, 0);
3043
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003044 mDeviceContext->PSSetShader(ps, NULL, 0);
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00003045 mDeviceContext->GSSetShader(gs, NULL, 0);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003046
3047 // Unset the currently bound shader resource to avoid conflicts
3048 static ID3D11ShaderResourceView *const nullSRV = NULL;
3049 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
3050
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00003051 // Apply render target
3052 setOneTimeRenderTarget(dest);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003053
3054 // Set the viewport
3055 D3D11_VIEWPORT viewport;
3056 viewport.TopLeftX = 0;
3057 viewport.TopLeftY = 0;
3058 viewport.Width = destWidth;
3059 viewport.Height = destHeight;
3060 viewport.MinDepth = 0.0f;
3061 viewport.MaxDepth = 1.0f;
3062 mDeviceContext->RSSetViewports(1, &viewport);
3063
3064 // Apply textures
3065 mDeviceContext->PSSetShaderResources(0, 1, &source);
3066 mDeviceContext->PSSetSamplers(0, 1, &mCopySampler);
3067
3068 // Draw the quad
shannonwoods@chromium.org7b61d5c2013-05-30 00:04:12 +00003069 mDeviceContext->Draw(drawCount, 0);
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003070
3071 // Unbind textures and render targets and vertex buffer
3072 mDeviceContext->PSSetShaderResources(0, 1, &nullSRV);
3073
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00003074 unapplyRenderTargets();
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003075
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00003076 UINT zero = 0;
3077 ID3D11Buffer *const nullBuffer = NULL;
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003078 mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
3079
3080 markAllStateDirty();
3081
3082 return true;
daniel@transgaming.com38380882012-11-28 19:36:39 +00003083}
3084
shannon.woods%transgaming.com@gtempaccount.comba2744f2013-04-13 03:33:38 +00003085void Renderer11::unapplyRenderTargets()
3086{
3087 setOneTimeRenderTarget(NULL);
3088}
3089
3090void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView)
3091{
3092 ID3D11RenderTargetView *rtvArray[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL};
3093
3094 rtvArray[0] = renderTargetView;
3095
3096 mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), rtvArray, NULL);
3097
3098 // Do not preserve the serial for this one-time-use render target
3099 for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++)
3100 {
3101 mAppliedRenderTargetSerials[rtIndex] = 0;
3102 }
3103}
3104
daniel@transgaming.comf2423652012-11-28 20:53:50 +00003105RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
3106{
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00003107 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00003108 RenderTarget11 *renderTarget = NULL;
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00003109
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00003110 if (depth)
3111 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00003112 // Note: depth stencil may be NULL for 0 sized surfaces
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00003113 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(),
3114 swapChain11->getDepthStencilTexture(), NULL,
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00003115 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00003116 }
3117 else
3118 {
shannon.woods@transgaming.com8c6d9df2013-02-28 23:08:57 +00003119 // Note: render target may be NULL for 0 sized surfaces
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00003120 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(),
shannon.woods@transgaming.com7e232852013-02-28 23:06:15 +00003121 swapChain11->getOffscreenTexture(),
shannon.woods@transgaming.com183408d2013-01-25 21:50:07 +00003122 swapChain11->getRenderTargetShaderResource(),
shannonwoods@chromium.org7faf3ec2013-05-30 00:03:45 +00003123 swapChain11->getWidth(), swapChain11->getHeight(), 1);
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00003124 }
3125 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00003126}
3127
3128RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
3129{
daniel@transgaming.comc9a501d2013-01-11 04:08:46 +00003130 RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth);
3131 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00003132}
3133
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003134ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
daniel@transgaming.com55318902012-11-28 20:58:58 +00003135{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00003136 ShaderExecutable11 *executable = NULL;
3137
3138 switch (type)
3139 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003140 case rx::SHADER_VERTEX:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00003141 {
3142 ID3D11VertexShader *vshader = NULL;
3143 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
3144 ASSERT(SUCCEEDED(result));
3145
3146 if (vshader)
3147 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00003148 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00003149 }
