blob: 8b1b96adea3a53a9a2654dd4a480d65da13d8a1f [file] [log] [blame]
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001//
2// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
8
9#include "common/debug.h"
daniel@transgaming.com5503fd02012-11-28 19:38:57 +000010#include "libGLESv2/main.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000011#include "libGLESv2/utilities.h"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +000012#include "libGLESv2/mathutil.h"
daniel@transgaming.com18adad02012-11-28 21:04:03 +000013#include "libGLESv2/Buffer.h"
daniel@transgaming.com53670042012-11-28 20:55:51 +000014#include "libGLESv2/Program.h"
15#include "libGLESv2/ProgramBinary.h"
daniel@transgaming.com80fc3322012-11-28 21:02:13 +000016#include "libGLESv2/Framebuffer.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000017#include "libGLESv2/renderer/Renderer11.h"
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +000018#include "libGLESv2/renderer/RenderTarget11.h"
daniel@transgaming.com65e65372012-11-28 19:33:50 +000019#include "libGLESv2/renderer/renderer11_utils.h"
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +000020#include "libGLESv2/renderer/ShaderExecutable11.h"
daniel@transgaming.coma60160b2012-11-28 19:41:15 +000021#include "libGLESv2/renderer/SwapChain11.h"
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000022
23#include "libEGL/Config.h"
24#include "libEGL/Display.h"
25
26namespace rx
27{
daniel@transgaming.com65e65372012-11-28 19:33:50 +000028static const DXGI_FORMAT RenderTargetFormats[] =
29 {
30 DXGI_FORMAT_R8G8B8A8_UNORM
31 };
32
33static const DXGI_FORMAT DepthStencilFormats[] =
34 {
35 DXGI_FORMAT_D24_UNORM_S8_UINT
36 };
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000037
38Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
39{
40 mD3d11Module = NULL;
41 mDxgiModule = NULL;
42
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +000043 mDeviceLost = false;
44
daniel@transgaming.com25072f62012-11-28 19:31:32 +000045 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000046 mDeviceContext = NULL;
daniel@transgaming.com65e65372012-11-28 19:33:50 +000047 mDxgiAdapter = NULL;
48 mDxgiFactory = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000049}
50
51Renderer11::~Renderer11()
52{
53 releaseDeviceResources();
54
daniel@transgaming.com65e65372012-11-28 19:33:50 +000055 if (mDxgiFactory)
56 {
57 mDxgiFactory->Release();
58 mDxgiFactory = NULL;
59 }
60
61 if (mDxgiAdapter)
62 {
63 mDxgiAdapter->Release();
64 mDxgiAdapter = NULL;
65 }
66
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000067 if (mDeviceContext)
68 {
69 mDeviceContext->Release();
70 mDeviceContext = NULL;
71 }
72
daniel@transgaming.com25072f62012-11-28 19:31:32 +000073 if (mDevice)
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000074 {
daniel@transgaming.com25072f62012-11-28 19:31:32 +000075 mDevice->Release();
76 mDevice = NULL;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000077 }
78
79 if (mD3d11Module)
80 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000081 FreeLibrary(mD3d11Module);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000082 mD3d11Module = NULL;
83 }
84
85 if (mDxgiModule)
86 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +000087 FreeLibrary(mDxgiModule);
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000088 mDxgiModule = NULL;
89 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000090}
91
daniel@transgaming.comb64ed282012-11-28 20:54:02 +000092Renderer11 *Renderer11::makeRenderer11(Renderer *renderer)
93{
94 ASSERT(dynamic_cast<rx::Renderer11*>(renderer) != NULL);
95 return static_cast<rx::Renderer11*>(renderer);
96}
97
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +000098EGLint Renderer11::initialize()
99{
daniel@transgaming.com25e16af2012-11-28 21:05:57 +0000100 if (!initializeCompiler())
101 {
102 return EGL_NOT_INITIALIZED;
103 }
104
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000105 mDxgiModule = LoadLibrary(TEXT("dxgi.dll"));
106 mD3d11Module = LoadLibrary(TEXT("d3d11.dll"));
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000107
108 if (mD3d11Module == NULL || mDxgiModule == NULL)
109 {
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000110 ERR("Could not load D3D11 or DXGI library - aborting!\n");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000111 return EGL_NOT_INITIALIZED;
112 }
113
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000114 PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice");
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000115
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000116 if (D3D11CreateDevice == NULL)
117 {
118 ERR("Could not retrieve D3D11CreateDevice address - aborting!\n");
119 return EGL_NOT_INITIALIZED;
120 }
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000121
122 D3D_FEATURE_LEVEL featureLevel[] =
123 {
124 D3D_FEATURE_LEVEL_11_0,
125 D3D_FEATURE_LEVEL_10_1,
126 D3D_FEATURE_LEVEL_10_0,
127 };
128
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000129 HRESULT result = D3D11CreateDevice(NULL,
130 D3D_DRIVER_TYPE_HARDWARE,
131 NULL,
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000132 #if defined(_DEBUG)
133 D3D11_CREATE_DEVICE_DEBUG,
134 #else
135 0,
136 #endif
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000137 featureLevel,
138 sizeof(featureLevel)/sizeof(featureLevel[0]),
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000139 D3D11_SDK_VERSION,
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000140 &mDevice,
141 &mFeatureLevel,
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000142 &mDeviceContext);
daniel@transgaming.com25072f62012-11-28 19:31:32 +0000143