3150 }
3151 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003152 case rx::SHADER_PIXEL:
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00003153 {
3154 ID3D11PixelShader *pshader = NULL;
3155 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
3156 ASSERT(SUCCEEDED(result));
3157
3158 if (pshader)
3159 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00003160 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00003161 }
3162 }
3163 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00003164 case rx::SHADER_GEOMETRY:
3165 {
3166 ID3D11GeometryShader *gshader = NULL;
3167 HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader);
3168 ASSERT(SUCCEEDED(result));
3169
3170 if (gshader)
3171 {
3172 executable = new ShaderExecutable11(function, length, gshader);
3173 }
3174 }
3175 break;
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00003176 default:
3177 UNREACHABLE();
3178 break;
3179 }
3180
3181 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00003182}
3183
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003184ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00003185{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003186 const char *profile = NULL;
3187
3188 switch (type)
3189 {
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003190 case rx::SHADER_VERTEX:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003191 profile = "vs_4_0";
3192 break;
shannon.woods@transgaming.com69ff7762013-01-25 21:55:24 +00003193 case rx::SHADER_PIXEL:
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003194 profile = "ps_4_0";
3195 break;
shannon.woods@transgaming.com3e773bb2013-01-25 21:55:47 +00003196 case rx::SHADER_GEOMETRY:
3197 profile = "gs_4_0";
3198 break;
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003199 default:
3200 UNREACHABLE();
3201 return NULL;
3202 }
3203
shannon.woods@transgaming.comd3d42082013-02-28 23:14:31 +00003204 ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003205 if (!binary)
3206 return NULL;
3207
daniel@transgaming.com2275f912012-12-20 21:13:22 +00003208 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00003209 binary->Release();
3210
3211 return executable;
3212}
3213
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00003214VertexBuffer *Renderer11::createVertexBuffer()
3215{
daniel@transgaming.com2c4d0702012-12-20 21:08:51 +00003216 return new VertexBuffer11(this);
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00003217}
3218
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00003219IndexBuffer *Renderer11::createIndexBuffer()
3220{
daniel@transgaming.com11c2af52012-12-20 21:10:01 +00003221 return new IndexBuffer11(this);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003222}
3223
shannon.woods@transgaming.com4e52b632013-02-28 23:08:01 +00003224BufferStorage *Renderer11::createBufferStorage()
3225{
3226 return new BufferStorage11(this);
3227}
3228
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003229QueryImpl *Renderer11::createQuery(GLenum type)
3230{
shannon.woods@transgaming.com8b7606a2013-02-28 23:03:47 +00003231 return new Query11(this, type);
shannon.woods@transgaming.comcfe787e2013-02-28 23:03:35 +00003232}
3233
3234FenceImpl *Renderer11::createFence()
3235{
shannon.woods@transgaming.combe58aa02013-02-28 23:03:55 +00003236 return new Fence11(this);
daniel@transgaming.com0b6d7742012-12-20 21:09:47 +00003237}
3238
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003239bool Renderer11::getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003240{
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003241 ASSERT(colorbuffer != NULL);
3242
3243 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget());
3244 if (renderTarget)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003245 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003246 *subresourceIndex = renderTarget->getSubresourceIndex();
3247
3248 ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView();
3249 if (colorBufferRTV)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003250 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003251 ID3D11Resource *textureResource = NULL;
3252 colorBufferRTV->GetResource(&textureResource);
3253 colorBufferRTV->Release();
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003254
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003255 if (textureResource)
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003256 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003257 HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource);
3258 textureResource->Release();
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003259
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003260 if (SUCCEEDED(result))
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003261 {
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003262 return true;
3263 }
3264 else
3265 {
3266 ERR("Failed to extract the ID3D11Texture2D from the render target resource, "
3267 "HRESULT: 0x%X.", result);
shannon.woods@transgaming.comfdeacb82013-01-25 21:52:34 +00003268 }
3269 }
3270 }
3271 }
3272
3273 return false;
3274}
3275
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003276bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect,
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003277 bool blitRenderTarget, bool blitDepthStencil)
3278{
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003279 if (blitRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003280 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003281 gl::Renderbuffer *readBuffer = readTarget->getReadColorbuffer();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003282
3283 if (!readBuffer)
3284 {
3285 ERR("Failed to retrieve the read buffer from the read framebuffer.");
3286 return gl::error(GL_OUT_OF_MEMORY, false);
3287 }
3288
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003289 RenderTarget *readRenderTarget = readBuffer->getRenderTarget();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003290
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003291 for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003292 {
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003293 if (drawTarget->isEnabledColorAttachment(colorAttachment))
3294 {
3295 gl::Renderbuffer *drawBuffer = drawTarget->getColorbuffer(colorAttachment);
3296
3297 if (!drawBuffer)
3298 {
3299 ERR("Failed to retrieve the draw buffer from the draw framebuffer.");
3300 return gl::error(GL_OUT_OF_MEMORY, false);
3301 }
3302
3303 RenderTarget *drawRenderTarget = drawBuffer->getRenderTarget();
3304
shannon.woods%transgaming.com@gtempaccount.com86df5a42013-04-13 03:34:07 +00003305 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, false))
shannon.woods%transgaming.com@gtempaccount.comf6863e02013-04-13 03:34:00 +00003306 {
3307 return false;
3308 }
3309 }
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003310 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003311 }
3312
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003313 if (blitDepthStencil)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003314 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003315 gl::Renderbuffer *readBuffer = readTarget->getDepthOrStencilbuffer();
3316 gl::Renderbuffer *drawBuffer = drawTarget->getDepthOrStencilbuffer();
3317
3318 if (!readBuffer)
3319 {
3320 ERR("Failed to retrieve the read depth-stencil buffer from the read framebuffer.");
3321 return gl::error(GL_OUT_OF_MEMORY, false);
3322 }
3323
3324 if (!drawBuffer)
3325 {
3326 ERR("Failed to retrieve the draw depth-stencil buffer from the draw framebuffer.");
3327 return gl::error(GL_OUT_OF_MEMORY, false);
3328 }
3329
3330 RenderTarget *readRenderTarget = readBuffer->getDepthStencil();
3331 RenderTarget *drawRenderTarget = drawBuffer->getDepthStencil();
3332
shannon.woods%transgaming.com@gtempaccount.com86df5a42013-04-13 03:34:07 +00003333 if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, true))
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003334 {
3335 return false;
3336 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003337 }
3338
3339 return true;
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003340}
3341
3342void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
3343 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
3344{
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003345 ID3D11Texture2D *colorBufferTexture = NULL;
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00003346 unsigned int subresourceIndex = 0;
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003347
shannon.woods%transgaming.com@gtempaccount.com00e3f0c2013-04-13 03:31:02 +00003348 gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
3349
3350 if (colorbuffer && getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture))
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003351 {
3352 gl::Rectangle area;
3353 area.x = x;
3354 area.y = y;
3355 area.width = width;
3356 area.height = height;
3357
daniel@transgaming.com2eb7ab72013-01-11 04:10:21 +00003358 readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch,
3359 packReverseRowOrder, packAlignment, pixels);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003360
3361 colorBufferTexture->Release();
3362 colorBufferTexture = NULL;
3363 }
daniel@transgaming.com6c872172012-11-28 19:39:33 +00003364}
3365
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003366Image *Renderer11::createImage()
3367{
daniel@transgaming.coma8aac672012-12-20 21:08:00 +00003368 return new Image11();
daniel@transgaming.com244e1832012-12-20 20:52:35 +00003369}
3370
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003371void Renderer11::generateMipmap(Image *dest, Image *src)
3372{
shannon.woods@transgaming.com2b132f42013-01-25 21:52:47 +00003373 Image11 *dest11 = Image11::makeImage11(dest);
3374 Image11 *src11 = Image11::makeImage11(src);
3375 Image11::generateMipmap(dest11, src11);
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00003376}
3377
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003378TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain)