144 if (!mDevice || FAILED(result))
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000145 {
146 ERR("Could not create D3D11 device - aborting!\n");
147 return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer
148 }
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000149
150 IDXGIDevice *dxgiDevice = NULL;
151 result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
152
153 if (FAILED(result))
154 {
155 ERR("Could not query DXGI device - aborting!\n");
156 return EGL_NOT_INITIALIZED;
157 }
158
159 result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter);
160
161 if (FAILED(result))
162 {
163 ERR("Could not retrieve DXGI adapter - aborting!\n");
164 return EGL_NOT_INITIALIZED;
165 }
166
167 dxgiDevice->Release();
168
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000169 mDxgiAdapter->GetDesc(&mAdapterDescription);
170 memset(mDescription, 0, sizeof(mDescription));
171 wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
172
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000173 result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory);
174
175 if (!mDxgiFactory || FAILED(result))
176 {
177 ERR("Could not create DXGI factory - aborting!\n");
178 return EGL_NOT_INITIALIZED;
179 }
180
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000181 initializeDevice();
182
183 return EGL_SUCCESS;
184}
185
186// do any one-time device initialization
187// NOTE: this is also needed after a device lost/reset
188// to reset the scene status and ensure the default states are reset.
189void Renderer11::initializeDevice()
190{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000191 mStateCache.initialize(mDevice);
192
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000193 markAllStateDirty();
194
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000195 // Permanent non-default states
196 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000197 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000198}
199
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000200int Renderer11::generateConfigs(ConfigDesc **configDescList)
201{
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000202 unsigned int numRenderFormats = sizeof(RenderTargetFormats) / sizeof(RenderTargetFormats[0]);
203 unsigned int numDepthFormats = sizeof(DepthStencilFormats) / sizeof(DepthStencilFormats[0]);
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000204 (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats];
205 int numConfigs = 0;
206
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000207 for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000208 {
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000209 for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++)
daniel@transgaming.com65e65372012-11-28 19:33:50 +0000210 {
211 DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex];
212
213 UINT formatSupport = 0;
214 HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport);
215
216 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET))
217 {
218 DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex];
219
220 UINT formatSupport = 0;
221 HRESULT result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport);
222
223 if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL))
224 {
225 ConfigDesc newConfig;
226 newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat);
227 newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat);
228 newConfig.multiSample = 0; // FIXME: enumerate multi-sampling
229 newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast
230
231 (*configDescList)[numConfigs++] = newConfig;
232 }
233 }
234 }
235 }
236
237 return numConfigs;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000238}
239
240void Renderer11::deleteConfigs(ConfigDesc *configDescList)
241{
242 delete [] (configDescList);
243}
244
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000245void Renderer11::sync(bool block)
246{
247 // TODO
248 UNIMPLEMENTED();
249}
250
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000251SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat)
252{
daniel@transgaming.coma60160b2012-11-28 19:41:15 +0000253 return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat);
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000254}
255
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000256void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState)
257{
258 // TODO
259 UNIMPLEMENTED();
260}
261
262void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture)
263{
264 // TODO
265 UNIMPLEMENTED();
266}
267
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000268void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000269{
daniel@transgaming.com237bc7e2012-11-28 21:01:06 +0000270 if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000271 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000272 ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled,
273 mCurDepthSize);
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000274 if (!dxRasterState)
275 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000276 ERR("NULL blend state returned by RenderStateCache::getRasterizerState, setting the default"
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000277 "rasterizer state.");
278 }
279
280 mDeviceContext->RSSetState(dxRasterState);
281
282 if (dxRasterState)
283 {
284 dxRasterState->Release();
285 }
286 mCurRasterState = rasterState;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000287 }
288
289 mForceSetRasterState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000290}
291
292void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
293 unsigned int sampleMask)
294{
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000295 if (mForceSetBlendState ||
296 memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 ||
297 memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 ||
298 sampleMask != mCurSampleMask)
299 {
300 ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState);
301 if (!dxBlendState)
302 {
303 ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default "
304 "blend state.");
305 }
306
307 const float blendColors[] = { blendColor.red, blendColor.green, blendColor.blue, blendColor.alpha };
308 mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask);
309
310 if (dxBlendState)
311 {
312 dxBlendState->Release();
313 }
314 mCurBlendState = blendState;
315 mCurBlendColor = blendColor;
316 mCurSampleMask = sampleMask;
317 }
318
319 mForceSetBlendState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000320}
321
daniel@transgaming.com08c331d2012-11-28 19:38:39 +0000322void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
daniel@transgaming.com3a0ef482012-11-28 21:01:20 +0000323 int stencilBackRef, bool frontFaceCCW)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000324{
daniel@transgaming.com5503fd02012-11-28 19:38:57 +0000325 if (mForceSetDepthStencilState ||
326 memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 ||
327 stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef)
328 {
329 if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
330 stencilRef != stencilBackRef ||
331 depthStencilState.stencilMask != depthStencilState.stencilBackMask)
332 {
333 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are "
334 "invalid under WebGL.");
335 return error(GL_INVALID_OPERATION);
336 }
337
338 ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState);
339 if (!dxDepthStencilState)
340 {
341 ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, "
342 "setting the default depth stencil state.");
343 }
344
345 mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef));
346
347 if (dxDepthStencilState)
348 {
349 dxDepthStencilState->Release();
350 }
351 mCurDepthStencilState = depthStencilState;
352 mCurStencilRef = stencilRef;
353 mCurStencilBackRef = stencilBackRef;
354 }
355
356 mForceSetDepthStencilState = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000357}
358
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000359void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000360{
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000361 if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 ||
362 enabled != mScissorEnabled)
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000363 {
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000364 if (enabled)
365 {
366 D3D11_RECT rect;
367 rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width));
368 rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height));
369 rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width));
370 rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height));
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000371
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000372 mDeviceContext->RSSetScissorRects(1, &rect);
373 }
374
375 if (enabled != mScissorEnabled)
376 {
377 mForceSetRasterState = true;
378 }
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000379
380 mCurScissor = scissor;
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000381 mScissorEnabled = enabled;
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000382 }
383
384 mForceSetScissor = false;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000385}
386
daniel@transgaming.com12985182012-12-20 20:56:31 +0000387bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
388 bool ignoreViewport, gl::ProgramBinary *currentProgram, bool forceSetUniforms)
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000389{
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000390 gl::Rectangle actualViewport = viewport;
391 float actualZNear = gl::clamp01(zNear);
392 float actualZFar = gl::clamp01(zFar);
393 if (ignoreViewport)
394 {
395 actualViewport.x = 0;
396 actualViewport.y = 0;
397 actualViewport.width = mRenderTargetDesc.width;
398 actualViewport.height = mRenderTargetDesc.height;
399 actualZNear = 0.0f;
400 actualZFar = 1.0f;
401 }
daniel@transgaming.com53670042012-11-28 20:55:51 +0000402
403 D3D11_VIEWPORT dxViewport;
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000404 dxViewport.TopLeftX = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width));
405 dxViewport.TopLeftY = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height));
406 dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.TopLeftX));
407 dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.TopLeftY));
408 dxViewport.MinDepth = actualZNear;
409 dxViewport.MaxDepth = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000410
411 if (dxViewport.Width <= 0 || dxViewport.Height <= 0)
412 {
413 return false; // Nothing to render
414 }
415
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000416 bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 ||
417 actualZNear != mCurNear || actualZFar != mCurFar;
418
daniel@transgaming.com53670042012-11-28 20:55:51 +0000419 if (viewportChanged)
420 {
421 mDeviceContext->RSSetViewports(1, &dxViewport);
422
daniel@transgaming.com4c4ce232012-11-28 21:01:40 +0000423 mCurViewport = actualViewport;
424 mCurNear = actualZNear;
425 mCurFar = actualZFar;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000426 }
427
428 if (currentProgram && (viewportChanged || forceSetUniforms))
429 {