3379{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003380 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
3381 return new TextureStorage11_2D(this, swapChain11);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003382}
3383
3384TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
3385{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003386 return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003387}
3388
3389TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
3390{
daniel@transgaming.com36670db2013-01-11 04:08:22 +00003391 return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size);
daniel@transgaming.com413d2712012-12-20 21:11:04 +00003392}
3393
shannon.woods%transgaming.com@gtempaccount.com2058d642013-04-13 03:42:50 +00003394TextureStorage *Renderer11::createTextureStorage3D(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
3395{
3396 return new TextureStorage11_3D(this, levels, internalformat, usage, width, height, depth);
3397}
3398
shannon.woods%transgaming.com@gtempaccount.com6c86bd52013-04-13 03:45:45 +00003399TextureStorage *Renderer11::createTextureStorage2DArray(int levels, GLenum internalformat, GLenum usage, GLsizei width, GLsizei height, GLsizei depth)
3400{
3401 return new TextureStorage11_2DArray(this, levels, internalformat, usage, width, height, depth);
3402}
3403
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003404static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType)
3405{
3406 if (sourceFormat == DXGI_FORMAT_A8_UNORM &&
3407 destFormat == GL_ALPHA &&
3408 destType == GL_UNSIGNED_BYTE)
3409 {
3410 return 1;
3411 }
3412 else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM &&
3413 destFormat == GL_RGBA &&
3414 destType == GL_UNSIGNED_BYTE)
3415 {
3416 return 4;
3417 }
3418 else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM &&
3419 destFormat == GL_BGRA_EXT &&
3420 destType == GL_UNSIGNED_BYTE)
3421 {
3422 return 4;
3423 }
3424 else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT &&
3425 destFormat == GL_RGBA &&
3426 destType == GL_HALF_FLOAT_OES)
3427 {
3428 return 8;
3429 }
3430 else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT &&
3431 destFormat == GL_RGB &&
3432 destType == GL_FLOAT)
3433 {
3434 return 12;
3435 }
3436 else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT &&
3437 destFormat == GL_RGBA &&
3438 destType == GL_FLOAT)
3439 {
3440 return 16;
3441 }
3442 else
3443 {
3444 return 0;
3445 }
3446}
3447
3448static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x,
3449 unsigned int y, int inputPitch, gl::Color *outColor)
3450{
3451 switch (format)
3452 {
3453 case DXGI_FORMAT_R8G8B8A8_UNORM:
shannon.woods%transgaming.com@gtempaccount.com8dce6512013-04-13 03:42:19 +00003454 case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB:
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003455 {
3456 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00003457 outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF);
3458 outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00);
3459 outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000);
3460 outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003461 }
3462 break;
3463
3464 case DXGI_FORMAT_A8_UNORM:
3465 {
3466 outColor->red = 0.0f;
3467 outColor->green = 0.0f;
3468 outColor->blue = 0.0f;
3469 outColor->alpha = *(data + x + y * inputPitch) / 255.0f;
3470 }
3471 break;
3472
3473 case DXGI_FORMAT_R32G32B32A32_FLOAT:
3474 {
3475 outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0);
3476 outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1);
3477 outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2);
3478 outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3);
3479 }
3480 break;
3481
3482 case DXGI_FORMAT_R32G32B32_FLOAT:
3483 {
3484 outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0);
3485 outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1);
3486 outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2);
3487 outColor->alpha = 1.0f;
3488 }
3489 break;
3490
3491 case DXGI_FORMAT_R16G16B16A16_FLOAT:
3492 {
3493 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0));
3494 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1));
3495 outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2));
3496 outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3));
3497 }
3498 break;
3499
3500 case DXGI_FORMAT_B8G8R8A8_UNORM:
3501 {
3502 unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
shannon.woods@transgaming.com25950ea2013-02-28 23:04:15 +00003503 outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000);
3504 outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF);
3505 outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00);
3506 outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000);
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003507 }
3508 break;
3509
3510 case DXGI_FORMAT_R8_UNORM:
3511 {
3512 outColor->red = *(data + x + y * inputPitch) / 255.0f;
3513 outColor->green = 0.0f;
3514 outColor->blue = 0.0f;
3515 outColor->alpha = 1.0f;
3516 }