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000430 currentProgram->applyDxHalfPixelSize(0.0f, 0.0f);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000431
432 // These values are used for computing gl_FragCoord in Program::linkVaryings().
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000433 currentProgram->applyDxCoord(actualViewport.width * 0.5f,
434 actualViewport.height * 0.5f,
435 actualViewport.x + (actualViewport.width * 0.5f),
436 actualViewport.y + (actualViewport.height * 0.5f));
daniel@transgaming.com53670042012-11-28 20:55:51 +0000437
daniel@transgaming.com12985182012-12-20 20:56:31 +0000438 GLfloat ccw = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000439 currentProgram->applyDxDepthFront((actualZFar - actualZNear) * 0.5f, (actualZNear + actualZFar) * 0.5f, ccw);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000440
daniel@transgaming.com88853c52012-12-20 20:56:40 +0000441 currentProgram->applyDxDepthRange(actualZNear, actualZFar, actualZFar - actualZNear);
daniel@transgaming.com53670042012-11-28 20:55:51 +0000442 }
443
444 mForceSetViewport = false;
daniel@transgaming.com83e80ee2012-11-28 19:40:53 +0000445 return true;
446}
447
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000448bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count)
449{
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000450 D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000451
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000452 switch (mode)
453 {
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000454 case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
455 case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000456 case GL_LINE_LOOP: UNIMPLEMENTED(); /* TODO */ break;
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000457 case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
458 case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
459 case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000460 case GL_TRIANGLE_FAN: UNIMPLEMENTED(); /* TODO */ break;
461 default:
462 return error(GL_INVALID_ENUM, false);
463 }
464
daniel@transgaming.comc52be632012-11-28 21:04:28 +0000465 mDeviceContext->IASetPrimitiveTopology(primitiveTopology);
daniel@transgaming.com0b03b062012-11-28 21:03:49 +0000466
467 return count > 0;
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000468}
469
470bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer)
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000471{
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000472 // Get the color render buffer and serial
473 gl::Renderbuffer *renderbufferObject = NULL;
474 unsigned int renderTargetSerial = 0;
475 if (framebuffer->getColorbufferType() != GL_NONE)
476 {
477 renderbufferObject = framebuffer->getColorbuffer();
daniel@transgaming.comdcf1e672012-11-28 19:38:19 +0000478
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000479 if (!renderbufferObject)
480 {
481 ERR("render target pointer unexpectedly null.");
daniel@transgaming.come9c71b42012-11-28 21:02:23 +0000482 return false;
daniel@transgaming.com80fc3322012-11-28 21:02:13 +0000483 }
484
485 renderTargetSerial = renderbufferObject->getSerial();
486 }
487
488 // Get the depth stencil render buffer and serials
489 gl::Renderbuffer *depthStencil = NULL;
490 unsigned int depthbufferSerial = 0;
491 unsigned int stencilbufferSerial = 0;
492 if (framebuffer->getDepthbufferType() != GL_NONE)
493 {
494 depthStencil = framebuffer->getDepthbuffer();
495 if (!depthStencil)
496 {
497 ERR("Depth stencil pointer unexpectedly null.");
498 return false;
499 }
500
501 depthbufferSerial = depthStencil->getSerial();
502 }
503 else if (framebuffer->getStencilbufferType() != GL_NONE)
504 {
505 depthStencil = framebuffer->getStencilbuffer();
506 if (!depthStencil)
507 {
508 ERR("Depth stencil pointer unexpectedly null.");
509 return false;
510 }
511
512 stencilbufferSerial = depthStencil->getSerial();
513 }
514
515 // Extract the render target dimensions and view
516 unsigned int renderTargetWidth = 0;
517 unsigned int renderTargetHeight = 0;
518 GLenum renderTargetFormat = 0;
519 ID3D11RenderTargetView* framebufferRTV = NULL;
520 if (renderbufferObject)
521 {
522 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
523 if (!renderTarget)
524 {
525 ERR("render target pointer unexpectedly null.");
526 return false;
527 }
528
529 framebufferRTV = renderTarget->getRenderTargetView();
530 if (!framebufferRTV)
531 {
532 ERR("render target view pointer unexpectedly null.");
533 return false;
534 }
535
536 renderTargetWidth = renderbufferObject->getWidth();
537 renderTargetHeight = renderbufferObject->getHeight();
538 renderTargetFormat = renderbufferObject->getActualFormat();
539 }
540
541 // Extract the depth stencil sizes and view
542 unsigned int depthSize = 0;
543 unsigned int stencilSize = 0;
544 ID3D11DepthStencilView* framebufferDSV = NULL;
545 if (depthStencil)
546 {
547 RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil());
548 if (!depthStencilRenderTarget)
549 {
550 ERR("render target pointer unexpectedly null.");
551 if (framebufferRTV)
552 {
553 framebufferRTV->Release();
554 }
555 return false;
556 }
557
558 framebufferDSV = depthStencilRenderTarget->getDepthStencilView();
559 if (!framebufferDSV)
560 {
561 ERR("depth stencil view pointer unexpectedly null.");
562 if (framebufferRTV)
563 {
564 framebufferRTV->Release();
565 }
566 return false;
567 }
568
569 // If there is no render buffer, the width, height and format values come from
570 // the depth stencil
571 if (!renderbufferObject)
572 {
573 renderTargetWidth = depthStencil->getWidth();
574 renderTargetHeight = depthStencil->getHeight();
575 renderTargetFormat = depthStencil->getActualFormat();
576 }
577
578 depthSize = depthStencil->getDepthSize();
579 stencilSize = depthStencil->getStencilSize();
580 }
581
582 // Apply the render target and depth stencil
583 if (!mRenderTargetDescInitialized || !mDepthStencilInitialized ||
584 renderTargetSerial != mAppliedRenderTargetSerial ||
585 depthbufferSerial != mAppliedDepthbufferSerial ||
586 stencilbufferSerial != mAppliedStencilbufferSerial)
587 {
588 mDeviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
589
590 mRenderTargetDesc.width = renderTargetWidth;
591 mRenderTargetDesc.height = renderTargetHeight;
592 mRenderTargetDesc.format = renderTargetFormat;
593 mForceSetViewport = true; // TODO: It may not be required to clamp the viewport in D3D11
594 mForceSetScissor = true; // TODO: It may not be required to clamp the scissor in D3D11
595
596 if (!mDepthStencilInitialized || depthSize != mCurDepthSize)
597 {
598 mCurDepthSize = depthSize;
599 mForceSetRasterState = true;
600 }
601
602 mCurStencilSize = stencilSize;
603
604 mAppliedRenderTargetSerial = renderTargetSerial;
605 mAppliedDepthbufferSerial = depthbufferSerial;
606 mAppliedStencilbufferSerial = stencilbufferSerial;
607 mRenderTargetDescInitialized = true;
608 mDepthStencilInitialized = true;
609 }
610
611 if (framebufferRTV)
612 {
613 framebufferRTV->Release();
614 }
615 if (framebufferDSV)
616 {
617 framebufferDSV->Release();
618 }
daniel@transgaming.comae39ee22012-11-28 19:42:02 +0000619
620 return true;
daniel@transgaming.com493d4f82012-11-28 19:35:45 +0000621}
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000622
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000623GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000624{
daniel@transgaming.com18adad02012-11-28 21:04:03 +0000625 // TODO: Create/update vertex buffers for arbitrary GL attributes
626 ASSERT(vertexAttributes[0].mBoundBuffer.get() == 0); // UNIMPLEMENTED();
627
628 UINT stride = vertexAttributes[0].mStride != 0 ? vertexAttributes[0].mStride : vertexAttributes[0].typeSize();
629 UINT size = stride * count;
630
631 D3D11_BUFFER_DESC vertexBufferDescription = {0};
632 vertexBufferDescription.ByteWidth = size;
633 vertexBufferDescription.Usage = D3D11_USAGE_DYNAMIC;
634 vertexBufferDescription.BindFlags = D3D11_BIND_VERTEX_BUFFER;
635 vertexBufferDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
636 vertexBufferDescription.MiscFlags = 0;
637 vertexBufferDescription.StructureByteStride = 0;
638
639 ID3D11Buffer *vertexBuffer = NULL;
640 HRESULT result = mDevice->CreateBuffer(&vertexBufferDescription, NULL, &vertexBuffer);
641 ASSERT(SUCCEEDED(result));
642
643 D3D11_MAPPED_SUBRESOURCE map;
644 result = mDeviceContext->Map(vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
645 ASSERT(SUCCEEDED(result));
646 memcpy(map.pData, vertexAttributes[0].mPointer, size);
647 mDeviceContext->Unmap(vertexBuffer, 0);
648
649 UINT offset = 0;
650 mDeviceContext->IASetVertexBuffers(0, 1, &vertexBuffer, &stride, &offset);
651 vertexBuffer->Release();
652
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000653 // TODO: Build the input layout from the (translated) attribute information
654 D3D11_INPUT_ELEMENT_DESC inputElementDescriptions[1] =
655 {
656 {"TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}
657 };
658
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +0000659 ShaderExecutable *vertexExecutable = programBinary->getVertexExecutable();
660
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000661 ID3D11InputLayout *inputLayout = NULL;
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +0000662 result = mDevice->CreateInputLayout(inputElementDescriptions, 1, vertexExecutable->getFunction(), vertexExecutable->getLength(), &inputLayout);
daniel@transgaming.com18adad02012-11-28 21:04:03 +0000663 ASSERT(SUCCEEDED(result));
daniel@transgaming.comda495a12012-11-28 21:03:56 +0000664
665 mDeviceContext->IASetInputLayout(inputLayout);
666 inputLayout->Release(); // TODO: Build a cache of input layouts
667
daniel@transgaming.com18adad02012-11-28 21:04:03 +0000668 return GL_NO_ERROR;
daniel@transgaming.comdef9f0f2012-11-28 20:53:20 +0000669}
670
daniel@transgaming.com31240482012-11-28 21:06:41 +0000671GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000672{
673 // TODO
674 UNIMPLEMENTED();
675
676 return GL_OUT_OF_MEMORY;
677}
678
679void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
680{
daniel@transgaming.comd4cf2512012-11-28 21:05:41 +0000681 mDeviceContext->Draw(count, 0);
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000682}
683
daniel@transgaming.com31240482012-11-28 21:06:41 +0000684void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo)
daniel@transgaming.com91207b72012-11-28 20:56:43 +0000685{
686 // TODO
687 UNIMPLEMENTED();
688}
689
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000690void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
691{
daniel@transgaming.come4991412012-12-20 20:55:34 +0000692 unsigned int programBinarySerial = programBinary->getSerial();
693 if (programBinarySerial != mAppliedProgramBinarySerial)
694 {
695 ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
696 ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000697
daniel@transgaming.come4991412012-12-20 20:55:34 +0000698 ID3D11VertexShader *vertexShader = NULL;
699 if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000700
daniel@transgaming.come4991412012-12-20 20:55:34 +0000701 ID3D11PixelShader *pixelShader = NULL;
702 if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
daniel@transgaming.comd4b2db22012-11-28 21:05:15 +0000703
daniel@transgaming.come4991412012-12-20 20:55:34 +0000704 mDeviceContext->PSSetShader(pixelShader, NULL, 0);