3517 break;
3518
3519 case DXGI_FORMAT_R8G8_UNORM:
3520 {
3521 unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch);
3522
3523 outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00);
3524 outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF);
3525 outColor->blue = 0.0f;
3526 outColor->alpha = 1.0f;
3527 }
3528 break;
3529
3530 case DXGI_FORMAT_R16_FLOAT:
3531 {
3532 outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch));
3533 outColor->green = 0.0f;
3534 outColor->blue = 0.0f;
3535 outColor->alpha = 1.0f;
3536 }
3537 break;
3538
3539 case DXGI_FORMAT_R16G16_FLOAT:
3540 {
3541 outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0));
3542 outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1));
3543 outColor->blue = 0.0f;
3544 outColor->alpha = 1.0f;
3545 }
3546 break;
3547
shannon.woods%transgaming.com@gtempaccount.com8dce6512013-04-13 03:42:19 +00003548 case DXGI_FORMAT_R10G10B10A2_UNORM:
3549 {
3550 unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch);
3551 outColor->red = (rgba & 0x000003FF) * (1.0f / 0x000003FF);
3552 outColor->green = (rgba & 0x000FFC00) * (1.0f / 0x000FFC00);
3553 outColor->blue = (rgba & 0x3FF00000) * (1.0f / 0x3FF00000);
3554 outColor->alpha = (rgba & 0xC0000000) * (1.0f / 0xC0000000);
3555 }
3556 break;
3557
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003558 default:
3559 ERR("ReadPixelColor not implemented for DXGI format %u.", format);
3560 UNIMPLEMENTED();
3561 break;
3562 }
3563}
3564
3565static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x,
3566 unsigned int y, int outputPitch, void *outData)
3567{
3568 unsigned char* byteData = reinterpret_cast<unsigned char*>(outData);
3569 unsigned short* shortData = reinterpret_cast<unsigned short*>(outData);
3570
3571 switch (format)
3572 {
3573 case GL_RGBA:
3574 switch (type)
3575 {
3576 case GL_UNSIGNED_BYTE:
3577 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3578 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3579 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3580 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3581 break;
3582
3583 default:
3584 ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type);
3585 UNIMPLEMENTED();
3586 break;
3587 }
3588 break;
3589
3590 case GL_BGRA_EXT:
3591 switch (type)
3592 {
3593 case GL_UNSIGNED_BYTE:
3594 byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3595 byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3596 byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f);
3597 byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f);
3598 break;
3599
3600 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
3601 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3602 // this type is packed as follows:
3603 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3604 // --------------------------------------------------------------------------------
3605 // | 4th | 3rd | 2nd | 1st component |
3606 // --------------------------------------------------------------------------------
3607 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3608 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3609 (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) |
3610 (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) |
3611 (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) |
3612 (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0);
3613 break;
3614
3615 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
3616 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section
3617 // this type is packed as follows:
3618 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
3619 // --------------------------------------------------------------------------------
3620 // | 4th | 3rd | 2nd | 1st component |
3621 // --------------------------------------------------------------------------------
3622 // in the case of BGRA_EXT, B is the first component, G the second, and so forth.
3623 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3624 (static_cast<unsigned short>( color.alpha + 0.5f) << 15) |
3625 (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) |
3626 (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) |
3627 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0);
3628 break;
3629
3630 default:
3631 ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type);
3632 UNIMPLEMENTED();
3633 break;
3634 }
3635 break;
3636
3637 case GL_RGB:
3638 switch (type)
3639 {
3640 case GL_UNSIGNED_SHORT_5_6_5:
3641 shortData[x + y * outputPitch / sizeof(unsigned short)] =
3642 (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) |
3643 (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) |
3644 (static_cast<unsigned short>(31 * color.red + 0.5f) << 11);
3645 break;
3646
3647 case GL_UNSIGNED_BYTE:
3648 byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f);
3649 byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f);
3650 byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f);
3651 break;
3652
3653 default:
3654 ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type);
3655 UNIMPLEMENTED();