705 mDeviceContext->VSSetShader(vertexShader, NULL, 0);
706 programBinary->dirtyAllUniforms();
707
708 mAppliedProgramBinarySerial = programBinarySerial;
709 }
daniel@transgaming.com5fbf1772012-11-28 20:54:43 +0000710}
711
daniel@transgaming.com084a2572012-11-28 20:55:17 +0000712void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000713{
daniel@transgaming.com54e67542012-11-28 21:02:31 +0000714 if (clearParams.mask & GL_COLOR_BUFFER_BIT)
715 {
716 gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer();
717 if (renderbufferObject)
718 {
719 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
720 if (!renderTarget)
721 {
722 ERR("render target pointer unexpectedly null.");
723 return;
724 }
725
726 ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
727 if (!framebufferRTV)
728 {
729 ERR("render target view pointer unexpectedly null.");
730 return;
731 }
732
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000733 if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
734 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
735 mCurScissor.y + mCurScissor.height < renderTarget->getHeight()))
daniel@transgaming.com54e67542012-11-28 21:02:31 +0000736 {
737 // TODO: clearing of subregion of render target
738 UNIMPLEMENTED();
739 }
740
741 bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha;
742 const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) &&
743 !(clearParams.colorMaskRed && clearParams.colorMaskGreen &&
744 clearParams.colorMaskBlue && alphaUnmasked);
745
746 if (needMaskedColorClear)
747 {
748 // TODO: masked color clearing
749 UNIMPLEMENTED();
750 }
751 else
752 {
753 const float clearValues[4] = { clearParams.colorClearValue.red,
754 clearParams.colorClearValue.green,
755 clearParams.colorClearValue.blue,
756 clearParams.colorClearValue.alpha };
757 mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
758 }
759
760 framebufferRTV->Release();
761 }
762 }
763 if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT)
764 {
765 gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer();
766 if (renderbufferObject)
767 {
768 RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget());
769 if (!renderTarget)
770 {
771 ERR("render target pointer unexpectedly null.");
772 return;
773 }
774
775 ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
776 if (!framebufferDSV)
777 {
778 ERR("depth stencil view pointer unexpectedly null.");
779 return;
780 }
781
daniel@transgaming.comd55e8c12012-11-28 21:07:02 +0000782 if (mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 ||
783 mCurScissor.x + mCurScissor.width < renderTarget->getWidth() ||
784 mCurScissor.y + mCurScissor.height < renderTarget->getHeight()))
daniel@transgaming.com54e67542012-11-28 21:02:31 +0000785 {
786 // TODO: clearing of subregion of depth stencil view
787 UNIMPLEMENTED();
788 }
789
790 unsigned int stencilUnmasked = 0x0;
791 if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil())
792 {
793 unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat());
794 stencilUnmasked = (0x1 << stencilSize) - 1;
795 }
796
797 const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) &&
798 (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;
799
800 if (needMaskedStencilClear)
801 {
802 // TODO: masked clearing of depth stencil
803 UNIMPLEMENTED();
804 }
805 else
806 {
807 UINT clearFlags = 0;
808 if (clearParams.mask & GL_DEPTH_BUFFER_BIT)
809 {
810 clearFlags |= D3D11_CLEAR_DEPTH;
811 }
812 if (clearParams.mask & GL_STENCIL_BUFFER_BIT)
813 {
814 clearFlags |= D3D11_CLEAR_STENCIL;
815 }
816
817 float depthClear = clearParams.depthClearValue;
818 UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF;
819
820 mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
821 }
822
823 framebufferDSV->Release();
824 }
825 }
daniel@transgaming.comd084c622012-11-28 19:36:05 +0000826}
827
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000828void Renderer11::markAllStateDirty()
829{
daniel@transgaming.com9a067372012-12-20 20:55:24 +0000830 mAppliedRenderTargetSerial = 0;
831 mAppliedDepthbufferSerial = 0;
832 mAppliedStencilbufferSerial = 0;
daniel@transgaming.com7b6b83e2012-11-28 21:00:30 +0000833 mDepthStencilInitialized = false;
834 mRenderTargetDescInitialized = false;
835
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000836 mForceSetBlendState = true;
837 mForceSetRasterState = true;
838 mForceSetDepthStencilState = true;
839 mForceSetScissor = true;
daniel@transgaming.com53670042012-11-28 20:55:51 +0000840 mForceSetViewport = true;
daniel@transgaming.come4991412012-12-20 20:55:34 +0000841
842 mAppliedProgramBinarySerial = 0;
daniel@transgaming.comc43a6052012-11-28 19:41:51 +0000843}
844
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000845void Renderer11::releaseDeviceResources()
846{
847 // TODO
daniel@transgaming.comc1e26342012-11-28 19:31:16 +0000848 // UNIMPLEMENTED();
daniel@transgaming.comf8ba1092012-11-28 19:37:53 +0000849 mStateCache.clear();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000850}
851
852void Renderer11::markDeviceLost()
853{
854 mDeviceLost = true;
855}
856
857bool Renderer11::isDeviceLost()
858{
859 return mDeviceLost;
860}
861
862// set notify to true to broadcast a message to all contexts of the device loss
863bool Renderer11::testDeviceLost(bool notify)
864{
865 bool isLost = false;
866
867 // TODO
daniel@transgaming.comb9bb2792012-11-28 19:36:49 +0000868 //UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000869
870 if (isLost)
871 {
872 // ensure we note the device loss --
873 // we'll probably get this done again by markDeviceLost
874 // but best to remember it!
875 // Note that we don't want to clear the device loss status here
876 // -- this needs to be done by resetDevice
877 mDeviceLost = true;
878 if (notify)
879 {
880 mDisplay->notifyDeviceLost();
881 }
882 }
883
884 return isLost;
885}
886
887bool Renderer11::testDeviceResettable()
888{
889 HRESULT status = D3D_OK;
890
891 // TODO
892 UNIMPLEMENTED();
893
894 switch (status)
895 {
896 case D3DERR_DEVICENOTRESET:
897 case D3DERR_DEVICEHUNG:
898 return true;
899 default:
900 return false;
901 }
902}
903
904bool Renderer11::resetDevice()
905{
906 releaseDeviceResources();
907
908 // TODO
909 UNIMPLEMENTED();
910
911 // reset device defaults
912 initializeDevice();
913 mDeviceLost = false;
914
915 return true;
916}
917
918DWORD Renderer11::getAdapterVendor() const
919{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000920 return mAdapterDescription.VendorId;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000921}
922
923const char *Renderer11::getAdapterDescription() const
924{
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000925 return mDescription;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000926}
927
928GUID Renderer11::getAdapterIdentifier() const
929{
930 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000931 // UNIMPLEMENTED();
932 GUID foo = {0};
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000933 return foo;
934}
935
936bool Renderer11::getDXT1TextureSupport()
937{
938 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000939 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000940 return false;
941}
942
943bool Renderer11::getDXT3TextureSupport()
944{
945 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000946 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000947 return false;
948}
949
950bool Renderer11::getDXT5TextureSupport()
951{
952 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000953 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000954 return false;
955}
956
957bool Renderer11::getDepthTextureSupport() const
958{
959 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000960 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000961 return false;
962}
963
964bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable)
965{
966 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000967 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000968
969 *filtering = false;
970 *renderable = false;
971 return false;
972}
973
974bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable)
975{
976 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000977 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000978
979 *filtering = false;
980 *renderable = false;
981 return false;
982}
983
984bool Renderer11::getLuminanceTextureSupport()
985{
986 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000987 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000988 return false;
989}
990
991bool Renderer11::getLuminanceAlphaTextureSupport()
992{
993 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +0000994 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +0000995 return false;
996}
997
998bool Renderer11::getTextureFilterAnisotropySupport() const
999{
1000 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001001 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001002 return false;
1003}
1004
1005float Renderer11::getTextureMaxAnisotropy() const
1006{
1007 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001008 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001009 return 1.0f;
1010}
1011
1012bool Renderer11::getEventQuerySupport()
1013{
1014 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001015 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001016 return false;
1017}
1018
1019bool Renderer11::getVertexTextureSupport() const
1020{
1021 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001022 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001023 return false;
1024}
1025
1026bool Renderer11::getNonPower2TextureSupport() const
1027{
1028 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001029 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001030 return false;
1031}
1032
1033bool Renderer11::getOcclusionQuerySupport() const
1034{
1035 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001036 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001037 return false;
1038}
1039
1040bool Renderer11::getInstancingSupport() const
1041{
1042 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001043 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001044 return false;
1045}
1046
1047bool Renderer11::getShareHandleSupport() const
1048{
1049 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001050 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001051
1052 // PIX doesn't seem to support using share handles, so disable them.
1053 return false && !gl::perfActive();
1054}
1055
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001056int Renderer11::getMajorShaderModel() const
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001057{
daniel@transgaming.com9549bea2012-11-28 20:57:23 +00001058 switch (mFeatureLevel)
1059 {
1060 case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5
1061 case D3D_FEATURE_LEVEL_10_1:
1062 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4
1063 default: UNREACHABLE(); return 0;
1064 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001065}
1066
1067float Renderer11::getMaxPointSize() const
1068{
1069 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001070 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001071 return 1.0f;
1072}
1073
1074int Renderer11::getMaxTextureWidth() const
1075{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001076 switch (mFeatureLevel)
1077 {
1078 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1079 case D3D_FEATURE_LEVEL_10_1:
1080 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1081 default: UNREACHABLE(); return 0;
1082 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001083}
1084
1085int Renderer11::getMaxTextureHeight() const
1086{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001087 switch (mFeatureLevel)
1088 {
1089 case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384