3656 break;
3657 }
3658 break;
3659
3660 default:
3661 ERR("WritePixelColor not implemented for format 0x%X.", format);
3662 UNIMPLEMENTED();
3663 break;
3664 }
3665}
3666
3667void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area,
3668 GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder,
3669 GLint packAlignment, void *pixels)
3670{
3671 D3D11_TEXTURE2D_DESC textureDesc;
3672 texture->GetDesc(&textureDesc);
3673
3674 D3D11_TEXTURE2D_DESC stagingDesc;
3675 stagingDesc.Width = area.width;
3676 stagingDesc.Height = area.height;
3677 stagingDesc.MipLevels = 1;
3678 stagingDesc.ArraySize = 1;
3679 stagingDesc.Format = textureDesc.Format;
3680 stagingDesc.SampleDesc.Count = 1;
3681 stagingDesc.SampleDesc.Quality = 0;
3682 stagingDesc.Usage = D3D11_USAGE_STAGING;
3683 stagingDesc.BindFlags = 0;
3684 stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
3685 stagingDesc.MiscFlags = 0;
3686
3687 ID3D11Texture2D* stagingTex = NULL;
3688 HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex);
3689 if (FAILED(result))
3690 {
3691 ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result);
3692 return;
3693 }
3694
3695 ID3D11Texture2D* srcTex = NULL;
3696 if (textureDesc.SampleDesc.Count > 1)
3697 {
3698 D3D11_TEXTURE2D_DESC resolveDesc;
3699 resolveDesc.Width = textureDesc.Width;
3700 resolveDesc.Height = textureDesc.Height;
3701 resolveDesc.MipLevels = 1;
3702 resolveDesc.ArraySize = 1;
3703 resolveDesc.Format = textureDesc.Format;
3704 resolveDesc.SampleDesc.Count = 1;
3705 resolveDesc.SampleDesc.Quality = 0;
3706 resolveDesc.Usage = D3D11_USAGE_DEFAULT;
3707 resolveDesc.BindFlags = 0;
3708 resolveDesc.CPUAccessFlags = 0;
3709 resolveDesc.MiscFlags = 0;
3710
3711 result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex);
3712 if (FAILED(result))
3713 {
3714 ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result);
3715 stagingTex->Release();
3716 return;
3717 }
3718
3719 mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format);
3720 subResource = 0;
3721 }
3722 else
3723 {
3724 srcTex = texture;
3725 srcTex->AddRef();
3726 }
3727
3728 D3D11_BOX srcBox;
3729 srcBox.left = area.x;
3730 srcBox.right = area.x + area.width;
3731 srcBox.top = area.y;
3732 srcBox.bottom = area.y + area.height;
3733 srcBox.front = 0;
3734 srcBox.back = 1;
3735
3736 mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox);
3737
3738 srcTex->Release();
3739 srcTex = NULL;
3740
3741 D3D11_MAPPED_SUBRESOURCE mapping;
3742 mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping);
3743
3744 unsigned char *source;
3745 int inputPitch;
3746 if (packReverseRowOrder)
3747 {
3748 source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1);
3749 inputPitch = -static_cast<int>(mapping.RowPitch);
3750 }
3751 else
3752 {
3753 source = static_cast<unsigned char*>(mapping.pData);
3754 inputPitch = static_cast<int>(mapping.RowPitch);
3755 }
3756
3757 unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type);
3758 if (fastPixelSize != 0)
3759 {
3760 unsigned char *dest = static_cast<unsigned char*>(pixels);
3761 for (int j = 0; j < area.height; j++)
3762 {
3763 memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize);
3764 }
3765 }
shannon.woods%transgaming.com@gtempaccount.com676dc8f2013-04-13 03:35:13 +00003766 else if (textureDesc.Format == DXGI_FORMAT_B8G8R8A8_UNORM &&
3767 format == GL_RGBA &&
3768 type == GL_UNSIGNED_BYTE)
3769 {
3770 // Fast path for swapping red with blue
3771 unsigned char *dest = static_cast<unsigned char*>(pixels);
3772
3773 for (int j = 0; j < area.height; j++)
3774 {
3775 for (int i = 0; i < area.width; i++)
3776 {
3777 unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch);
3778 *(unsigned int*)(dest + 4 * i + j * outputPitch) =
3779 (argb & 0xFF00FF00) | // Keep alpha and green
3780 (argb & 0x00FF0000) >> 16 | // Move red to blue
3781 (argb & 0x000000FF) << 16; // Move blue to red
3782 }
3783 }
3784 }
daniel@transgaming.comee42a0a2013-01-11 04:09:15 +00003785 else
3786 {
3787 gl::Color pixelColor;
3788 for (int j = 0; j < area.height; j++)
3789 {
3790 for (int i = 0; i < area.width; i++)
3791 {
3792 readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor);
3793 writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels);
3794 }
3795 }
3796 }
3797
3798 mDeviceContext->Unmap(stagingTex, 0);
3799
3800 stagingTex->Release();
3801 stagingTex = NULL;
3802}
3803
shannon.woods%transgaming.com@gtempaccount.com86df5a42013-04-13 03:34:07 +00003804bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget,
3805 RenderTarget *drawRenderTarget, bool wholeBufferCopy)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003806{
3807 ASSERT(readRect.width == drawRect.width && readRect.height == drawRect.height);
3808
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003809 RenderTarget11 *readRenderTarget11 = RenderTarget11::makeRenderTarget11(readRenderTarget);
3810 if (!readRenderTarget)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003811 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003812 ERR("Failed to retrieve the read render target from the read framebuffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003813 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003814 }