1090 case D3D_FEATURE_LEVEL_10_1:
1091 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192
1092 default: UNREACHABLE(); return 0;
1093 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001094}
1095
1096bool Renderer11::get32BitIndexSupport() const
1097{
daniel@transgaming.com25072f62012-11-28 19:31:32 +00001098 switch (mFeatureLevel)
1099 {
1100 case D3D_FEATURE_LEVEL_11_0:
1101 case D3D_FEATURE_LEVEL_10_1:
1102 case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true
1103 default: UNREACHABLE(); return false;
1104 }
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001105}
1106
1107int Renderer11::getMinSwapInterval() const
1108{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001109 return 0;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001110}
1111
1112int Renderer11::getMaxSwapInterval() const
1113{
daniel@transgaming.com8c7b1a92012-11-28 19:34:06 +00001114 return 4;
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001115}
1116
1117int Renderer11::getMaxSupportedSamples() const
1118{
1119 // TODO
daniel@transgaming.com1f811f52012-11-28 20:57:39 +00001120 // UNIMPLEMENTED();
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001121 return 1;
1122}
1123
daniel@transgaming.com31b13e12012-11-28 19:34:30 +00001124bool Renderer11::copyToRenderTarget(TextureStorage2D *dest, TextureStorage2D *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001125{
1126 // TODO
1127 UNIMPLEMENTED();
1128 return false;
1129}
1130
daniel@transgaming.com31b13e12012-11-28 19:34:30 +00001131bool Renderer11::copyToRenderTarget(TextureStorageCubeMap *dest, TextureStorageCubeMap *source)
daniel@transgaming.comad6aee72012-11-28 19:33:42 +00001132{
1133 // TODO
1134 UNIMPLEMENTED();
1135 return false;
1136}
1137
daniel@transgaming.com38380882012-11-28 19:36:39 +00001138bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
1139 GLint xoffset, GLint yoffset, TextureStorage2D *storage, GLint level)
1140{
1141 // TODO
1142 UNIMPLEMENTED();
1143 return false;
1144}
1145
1146bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat,
1147 GLint xoffset, GLint yoffset, TextureStorageCubeMap *storage, GLenum target, GLint level)
1148{
1149 // TODO
1150 UNIMPLEMENTED();
1151 return false;
1152}
1153
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001154RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth)
1155{
daniel@transgaming.comb6b27bc2012-11-28 20:54:30 +00001156 SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain);
1157 RenderTarget11 *renderTarget = NULL;
1158 if (depth)
1159 {
1160 renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), swapChain11->getWidth(), swapChain11->getHeight());
1161 }
1162 else
1163 {
1164 renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), swapChain11->getWidth(), swapChain11->getHeight());
1165 }
1166 return renderTarget;
daniel@transgaming.comf2423652012-11-28 20:53:50 +00001167}
1168
1169RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth)
1170{
1171 // TODO
1172 UNIMPLEMENTED();
1173 return NULL;
1174}
1175
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001176ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, GLenum type, void *data)
daniel@transgaming.com55318902012-11-28 20:58:58 +00001177{
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001178 ShaderExecutable11 *executable = NULL;
1179
1180 switch (type)
1181 {
1182 case GL_VERTEX_SHADER:
1183 {
1184 ID3D11VertexShader *vshader = NULL;
1185 HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
1186 ASSERT(SUCCEEDED(result));
1187
1188 if (vshader)
1189 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001190 executable = new ShaderExecutable11(function, length, vshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001191 }
1192 }
1193 break;
1194 case GL_FRAGMENT_SHADER:
1195 {
1196 ID3D11PixelShader *pshader = NULL;
1197 HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
1198 ASSERT(SUCCEEDED(result));
1199
1200 if (pshader)
1201 {
daniel@transgaming.com7b18d0c2012-11-28 21:04:10 +00001202 executable = new ShaderExecutable11(function, length, pshader);
daniel@transgaming.coma2f9fbe2012-11-28 21:03:40 +00001203 }
1204 }
1205 break;
1206 default:
1207 UNREACHABLE();
1208 break;
1209 }
1210
1211 return executable;
daniel@transgaming.com55318902012-11-28 20:58:58 +00001212}
1213
daniel@transgaming.coma9c71422012-11-28 20:58:45 +00001214ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
1215{
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001216 const char *profile = NULL;
1217
1218 switch (type)
1219 {
1220 case GL_VERTEX_SHADER:
1221 profile = "vs_4_0";
1222 break;
1223 case GL_FRAGMENT_SHADER:
1224 profile = "ps_4_0";
1225 break;
1226 default:
1227 UNREACHABLE();
1228 return NULL;
1229 }
1230
daniel@transgaming.com25e16af2012-11-28 21:05:57 +00001231 ID3DBlob *binary = compileToBinary(infoLog, shaderHLSL, profile, false);
daniel@transgaming.com071ee6a2012-11-28 21:03:21 +00001232 if (!binary)
1233 return NULL;
1234
1235 ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type, NULL);
1236 binary->Release();
1237
1238 return executable;
1239}
1240
daniel@transgaming.com3f255b42012-12-20 21:07:35 +00001241VertexBuffer *Renderer11::createVertexBuffer()
1242{
1243 // TODO
1244 UNIMPLEMENTED();
1245 return NULL;
1246}
1247
daniel@transgaming.com6c872172012-11-28 19:39:33 +00001248bool Renderer11::blitRect(gl::Framebuffer *readTarget, gl::Rectangle *readRect, gl::Framebuffer *drawTarget, gl::Rectangle *drawRect,
1249 bool blitRenderTarget, bool blitDepthStencil)
1250{
1251 // TODO
1252 UNIMPLEMENTED();
1253 return false;
1254}
1255
1256void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
1257 GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels)
1258{
1259 // TODO
1260 UNIMPLEMENTED();
1261 return;
1262}
1263
daniel@transgaming.com244e1832012-12-20 20:52:35 +00001264Image *Renderer11::createImage()
1265{
1266 // TODO
1267 UNIMPLEMENTED();
1268 return NULL;
1269}
1270
daniel@transgaming.comf721fdb2012-12-20 20:53:11 +00001271void Renderer11::generateMipmap(Image *dest, Image *src)
1272{
1273 // TODO
1274 UNIMPLEMENTED();
1275 return;
1276}
1277
daniel@transgaming.com1d6aff22012-11-28 19:30:42 +00001278}