3815
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003816 ID3D11Resource *readTexture = NULL;
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003817 unsigned int readSubresource = 0;
3818 if (readRenderTarget->getSamples() > 0)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003819 {
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003820 ID3D11Resource *unresolvedResource = readRenderTarget11->getTexture();
3821 ID3D11Texture2D *unresolvedTexture = d3d11::DynamicCastComObject<ID3D11Texture2D>(unresolvedResource);
3822 unresolvedResource->Release();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003823
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003824 if (unresolvedTexture)
3825 {
3826 readTexture = resolveMultisampledTexture(unresolvedTexture, readRenderTarget11->getSubresourceIndex());
3827 readSubresource = 0;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003828
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003829 unresolvedTexture->Release();
3830 }
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003831 }
3832 else
3833 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003834 readTexture = readRenderTarget11->getTexture();
3835 readSubresource = readRenderTarget11->getSubresourceIndex();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003836 }
3837
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003838 if (!readTexture)
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003839 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003840 ERR("Failed to retrieve the read render target view from the read render target.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003841 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003842 }
3843
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003844 RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003845 if (!drawRenderTarget)
3846 {
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003847 readTexture->Release();
3848 ERR("Failed to retrieve the draw render target from the draw framebuffer.");
shannon.woods@transgaming.comea4a0c62013-02-28 23:06:29 +00003849 return gl::error(GL_OUT_OF_MEMORY, false);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003850 }
3851
shannon.woods%transgaming.com@gtempaccount.com27ac40e2013-04-13 03:43:17 +00003852 ID3D11Resource *drawTexture = drawRenderTarget11->getTexture();
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003853 unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003854
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003855 D3D11_BOX readBox;
3856 readBox.left = readRect.x;
3857 readBox.right = readRect.x + readRect.width;
3858 readBox.top = readRect.y;
3859 readBox.bottom = readRect.y + readRect.height;
3860 readBox.front = 0;
3861 readBox.back = 1;
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003862
shannon.woods%transgaming.com@gtempaccount.com86df5a42013-04-13 03:34:07 +00003863 // D3D11 needs depth-stencil CopySubresourceRegions to have a NULL pSrcBox
3864 // We also require complete framebuffer copies for depth-stencil blit.
3865 D3D11_BOX *pSrcBox = wholeBufferCopy ? NULL : &readBox;
3866
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003867 mDeviceContext->CopySubresourceRegion(drawTexture, drawSubresource, drawRect.x, drawRect.y, 0,
shannon.woods%transgaming.com@gtempaccount.com86df5a42013-04-13 03:34:07 +00003868 readTexture, readSubresource, pSrcBox);
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003869
shannon.woods%transgaming.com@gtempaccount.com1d64b622013-04-13 03:33:53 +00003870 readTexture->Release();
3871 drawTexture->Release();
shannon.woods@transgaming.com1e1deda2013-02-28 23:06:23 +00003872
3873 return true;
3874}
3875
shannon.woods@transgaming.comd67f9ce2013-02-28 23:06:09 +00003876ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource)
3877{
3878 D3D11_TEXTURE2D_DESC textureDesc;
3879 source->GetDesc(&textureDesc);
3880
3881 if (textureDesc.SampleDesc.Count > 1)
3882 {
3883 D3D11_TEXTURE2D_DESC resolveDesc;
3884 resolveDesc.Width = textureDesc.Width;
3885 resolveDesc.Height = textureDesc.Height;
3886 resolveDesc.MipLevels = 1;
3887 resolveDesc.ArraySize = 1;
3888 resolveDesc.Format = textureDesc.Format;
3889 resolveDesc.SampleDesc.Count = 1;
3890 resolveDesc.SampleDesc.Quality = 0;
3891 resolveDesc.Usage = textureDesc.Usage;
3892 resolveDesc.BindFlags = textureDesc.BindFlags;
3893 resolveDesc.CPUAccessFlags = 0;
3894 resolveDesc.MiscFlags = 0;
3895
3896 ID3D11Texture2D *resolveTexture = NULL;
3897 HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture);
3898 if (FAILED(result))
3899 {
3900 ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result);
3901 return NULL;
3902 }
3903
3904 mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format);
3905 return resolveTexture;
3906 }
3907 else
3908 {
3909 source->AddRef();
3910 return source;
3911 }
3912}
3913
shannon.woods@transgaming.com9d971ff2013-01-25 21:50:53 +00003914}